Gaming machine
By integrating an operable operating means, adjustable ball entry, and dynamic display/sound effects, the entertainment value of gaming machines is significantly enhanced, offering a more engaging experience.
Patent Information
- Application Number
- JP2024108545
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-05
- Publication Date
- 2026-01-19
AI Technical Summary
Existing gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.
Incorporation of an operable operating means for launching game balls, a ball entry means with adjustable entry positions, and displacement means to alter game ball entry difficulty, combined with various display and sound effects to create dynamic game states.
Enhances game enjoyment through increased interaction and variability, providing a more engaging gaming experience.
Smart Images

Figure 2026008122000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as types of amusement machines. These machines are known to have a system in which a lottery is held based on the fulfillment of predetermined lottery conditions, and players are given benefits according to the results of the lottery.
[0003] Specifically regarding pachinko machines, configurations are known in which a special game state is entered when a lottery is held based on a game ball entering an entry point in the game area, or when a special game state is entered based on a game ball entering a designated entry point. When the game state is entered, for example, the opening and closing of a game ball entry device in the game area is started, and game balls are dispensed based on the entry of a game ball into the entry device (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2019-005447 Summary of the Invention [Problem to be solved by the invention]
[0005] In this regard, it is necessary to improve the enjoyment of gaming machines like those exemplified above, and there is still room for improvement in this area.
[0006] Furthermore, the above problems apply not only to the gaming machines exemplified above, but also to other gaming machines.
[0007] This invention has been made in view of the circumstances illustrated above, and aims to provide a gaming machine that can enhance the enjoyment of gaming. [Means for solving the problem]
[0008] To solve the above problems, the invention described in claim 1 provides an operable operating means, A launching means capable of launching game balls in response to operation on the control means, At least the operating means is positioned to allow game balls launched in a specific manner to enter, and the game balls are entered in a position where a specific operation is performed on the operating means. A displacement means that can be displaced between a first position in which a game ball can enter the ball entry means and a second position in which it is difficult for a game ball to enter the ball entry means, It is characterized by having the following features. [Effects of the Invention]
[0009] According to the present invention, it is possible to enhance the enjoyment of games. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a perspective view showing a pachinko machine according to a first embodiment. [Figure 2] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 3] This is a front view showing the configuration of the game board. [Figure 4] 10A and 10B are explanatory diagrams for explaining the display contents of the symbol display device when a game round is executed. [Figure 5] (a) to (j) are explanatory diagrams for explaining the main and sub-patterns that are variably displayed in each pattern row. [Figure 6] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 7] FIG. 2 is an explanatory diagram for explaining the contents of various counters and various storage areas. [Figure 8] FIG. 10 is an explanatory diagram for explaining the content of a support mode. [Figure 9] (a) This is an explanatory diagram for the first win / loss table during low probability, (b) This is an explanatory diagram for the second win / loss table during low probability, and (c) This is an explanatory diagram for the win / loss table during high probability. [Figure 10] (a) This is an explanatory diagram for explaining the jackpot distribution table for the first special feature, (b) This is an explanatory diagram for explaining the jackpot distribution table for the second special feature, (c) This is an explanatory diagram for explaining the time-saving distribution table for the first special feature, and (d) This is an explanatory diagram for explaining the time-saving distribution table for the second special feature. [Figure 11] (a) This is an explanatory diagram for explaining the contents of each jackpot result, and (b) This is an explanatory diagram for explaining the contents of each time-saving result and the ceiling time-saving. [Figure 12] (a) to (e) are time charts showing how the time reduction state is set based on the time reduction result or ceiling time reduction. [Figure 13] This is a flowchart showing the main processing on the primary MPU. [Figure 14] This is a flowchart showing the timer interrupt processing in the main MPU. [Figure 15] This is a flowchart showing the general power control process in the main MPU. [Figure 16] This is a flowchart showing the process for initiating a general change in the main MPU. [Figure 17] This is a flowchart showing the process of finalizing the diagram in the main MPU. [Figure 18] This is a flowchart showing the special control processing for the main MPU. [Figure 19] This is a flowchart showing the process of acquiring pending information in the main MPU. [Figure 20] This is a flowchart showing the special feature variation start process in the main MPU. [Figure 21] This flowchart shows the process for identifying the variable display period in the main MPU. [Figure 22] This is a flowchart showing the special design confirmation process in the main MPU. [Figure 23] It is a flowchart showing the special power-off process in the main MPU. [Figure 24] It is a flowchart showing the subtraction process of the high-probability state counter in the main MPU. [Figure 25] It is a flowchart showing the setting process for the time-saving result in the main MPU. [Figure 26] It is an explanatory diagram for explaining the stop result of the special figure display unit and the stop result of the symbol display device. [Figure 27] (a) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when it is the last game round in the normal game state or the time-saving state and the first time-saving result occurs in the game round triggered by the first hold information. (b) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when it is a game round other than the last game round in the high-probability state or the time-saving state and the first time-saving result occurs in the game round triggered by the first hold information. (c) It is an explanatory diagram for explaining the stop results of the first special figure display unit and the symbol display device when a miss result occurs in the game round triggered by the first hold information. [Figure 28] It is a flowchart showing the determination process of the variation pattern in the sound and light side MPU. [Figure 29] It is a flowchart showing the subtraction process of the ceiling counter in the main MPU. [Figure 30] It is a flowchart showing the subtraction process of the time-saving state counter in the main MPU. [Figure 31] (a) - (e) It is a time chart for explaining the execution order of the processes in the special figure determination process. [Figure 32] It is a flowchart showing the subtraction process of the variation selection state counter in the main MPU. [Figure 33] (a) - (f) It is a time chart for explaining the relationship between the execution timings of the high-reach high-frequency state and the time-saving state triggered by the ceiling time-saving. [Figure 34] It is a front view of the game board in the second embodiment. [Figure 35] FIG. 10A is a vertical cross-sectional view of the special prize winning device in a non-guiding state, and FIG. 10B is a vertical cross-sectional view of the special prize winning device in a guiding state. [Figure 36] A vertical cross-sectional view to explain the internal structure of the prize distribution device. [Figure 37] (a) This is an explanatory diagram for explaining the first win / loss table, (b) This is an explanatory diagram for explaining the second win / loss table, (c) This is an explanatory diagram for explaining the jackpot distribution table, and (d) This is an explanatory diagram for explaining the minor win distribution table. [Figure 38] This is an explanatory diagram illustrating the first support mode and the second support mode. [Figure 39] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 40] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 41] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 42] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 43] 10 is a flowchart showing a process for starting distribution in the main MPU. [Figure 44] 10 is a flowchart showing the distribution process in the main MPU. [Figure 45] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 46] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 47] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 48] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 49] This flowchart shows the process of decrementing the support status counter in the main MPU. [Figure 50] This flowchart shows the process for determining the end of support for the primary MPU. [Figure 51] This is a time chart showing how the support mode changes over time. [Figure 52] This flowchart shows the performance control processing in the sound and light MPU. [Figure 53] (a) This is an explanatory diagram for explaining the display content of the notification image and time measurement image that are displayed when the game round-specific effects are being executed, and (b) This is an explanatory diagram for explaining the display content of the notification image that are displayed when the distribution execution mode-specific effects are being executed. [Figure 54] This is a flowchart showing the process for determining the end of support for the main MPU in the third embodiment. [Figure 55] This is a front view of the main control device in the fourth embodiment. [Figure 56] FIG. 2 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 57] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 58] 10 is an explanatory diagram for explaining various storage areas provided in a work area for specific control and various storage areas provided in a work area for non-specific control. FIG. [Figure 59] FIG. 10 is an explanatory diagram for explaining the electrical configuration for transmitting commands from the main-side MPU to the acousto-optical-side MPU. [Figure 60] 10A to 10D are time charts showing how commands are transmitted. [Figure 61] 10 is a flowchart showing main processing in a main MPU. [Figure 62] 10 is a flowchart showing a setting confirmation process in the main MPU. [Figure 63] 10 is a flowchart showing a setting value update process in the main MPU. [Figure 64]This is an explanatory diagram for explaining the contents of the processing executed in the main processing when the supply of operating power is resumed after a power outage processing is executed while a setting value update processing or a setting confirmation processing is being executed. [Figure 65] 10 is a flowchart showing a first management process in the main MPU. [Figure 66] 10 is a flowchart showing an initial setting process in the main MPU. [Figure 67] 10 is a flowchart showing a disconnection / short-circuit process in the main MPU. [Figure 68] 10 is a flowchart showing a first timer interrupt process in the main MPU. [Figure 69] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 70] FIG. 10 is an explanatory diagram for explaining a configuration in which the detection results of the detection sensors are input to the main MPU. [Figure 71] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 72] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 73] 10 is a flowchart showing a fraud detection process in the main MPU. [Figure 74] 10 is a flowchart showing information clearing processing in the main MPU. [Figure 75] 10 is a flowchart showing fraud detection execution processing in the main MPU. [Figure 76] 10 is a flowchart showing a normal power control process in the main MPU. [Figure 77] (a) A flowchart showing the special power start process in the main MPU, (b) A flowchart showing the special power open process in the main MPU, and (c) A flowchart showing the special power closed process in the main MPU. [Figure 78] 10 is a flowchart showing a magnetic monitoring process in the main MPU. [Figure 79]10 is a flowchart showing fraud handling processing in the main MPU. [Figure 80] (a) to (h) are time charts showing how winning monitoring is performed using the second operating port detection sensor as an example. [Figure 81] 10 is a flowchart showing security processing in the main MPU. [Figure 82] 10(a) to 10(h) are time charts showing how a security signal is output to the outside. [Figure 83] FIG. 10 is an explanatory diagram illustrating various areas of a work area for non-specific control used to manage game history. [Figure 84] FIG. 2 is an explanatory diagram for explaining various areas of a calculation result storage area. [Figure 85] 5(a) to 5(d) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 86] 5(a) to 5(c) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 87] 10 is a flowchart showing a second management process in the main MPU. [Figure 88] 10 is a flowchart showing a check process in the main MPU. [Figure 89] 10 is a flowchart showing the normal entry management processing in the main MPU. [Figure 90] 10 is a flowchart showing a result calculation process in the main MPU. [Figure 91] FIG. 10 is a block diagram for explaining a configuration for controlling the display of various display circuits by a main MPU. [Figure 92] FIG. 10 is an explanatory diagram for explaining various buffers provided in a work area for specific control. [Figure 93] FIG. 2 is an explanatory diagram for explaining the electrical configuration of a display IC. [Figure 94] 10 is a flowchart showing second timer interrupt processing in the main MPU. [Figure 95]10 is a flowchart showing a setting process for an eighth display data buffer in the main MPU. [Figure 96] 10 is a flowchart showing a display process in the main MPU. [Figure 97] 10(a) to 10(i) are time charts showing how various displays are made on the first to fourth notification display devices and the setting display device when the supply of operating power to the main MPU is started. [Figure 98] 10 is a flowchart showing RAM clear processing in the main MPU. [Figure 99] 10 is a flowchart showing an information abnormality monitoring process in the main MPU. [Figure 100] This is an explanatory diagram illustrating the various areas of the work area for non-specific control in the fifth embodiment. [Figure 101] This is a time chart showing how a predetermined number of balls is measured using a total ball count counter. [Figure 102] This flowchart shows the first timer interrupt processing performed by the main MPU. [Figure 103] This flowchart shows the check process performed on the primary MPU. [Figure 104] This flowchart shows the process for managing the total number of acquisitions performed on the main MPU. [Figure 105] This flowchart shows the special feature variation start process executed by the main MPU. [Figure 106] This flowchart shows the special figure confirmation process executed on the main MPU. [Figure 107] This is a flowchart showing the special power termination process executed by the main MPU. [Figure 108] This flowchart shows the ending control process executed by the sound / optical MPU. [Figure 109] This flowchart shows the first management process executed on the main MPU. [Figure 110](a)~(h) This is a time chart showing how the game state transitions to the normal game state when the predetermined number of balls measured by the total number of acquired balls reaches the termination threshold. [Figure 111] This is a flowchart showing the special power release process of the main MPU in the sixth embodiment. [Figure 112] This is a flowchart showing the special electrical control processing of the main MPU in the seventh embodiment. [Figure 113] (a) A flowchart showing the special feature change start process of the main MPU in the eighth embodiment; (b) A flowchart showing the special feature confirmation process executed by the main MPU; and (c) A flowchart showing the special feature termination process executed by the main MPU. [Figure 114] This is a flowchart showing the main processing performed on the primary MPU. [Figure 115] This is a flowchart showing the special electrical control processing of the main MPU in the ninth embodiment. [Figure 116] This is a front view showing the configuration of the game board in the tenth embodiment. [Figure 117] (a) A longitudinal cross-sectional view of the first special ball entry device in the non-guided state, and (b) A longitudinal cross-sectional view of the first special ball entry device in the guided state. [Figure 118] (a) This is an explanatory diagram for explaining the content of the game rounds and effects during normal gameplay, and (b) This is an explanatory diagram for explaining the content of the game rounds and effects during the time-saving state. [Figure 119] This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 120](a) An explanatory diagram for explaining the first win / loss table, (b) An explanatory diagram for explaining the second win / loss table, (c) An explanatory diagram for explaining the jackpot distribution table, (d) An explanatory diagram for explaining the combination of opening / closing execution modes corresponding to each jackpot result and the processing after the end of said opening / closing execution mode, (e) An explanatory diagram for explaining the minor win distribution table, and (f) An explanatory diagram for explaining the combination of opening / closing execution modes corresponding to each minor win result and the processing after the end of said opening / closing execution mode. [Figure 121] 10 is a flowchart showing a port output process in the main MPU. [Figure 122] This is a flowchart showing the launch control process in the main MPU. [Figure 123] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 124] 10 is a flowchart showing the first special symbol special power control process in the main MPU. [Figure 125] This is a flowchart showing the process for initiating the first special pattern variation in the main MPU. [Figure 126] This is a flowchart showing the processing during the first special pattern variation in the main MPU. [Figure 127] This is a flowchart showing the processing during the confirmation of the first special drawing in the main MPU. [Figure 128] This flowchart shows the time-saving management process in the main MPU. [Figure 129] This is a flowchart showing the first special power termination process in the main MPU. [Figure 130] 10 is a flowchart showing the second special symbol special power control processing in the main MPU. [Figure 131] This is a flowchart showing the process for initiating the second special pattern variation in the main MPU. [Figure 132] This is a flowchart showing the processing during the second special feature variation in the main MPU. [Figure 133] This is a flowchart showing the processing in the main MPU during the confirmation of the second special drawing. [Figure 134]10 is a flowchart showing the distribution process in the main MPU. [Figure 135] This flowchart shows the processing at the end of the second special drawing in the main MPU. [Figure 136] This is a flowchart showing the second special power termination process in the main MPU. [Figure 137] (a) to (h) are time charts showing how the game rounds in the first special display unit are temporarily stopped and how the game rounds in the first special display unit are forcibly terminated. [Figure 138] (a)~(i) This is a time chart showing how the second reserve information stored in the second special reserve area is consumed when the time-saving state ends. [Figure 139] (a) This is an explanatory diagram for explaining the content of the pause animation, and (b) This is an explanatory diagram for explaining the content of the animation for the distribution execution mode. [Figure 140] (a) and (b) are explanatory diagrams for explaining the content of the rewind effect that is executed when the display period for the changing symbols in the second special symbol display unit ends in a manner in which the game result is a second minor win result during the immediate notification period. [Figure 141] (a) This is an explanatory diagram for explaining the content of the pseudo-pause effect, and (b) This is an explanatory diagram for explaining the content of the rewind effect that is performed when the remaining variation time displayed in the remaining variation time display area becomes 5 seconds or less. [Figure 142] (a) This is an explanatory diagram for explaining the display period of the changing symbols set in the first special symbol display unit or the second special symbol display unit during the shortened time state, and (b) This is an explanatory diagram for explaining the selection probability of various changing symbols that are selected as the display period of the changing symbols in the second special symbol display unit during the shortened time state. [Figure 143] This flowchart shows the process for identifying the first variation display period in the main MPU. [Figure 144] This flowchart shows the process for identifying the second variation display period in the main MPU. [Figure 145] This is an explanatory diagram illustrating the configuration of the sound / optical side RAM. [Figure 146] This is a flowchart showing the first effect start setting process in the sound / light MPU. [Figure 147] This is a flowchart showing the process for setting the start of the second effect in the sound and light side MPU. [Figure 148] This flowchart shows the process of reading the performance table for the second special effect during time reduction in the sound and light side MPU. [Figure 149] This is a flowchart showing the effects adjustment process in the sound and light MPU. [Figure 150] This flowchart shows the processing for handling forced termination of the production side in the sound and light side MPU. [Figure 151] This is a flowchart showing the process for setting the rewind effect start in the sound / light MPU. [Figure 152] This flowchart shows the processing for executing the first effect in the sound and light side MPU. [Figure 153] This flowchart shows the processing for executing the second effect in the sound and light side MPU. [Fig. 154] (a)~(k) This is a time chart showing how the rewind effect is executed. [Figure 155] This is a flowchart showing the second special power termination process of the main MPU in the 11th embodiment. [Figure 156] (a) An explanatory diagram illustrating the contents of the first and second minor hit results in the twelfth embodiment, and (b) An explanatory diagram illustrating the configuration of the main RAM. [Figure 157] This is a flowchart showing the process for initiating the second special pattern variation in the main MPU. [Figure 158] This is a flowchart showing the processing during the first special pattern variation in the main MPU. [Figure 159] This is a flowchart showing the second special power termination process in the main MPU. [Figure 160] This flowchart shows the processing at the end of the second special drawing in the main MPU. [Figure 161] (a) to (f) are time charts showing how the game state is set to the time-saving state. [Figure 162] (a) This is an explanatory diagram for illustrating the mini-win distribution table in the 13th embodiment, and (b) This is an explanatory diagram for illustrating the contents of the 1st to 4th mini-win results. [Figure 163] This is a flowchart showing the processing during the second special feature variation in the main MPU. [Figure 164] This is a flowchart showing the second special power termination process in the main MPU. [Figure 165] (a) This is an explanatory diagram for explaining the display period of the changing patterns set in the first special pattern display unit or the second special pattern display unit in the time-saving state of the 14th embodiment, and (b) This is an explanatory diagram for explaining the selection probability of various changing patterns that are selected as the display period of the changing patterns in the second special pattern display unit in the time-saving state. [Figure 166] This flowchart shows the process for identifying the second variation display period of the main MPU. [Figure 167] (a) This is an explanatory diagram illustrating the contents of the time-saving first variation display period table in the 15th embodiment, and (b) This is a flowchart showing the process of identifying the first variation display period in the main MPU. [Figure 168] This is a flowchart showing the processing during the second special feature variation in the main MPU. [Figure 169] (a) This is an explanatory diagram for explaining the contents of the rewind effect and double-speed update display that are executed when the sound / light side MPU receives the first special feature forced termination command during the time-delay notification period, and (b) This is an explanatory diagram for explaining the contents of the rewind effect that are executed when the sound / light side MPU receives the first special feature forced termination command during the immediate notification period. [Figure 170] This is an explanatory diagram illustrating the configuration of the sound and light-side RAM used to perform rewind effects and double-speed refresh displays. [Figure 171] This is a flowchart showing the effects adjustment process in the sound and light MPU. [Figure 172] This flowchart shows the processing for handling forced termination of the production side in the sound and light side MPU. [Figure 173]This is a flowchart showing the rewind amount selection process in the audio / optical MPU. [Figure 174] (a) A flowchart showing the target time setting process in the sound / light side MPU, and (b) A flowchart showing the update process of the remaining variation time display counter in the sound / light side MPU. [Figure 175] This is a flowchart showing the first effect start setting process in the sound / light MPU. [Figure 176] This is a flowchart showing the processing of the main MPU during the second special feature variation in the 16th embodiment. [Figure 177] 10 is a flowchart showing the distribution process in the main MPU. [Figure 178] This flowchart shows the process for forced shutdown switching in the main MPU. [Figure 179] This flowchart shows the processing for handling forced termination of the production side in the sound and light side MPU. [Figure 180] This is a front view showing the configuration of the game board in the 17th embodiment. [Figure 181] (a) An explanatory diagram illustrating the first closed state and the second closed state of the special electric prize winning device, and (b) An explanatory diagram illustrating the first open state and the second open state of the special electric prize winning device. [Figure 182] This is an explanatory diagram illustrating the configuration of the main MPU for performing opening and closing control of the special prize winning device. [Figure 183] This is an explanatory diagram illustrating the contents of the special electric opening drive table and the special electric closing drive table. [Figure 184] 10 is a flowchart showing main processing in a main MPU. [Figure 185] (a) A flowchart showing the special power start process in the main MPU, and (b) A flowchart showing the round game start process in the main MPU. [Figure 186] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 187] This is a flowchart showing the special electrical switching control process in the main MPU. [Figure 188] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 189] 10 is a flowchart showing the processing during special call closure in the main MPU. [Figure 190] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 191] (a) to (c) These are explanatory diagrams to show how a situation is resolved when game balls accumulate around the special electric prize winning device during the execution period of a round game. [Figure 192] (a) to (c) These are explanatory diagrams illustrating how a situation is resolved when game balls accumulate around the special prize winning device during the interval period or ending period. [Figure 193] (a) to (h) are time charts showing how the special electric winning device's switching operation during special electric opening and special electric closing is performed. [Figure 194] (a)~(f) This is a time chart showing the process from when the supply of operating power to the main MPU is stopped while the special power release process is being executed, to when the supply of operating power is resumed and the state returns to when the special power release process is being executed. [Figure 195] This is a flowchart showing the process of starting a round of game by the main MPU in the 18th embodiment. [Figure 196] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 197] This is a flowchart showing the special electrical switching control process in the main MPU. [Figure 198] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 199] This is an explanatory diagram illustrating the switching operation during opening and closing of the special electric prize winning device. [Figure 200] (a) to (f) are time charts to explain how the switching operation during opening and closing of the special electric prize winning device is performed. [Figure 201] This is a flowchart showing the special power release process of the main MPU in the 19th embodiment. [Figure 202] This is a flowchart showing the special electrical switching control process in the main MPU. [Figure 203] This is an explanatory diagram illustrating the switching operation during opening and closing of the special electric prize winning device. [Figure 204] (a) This is an explanatory diagram illustrating the configuration of the main RAM in the 20th embodiment, and (b) This is a flowchart showing the special power start process in the main MPU. [Figure 205] This is a flowchart showing the special power start process of the main MPU in the 21st embodiment. [Figure 206] This is a front view showing the configuration of the game board in the 22nd embodiment. [Figure 207] This is a front view of the game board, showing a close-up of the area around the power supply device and distribution unit. [Figure 208] (a) A perspective view of the general-purpose power switching member and general-purpose power passage forming body in the closed state of the general-purpose power device, and (b) A perspective view of the general-purpose power switching member and general-purpose power passage forming body in the open state of the general-purpose power device. [Figure 209] (a) A cross-sectional view of the game board showing the power supply device in the closed state, and (b) A cross-sectional view of the game board showing the power supply device in the open state. [Figure 210] This is a perspective view of the distribution opening / closing member. [Figure 211] (a) is a perspective view of the distribution device and distribution opening / closing member in the distribution closed state, and (b) is a perspective view of the distribution device and distribution opening / closing member in the distribution open state. [Figure 212] This is a plan view of the distribution opening / closing member and the drive unit for distribution. [Figure 213] (a) A cross-sectional view of the distribution unit in the distribution closed state, and (b) A cross-sectional view of the distribution unit in the distribution open state. [Figure 214] (a) A longitudinal cross-sectional view of the sorting device in the V-prize closed state, and (b) A longitudinal cross-sectional view of the sorting device in the V-prize open state. [Figure 215] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 216] This is an explanatory diagram illustrating the electrical configuration for performing various lottery draws on the main MPU. [Figure 217] (a) An explanatory diagram for explaining the first and second win / loss tables, (b) An explanatory diagram for explaining the contents of each big win result, and (c) An explanatory diagram for explaining the contents of each minor win result. [Figure 218] This is an explanatory diagram to describe the contents of each game state. [Figure 219] (a) An explanatory diagram for explaining the high-frequency termination conditions based on the number of occurrences of minor wins; (b) An explanatory diagram for explaining the actual occurrence rate of game results that trigger the transition when a game round is executed in the second special display unit in high-frequency support mode and the game transitions to one of the game states in high-frequency support mode after the end of the opening / closing execution mode; (c) An explanatory diagram for explaining the probability of continuing the time reduction when the setting value of the target being used is "Setting 3"; (d) An explanatory diagram for explaining the proportion of round games executed in the opening / closing execution mode, which is transitioned to when the high-frequency termination conditions based on the number of occurrences of minor wins in high-frequency support mode are met and a game ball is detected by the V-entry detection sensor in the distribution execution mode. [Figure 220] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 221] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 222] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 223] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 224] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 225] This is a flowchart showing the processing during special feature changes in the main MPU. [Figure 226]This flowchart shows the processing for handling minor hit results in the main MPU. [Figure 227] (a) A flowchart showing the immediate high-frequency termination process in the main MPU, and (b) A flowchart showing the high-frequency termination setting process in the main MPU. [Figure 228] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 229] 10 is a flowchart showing a process for starting distribution in the main MPU. [Figure 230] 10 is a flowchart showing the distribution process in the main MPU. [Figure 231] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 232] (a) A flowchart showing the process of setting the shutdown preparation state in the main MPU; (b) A flowchart showing the process of setting the first time reduction state in the main MPU; (c) A flowchart showing the process of setting the third time reduction state in the main MPU; (d) A flowchart showing the process of setting the second time reduction state in the main MPU. [Figure 233] This flowchart shows the state setting process at the end of special operation in the main MPU. [Figure 234] (a)~(i) This is a time chart showing how the high-frequency support mode ends when the high-frequency termination condition is met based on the number of occurrences of minor wins. [Figure 235] (a) to (h) are time charts showing how the high-frequency support mode ends when the high-frequency termination condition based on the number of game rounds is met, and how the high-frequency support mode ends when the high-frequency termination condition based on the number of small wins occurs in the termination preparation state is met. [Figure 236] (a)~(g) This is a time chart showing how the number of small wins required to terminate the high-frequency support mode differs depending on the type of small win. [Figure 237](a) This is an explanatory diagram for explaining the content of the state selection effect, (b) This is an explanatory diagram for explaining the content of the selection result notification effect, (c) This is an explanatory diagram for explaining the configuration of the sound and light side ROM, and (d) This is an explanatory diagram for explaining the configuration of the sound and light side RAM. [Figure 238] This flowchart shows the processing for distribution effects in the sound and light MPU. [Figure 239] This flowchart shows the process of reading the distribution-based performance table in the sound and light side MPU. [Figure 240] This is a flowchart showing the processing of the main MPU during the design confirmation phase in the 23rd embodiment. [Figure 241] (a) A flowchart showing the process of setting the termination preparation state of the main MPU in the 24th embodiment, and (b) A flowchart showing the process of responding to minor hit results in the main MPU. [Figure 242] (a) An explanatory diagram illustrating the configuration of the main ROM in the 25th embodiment; (b) An explanatory diagram illustrating the low probability table and the high probability table on the general side; and (c) A flowchart showing the special power termination process in the main MPU. [Figure 243] (a) An explanatory diagram illustrating the content of the hold-prompt notification in the 26th embodiment; (b) An explanatory diagram illustrating the configuration of the main ROM; (c) An explanatory diagram illustrating the configuration of the main RAM. [Figure 244] (a) A flowchart showing the high-frequency termination setting process in the main MPU, and (b) A flowchart showing the process of specifying the variable display period in the main MPU. [Figure 245] This flowchart shows the processing for hold prompt notification in the sound / light side MPU. [Figure 246] (a)~(i) This is a time chart showing how the game transitions to the termination preparation state after the hold promotion notification is executed, and how the high-frequency termination condition based on the number of game rounds played is met in the termination preparation state, leading to a transition to the normal game state. [Figure 247](a)~(g) This is a time chart showing how the high-frequency support mode ends after the hold promotion notification is executed, and the distribution execution mode ends without the game ball being detected by the V-winning detection sensor. [Figure 248] (a) An explanatory diagram for illustrating the contents of each jackpot result in the 27th embodiment, and (b) An explanatory diagram for illustrating the contents of each minor win result. [Figure 249] This is an explanatory diagram to describe the contents of each game state. [Figure 250] (a)~(h) This is a time chart showing the situation in which, after the hold promotion notification is executed, the high-frequency termination condition based on the number of minor win results is met, the high-frequency support mode ends, and the game is played in the normal game state. [Figure 251] This is an explanatory diagram for explaining the content of the time-saving end notification and the hold promotion notification in the 28th embodiment. [Figure 252] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 253] (a) This is an explanatory diagram illustrating the configuration of the sound and light side RAM, and (b) This is a flowchart showing the hold display processing in the sound and light side MPU. [Figure 254] This flowchart shows the process for executing game-related effects in the sound and light side MPU. [Figure 255] (a)~(i) This is a time chart showing how the hold-up promotion notification is executed and how the hold-up promotion notification is terminated when the number of second-hand hold information items stored in hold-up reaches the upper limit. [Figure 256] (a) This is an explanatory diagram for explaining the contents of each minor win result in the 29th embodiment, and (b) This is an explanatory diagram for explaining the high-frequency termination conditions based on the number of times a minor win result occurs. [Figure 257] This is an explanatory diagram to describe the contents of each game state. [Figure 258](a) This is an explanatory diagram for explaining the number of round games performed in the opening / closing execution mode, which is entered when the high-frequency termination condition is met based on the number of occurrences of minor wins and a game ball is detected by the V-entry detection sensor, the destination after the opening / closing execution mode ends, and the probability of transitioning; and (b) This is a flowchart showing the minor win result handling process in the main MPU. [Figure 259] This flowchart shows the state setting process at the end of special operation in the main MPU. [Figure 260] (a) This is an explanatory diagram for explaining the contents of each minor win result in the 30th embodiment, and (b) This is an explanatory diagram for explaining the high-frequency termination conditions based on the number of times a minor win result occurs. [Figure 261] This is an explanatory diagram to describe the contents of each game state. [Figure 262] (a) This is an explanatory diagram for explaining the number of round games performed in the opening / closing execution mode, which is entered when the high-frequency termination condition is met based on the number of occurrences of minor wins and a game ball is detected by the V-entry detection sensor, as well as the destination and probability of transition after the opening / closing execution mode ends. (b) This is an explanatory diagram for explaining the configuration of the main RAM. [Figure 263] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 264] This flowchart shows the state setting process at the end of special operation in the main MPU. [Figure 265] (a) An explanatory diagram illustrating the configuration of the main ROM in the 31st embodiment; (b) An explanatory diagram illustrating the first success / failure table and the second success / failure table; and (c) An explanatory diagram illustrating the contents of each jackpot result. [Figure 266] (a) This is an explanatory diagram for explaining the content of each minor win result, and (b) This is an explanatory diagram for explaining the high-frequency termination conditions based on the number of times a minor win result occurs. [Figure 267] This is an explanatory diagram to describe the contents of each game state. [Figure 268](a) This is an explanatory diagram for explaining the number of round games performed in the opening / closing execution mode, which is entered when the high-frequency termination condition is met based on the number of occurrences of minor wins and a game ball is detected by the V-entry detection sensor, as well as the destination and probability of transition after the opening / closing execution mode ends. (b) This is an explanatory diagram for explaining the configuration of the main RAM. [Figure 269] This flowchart shows the processing for handling minor hit results in the main MPU. [Figure 270] 10 is a flowchart showing the special call termination processing in the main MPU. [Fig. 271] This flowchart shows the state setting process at the end of special operation in the main MPU. [Figure 272] (a) This is an explanatory diagram illustrating the configuration of the main ROM in the 32nd embodiment, and (b) This is an explanatory diagram illustrating the contents of each jackpot result. [Fig. 273] (a) This is an explanatory diagram for explaining the content of each minor win result, and (b) This is an explanatory diagram for explaining the high-frequency termination conditions based on the number of times a minor win result occurs. [Fig. 274] This is an explanatory diagram to describe the contents of each game state. [Figure 275] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 276] This flowchart shows the processing for handling minor hit results in the main MPU. [Figure 277] 10 is a flowchart showing the special call termination processing in the main MPU. [Fig. 278] This flowchart shows the state setting process at the end of special operation in the main MPU. [Figure 279] This is a front view of the control unit in the 33rd embodiment. [Figure 280] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 281] This is an explanatory diagram illustrating the configuration of the main CPU. [Figure 282](a) This is an explanatory diagram illustrating the memory area used by the main MPU, and (b) and (c) are explanatory diagrams illustrating the initial values of the addressing registers. [Figure 283] 10 is a flowchart showing main processing in a main MPU. [Figure 284] (a) This is an explanatory diagram illustrating the configuration of the main ROM, and (b) This is a flowchart showing the register setting process in the main MPU. [Figure 285] This flowchart shows the initial setup process for non-specific control in the main MPU. [Figure 286] This flowchart shows the random number initial value update process in the main MPU. [Figure 287] (a) An explanatory diagram illustrating the configuration of the main MPU used to initiate timer interrupt processing; (b) An explanatory diagram illustrating the start address table for interrupt processing; (c) An explanatory diagram illustrating the data structure of the start address pointer; and (d) A flowchart illustrating the interrupt initiation process in the main MPU. [Figure 288] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 289] 10 is a flowchart showing a power outage monitoring process in the main MPU. [Figure 290] This flowchart shows the ball entry detection process performed on the main MPU. [Figure 291] This flowchart shows the process for handling 10 prize balls executed on the main MPU. [Figure 292] 10 is a flowchart showing a fraud detection process in the main MPU. [Figure 293] This flowchart shows the external output configuration process executed by the main MPU. [Fig. 294] This flowchart shows the magnetic monitoring process performed on the main MPU. [Figure 295](a) This is an explanatory diagram illustrating the configuration of the work area for non-specific control, and (b) This is a flowchart showing the second management process executed on the main MPU. [Figure 296] This flowchart shows the process for managing the total number of acquisitions on the main MPU. [Figure 297] This is a flowchart showing the base value calculation setting process in the main MPU. [Figure 298] (a) An explanatory diagram for explaining the power monitored by the power outage monitoring board and voltage monitoring circuit; (b) An explanatory diagram for explaining various voltages; (c) An explanatory diagram for explaining the rise conditions of the power outage signal, the first reset signal and the second reset signal; (d) An explanatory diagram for explaining the fall conditions of the power outage signal, the first reset signal and the second reset signal. [Figure 299] (a) A functional block diagram illustrating the configuration for controlling the power outage signal and the first reset signal on the power outage monitoring board, and (b) A functional block diagram illustrating the configuration for resetting the main MPU. [Figure 300] (a) This is an explanatory diagram illustrating the relationship between the first reset signal and the second reset signal input to the reset circuit and the state of the main MPU, and (b) This is a flowchart showing the main reset release process in the main MPU. [Figure 301] (a) to (e) are time charts showing how the main CPU is reset after the supply of operating power to the pachinko machine begins. [Figure 302] (a)~(g) This is a time chart showing how the main MPU is reset based on the reset signal input to the reset circuit becoming LOW. [Figure 303] This is an explanatory diagram illustrating the electrical configuration of the payout control board. [Figure 304] (a) This is an explanatory diagram illustrating the data that the dispensing-side MPU receives from the main-side MPU and the management unit via asynchronous serial communication, and (b) This is a flowchart showing the dispensing-side main processing in the dispensing-side MPU. [Figure 305] This is a flowchart showing the payout-side reset release process in the payout-side MPU. [Figure 306] (a) to (h) are time charts showing how the payout-side MPU enters a non-operational state after the reset release condition for the payout-side MPU is met, and how the reception of gaming machine information transmitted from the main-side MPU is avoided during the payout-side release waiting period. [Figure 307] This is a flowchart showing the main processing of the main MPU in the 34th embodiment. [Figure 308] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 309] (a) This is an explanatory diagram for explaining the data structure of the low probability first win / loss table, and (b) This is an explanatory diagram for explaining the data structure of the first jackpot distribution table. [Figure 310] This flowchart shows the pass / fail determination process executed on the main MPU. [Figure 311] This flowchart shows the distribution determination process executed on the main MPU. [Figure 312] (a) This is an explanatory diagram illustrating the details of the reset of the main MPU in the 35th embodiment, and (b) This is an explanatory diagram illustrating the configuration of the main MPU. [Figure 313] This is a functional block diagram showing the configuration for resetting the main MPU. [Figure 314] This flowchart shows the main reset release process performed by the main MPU. [Figure 315] This is a functional block diagram showing the configuration for controlling the first reset execution signal and the second reset execution signal output from the reset circuit in the 36th embodiment. [Figure 316] (a) to (f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 317]This is a functional block diagram showing the configuration for controlling the first reset execution signal and the second reset execution signal output from the reset circuit in the 37th embodiment. [Figure 318] (a) to (f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 319] This is a flowchart showing the payout side reset release process of the main MPU in the 38th embodiment. [Figure 320] This is a front view showing the configuration of the game board in the 39th embodiment. [Figure 321] (a) A longitudinal cross-sectional view of the special prize device in the non-inductive state, (b) A longitudinal cross-sectional view of the special prize device in the induction state, and (c) An explanatory diagram for explaining the contents of the support mode. [Figure 322] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 323] This is an explanatory diagram illustrating the electrical configuration for performing various lottery draws on the main MPU. [Figure 324] (a) An explanatory diagram for explaining the first win / loss table, (b) An explanatory diagram for explaining the second win / loss table, (c) An explanatory diagram for explaining the jackpot distribution table for the first special feature, (d) An explanatory diagram for explaining the jackpot distribution table for the second special feature, (e) An explanatory diagram for explaining the contents of each jackpot result, (f) An explanatory diagram for explaining the minor win distribution table, and (g) An explanatory diagram for explaining the contents of each minor win result. [Figure 325] (a) An explanatory diagram to explain the triggers for transitioning to each shortened time state, (b) An explanatory diagram to explain the content of each shortened time state, (c) An explanatory diagram to explain the shortened time success / failure table, and (d) An explanatory diagram to explain the shortened time distribution table. [Figure 326] 10 is a flowchart showing main processing in a main MPU. [Figure 327] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 328] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 329] (a) and (b) are explanatory diagrams for explaining the display content of the graphic display device. [Figure 330] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 331] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 332] This flowchart shows the time-saving lottery process in the main MPU. [Figure 333] (a) A flowchart showing the process of specifying the variation display period in the main MPU, and (b) an explanatory diagram for explaining the relationship between the combination of game state and game result and the variation display period of the selected symbols. [Figure 334] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 335] This flowchart shows the process for setting the time-saving state in the main MPU. [Figure 336] This flowchart shows the subtraction process for the time reduction counter in the main MPU. [Figure 337] 10 is a flowchart showing the distribution process in the main MPU. [Figure 338] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 339] This flowchart shows the processing at the end of the special electric bonus for minor wins in the main MPU. [Figure 340] (a)~(h) This is a time chart showing how the system is set to a time-saving state when the opening / closing execution mode, which was transitioned to after the V-entry detection sensor detected a game ball in the distribution execution mode triggered by the first minor win result, ends. [Figure 341] (a)~(h) This is a time chart showing how the system is set to a time-saving state when the opening / closing execution mode, which was transitioned to after the V-entry detection sensor detected a game ball in the distribution execution mode triggered by the second minor win result, ends. [Figure 342] (a) A flowchart showing the display control process in the main MPU, and (b) an explanatory diagram for describing the state of the right-hand lamp and status lamp in various situations. [Figure 343] This flowchart shows the processing for the hold expectation effect in the main MPU. [Figure 344] This flowchart shows the processing for hold animations in the sound and light side MPU. [Figure 345] (a)~(i) This is a time chart showing how the bonus is awarded after the time-saving hold expectation effect is executed. [Figure 346] (a) This is an explanatory diagram for explaining the display content of the symbol display device when the notification performance for granting the 1st C time-saving state is being executed, and (b) This is an explanatory diagram for explaining the display content of the symbol display device when the notification performance for the 2nd A time-saving state is being executed. [Figure 347] (a) This is a flowchart showing the processing for the notification effect of the 2A time-saving state in the main MPU, and (b) This is a flowchart showing the processing for the final notification effect of the 2A time-saving state in the main MPU. [Figure 348] This flowchart shows the processing for time-saving effects in the sound and light side MPU. [Figure 349] (a)~(k) This is a time chart showing how the notification effects for granting the 1st C time-saving state, the notification effects for the 2nd A time-saving state, and the notification effects for the end of the 2nd A time-saving state are executed. [Figure 350] This is a flowchart showing the special feature variation processing of the main MPU in the 40th embodiment. [Figure 351] This flowchart shows the processing for time-saving effects in the sound and light side MPU. [Figure 352] (a)~(k) This is a time chart showing the transition to the 1st C time-saving state without the notification animation for granting the 1st C time-saving state being executed, and the transition to the 1st C time-saving state with the notification animation for granting the 1st C time-saving state being executed. [Figure 353] This is a flowchart showing the time-saving lottery process of the main MPU in the 41st embodiment. [Figure 354] (a) This is an explanatory diagram illustrating the contents of the blue reserve expectation animation and the red reserve expectation animation for winning in the 42nd embodiment, and (b) This is a flowchart showing the processing for the reserve expectation animation in the main MPU. [Figure 355] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 356] This is a front view showing the configuration of the game board in the 43rd embodiment. [Figure 357] This is a longitudinal cross-sectional view illustrating the internal configuration of the special prize winning device. [Figure 358] This is a block diagram illustrating the electrical configuration of a pachinko machine. [Figure 359] (a) This is an explanatory diagram for explaining the win / loss table for low probability, (b) This is an explanatory diagram for explaining the win / loss table for high probability, and (c) This is an explanatory diagram for explaining the contents of the game state. [Figure 360] (a) This is an explanatory diagram for explaining the jackpot distribution table for the first special feature, (b) This is an explanatory diagram for explaining the jackpot distribution table for the second special feature, (c) This is an explanatory diagram for explaining the contents of each jackpot result, and (d) This is an explanatory diagram for explaining the maximum number of games set at the start of the support mode. [Figure 361] (a) This is an explanatory diagram for explaining the distribution table for small wins for the first special feature, (b) This is an explanatory diagram for explaining the distribution table for small wins for the second special feature, and (c) This is an explanatory diagram for explaining the number of times each small win result occurs that is necessary to terminate the support mode. [Figure 362] This is an explanatory diagram illustrating the basic transition patterns between game states. [Figure 363] (a) and (b) are explanatory diagrams for explaining the display content of the symbol display device when a game round is played. [Figure 364] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 365] 10 is a flowchart showing the first special symbol special power control process in the main MPU. [Figure 366] 10 is a flowchart showing the second special symbol special power control processing in the main MPU. [Figure 367] (a) A flowchart showing the process of acquiring the first pending information in the main MPU, and (b) A flowchart showing the process of acquiring the second pending information in the main MPU. [Figure 368] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 369] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 370] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 371] 10 is a flowchart showing the special call start processing in the main MPU. [Figure 372] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 373] 10 is a flowchart showing the processing during special call closure in the main MPU. [Figure 374] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 375] This is a flowchart showing the support mode management process in the main MPU. [Figure 376] This flowchart shows the processing for displaying the winning history in the sound / light side MPU. [Figure 377] (a) to (h) are time charts showing how the support activation mode ends and how the image of the first winning history symbol changes. [Figure 378] (a) An explanatory diagram illustrating the low-probability win / loss table in the 44th embodiment; (b) An explanatory diagram illustrating the high-probability win / loss table; (c) An explanatory diagram illustrating the time-saving distribution table; and (d) An explanatory diagram illustrating the upper limit of the number of games played in the support mode set by the occurrence of each time-saving result. [Figure 379] This is an explanatory diagram illustrating the basic transition patterns between game states. [Figure 380]This is a flowchart showing the special chart change start processing in the main MPU. [Figure 381] (a) and (b) are explanatory diagrams for explaining the display content of the symbol display device in the countdown and high-speed countdown sequences. [Figure 382] This is a flowchart showing the support mode management process in the main MPU. [Figure 383] This flowchart shows the processing for the countdown effect in the sound and light side MPU. [Figure 384] (a) to (g) are time charts showing how the countdown effect is executed and how the high-speed countdown effect is executed. [Figure 385] (a) An explanatory diagram for illustrating the first low-probability win / loss table in the 45th embodiment; (b) An explanatory diagram for illustrating the second low-probability win / loss table; (c) An explanatory diagram for illustrating the first high-probability win / loss table; (d) An explanatory diagram for illustrating the second high-probability win / loss table; (e) An explanatory diagram for illustrating the jackpot distribution table for the first special symbol; (f) An explanatory diagram for illustrating the jackpot distribution table for the second special symbol; and (g) An explanatory diagram for illustrating the contents of each jackpot result. [Figure 386] This is an explanatory diagram illustrating the basic transition patterns between game states. [Figure 387] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 388] This is a front view showing the configuration of the game board in the 46th embodiment. [Figure 389] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 390] This is an explanatory diagram illustrating the electrical configuration for performing various lottery draws on the main MPU. [Figure 391](a) An explanatory diagram for explaining the contents of the support mode; (b) An explanatory diagram for explaining the contents of each game state; (c) An explanatory diagram for explaining the triggers for transitioning to the 11th time-saving state, the 12th time-saving state, or the 2nd time-saving state; (d) An explanatory diagram for explaining the structure of the time-saving success / failure table; (e) An explanatory diagram for explaining the structure of the time-saving distribution table. [Figure 392] (a) This is an explanatory diagram for explaining the display content of the symbol display device when the 1st C time reduction start animation is being performed, (b) This is an explanatory diagram for explaining the display content when the game rounds animation is being performed in the 1st C time reduction state, and (c) This is an explanatory diagram for explaining the display content when the 1st C time reduction end animation is being performed. [Figure 393] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 394] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 395] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 396] This flowchart shows the time-saving lottery process in the main MPU. [Figure 397] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 398] (a) A flowchart showing the process of setting the time-saving state in the main MPU, and (b) A flowchart showing the process of starting the first C time-saving in the main MPU. [Figure 399] (a) A flowchart showing the decrementing process of the time reduction counter in the main MPU, and (b) A flowchart showing the 1st C time reduction termination process in the main MPU. [Figure 400] This is a flowchart showing the display control process in the main MPU. [Figure 401] (a)~(i) This is a time chart showing how the 1st C time reduction start and 1st C time reduction end sequences are executed. [Figure 402]This is a flowchart showing the special feature variation start process of the main MPU in the 47th embodiment. [Figure 403] (a) An explanatory diagram for illustrating the contents of the support mode in the 48th embodiment, and (b) An explanatory diagram for illustrating the contents of each game state. [Figure 404] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 405] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 406] This flowchart shows the time-saving lottery process in the main MPU. [Figure 407] This is a front view showing the configuration of the game board in the 49th embodiment. [Figure 408] (a) An explanatory diagram illustrating the state in which the ball entry blocking member is in the ball entry permission position, (b) An explanatory diagram illustrating the state in which the ball entry blocking member is in the ball entry prevention position, and (c) An explanatory diagram illustrating the electrical configuration of a pachinko machine. [Figure 409] 10 is a flowchart showing a port output process in the main MPU. [Figure 410] (a)~(i) This is a time chart showing how the rotational position of the ball entry blocking member switches between the ball entry permission position and the ball entry blocking position. [Figure 411] This is a flowchart showing the special feature variation start process of the main MPU in the 50th embodiment. [Figure 412] This is a flowchart showing the processing during special feature changes in the main MPU. [Figure 413] (a)~(h) This is a time chart showing how the display content of the special display unit is maintained during the first C time reduction state. [Figure 414] (a) An explanatory diagram illustrating the types of first C time reduction states in the 51st embodiment; (b) An explanatory diagram illustrating the configuration of the main RAM; and (c) A flowchart showing the first C time reduction termination process in the main MPU. [Figure 415](a) An explanatory diagram for explaining the display content of the symbol display device when the first time-saving suggestion performance in the 52nd embodiment is being performed; (b) An explanatory diagram for explaining the display content when the second time-saving suggestion performance is being performed; (c) An explanatory diagram for explaining the display content when the first time-saving end suggestion performance is being performed; (d) An explanatory diagram for explaining the display content when the first time-saving variation suggestion performance is being performed; and (e) An explanatory diagram for explaining the display content when the first time-saving suggestion post-performance is being performed. [Figure 416] (a) This is an explanatory diagram for explaining the configuration of the suggestion effect lottery table when the 11th time-saving result occurs, (b) This is an explanatory diagram for explaining the configuration of the suggestion effect lottery table when the 12th time-saving result occurs, (c) This is an explanatory diagram for explaining the configuration of the suggestion effect lottery table when the result is a miss, and (d) This is an explanatory diagram for explaining the configuration of the sound and light side RAM. [Figure 417] This flowchart shows the processing for selecting the first time-saving effect in the sound and light side MPU. [Figure 418] This flowchart shows the processing when a suggestion is selected during fluctuation in the sound / light side MPU. [Figure 419] This flowchart shows the processing for suggestive effects in the sound and light side MPU. [Figure 420] (a) An explanatory diagram for explaining the normal corresponding background image in the 53rd embodiment; (b) An explanatory diagram for explaining the background image for confirming the 1st C time reduction; (c) An explanatory diagram for explaining the background image for suggesting the 1st C time reduction; (d) An explanatory diagram for explaining the configuration of the background lottery table when the 1st C time reduction result occurs; (e) An explanatory diagram for explaining the configuration of the background lottery table when the result is a loss. [Figure 421] This is a flowchart showing the background management process in the audio / optical MPU. [Figure 422](a) An explanatory diagram for explaining the display content of the symbol display device when the 1st C time-saving start performance for 5 suggestions in the 54th embodiment is being executed; (b) An explanatory diagram for explaining the display content when the 1st C time-saving end performance for 5 suggestions is being executed; (c) An explanatory diagram for explaining the configuration of the suggestion count lottery table for the 11th C time-saving; (d) An explanatory diagram for explaining the configuration of the suggestion count lottery table for the 12th C time-saving. [Figure 423] This flowchart shows the processing for the first C time reduction effect in the sound and light side MPU. [Figure 424] (a) This is an explanatory diagram illustrating the configuration of the main RAM in the 55th embodiment, and (b) This is a flowchart showing the processing for the first C time reduction state in the main MPU. [Figure 425] (a) This is an explanatory diagram illustrating the types of the first C time reduction state in the 56th embodiment, and (b) This is an explanatory diagram illustrating the configuration of the main RAM. [Figure 426] This flowchart shows the process for setting the time-saving state in the main MPU. [Figure 427] This is a flowchart showing the process for initiating the first C time reduction in the main MPU. DETAILED DESCRIPTION OF THE INVENTION
[0011] <First Embodiment> A first embodiment of a pachinko gaming machine (hereinafter referred to as "pachinko machine"), which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a perspective view of the pachinko machine 10, and Fig. 2 is a perspective view showing the main components of the pachinko machine 10 in an exploded form. For convenience, Fig. 2 omits the components within the gaming area.
[0012] As shown in Figure 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 that is rotatably attached to the outer frame 11 in the forward direction. The outer frame 11 is constructed by connecting wooden boards on all four sides and has a rectangular frame shape. The pachinko machine 10 is installed in a game hall by attaching and fixing the outer frame 11 to the island equipment. Note that the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be installed on the island equipment of the game hall.
[0013] As shown in Figure 2, the gaming machine body 12 comprises an inner frame 13, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side as the base end and the right side as the tip end when viewed from the front.
[0014] The front door frame 14 is rotatably supported on the inner frame 13, and can rotate forward with the left side as the pivot end and the right side as the pivot end when viewed from the front. The rear pack unit 15 is also rotatably supported on the inner frame 13, and can rotate backward with the left side as the pivot end and the right side as the pivot end when viewed from the front.
[0015] Furthermore, the gaming machine body 12 is equipped with a locking device at its rotating tip, which has the function of locking the gaming machine body 12 to the outer frame 11 in a state where it cannot be opened, and also has the function of locking the front door frame 14 to the inner frame 13 in a state where it cannot be opened. These locking states can be released by performing an unlocking operation using an unlocking key on a cylinder lock 17 that is exposed on the front of the pachinko machine 10.
[0016] Next, the configuration of the front side of the gaming machine main body 12 will be described.
[0017] The inner frame 13 is mainly composed of a resin base 21 whose outer shape is substantially the same as that of the outer frame 11. A substantially elliptical window hole 23 is formed in the center of the resin base 21. A game board 24 is detachably attached to the resin base 21. The game board 24 is made of plywood, and a game area PA formed on the front surface of the game board 24 is exposed to the front side of the inner frame 13 through the window hole 23 in the resin base 21.
[0018] The configuration of the game board 24 will be described with reference to Fig. 3. Fig. 3 is a front view of the game board 24.
[0019] An inner rail section 25 and an outer rail section 26 are attached to the game board 24 so as to define a part of the outer edge of the game area PA, and these inner rail section 25 and outer rail section 26 form a guide rail as a guide means. Game balls launched from a game ball launching mechanism 27 (see Figure 2) attached below the window hole 23 in the resin base 21 are guided to the upper part of the game area PA by the guide rail.
[0020] The game ball launching mechanism 27 includes a launching rail 27a extending toward the guide rail, a ball feeding device 27b that supplies game balls stored in an upper tray 66a (described later) onto the launching rail 27a, and a solenoid 27c that is an electric actuator that launches the game balls supplied onto the launching rail 27a toward the guide rail. When a launching operation device (or a launch handle) 28 provided on the front door frame 14 is rotated, the solenoid 27c is driven and controlled, and the game balls are launched.
[0021] A plurality of large and small openings are formed in the game board 24, penetrating in the front-to-rear direction. Each opening is provided with a general winning port 31, a special winning device 32, a first operating port 33, a second operating port 34, a through gate 35, a variable display unit 36, a special symbol unit 37, and a general symbol unit 38.
[0022] Even if a ball enters the through gate 35, no game balls will be paid out. On the other hand, if a ball enters the general winning opening 31, the special electric winning device 32, the first operating opening 33, or the second operating opening 34, a predetermined number of game balls will be paid out. Specifically, when a ball enters the first operating opening 33 or the second operating opening 34, three prize balls will be paid out; when a ball enters the general winning opening 31, ten prize balls will be paid out; and when a ball enters the special electric winning device 32, fifteen prize balls will be paid out.
[0023] The number of prize balls is arbitrary, and for example, the second actuation port 34 may have a smaller number of prize balls than the first actuation port 33, or the second actuation port 34 may have a larger number of prize balls than the first actuation port 33. Furthermore, the number of prize balls when a ball enters the first actuation port 33 and the number of prize balls when a ball enters the second actuation port 34 are not limited to a configuration in which both are multiple, and the number of prize balls when a ball enters the first actuation port 33 may be one, the number of prize balls when a ball enters the second actuation port 34 may be one, or both may be one.
[0024] In addition, an outlet 24a is provided at the bottom of the game board 24, and game balls that do not enter the various winning holes etc. are discharged from the game area PA through the outlet 24a. Also, on the game board 24, a large number of nails 24b are planted to appropriately distribute and adjust the falling direction of the game balls, and various components such as windmills are also arranged.
[0025] Here, "entering" means that a gaming ball passes through a predetermined opening, and includes not only the case where the gaming ball passes through the opening and is discharged from the gaming area PA, but also the case where the gaming ball continues to flow down the gaming area PA without being discharged from the gaming area PA after passing through the opening. However, in the following explanation, in order to clearly distinguish from the gaming ball entering the outlet 24a, the gaming ball entering the general winning opening 31, the special electric winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35 will also be referred to as "winning."
[0026] 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.
[0027] A stage section 36b is provided in a lower frame section 36a, which is a portion below the symbol display device 41 in the variable display unit 36, so as to extend laterally above the first actuation port 33, and a left frame section 36c, which is a portion to the left of the symbol display device 41 in the variable display unit 36, is provided with an entrance section 36d of a warp passage that can guide game balls flowing down the left area of the variable display unit 36 to the stage section 36b. The central section in the horizontal direction of the stage section 36b is located vertically above the first actuation port 33, and a lead-out section 36e is formed in the central section to lead game balls under their own weight to below the stage section 36b. In this case, game balls that are led to the stage portion 36b and led to below the stage portion 36b from an area other than the lead-out portion 36e are unlikely to enter the first operating port 33, but game balls that are led from the lead-out portion 36e to below the stage portion 36b have a high probability of entering the first operating port 33.
[0028] The first actuation opening 33 is open upward, and is not provided with any opening / closing member to prevent game balls from entering the first actuation opening 33. When game balls are shot in the same manner, the probability of winning at the first actuation opening 33 is constant regardless of the game state. In other words, the first actuation opening 33 is always capable of receiving game balls that flow down the game area PA toward the first actuation opening 33.
[0029] A normal power device 34a as a guide piece consisting of a pair of left and right movable pieces is provided in the second operating port 34. When the normal power device 34a is in a closed state, the game ball cannot enter the second operating port 34, but when the normal power device 34a is in an open state, the game ball can enter the second operating port 34.
[0030] A through gate 35 is provided upstream of the second operating port 34 in the direction in which the gaming ball flows down. The through gate 35 has a through hole (not shown) that penetrates vertically, and a gaming ball that enters the through gate 35 flows down through the gaming area PA after winning. This allows a gaming ball that enters the through gate 35 to enter the second operating port 34.
[0031] Based on the winning of the through gate 35, the normal power device 34a of the second operating port 34 is switched from a closed state to an open state. Specifically, the winning of the through gate 35 triggers the normal power hit / miss determination process, and the image is displayed in the normal power display section 38a of the normal power unit 38, which is located in the lower right corner of the game area PA, an area where the game ball does not pass. Then, when the result of the normal power hit / miss determination process is a win in the electric power release, the stop result corresponding to that result is displayed, and the variable display of the normal power display section 38a is terminated, the game transitions to the normal power release state. In the normal power release state, the normal power device 34a is opened in a predetermined manner.
[0032] The map display unit 38a is configured with a segment display in which a plurality of segment light-emitting elements are arranged in a predetermined manner, but is not limited to this and may be configured with other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, or a dot matrix display. As for the image displayed variably on the map display unit 38a, a configuration in which a plurality of types of letters are displayed variably, a configuration in which a plurality of types of symbols are displayed variably, a configuration in which a plurality of types of characters are displayed variably, or a configuration in which a plurality of types of colors are displayed in an alternating manner may be considered.
[0033] In the normal map unit 38, a normal map reserve display unit 38b is provided adjacent to the normal map display unit 38a. Up to four game balls that enter the through gate 35 are reserved, and the number of reserved balls is displayed by lighting up the normal map reserve display unit 38b.
[0034] A winning / losing determination process is performed by triggering a winning entry into the first operating port 33 or the second operating port 34. The result of the winning / losing determination process is then clearly displayed through the display effects on the special symbol unit 37 and the symbol display device 41 of the variable display unit 36.
[0035] The special symbol unit 37 is provided with a first special symbol display section 37a and a second special symbol display section 37b. In the first special symbol display section 37a, a win / loss determination process is performed triggered by a win / loss entry into the first actuation port 33, thereby displaying a varying pattern. A stop result corresponding to the result of the win / loss determination process is then displayed. In this case, the results of the win / loss determination process include a jackpot result, a time-saving result, and a loss result, which will be described later. However, the content of the stop result in the first special symbol display section 37a differs for each of the jackpot result, the time-saving result, and the loss result. The display of the stop result in the first special symbol display section 37a is maintained until the next game round begins and a new varying pattern display is started in the first special symbol display section 37a. In addition, in the second special symbol display section 37b, a win / loss determination process is performed triggered by a win / loss entry into the second actuation port 34, thereby displaying a varying pattern. A stop result corresponding to the result of the win / loss determination process is then displayed. In this case, the results of the hit / miss determination process include a jackpot result, a time-saving result, and a miss result, which will be described later, but the contents of the stop results on the second special symbol display section 37b are different for each of the jackpot result, the time-saving result, and the miss result. The display of the stop results on the second special symbol display section 37b is maintained until the next game round starts and the second special symbol display section 37b starts displaying a new pattern.
[0036] The first special symbol display unit 37a and the second special symbol display unit 37b are configured by a segment display device in which a plurality of segment light emitting units are arranged in a predetermined manner, but are not limited to this and may be configured by other types of display devices such as a liquid crystal display device, an organic EL display device, a CRT, a dot matrix display device, etc. Also, the images displayed on the first special symbol display unit 37a and the second special symbol display unit 37b may be configured to display multiple types of letters, multiple types of symbols, multiple types of characters, or multiple types of colors.
[0037] In the special symbol unit 37, a first special symbol reserve display section 37c and a second special symbol reserve display section 37d are provided adjacent to the first special symbol display section 37a and the second special symbol display section 37b. A maximum of four game balls that have entered the first operating port 33 are reserved, and the number of reserved balls is displayed by lighting up the first special symbol reserve display section 37c. Also, a maximum of four game balls that have entered the second operating port 34 are reserved, and the number of reserved balls is displayed by lighting up the second special symbol reserve display section 37d.
[0038] More specifically, the pattern display device 41 is configured as a liquid crystal display device equipped with a liquid crystal display, and the display content is controlled by a display control device described later. Note that the pattern display device 41 is not limited to a liquid crystal display device, and may be other display devices having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device.
[0039] In the pattern display device 41, when a variable pattern display is performed in the first special pattern display unit 37a based on a winning entry into the first operating port 33, a variable pattern display is performed accordingly, and when a variable pattern display is performed in the second special pattern display unit 37b based on a winning entry into the second operating port 34, a variable pattern display is performed accordingly. In addition to the display performance triggered by a winning entry into the first operating port 33 or the second operating port 34, the pattern display device 41 also performs display performance during the opening and closing execution mode described below, which is entered after a jackpot result.
[0040] Based on a win in either of the operating ports 33, 34, display begins on either of the special symbol display units 37a, 37b and the pattern display device 41, and ends when a stop result corresponding to the result of the win / loss determination process is displayed, and one game session corresponds to the completion of the special symbol determination process in the main control device 71 described below.
[0041] In this pachinko machine 10, a win / loss determination process is executed based on the winning of the operation ports 33 and 34. If the result of the win / loss determination process indicates a jackpot, the machine transitions to the open / close execution mode. In the open / close execution mode, the special power winning device 32 is controlled to open and close, and if a winning occurs in the open special power winning device 32, game balls are paid out. Specifically, in the open / close execution mode, a predetermined number of rounds of play are executed. A round of play refers to a game that continues until either a predetermined open duration has elapsed or a predetermined upper limit number of game balls has entered the special power winning device 32. In this case, when the launch operation device 28 is operated by the player, the game ball launching mechanism 27 is driven and controlled to launch one game ball into the play area PA every 0.6 seconds, with the open duration set to 29 seconds and the upper limit set to 10 balls. Therefore, the duration of the round game is set to be longer than the product of the game ball firing cycle and the upper limit number of balls in one round game, so that in each round game, it can be expected that more than the upper limit number of game balls will enter the special winning device 32. In addition, the upper limit number of round games varies depending on the type of jackpot result that triggered the transition.
[0042] The win / loss lottery mode for the win / loss determination process includes a high-probability mode and a low-probability mode, so that the probability of a jackpot result that triggers a transition to the open / close execution mode is relatively high or low. In addition, the pachinko machine 10 has multiple support modes that differ in the manner in which the normal power device 34a of the second operating port 34 is opened. Specifically, the support modes include a high-frequency support mode (a first high-frequency support mode and a second high-frequency support mode, described below) and a low-frequency support mode, so that the frequency with which the normal power device 34a is opened per unit time is relatively high or low when compared with a situation in which game balls are continuously released into the game area PA in the same manner. The game state in a situation other than the open / close execution mode differs depending on the type of combination of the win / loss lottery mode and the support mode. The game states include a normal game state, which is a low-probability mode and a low-frequency support mode; a high-probability state, which is a high-probability mode and a high-frequency support mode; and a time-saving state, which is a low-probability mode and a high-frequency support mode. In the high probability state and the time-saving state, the average period required for one game to be completed is shorter than that in the normal game state.
[0043] The first actuation port 33 and the second actuation port 34 are both installed in a lower area PAU, which is an area below the variable display unit 36 in the game area PA. The first actuation port 33 and the second actuation port 34 are united as an actuation port device, vertically arranged side by side with the first actuation port 33 on the top and the second actuation port 34 on the bottom. The normal power device 34a of the second actuation port 34 can be controlled to an open state in response to a winning entry into the through gate 35, which is located in the left area PAL, which is an area to the left of the variable display unit 36 in the game area PA. A gaming ball flowing down the left area PAL is guided to the lower area PAU, and the gaming ball guided to the lower area PAU can be guided to an area where the first actuation port 33 and the second actuation port 34 are provided. Therefore, when a firing operation is performed with the aim of winning the first operating port 33, not only is it possible for the ball to win the first operating port 33, but it is also possible for the ball to win the second operating port 34, and when a firing operation is performed with the aim of winning the second operating port 34, it is also possible for the ball to win the first operating port 33.
[0044] When the game state is the normal game state, the support mode becomes the low frequency support mode as described above, so that winning at the second actuation port 34 is less likely to occur, and winning at the first actuation port 33 is more likely to occur than at the second actuation port 34. Therefore, in the normal game state, the target for execution of the game round is basically the first special symbol display unit 37a, and if winning at the second actuation port 34 occurs accidentally, the second special symbol display unit 37b becomes the target for execution of the game round.
[0045] On the other hand, when the gaming state is a high probability state or a time-saving state, the support mode becomes the high-frequency support mode as described above, and therefore, winning is more likely to occur in the second actuation port 34. In this case, winning is more likely to occur in the second actuation port 34 than in the first actuation port 33. However, as already explained, if a firing operation is performed with the aim of winning in the second actuation port 34, winning in the first actuation port 33 may occur, and the game ball guided to the outlet portion 36e of the stage portion 36b will have a high probability of winning in the first actuation port 33, so winning in the first actuation port 33 will occur with the same frequency as in the low-frequency support mode, even in the high-frequency support mode.
[0046] In a mode corresponding to the pattern of the special symbol display units 37a and 37b that are the targets of the execution of the game round, the effect for the game round is executed on the symbol display device 41. The display contents of the symbol display device 41 when the effect for the game round is executed will be described below.
[0047] 4(a) and 4(b) are explanatory diagrams for explaining the display contents of the symbol display device 41 when a game round is executed.
[0048] As shown in Fig. 4(a), three symbol rows Z1, Z2, and Z3, each consisting of an upper row, a middle row, and a lower row, are set on the display surface of the symbol display device 41 as a plurality of display areas. Each symbol row Z1 to Z3 is configured by arranging main symbols and sub-symbols in a predetermined order. In other words, when a game is played, most of the display surface of the symbol display device 41 is used to display the varying symbols.
[0049] Figures 5(a) to 5(j) are explanatory diagrams for explaining the main and sub-patterns that are variably displayed in each of the pattern rows Z1 to Z3. As shown in Figures 5(a) to 5(j), the pattern, which is a type of picture, is composed of nine main patterns each numbered "1" to "9" and a sub-pattern consisting of a shell-shaped picture pattern. More specifically, the main patterns are composed of nine character patterns such as an octopus each numbered "1" to "9."
[0050] As shown in FIG. 4(b), the upper pattern column Z1 includes nine main symbols ("1" through "9") arranged in descending numerical order, with one sub-symbol between each main symbol. The lower pattern column Z3 includes nine main symbols ("1" through "9") arranged in ascending numerical order, with one sub-symbol between each main symbol. In other words, the upper and lower pattern columns Z1 and Z3 are composed of 18 symbols. In contrast, the middle pattern column Z2 includes nine main symbols ("1" through "9") arranged in ascending numerical order, with a "4" main symbol between the "9" main symbol and the "1" main symbol, with one sub-symbol between each of these main symbols. In other words, the middle pattern column Z2 includes 10 main symbols, for a total of 20 symbols. On the display surface, the symbols of each of the symbol rows Z1 to Z3 are displayed variably, scrolling periodically in a predetermined direction. The symbol display device 41 is configured to stop and display three symbols for each of the symbol rows Z1 to Z3, resulting in a total of nine symbols (3 x 3) being stopped and displayed. Also, as shown in FIG. 4(a), the symbol display device 41 has five activated lines, namely, a left line L1, a center line L2, a right line L3, a downward-right line L4, and an upward-right line L5.
[0051] When a variable display of symbols is performed on the symbol display device 41 based on a winning entry into the first actuation port 33 or the second actuation port 34, the variable display starts so that the symbols in each symbol column Z1 to Z3 scroll periodically in a predetermined direction. Then, the variable display is switched to a standby display basically in the order of upper symbol column Z1 → lower symbol column Z3 → middle symbol column Z2, and finally ends with the predetermined symbols being statically displayed in each symbol column Z1 to Z3.
[0052] When the variable symbol display ends, if the result of the hit / miss determination process in the main control device 71 (described later) is a jackpot result, the same symbol combination will be formed on one of the active lines L1-L5. Also, if the result of the hit / miss determination process is a time-saving result (described later) and the time-saving state is set in response to that time-saving result, a predetermined symbol combination (e.g., "1-2-3" or "3-4-1") that is neither the same symbol combination nor a reach symbol combination will be formed on one of the active lines L1-L5 when the variable symbol display ends. In this case, because there are multiple types of time-saving results (described later), the content of the predetermined symbol combination also differs depending on the type of time-saving result. On the other hand, if the result of the hit / miss determination process is a time-saving result (described later) and the time-saving state is not set in response to that time-saving result, a non-reach symbol combination that does not form a reach symbol combination will be displayed when the variable symbol display ends. In other words, if the result of the hit / miss determination process is a time-saving result described below and the time-saving state is not set based on that time-saving result, the stopping results for the pattern sequences Z1 to Z3 may be the same as if the result of the hit / miss determination process was a miss result.
[0053] In the configuration in which the variable display of the symbols is performed in each of the symbol columns Z1 to Z3 as described above, an expectation effect is set as a display effect of the symbol display device 41 when a game round is executed. The expectation effect is a display state that makes the player think that the variable display state is likely to result in a jackpot result, from the start of the variable display of the symbols on the symbol display device 41 until the stop result is derived and displayed. Two types of expectation effects are set: a reach display, and a notice display that makes the player expect the occurrence of a reach display or a jackpot result, such as in a stage before the reach display occurs.
[0054] The reach display includes a display state in which the same type of symbols are displayed in the upper and lower symbol columns Z1 and Z3 among the multiple symbol columns Z1 to Z3 to display a reach symbol combination, and in that state, the remaining middle symbol column Z2 displays a variable pattern. Also included are a reach effect in which, while a reach symbol combination is displayed as described above, the remaining symbol columns display a variable pattern while displaying predetermined characters or the like as animation in the background screen, and a reach effect in which the reach symbol combination is displayed in a reduced size or is not displayed, and a predetermined character or the like is displayed as animation on almost the entire display screen. If a game result in a jackpot, symbols of the same type as those forming the reach symbol combination are displayed on the reach line in the middle symbol column Z2, and if a game result does not result in a jackpot, symbols of a different type from those forming the reach symbol combination are displayed on the reach line in the middle symbol column Z2.
[0055] The advance notice display includes a mode in which a character is displayed separately from the symbols on the symbol columns Z1 to Z3 in a situation in which the symbols are being displayed variably on all symbol columns Z1 to Z3 after the variable display of symbols on each symbol column Z1 to Z3 has begun, or in a situation in which the symbols are being displayed variably on some symbol columns Z1 to Z3 but on multiple symbol columns Z1 to Z3. It also includes a mode in which the background screen is displayed in a predetermined mode different from its previous mode, or a mode in which the symbols on the symbol columns Z1 to Z3 are displayed in a predetermined mode different from their previous mode. Such advance notice displays can occur in both game turns when a reach display is made and when a reach display is not made, but are set to occur with a higher probability when a reach display is made than when a reach display is not made.
[0056] As shown in Figure 4(b), in addition to the symbol rows Z1 to Z3, a reserve display area 42 and a status suggestion area 43 are set on the display surface of the symbol display device 41. The reserve display area 42 is set at the bottom of the display surface of the symbol display device 41. The reserve display area 42 has a first reserve display area 42a in which an image is displayed to notify the player of the number of reserve information pieces acquired by the main control device 71 (described later) based on a winning entry into the first actuation port 33, and a second reserve display area 42b in which an image is displayed to notify the player of the number of reserve information pieces acquired by the main control device 71 (described later) based on a winning entry into the second actuation port 34. The reserve information is information that triggers the execution of a win / loss determination process in the main control device 71, and is information that triggers the execution of a game round. The reserved information acquired in response to a winning entry into the first operating port 33 (hereinafter also referred to as the first reserved information) triggers the execution of a game in the first special symbol display unit 37a, and the reserved information acquired in response to a winning entry into the second operating port 34 (hereinafter also referred to as the second reserved information) triggers the execution of a game in the second special symbol display unit 37b. A maximum of four pieces of first reserved information are reserved and stored, and a maximum of four pieces of second reserved information are also reserved and stored.
[0057] The first hold display area 42a displays a number of first hold images G1 corresponding to the number of first hold information. In other words, if the number of first hold information stored is zero, no first hold image G1 is displayed in the first hold display area 42a. Furthermore, if the number of first hold information stored is one, one first hold image G1 is displayed; if the number of first hold information stored is two, two first hold images G1 are displayed; if the number of first hold information stored is three, three first hold images G1 are displayed; and if the number of first hold information stored is four, four first hold images G1 are displayed. When multiple first hold images G1 are displayed, the multiple first hold images G1 are displayed side by side with a fixed interval between them. Furthermore, if the number of first hold information stored is increasing, the first hold images G1 are displayed increasing toward the right. If the first hold information triggers the start of a game round and the number of first hold information stored is decreasing, the first hold images G1 are displayed decreasing toward the left.
[0058] The second hold display area 42b displays a number of second hold images G2 corresponding to the number of second hold information. In other words, if the number of second hold information stored is zero, no second hold image G2 is displayed in the second hold display area 42b. Furthermore, if the number of second hold information stored is one, one second hold image G2 is displayed; if the number of second hold information stored is two, two second hold images G2 are displayed; if the number of second hold information stored is three, three second hold images G2 are displayed; and if the number of second hold information stored is four, four second hold images G2 are displayed. When multiple second hold images G2 are displayed, the multiple second hold images G2 are displayed side by side with a fixed interval between them. Furthermore, if the number of second hold information stored is increasing, the second hold images G2 are displayed increasing toward the right. If the second hold information triggers the start of a game round and the number of second hold information stored is decreasing, the second hold images G2 are displayed decreasing toward the left.
[0059] In Figure 4(b), since the number of first pending information stored is four and the number of second pending information is four, four first pending images G1 are displayed in the first pending display area 42a and four second pending images G2 are displayed in the second pending display area 42b.
[0060] The status suggestion area 43 is located at the top of the display surface of the symbol display device 41. The status suggestion area 43 has a smaller display area than the display area of the symbols in the symbol columns Z1 to Z3. In the status suggestion area 43, when the variable display of symbols for a game round is being performed in the symbol columns Z1 to Z3 of the symbol display device 41 and the stop result corresponding to the result of the win / loss determination process for that game round is not displayed, the color is switched. Specifically, a predetermined display color pattern is repeated, such as red → blue → green → red → blue → green → red... Then, when the stop result corresponding to the result of the win / loss determination process is displayed in the symbol columns Z1 to Z3 and a fixed display (static display) begins, the stop result corresponding to the game status and the result of the win / loss determination process at that time is displayed. In this case, if the result of the win / loss determination process is a jackpot result or a loss result, the status suggestion area 43 is displayed in red. Furthermore, if the result of the pass / fail determination process is a time-saving result (to be described later), and if the time-saving state is set as a trigger of the time-saving result, a red stop display is displayed regardless of the type of time-saving result, and if the time-saving state is not set as a trigger of the time-saving result, a blue or green stop display is displayed depending on the type of time-saving result. As described above, in a configuration in which if the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, the stop result in the pattern strings Z1 to Z3 can be the same as if the result of the pass / fail determination process was a miss result, by differentiating the display content in the state suggestion area 43 between a case in which the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, and a case in which the result of the pass / fail determination process is a miss result, it is possible to display different overall display content on the pattern display device 41 between a case in which the result of the pass / fail determination process is a time-saving result (to be described later) and if the time-saving state is not set as a trigger of the time-saving result, and a case in which the result of the pass / fail determination process is a miss result.
[0061] Returning to the explanation of the game board 24 (see FIG. 3), if the result of the hit / miss determination process is a jackpot result, the game board 24 transitions to the open / close execution mode as already explained. In the open / close execution mode, the opening and closing control of the special power winning device 32 is executed. The special power winning device 32 is equipped with a large winning opening (not shown) that leads to the back side of the game board 24, and an opening / closing door 32a that opens and closes the large winning opening. The opening / closing door 32a is positioned in either a closed state or an open state. Specifically, the opening / closing door 32a is normally in a closed state that prevents game balls from winning, and is configured to switch to an open state that allows game balls to win if a jackpot result is selected in the hit / miss determination process. Note that while a win is not impossible in the closed state, it may be configured to be less likely to occur than in the open state. In addition, in the open / close execution mode, a display effect corresponding to the open / close execution mode is executed by the pattern display device 41.
[0062] A front door frame 14 is provided so as to cover the entire front side of the inner frame 13 formed by attaching the game board 24 having the above-described configuration to the resin base 21. As shown in FIG. 1, the front door frame 14 is formed with a window portion 61 that allows almost the entire area of the game area PA to be viewed from the front. The window portion 61 has a substantially elliptical shape, and a window panel 62 is fitted into the window portion 61. The window panel 62 is formed of colorless and transparent glass, but is not limited to this and may be formed of colorless and transparent synthetic resin, or may be formed of colored transparency as long as the game area PA is visible through the window panel 62 from the front of the pachinko machine 10.
[0063] A display light-emitting unit 64 is provided above the window 61. A pair of left and right speaker units 65 are also provided to output sound effects and the like according to the game status. An upper bulge 66 and a lower bulge 67, which bulge toward the front, are arranged vertically below the window 61. An upper tray 66a that opens upward is provided inside the upper bulge 66, and a lower tray 67a that also opens upward is provided inside the lower bulge 67. The upper tray 66a has the function of temporarily storing game balls dispensed from the dispensing device (described later) and guiding them in a row toward the game ball launching mechanism 27. The lower tray 67a also has the function of storing surplus game balls in the upper tray 66a.
[0064] Next, we will describe the configuration of the back side of the gaming machine body 12.
[0065] As shown in FIG. 2, a main control device 71, which is responsible for the primary control of the game, is mounted on the back of the inner frame 13 (specifically, the game board 24). The main control device 71 is configured by housing a main control board in a board box. The board box may be provided with a trace means for leaving a trace of its opening, or a trace structure for leaving a trace of its opening. Possible trace means include a joint structure that inseparably connects the multiple case bodies that make up the board box and requires destruction of a predetermined portion when they are separated, or a structure in which a seal is attached across the boundaries between the multiple case bodies, leaving a trace of its removal by leaving an adhesive layer on the object when peeled off. Also, a possible trace structure may be a structure in which an adhesive is applied to the boundaries between the multiple case bodies that make up the board box.
[0066] A back pack unit 15 is installed so as to cover the back side of the inner frame 13, including the main control device 71. The back pack unit 15 is equipped with a back pack 72 formed from a transparent synthetic resin, and a dispensing mechanism section 73 and a control device assembly unit 74 are attached to the back pack 72.
[0067] The payout mechanism 73 includes a tank 75 to which gaming balls supplied from the island equipment of the gaming hall are successively replenished, and a payout device 76 for paying out the gaming balls stored in the tank 75. The gaming balls paid out from the payout device 76 are discharged into the upper tray 66a or the lower tray 67a through a payout passage provided downstream of the payout device 76. The payout mechanism 73 is supplied with a main power supply of, for example, 24 volts AC, and is equipped with a back pack board having a power switch for turning the power on and off.
[0068] The control device aggregate unit 74 is equipped with a payout control device 77 having the function of controlling the payout device 76, and a power supply / launch control device 78 which generates and outputs the predetermined power required by the various control devices, etc., and controls the launch of game balls in response to the player's operation of the launch operation device 28. The payout control device 77 and the power supply / launch control device 78 are stacked one behind the other so that the payout control device 77 is at the rear of the pachinko machine 10.
[0069] <Electrical configuration of pachinko machine 10> FIG. 6 is a block diagram showing the electrical configuration of the pachinko machine 10.
[0070] The main control device 71 is equipped with a main control board 81 that is responsible for the main control of the game. The main control board 81 is equipped with an MPU 82. The MPU 82 has built-in ROM 83 that stores various control programs and fixed value data executed by the MPU 82, RAM 84 that is memory for temporarily storing various data when the control programs stored in the ROM 83 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, various counter circuits such as a random number generator, etc. It is not essential that the ROM 83 and RAM 84 be integrated into a single chip for the MPU 82; each may be integrated into a separate chip. The same applies to the MPUs of control devices other than the main control device 71.
[0071] The MPU 82 is provided with an input port and an output port. The input side of the MPU 82 is connected to a power outage monitoring board 85 provided in the main control unit 71, and also to a dispensing control unit 77. The power outage monitoring board 85 is connected to a power supply / launch control unit 78 having the function of supplying operating power, and power is supplied to the MPU 82 via the power outage monitoring board 85.
[0072] Various sensors, such as winning detection sensors 86a-86e, are connected to the input side of the MPU 82. The winning detection sensors 86a-86e include a detection sensor 86a provided in the general winning opening 31, a detection sensor 86b provided in the special winning device 32, a detection sensor 86c provided in the first operating opening 33, a detection sensor 86d provided in the second operating opening 34, and a detection sensor 86e provided in the through gate 35. Based on the detection results of these winning detection sensors 86a-86e, the MPU 82 determines whether a ball has been won in each winning entry section. The MPU 82 also conducts various lotteries based on the winning of the ball in the first operating opening 33 or the second operating opening 34.
[0073] The output side of the MPU82 is connected to a power outage monitoring board 85, a payout control device 77, and a sound and light emission control device 91. The payout control device 77 outputs a prize ball command, for example, based on the prize ball entry result in the prize ball entry section. The sound and light emission control device 91 outputs various commands such as variation commands, type commands, and opening commands.
[0074] The output side of the MPU 82 is connected to the special power drive unit 32b, which opens and closes the opening / closing door 32a of the special power winning device 32, the normal power drive unit 34b, which opens and closes the normal power device 34a of the second operating port 34, the special power unit 37, and the normal power unit 38. The special power unit 37 is provided with a first special power display unit 37a, a second special power display unit 37b, a first special power reserve display unit 37c, and a second special power reserve display unit 37d, all of which are connected to the output side of the MPU 82. Similarly, the normal power unit 38 is provided with a normal power display unit 38a and a normal power reserve display unit 38b, all of which are connected to the output side of the MPU 82. The main control board 81 is provided with various driver circuits, and the MPU 82 controls the drive of various drive units through these driver circuits.
[0075] That is, in the opening / closing execution mode, the MPU 82 executes drive control of the special power drive unit 32b so that the special power winning device 32 is opened and closed. Also, when the electric role opening of the normal power device 34a is won, the MPU 82 executes drive control of the normal power drive unit 34b so that the normal power device 34a is opened and closed. Also, during each game, the MPU 82 executes display control of the special chart unit 37. Also, when the lottery result of whether or not to enter the normal power opening state in which the normal power device 34a is opened is to be clearly indicated, the MPU 82 executes display control of the normal chart unit 38.
[0076] The power failure monitoring board 85 relays between the main control board 81 and the power supply / launch control device 78, and also monitors the stable DC voltage of 24 volts, which is the maximum voltage output from the power supply / launch control device 78. The payout control device 77 controls the payout of prize balls and loan balls by the payout device 76 based on the prize ball command input from the MPU 82 of the main control device 71.
[0077] The power supply and launch control device 78 is connected to a commercial power supply (external power supply) in, for example, an amusement hall, etc. Then, based on the external power supplied from the commercial power supply, it generates the operating power required for each of the main control device 71, the payout control device 77, etc., and supplies the generated operating power.
[0078] Specifically, the power supply / launch control device 78 is provided with a power-on power supply unit 78a and a power-off power supply unit 78b. The power-on power supply unit 78a is connected to a commercial power source, for example, in an amusement hall, and has the function of generating and supplying operating power when external power is supplied from the commercial power source. The power-off power supply unit 78b is composed of a capacitor, and is charged with power supplied from the power-on power supply unit 78a when the power to the pachinko machine 10 is ON (when power is being supplied from an external power source). Furthermore, when the power to the pachinko machine 10 is OFF or in a power-off state (when power supply from the external power source is cut off), such as when a power outage occurs in the commercial power source, power is discharged from the power-off power supply unit 78b to supply backup power to the RAM 84 of the main control device 71 and the RAM (not shown) of the payout control device 77. Therefore, even in such a situation, the information stored in the RAM 84 of the main control unit 71 and the RAM of the dispensing control unit 77 is retained without being erased as long as backup power is supplied from the power supply unit 78b for use during power outages.
[0079] Here, the RAM 84 of the main control device 71 temporarily stores information on the current game status and game progress, and the RAM of the payout control device 77 temporarily stores information on the number of unpaid prize balls. In this case, by supplying backup power from the power-off power supply unit 78b to these RAMs as described above, it is possible to store and retain the current game status, game progress, and unpaid prize ball information for a predetermined period of time even when there is no power supply from the power-on power supply unit 78a. On the other hand, backup power is not supplied from the power-off power supply unit 78b to the audio and light-emitting control device 91 and the display control device 101. Therefore, the information stored in the RAM 95 of the audio and light-emitting control device 91 and the RAM 105 of the display control device 101 is not backed up and is destroyed or erased when the power supply from the power-on power supply unit 78a is stopped.
[0080] The power supply unit 78b for use during power outage has a relatively large capacity, and information stored in the RAM 84 of the main control device 71 before power is cut off is retained for a predetermined period (for example, one or two days). The power supply unit 78b for use during power outage is not limited to a capacitor, and may be a battery, a non-rechargeable battery, or the like.
[0081] The power supply and launch control device 78 is provided with a power supply unit (not shown) for use during power outages, which is different from the power supply unit 78b for use during power outages. The power supply and launch control device 78 is configured to maintain the 5-volt output, which is the drive power source for the control system, at a normal value for a sufficient period of time to execute the power outage processing described below, by discharging from the power outage power supply unit, even after the 24-volt DC stable power supply drops below 22 volts. This allows the main control device 71 and other components to execute and complete power outage processing normally.
[0082] In addition to various power supply units 78a and 78b, a firing control unit 78c is provided in the power supply / firing control device 78. The touch sensor 28a, push sensor 28b, and variable resistor 28c built into the firing operation device 28 are electrically connected to the firing control unit 78c.
[0083] The touch sensor 28a has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the detection of the handle operation to the launch control unit 78c. Upon receiving the predetermined electrical signal, the launch control unit 78c recognizes that the player's hand is touching the outer surface of the operating handle. The launch control unit 78c also determines whether the launch stop switch of the launch operating device 28 has been operated based on the electrical signal received from the push sensor 28b, and determines the amount of rotation of the operating handle based on the electrical signal received via the variable resistor 28c.
[0084] The launch control unit 78c transmits a condition fulfillment signal of a predetermined signal format to the MPU 82 of the main control device 71 when a predetermined condition for launching a game ball is fulfilled. Specifically, the launch control unit 78c continuously transmits a HI level condition fulfillment signal (a signal corresponding to the fulfillment of the condition) to the MPU 82 on the condition that the launch control unit 78c receives a signal from the touch sensor 28a indicating that the operation handle is being touched by the player and a signal from the push sensor 28b indicating that the launch stop switch is not being manually operated by the player. Note that if the launch control unit 78c does not receive any of the above signals, it transmits a LOW level condition fulfillment signal (a signal not corresponding to the fulfillment of the condition) to the MPU 82. However, the relationship between the LOW level and the HI level may be reversed. In addition to the above conditions, a condition that a ball dispensing device is connected to the pachinko machine 10 may be added as a condition for transmitting a condition fulfillment signal corresponding to the fulfillment of the condition.
[0085] In the MPU 82, if a HI level condition fulfillment signal is received and the launch of the game ball is permitted, the MPU 82 continues to transmit a HI level launch permission signal (a signal corresponding to launch permission) to the launch control unit 78c. Note that, if a HI level condition fulfillment signal is not received from the launch control unit 78c, the MPU 82 transmits a LOW level launch permission signal (a signal not corresponding to launch permission), but the relationship between the LOW level and the HI level of the launch permission signal may be reversed.
[0086] The launch control unit 78c periodically drives and controls the game ball launching mechanism 27 when the game ball launching mechanism 27 is electrically connected and a HI level launch permission signal is received from the MPU 82. In this case, if game balls are continuously supplied to the game ball launching mechanism 27, one game ball is launched into the game area PA at a specific launch cycle (specifically, 0.6 seconds). During this launch, the launch intensity is adjusted based on the signal received from the variable resistor 28c, so that the game ball is launched with an intensity corresponding to the amount of rotation of the operating handle.
[0087] The audio and light emission control device 91 includes an audio and light emission control board 92 equipped with an MPU 93. The MPU 93 includes a ROM 94 that stores various control programs and fixed value data executed by the MPU 93, a RAM 95 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 94 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, etc. Based on commands received from the main control device 71, the MPU 93 drives and controls the display light emitting unit 64 and the speaker unit 65, and also transmits commands to the display control device 101.
[0088] The display control device 101 includes a display control board 102 on which an MPU 103 is mounted. The MPU 103 includes a ROM 104 that stores various control programs and fixed value data executed by the MPU 103, a RAM 105 that is a memory for temporarily storing various data when the control programs stored in the ROM 104 are executed, an interrupt circuit, a timer circuit, a data input / output circuit, etc. The MPU 103 controls the pattern display device 41 based on commands received from the sound and light emission control device 91.
[0089] Although not shown, the display control board 102 is equipped with a video display processor (VDP), character ROM, video RAM, and the like in addition to the MPU 103. The VDP is a type of drawing circuit that directly operates an image processing device that serves as a liquid crystal display driver incorporated in the pattern display device 41. The VDP is involved in reading and writing data from the video RAM and reads image data stored in the video RAM from the character ROM at predetermined timings to display the data on the pattern display device 41. The character ROM serves as an image data library for storing character data, such as the patterns displayed on the pattern display device 41. This character ROM stores bitmap image data of various display patterns, a color palette table referenced when determining the color of each dot in the bitmap image, and the like. The video RAM is a memory for storing display data to be displayed on the pattern display device 41. The display content of the pattern display device 41 is changed by rewriting the contents of the video RAM.
[0090] For the sake of convenience, in the following explanation, the MPU 82, ROM 83 and RAM 84 of the main control unit 71 will be referred to as the main side MPU 82, main side ROM 83 and main side RAM 84, the MPU 93, ROM 94 and RAM 95 of the audio / light emitting control unit 91 will be referred to as the audio / light side MPU 93, audio / light side ROM 94 and audio / light side RAM 95, and the MPU 103, ROM 104 and RAM 105 of the display control unit 101 will be referred to as the display side MPU 103, display side ROM 104 and display side RAM 105.
[0091] <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.
[0092] The main MPU 82 uses various counter information during gameplay to perform tasks such as a lottery for winning, setting the display of the special symbol display units 37a and 37b, setting the symbol display of the symbol display device 41, and setting the display of the regular symbol display unit 38a. Specifically, as shown in Figure 7, it uses a winning random number counter C1 used for the lottery for winning, a type random number counter C2 used for determining the type of big win result and the type of time-saving result, a reach random number counter C3 used for the lottery for reaching when the symbol display device 41 is fluctuating without a win, a random number initial value counter CINI used for setting the initial value of the winning random number counter C1, and a fluctuation type counter CS that determines the fluctuation display period in the special symbol display units 37a and 37b and the symbol display device 41. Furthermore, it uses a regular power random number counter C4 used for a lottery to determine whether or not to put the regular power mechanism 34a of the second operation port 34 into the regular power open state. The counters C1 to C3, CINI, CS, and C4 are provided in the various counter area 84b of the main RAM 84.
[0093] Each counter C1 to C3, CINI, CS, and C4 is a loop counter that adds 1 to the previous value each time it is updated and returns to "0" after reaching its maximum value. Each counter is updated at short intervals. Information corresponding to the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in a special symbol reserve area 84a provided in the main RAM 84 when a win occurs in the first actuation port 33 or the second actuation port 34. The special symbol reserve area 84a includes a first special symbol reserve area 111, a second special symbol reserve area 112, and an execution area 113 for special symbols.
[0094] The first special symbol reserve area 111 includes a first area 111a, a second area 111b, a third area 111c, and a fourth area 111d, and the numerical information of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in any one of the areas 111a to 111d as first reserved information according to the winning history of the first operating port 33. In this case, when multiple winnings occur consecutively in the first operating port 33, the numerical information is stored in the first area 111a to the fourth area 111d in the order of the first area 111a → the second area 111b → the third area 111c → the fourth area 111d. By providing the four areas 111a to 111d in this way, up to four winning histories of game balls entering the first operating port 33 can be reserved and stored. In addition, the number of items that can be reserved and stored in the first special chart reservation area 111 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be singular.
[0095] The second special symbol reserve area 112 includes a first area 112a, a second area 112b, a third area 112c, and a fourth area 112d, and the numerical information of the win random number counter C1, the type random number counter C2, and the reach random number counter C3 is stored in any one of the areas 112a to 112d as second reserve information in accordance with the winning history of the second actuation port 34. In this case, when multiple winnings into the second actuation port 34 occur consecutively, the numerical information is stored in the first area 112a to the fourth area 112d in chronological order from the first area 112a to the second area 112b to the third area 112c to the fourth area 112d. By providing the four areas 112a to 112d in this way, up to four winning histories of game balls entering the second actuation port 34 can be reserved and stored. In addition, the number of items that can be reserved and stored in the second special chart reservation area 112 is not limited to four and is arbitrary, and may be any number such as two, three, five or more, or may be singular.
[0096] The execution area 113 for special symbols is an area in which reserved information for which a win / fail judgment, allocation judgment, etc. is performed when variable display is started in either of the special symbol display units 37a, 37b. Specifically, when variable display in the first special symbol display unit 37a is started, the reserved information stored in the first area 111a of the first special symbol reserve area 111 is moved to the execution area 113 for special symbols. On the other hand, when variable display in the second special symbol display unit 37b is started, the reserved information stored in the first area 112a of the second special symbol reserve area 112 is moved to the execution area 113 for special symbols.
[0097] Information corresponding to the normal random number counter C4 is stored in the normal map reserve area 84c when a win occurs at the through gate 35. The normal map reserve area 84c includes a first area 114a, a second area 114b, a third area 114c, and a fourth area 114d. The numerical information of the normal random number counter C4 is stored in one of the areas 114a-114d as reserved information on the normal map side according to the winning history at the through gate 35. In this case, when multiple consecutive wins at the through gate 35 occur, the numerical information is stored in the first area 114a-4 area 114d in the order of the first area 114a → the second area 114b → the third area 114c → the fourth area 114d in chronological order. By providing four areas 114a-114d in this way, up to four winning histories of game balls at the through gate 35 can be reserved and stored. The number of reserved items that can be stored in the regular map reservation area 84c is not limited to four and can be any number, such as two, three, five or more, or it can be a single number. The regular map reservation area 84c has an execution area 115 for regular maps. The execution area 115 for regular maps is an area in which reserved information for which regular map pass / fail judgment processing is performed when the regular map display unit 38a starts displaying changes. Specifically, when the regular map display unit 38a starts displaying changes, the reserved information stored in the first area 114a of the regular map reservation area 84c is moved to the execution area 115 for regular maps.
[0098] The above counters will be explained in detail below.
[0099] First, the normal random number counter C4 will be described. The normal random number counter C4 is configured to increment by one in sequence within a range of, for example, 0 to 250, and return to "0" after reaching the maximum value. The normal random number counter C4 is periodically updated, and is stored in the normal map holding area 84c when a gaming ball enters the through gate 35. Then, at a predetermined timing, a normal map hit / miss judgment process is performed to determine whether or not to control the normal random number device 34a to an open state based on the value of the stored normal random number counter C4.
[0100] As already explained, in the present pachinko machine 10, a plurality of types of support modes are set so that the manner of support by the normal power device 34a differs from one another. Figure 8 is an explanatory diagram for explaining the contents of the support modes.
[0101] The support modes are set to a high-frequency support mode and a low-frequency support mode so that the frequency with which the normal electric device 34a of the second operating port 34 is opened per unit time is relatively high or low when compared under conditions in which game balls are continuously released in the same manner into the game area. Also, a first high-frequency support mode and a second high-frequency support mode are set as the high-frequency support modes.
[0102] When the normal winning / losing determination process is executed to determine by lottery whether the normal winning feature 34a will be in the open state, there are a high probability mode on the normal side and a low probability mode on the normal side so that the probability of winning the electric role opening is relatively high or low. In the low probability mode on the normal side, the probability of winning the electric role opening in one normal winning / losing determination process is 1 / 2, while in the high probability mode on the normal side, the probability of winning the electric role opening in one normal winning / losing determination process is 4 / 5.
[0103] When the normal map correctness determination process is executed, the normal map display unit 38a starts displaying the changing pattern. In this case, the normal map change period, which is the duration of the change display in which the changing pattern display is executed in the normal map display unit 38a, has a long period and a short period so that the period is relatively long and short. The long period is 10 seconds, while the short period is 1 second.
[0104] When the normal map display unit 38a's variable display cycle ends, the normal map display unit 38a displays a stop result corresponding to the judgment result of the normal map correct / incorrect judgment process that triggered the execution of the variable display cycle. In this case, if the judgment result of the normal map correct / incorrect judgment process is a wrong result, the normal map display unit 38a displays a stop result corresponding to the wrong result, and no transition to the normal power open state occurs. If the normal map side reserved information is stored in the normal map reserved area 84c, a new normal map correct / incorrect judgment process is executed for the reserved information on the normal map side, and a new variable display cycle begins in the normal map display unit 38a. On the other hand, if the judgment result of the normal map correct / incorrect judgment process is a result corresponding to a winning electric game release, the normal map display unit 38a displays a stop result corresponding to the winning result, and a transition to the normal power open state occurs.
[0105] The normal power release state has two execution modes: a high expectation mode and a low expectation mode, so that the probability of a game ball entering the normal power device 34a is relatively high or low. In the low expectation mode, a short opening of the normal power device 34a occurs once. The short opening lasts for 0.7 seconds. As explained above, the ball launch cycle is 0.6 seconds, so when a short opening of the normal power device 34a occurs once, game balls do not generally enter the second operating port 34, and even if they do, the number of balls that do enter is approximately one. The normal power release state also ends when the number of game balls that enter the second operating port 34 reaches the normal power side's upper limit of 10. However, when a short opening occurs once, as described above, even if a game ball enters the second operating port 34, it is approximately one, so the upper limit of game balls on the normal power side will not enter the second operating port 34.
[0106] In the high expectation mode, the normal power feature 34a experiences three long releases. The duration of each long release is two seconds. As explained above, the ball launch cycle is 0.6 seconds, so one long release of the normal power feature 34a can result in approximately three game balls entering the second operating port 34. In the normal power release state of the high expectation mode, three long releases occur, separated by an interval period (specifically, one second) on the normal power side during which the second operating port 34 is closed. Therefore, when the normal power release state of the high expectation mode occurs, approximately nine game balls can enter the second operating port 34. As mentioned above, the normal power release state ends when the number of game balls entering the second operating port 34 reaches the upper limit of ten on the normal power side. Therefore, when the normal power release state of the high expectation mode occurs, the normal power release state can end when the upper limit of game balls on the normal power side enters the second operating port 34.
[0107] In a configuration in which the judgment mode for the normal map correctness determination process, the normal map fluctuation period in the normal map display unit 38a, and the execution mode for the normal power release state are set as described above, in the low-frequency support mode, the judgment mode for the normal map correctness determination process is a low-probability mode on the normal map side, the normal map fluctuation period is long, and the execution mode for the normal power release state is a low-expectation mode in which one short release occurs. Also, in the first high-frequency support mode, the judgment mode for the normal map correctness determination process is a high-probability mode on the normal map side, the normal map fluctuation period is short, and the execution mode for the normal power release state is a high-expectation mode in which three long releases occur. Also, in the second high-frequency support mode, the judgment mode for the normal map correctness determination process is a low-probability mode on the normal map side, the normal map fluctuation period is short, and the execution mode for the normal power release state is a high-expectation mode in which three long releases occur. Therefore, if the launch of game balls continues in the same manner so that a winning entry into the through gate 35 occurs, the expected rate of the normal power feature 34a of the second operating port 34 being in the open state per unit time is highest in the first high-frequency support mode, next highest in the second high-frequency support mode, and lowest in the low-frequency support mode. Also, in the low-frequency support mode, the execution mode of the normal power open state is a low-expectation mode, so in the low-frequency support mode, game balls rarely enter the second operating port 34, whereas in the first high-frequency support mode and the second high-frequency support mode, the execution mode of the normal power open state is a high-expectation mode, so in the first high-frequency support mode or the second high-frequency support mode, it can be expected that game balls will enter the second operating port 34 more than the upper limit number of second reserved information in the second special chart reserved area 112.
[0108] The configuration for differentiating the expected rate at which the normal power feature 34a of the second operating port 34 is open per unit time between the first high-frequency support mode and the second high-frequency support mode is not limited to the above. For example, the normal power fluctuation period may be selected as a short period in the first high-frequency support mode, while a medium period between short and long periods may be selected in the second high-frequency support mode. Alternatively, the execution mode of the normal power open state may be configured such that a long open occurs three times in the first high-frequency support mode, while a long open occurs twice in the second high-frequency support mode. Also, although the determination mode for the normal power pass / fail determination process is the same in the first and second high-frequency support modes as the high-probability mode for the normal power pass / fail side, the first high-frequency support mode may be configured to have a higher expected rate at which the normal power feature 34a of the second operating port 34 is open per unit time than the second high-frequency support mode depending on the normal power fluctuation period or the execution mode of the normal power open state.
[0109] Next, the winning random number counter C1 will be described. The winning random number counter C1 is configured to be incremented by one within a range of 0 to 9999 and to return to "0" after reaching a maximum value. In particular, when the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 9999). The winning random number counter C1 is periodically updated, and is stored in the first special symbol reserve area 111 when a gaming ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when a gaming ball enters the second operating port 34. Then, the win / loss determination process is performed using the numerical information of this stored winning random number counter C1.
[0110] The value of the random number that will be a winning result in the hit / miss determination process is stored as a hit / miss table in the main ROM 83. In this pachinko machine 10, there are a high probability mode and a low probability mode as hit / miss lottery modes for the hit / miss determination process, in which the probability of a jackpot result is relatively high and low. As hit / miss tables referenced in the hit / miss determination process in the low probability mode, a first hit / miss table 121 at low probability that is referenced when the hit / miss determination process is executed on the first reserved information, and a second hit / miss table 122 at low probability that is referenced when the hit / miss determination process is executed on the second reserved information are provided. In addition, a high probability hit / miss table 123 is provided as a hit / miss table referenced in the hit / miss determination process in the high probability mode.
[0111] Figure 9(a) is an explanatory diagram for explaining the first win / loss table 121 when the probability is low, Figure 9(b) is an explanatory diagram for explaining the second win / loss table 122 when the probability is low, and Figure 9(c) is an explanatory diagram for explaining the win / loss table 123 when the probability is high.
[0112] As shown in Figures 9(a) to 9(c), the results of the hit / miss determination process include a jackpot result, a time-saving result, and a miss result. The jackpot result is a hit / miss result that triggers a transition to an opening / closing execution mode in which multiple rounds of play are executed, and can also trigger a transition to a hit / miss lottery mode and a support mode. The time-saving result is a hit / miss result that does not trigger a transition to the opening / closing execution mode or a hit / miss lottery mode, but can trigger a transition to a support mode. The miss result is a hit / miss result that does not trigger a transition to the opening / closing execution mode, and does not trigger a transition to a hit / miss lottery mode or a support mode.
[0113] This pachinko machine 10 has a setting value that determines the degree of advantage per unit time. The setting value is "setting n" (n is an integer from "1" to "6"), and the larger the value of n (i.e., the higher the setting value), the higher the degree of advantage. There are setting values "setting 1" to "setting 6". As shown in Figure 9(a), in the first win / lose table 121 for low probability, the higher the setting value, the higher the probability of a jackpot result, and the higher the setting value, the lower the probability of a miss result. On the other hand, the probability of a time-saving result is set to be the same for all of "setting 1" to "setting 6".
[0114] Specifically, in "Setting 1," the lowest setting, 50 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,850 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 52 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,848 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 54 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,846 numerical information pieces of the winning random number counter C1 that result in a loss result are set. In addition, in "Setting 4," which is one setting higher than "Setting 3," 56 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,844 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 5," which is one setting higher than "Setting 4," 58 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,842 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 6," which is the highest setting, 60 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 100 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,840 numerical information pieces are set for the winning random number counter C1 that result in a loss result. As described above, regardless of the setting value, in the low probability mode, the probability of a time-saving result is higher than the probability of a jackpot result.
[0115] As shown in Figure 9(b), in the second win / loss table 122 at low probability, the higher the setting value, the higher the probability of a jackpot result, and the higher the setting value, the lower the probability of a miss result. On the other hand, the probability of a time-saving result is set to be the same for any of "Setting 1" to "Setting 6."
[0116] Specifically, in "Setting 1," the lowest setting, 50 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,830 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 52 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,828 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 54 is set as the number of numerical information pieces of the winning random number counter C1 that result in a jackpot, 120 is set as the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,826 is set as the number of numerical information pieces of the winning random number counter C1 that result in a loss result. In addition, in "Setting 4," which is one setting higher than "Setting 3," 56 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,824 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 5," which is one setting higher than "Setting 4," 58 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,822 numerical information pieces are set for the winning random number counter C1 that result in a loss result. In "Setting 6," which is the highest setting, 60 numerical information pieces are set for the winning random number counter C1 that result in a jackpot, 120 numerical information pieces are set for the winning random number counter C1 that result in a time-saving result, and 9,820 numerical information pieces are set for the winning random number counter C1 that result in a loss result.
[0117] In other words, the probability of a jackpot result for each setting value is the same in the first win / loss table 121 and the second win / loss table 122 when the probability is low. However, the probability of selecting a time-saving result in the win / loss judgment process is higher in the second win / loss table 122 when the probability is low than in the first win / loss table 121 when the probability is low. Therefore, when the win / loss lottery mode is the low probability mode, the probability of selecting a time-saving result is higher when the win / loss judgment process is performed on the second reserved information than when the win / loss judgment process is performed on the first reserved information.
[0118] However, without being limited to this, the probability of selecting a time-saving result in the win / loss determination process may be the same or approximately the same between the first win / loss table 121 at low probability and the second win / loss table 122 at low probability, or the first win / loss table 121 at low probability may be higher than the second win / loss table 122 at low probability. Furthermore, in the first win / loss table 121 at low probability, the probability of the time-saving result is not limited to being the same for each setting value, but may be varied depending on the setting value. In this case, the higher the setting value, the higher the probability of the time-saving result, or the higher the setting value, the lower the probability of the time-saving result. Furthermore, in the second win / loss table 122 at low probability, the probability of the time-saving result is not limited to being the same for each setting value, but may be varied depending on the setting value. In this case, the higher the setting value, the higher the probability of the time-saving result, or the higher the setting value, the lower the probability of the time-saving result.
[0119] As shown in Figure 9(c), in the high probability win / lose table 123, the higher the setting value, the higher the probability of a jackpot result, and the higher the setting value, the lower the probability of a miss result. On the other hand, the probability of a time-saving result is set to be the same for any of "Setting 1" to "Setting 6".
[0120] Specifically, in "Setting 1," the lowest setting, 500 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,400 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 2," which is a setting one level higher than "Setting 1," 520 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,380 numerical information pieces of the winning random number counter C1 that result in a loss result are set. Also, in "Setting 3," which is a setting one level higher than "Setting 2," 540 numerical information pieces of the winning random number counter C1 that result in a jackpot, 100 numerical information pieces of the winning random number counter C1 that result in a time-saving result, and 9,360 numerical information pieces of the winning random number counter C1 that result in a loss result are set. In addition, in "Setting 4," which is one setting higher than "Setting 3," the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 560, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,340. In "Setting 5," which is one setting higher than "Setting 4," the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 580, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,320. In "Setting 6," which is the highest setting, the number of numerical information pieces of the winning random number counter C1 that result in a jackpot is set to 600, the number of numerical information pieces of the winning random number counter C1 that result in a time-saving result is set to 100, and the number of numerical information pieces of the winning random number counter C1 that result in a loss result is set to 9,300.
[0121] The high probability pass / fail table 123 is referenced in high probability mode both when the pass / fail determination process is performed on the first pending information and when the pass / fail determination process is performed on the second pending information. This makes it possible to reduce the storage capacity of the main ROM 83 required to store the pass / fail table compared to a configuration in which a pass / fail table is provided corresponding to each of the cases in which the pass / fail determination process is performed on the first pending information in high probability mode and the pass / fail determination process is performed on the second pending information in high probability mode.
[0122] In "Setting 1," the probability of a jackpot result is 1 / 200 in low probability mode and 10 times that, or 1 / 20, in high probability mode. In "Setting 2," the probability of a jackpot result is approximately 1 / 192 in low probability mode and 10 times that, or 1 / 19.2, in high probability mode. In "Setting 3," the probability of a jackpot result is approximately 1 / 185 in low probability mode and 10 times that, or 1 / 18.5, in high probability mode. In "Setting 4," the probability of a jackpot result is approximately 1 / 179 in low probability mode and 10 times that, or 1 / 17.9, in high probability mode. In "Setting 5," the probability of a jackpot result is approximately 1 / 172 in low probability mode and 10 times that, or 1 / 17.2, in high probability mode. In "Setting 6," the probability of a jackpot result is approximately 1 / 167 in low probability mode, and 10 times that, or approximately 1 / 16.7, in high probability mode. In other words, regardless of whether "Setting 1" or "Setting 6" is selected, the probability of a jackpot result is 10 times higher in high probability mode than in low probability mode.
[0123] 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.
[0124] Furthermore, the numerical information of the winning random number counter C1, which determines the jackpot result, may be aggregated and set to be sequential, or it may be configured so that at least some or all of the numbers are not sequential. Similarly, the numerical information of the winning random number counter C1, which determines the time-saving result, may be aggregated and set to be sequential, or it may be configured so that at least some or all of the numbers are not sequential.
[0125] As described above, whether the trigger is the first pending information or the second pending information, the higher the setting value, the higher the probability of a jackpot result, so the higher the setting value, the more advantageous it is for the player. Also, the open / close execution mode is the period during which the number of balls held by the player per unit time increases the most, and the probability of a jackpot result that triggers the transition to the open / close execution mode fluctuates according to the setting value, making it possible to increase the player's attention to the setting value.
[0126] In a configuration in which the probability of a jackpot result is higher in the high probability mode than in the low probability mode, the probability of a jackpot result in the high probability mode is a certain number (specifically, 10 times) greater than the probability of a jackpot result in the low probability mode, regardless of the setting, from "Setting 1" to "Setting 6." This makes it possible to keep the fluctuation rate of the jackpot result between the low probability mode and the high probability mode constant, regardless of the setting.
[0127] When comparing combinations with the same set value and winning / losing lottery mode, the probability of a jackpot result is the same whether the first reserved information is the trigger or the second reserved information is the trigger. This makes it possible to prevent a difference in the probability of a jackpot result occurring whether the first reserved information is the trigger or the second reserved information is the trigger.
[0128] The probability of a time-saving result occurring when the first reserved information is triggered is the same regardless of whether the setting is "Setting 1" to "Setting 6". Similarly, the probability of a time-saving result occurring when the second reserved information is triggered is the same regardless of whether the setting is "Setting 1" to "Setting 6". This makes it possible to limit the focus of players in estimating the setting value to the jackpot result, making it more difficult to guess the setting value. On the other hand, the probability of a time-saving result occurring is higher when the second reserved information is triggered than when the first reserved information is triggered. This makes it possible to make the frequency of time-saving results different depending on whether the game round is triggered by the first reserved information or the second reserved information.
[0129] The type random number counter C2 is configured to be incremented by 1 in sequence within the range of 0 to 29, and to return to "0" after reaching the maximum value. The type random number counter C2 is periodically updated, and is stored in the first special symbol reserve area 111 when the gaming ball enters the first operating port 33, and is stored in the second special symbol reserve area 112 when the gaming ball enters the second operating port 34.
[0130] In this pachinko machine 10, multiple jackpot results are set by providing differences in three conditions: the number of rounds played in the opening / closing execution mode, the win / loss lottery mode after the opening / closing execution mode ends, and the support mode after the opening / closing execution mode ends. A jackpot allocation table 125 for the first special symbol is provided as a jackpot allocation table to be referenced in the jackpot allocation determination process when a jackpot result is selected in the win / loss determination process for the first reserved information. Also, a jackpot allocation table 126 for the second special symbol is provided as a jackpot allocation table to be referenced in the jackpot allocation determination process when a jackpot result is selected in the win / loss determination process for the second reserved information.
[0131] Fig. 10(a) is an explanatory diagram for explaining the jackpot allocation table 125 for the first special symbol, and Fig. 10(b) is an explanatory diagram for explaining the jackpot allocation table 126 for the second special symbol. As shown in Fig. 10(a) and Fig. 10(b), in each jackpot allocation table 125, 126, the types of jackpot results are set as 5R low probability result, 5R high probability result, and 10R high probability result. Fig. 11(a) is an explanatory diagram for explaining the contents of each jackpot result.
[0132] As already explained, the 5R low probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 5R low probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 5, the hit / miss lottery mode after the opening / closing execution mode ends becomes low probability mode, and the support mode after the opening / closing execution mode ends becomes first high frequency support mode. In this case, the low probability mode continues at least until the next opening / closing execution mode occurs. Furthermore, the first high frequency support mode ends when 100 play times are consumed without a new opening / closing execution mode occurring. Once 100 play times are consumed, the support mode becomes low frequency support mode.
[0133] As already explained, the 5R high probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 5R high probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 5, the hit / miss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high frequency support mode. In this case, the high probability mode and the first high frequency support mode end when 100 play times have been played without a new opening / closing execution mode occurring. When 100 play times have been played, the hit / miss lottery mode becomes the low probability mode, and the support mode becomes the low frequency support mode.
[0134] As already explained, the 10R high probability result occurs when the hit / miss determination process results in a jackpot result and the result is selected in the jackpot allocation determination process. The 10R high probability result is a jackpot result in which the number of rounds played in the opening / closing execution mode is 10, the hit / miss lottery mode after the opening / closing execution mode ends becomes the high probability mode, and the support mode after the opening / closing execution mode ends becomes the first high frequency support mode. In this case, the high probability mode and the first high frequency support mode end when 100 play times have been played without a new opening / closing execution mode occurring. When 100 play times have been played, the hit / miss lottery mode becomes the low probability mode, and the support mode becomes the low frequency support mode.
[0135] As shown in Fig. 10(a), the jackpot allocation table 125 for the first special symbol has a 5R low probability result, a 5R high probability result, and a 10R high probability result set as the types of jackpot results to be allocated. In the jackpot allocation table 125 for the first special symbol, the type random number counter C2 of "0 to 14" corresponds to a 5R low probability result, the type random number counter C2 of "15 to 22" corresponds to a 5R high probability result, and the type random number counter C2 of "23 to 29" corresponds to a 10R high probability result. On the other hand, as shown in Fig. 10(b), the jackpot allocation table 126 for the second special symbol has a 5R low probability result and a 10R high probability result set as the types of jackpot results to be allocated. In the jackpot allocation table 126 for the second special symbol, the type random number counter C2 of "0 to 14" corresponds to a 5R low probability result, and the type random number counter C2 of "15 to 29" corresponds to a 10R high probability result.
[0136] The jackpot allocation table 125 for the first special symbol and the jackpot allocation table 126 for the second special symbol have the same probability of switching to the high probability mode after the open / close execution mode in the event of a jackpot win. On the other hand, the average number of rounds played is higher for the jackpot allocation table 126 for the second special symbol than for the jackpot allocation table 125 for the first special symbol. Therefore, in terms of the types of jackpot results that can be selected in the event of a jackpot win, it is more advantageous for the player if a win occurs in the second actuation port 34 and a win / loss determination process is performed than if a win occurs in the first actuation port 33 and a win / loss determination process is performed.
[0137] Not only are multiple types of jackpot results set, but multiple types of time-saving results are also set. When a time-saving result is selected in the win / loss determination process, the type of time-saving result is determined by lottery using the type random number counter C2 used to determine the type of jackpot result by lottery. In other words, not only is the win random number counter C1 used to select the jackpot result used as the random number for selecting the time-saving result in the win / loss determination process used, but also the type random number counter C2 used to select the type of jackpot result used as the random number for selecting the type of time-saving result when a time-saving result is selected in the win / loss determination process used. This makes it possible to reduce the number of counters used for the lottery, and therefore the storage capacity of the main RAM 84 required for the lottery.
[0138] A time-saving allocation table 127 for the first special symbol is provided as a time-saving allocation table to be referred to in the allocation determination process for time-saving when a time-saving result is selected in the success / failure determination process for the first reserved information. Also, a time-saving allocation table 128 for the second special symbol is provided as a time-saving allocation table to be referred to in the allocation determination process for time-saving when a time-saving result is selected in the success / failure determination process for the second reserved information.
[0139] Fig. 10(c) is an explanatory diagram for explaining the time-saving allocation table 127 for the first special symbol, and Fig. 10(d) is an explanatory diagram for explaining the time-saving allocation table 128 for the second special symbol. As shown in Fig. 10(c) and Fig. 10(d), each time-saving allocation table 127, 128 has a first time-saving result and a second time-saving result set as the type of time-saving result. Fig. 11(b) is an explanatory diagram for explaining the contents of each time-saving trigger.
[0140] As already explained, the first time-saving result occurs when it is determined as a time-saving result in the win / loss determination process and is selected in the time-saving allocation determination process. The first time-saving result does not trigger a transition to the open / close execution mode, nor does it trigger a transition to the win / loss lottery mode, but is a time-saving result that sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 play times have been consumed without a new open / close execution mode occurring. When 100 play times have been consumed, the support mode becomes the low-frequency support mode.
[0141] As already explained, the second time-saving result occurs when it is determined as a time-saving result in the win / loss determination process and is selected in the time-saving allocation determination process. The second time-saving result does not trigger a transition to the open / close execution mode, nor does it trigger a transition to the win / loss lottery mode, but rather sets the support mode to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 150 play times are played without a new open / close execution mode occurring. Once 150 play times are played, the support mode becomes the low-frequency support mode. In other words, the second time-saving result results in a greater number of play times during which the second high-frequency support mode continues than the first time-saving result. Therefore, the second time-saving result is more advantageous to the player than the first time-saving result.
[0142] As shown in Fig. 10(c), the time-saving allocation table 127 for the first special symbol has a first time-saving result and a second time-saving result set as types of time-saving results to be allocated. In the time-saving allocation table 127 for the first special symbol, the type random number counter C2 of "0 to 19" corresponds to the first time-saving result, and the type random number counter C2 of "20 to 29" corresponds to the second time-saving result. On the other hand, as shown in Fig. 10(d), the time-saving allocation table 128 for the second special symbol has a first time-saving result and a second time-saving result set as types of time-saving results to be allocated. In the time-saving allocation table 128 for the second special symbol, the type random number counter C2 of "0 to 9" corresponds to the first time-saving result, and the type random number counter C2 of "10 to 29" corresponds to the second time-saving result.
[0143] In the time-saving allocation table 127 for the first special symbol, the selection probability of the relatively unfavorable first time-saving result is higher than the selection probability of the relatively favorable second time-saving result, whereas in the time-saving allocation table 128 for the second special symbol, the selection probability of the relatively favorable second time-saving result is higher than the selection probability of the relatively unfavorable first time-saving result. Furthermore, the selection probability of the relatively favorable second time-saving result is higher in the time-saving allocation table 128 for the second special symbol than in the time-saving allocation table 127 for the first special symbol. Consequently, as for the type of time-saving result that can be selected in the win / loss determination process, it is more advantageous for the player if a win / loss determination process is performed when ...
[0144] Here, the selection of a time-saving result in the win / loss determination process can occur whether the win / loss lottery mode is the low-probability mode or the high-probability mode, but even if a time-saving result is selected in the high-probability mode, the support mode is not set based on the time-saving result. Also, the selection of a time-saving result in the win / loss determination process can occur whether the support mode is the low-frequency support mode, the first high-frequency support mode, or the second high-frequency support mode, but even if a time-saving result is selected in the first high-frequency support mode or the second high-frequency support mode, the support mode is not set based on the time-saving result. In other words, the setting of a support mode based on the time-saving result selected in the win / loss determination process occurs only in a situation where the low-probability mode is the low-frequency support mode. The low-probability mode and low-frequency support mode situation also includes a situation where a process is executed to terminate the high-frequency support mode and transition to the low-frequency support mode during the last play of the high-frequency support mode in a situation where the low-probability mode is the first high-frequency support mode or the second high-frequency support mode.
[0145] Since the transition to the second high-frequency support mode due to a time-saving result only occurs in the low-probability mode, when a time-saving result occurs and a transition to the second high-frequency support mode occurs, the game state transitions to the low-probability mode, but becomes the second high-frequency support mode. In other words, the time-saving result results in the transition of the game state to the above-mentioned time-saving state without the intervening opening / closing execution mode. Also, the support mode set after the opening / closing execution mode in response to a jackpot result is the first high-frequency support mode, while the support mode set in response to a time-saving result is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by a time-saving result.
[0146] In addition to the time-saving results described above, the pachinko machine 10 also includes a ceiling time-saving event that transitions the support mode to the second high-frequency support mode without triggering the opening / closing execution mode. The ceiling time-saving event occurs when the ceiling number of play times is reached without a jackpot result, as shown in Figure 11(b). The ceiling number of play times is set when a jackpot result is reached and also when power supply begins. This will be explained in more detail later. The ceiling time-saving event does not trigger a transition to the opening / closing execution mode or the win / lose lottery mode, but rather results in the support mode transitioning to the second high-frequency support mode. In this case, the second high-frequency support mode ends when 100 play times are reached without triggering a new opening / closing execution mode. Once 100 play times are reached, the support mode transitions to the low-frequency support mode.
[0147] The number of times the second high-frequency support mode occurs as a result of the ceiling time reduction is the same as the number of times the second high-frequency support mode occurs as a result of the first time reduction result, but is less than the number of times the second high-frequency support mode occurs as a result of the second time reduction result. Therefore, it is more advantageous for the player if the time reduction result is selected in the win / loss determination process than if the ceiling time reduction is reached.
[0148] The consumption of the ceiling number of rounds does not occur in high-probability mode. Therefore, even if a new ceiling number of rounds is set due to a 5R high-probability result or a 10R high-probability result, the remaining ceiling number of rounds is not deducted until the high-probability mode ends. On the other hand, the consumption of the ceiling number of rounds occurs in low-probability mode regardless of the support mode. However, even if the ceiling number of rounds is consumed in the first or second high-frequency support mode, the support mode is not set in response to the consumption of the ceiling number of rounds. In other words, the support mode is set in response to the ceiling time reduction triggered by the consumption of the ceiling number of rounds only in low-probability mode and low-frequency support mode. The low-probability mode and low-frequency support mode situation also includes the situation after the process to terminate the high-frequency support mode and transition to the low-frequency support mode is executed during the last round of the high-frequency support mode in the low-probability mode and first or second high-frequency support mode.
[0149] Since the transition to the second high-frequency support mode due to the ceiling time reduction only occurs in the low-probability mode, when the ceiling time reduction occurs and the transition to the second high-frequency support mode occurs, the game state transitions to the low-probability mode, but becomes the second high-frequency support mode. In other words, the ceiling time reduction results in the transition of the game state to the above-mentioned time-shortened state without the intervening opening / closing execution mode. Also, the support mode set after the opening / closing execution mode in response to a jackpot result is the first high-frequency support mode, while the support mode set in response to the ceiling time reduction is the second high-frequency support mode. In other words, the support mode triggered by a jackpot result is more advantageous than the support mode triggered by the ceiling time reduction.
[0150] Fig. 12 is a time chart showing how the time-saving state is set by the time-saving result or the ceiling time-saving. Fig. 12(a) shows the period in the open / close execution mode, Fig. 12(b) shows the state of the ceiling counter 131 provided in the main RAM 84, Fig. 12(c) shows the period in the high probability state, Fig. 12(d) shows the timing when the time-saving result is selected in the success / failure determination process, and Fig. 12(e) shows the period in the time-saving state.
[0151] First, we will explain the case where an event that triggers a time-saving state due to a time-saving result and an event that triggers a time-saving state due to a ceiling time-saving result occur discontinuously.
[0152] When the result of the win / loss determination process is a 5R high probability result or a 10R high probability result, the opening / closing execution mode is started at timing t1 as shown in Figure 12(a). In this case, as shown in Figure 12(b), the start of the opening / closing execution mode triggers the setting of a fixed ceiling count of 500 times in the ceiling counter 131 provided in the main RAM 84. The ceiling counter 131 is a counter for determining the remaining ceiling count in the main MPU 82.
[0153] Subsequently, at timing t2, the open / close execution mode ends as shown in FIG. 12(a), and the high probability state is entered as shown in FIG. 12(c). The high probability state is a gaming state that is a high probability mode and is the first high frequency support mode. The high probability state ends at timing t4 when 100 game rounds are played. Since no game rounds are played in the open / close execution mode, the ceiling counter 131 is not decremented. Furthermore, even if game rounds are played in the high probability mode, the ceiling counter 131 is not decremented. Therefore, at timing t4 when the high probability state ends, the value of the ceiling counter 131 has not changed from timing t1 when the fixed ceiling number was set in the ceiling counter 131. Furthermore, at timing t3 during the high probability state, as shown in FIG. 12(d), a time-saving result is selected in the win / loss determination process, but because the high probability mode is in effect, the time-saving result is invalidated.
[0154] At the timing of t4, the high probability state ends as shown in Figure 12(c), and the game state changes to the normal game state. In the normal game state, the value of the ceiling counter 131 is subtracted as shown in Figure 12(b), regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed.
[0155] Then, at timing t5, the time-saving result is selected in the win / loss determination process as shown in Figure 12(d). Because the game state at timing t5 is the normal game state, the time-saving result triggers a transition to the time-saving state as shown in Figure 12(e). In this case, the open / close execution mode is not intervened as shown in Figure 12(a), and the win / loss lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode and a game state in the second high-frequency support mode. In the time-saving state, regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed, the value of the ceiling counter 131 is decremented as shown in Figure 12(b). Subsequently, if a jackpot result does not occur in the time-saving state and the remaining number of times the time-saving state continues reaches 0 at timing t6, the time-saving state ends as shown in Figure 12(e). In this case, the game state returns to the normal game state.
[0156] After that, at timing t7, the value of the ceiling counter 131 becomes "0" as shown in FIG. 12(b). In other words, the consumption of the ceiling number of game plays is completed. Since the game state at timing t7 is the normal game state, the ceiling time-saving triggers a transition to the time-saving state as shown in FIG. 12(e). In this case, as shown in FIG. 12(a), the open / close execution mode is not intervened, and the win / lose lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode, which is a game state in the second high-frequency support mode. After that, if no jackpot result occurs in the time-saving state, the remaining number of times the time-saving state continues becomes 0 at timing t8, and the time-saving state ends as shown in FIG. 12(e). In this case, the game state returns to the normal game state.
[0157] The value of the ceiling counter 131 is not set whether the ceiling time reduction triggers a transition to the time-shortened state or whether the time-shortened state has ended. Furthermore, a transition to the time-shortened state triggered by the ceiling time reduction occurs when, in a situation where the value of the ceiling counter 131 is 1 or more, a game is played and the value of the ceiling counter 131 is decremented, resulting in the value of the ceiling counter 131 becoming "0." Therefore, a transition to the time-shortened state triggered by the ceiling time reduction occurs only once after a jackpot result occurs, and if a transition to the time-shortened state triggered by the ceiling time reduction has occurred once, basically, a transition to the time-shortened state triggered by the ceiling time reduction does not occur unless a jackpot result occurs thereafter and the value of the ceiling counter 131 is set.
[0158] Next, we will explain the case where an event in which a time-saving state is triggered by a time-saving result and an event in which a time-saving state is triggered by a ceiling time-saving result occur consecutively.
[0159] When the result of the win / loss determination process becomes a 5R high probability result or a 10R high probability result, the opening / closing execution mode starts at timing t9 as shown in Figure 12(a). In this case, as a trigger for the start of the opening / closing execution mode, the ceiling counter 131 is set to 500 times, which is the fixed ceiling number of times, as shown in Figure 12(b).
[0160] After that, the opening / closing execution mode ends at timing t10 as shown in FIG. 12(a), and the high probability state is entered as shown in FIG. 12(c). The high probability state ends at timing t11 when 100 game rounds have been played. In this case, since no game rounds are played in the opening / closing execution mode, the ceiling counter 131 is not decremented, and even if game rounds are played in the high probability mode, the ceiling counter 131 is not decremented. Therefore, at timing t11 when the high probability state ends, the value of the ceiling counter 131 has not changed from timing t9 when the fixed ceiling number was set in the ceiling counter 131.
[0161] At the timing of t11, the high probability state ends as shown in Figure 12(c), and the game state changes to the normal game state. In the normal game state, the value of the ceiling counter 131 is subtracted as shown in Figure 12(b), regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed.
[0162] Then, at timing t12, the time-saving result is selected in the win / loss determination process as shown in FIG. 12(d). Because the game state at timing t12 is the normal game state, the time-saving result triggers a transition to the time-saving state as shown in FIG. 12(e). In this case, the open / close execution mode is not intervened as shown in FIG. 12(a), and the win / loss lottery mode remains in the low-probability mode. The time-saving state is a low-probability mode and a game state in the second high-frequency support mode. In the time-saving state, regardless of whether a game round triggered by the first reserved information or a game round triggered by the second reserved information is executed, the value of the ceiling counter 131 is decremented as shown in FIG. 12(b). Then, at timing t13, which is midway through the time-saving state, the time-saving result is selected in the win / loss determination process as shown in FIG. 12(d), but because the time-saving state is in effect, the time-saving result is invalidated.
[0163] Subsequently, without a jackpot result occurring in the time-saving state, the remaining number of times the time-saving state continues becomes zero at time t14, and the value of the ceiling counter 131 becomes "0" as shown in FIG. 12(b). In this case, the time-saving state is in effect when the last game round in the time-saving state begins. However, the process executed when the game round ends identifies that the remaining number of times the time-saving state continues as zero, causing the support mode to change from the second high-frequency support mode to the low-frequency support mode, and the game state changes from the time-saving state to the normal game state. Furthermore, when the game round ends, the process is executed, and the value of the ceiling counter 131 is decremented by one, causing the value of the ceiling counter 131 to become "0." In other words, after the game round is changed from the time-saving state to the normal game state in the game round, the value of the ceiling counter 131 becomes "0." Therefore, the time-saving state is set upon the completion of the ceiling number of game rounds in the game round. Therefore, the time-saving state continues without ending at time t14. The time-saving state is a low-probability mode and a gaming state in the second high-frequency support mode. After that, if no jackpot result occurs in the time-saving state and the remaining number of times the time-saving state continues becomes 0 at timing t15, the time-saving state ends as shown in Figure 12(e). In this case, the gaming state becomes the normal gaming state.
[0164] Next, the reach random number counter C3 of FIG. 7 will be described. The reach random number counter C3 is configured to be incremented by one in sequence within a range of, for example, 0 to 238, and to return to "0" after reaching a maximum value. The reach display is executed regardless of the value of the reach random number counter C3 in a game round in which the same symbol combination is finally stopped and displayed. Furthermore, in a game round corresponding to a time-saving result, the reach display is not executed regardless of the value of the reach random number counter C3. Furthermore, in a game round corresponding to a miss result, the reach display is executed when the reach random number counter C3 corresponds to the occurrence of the reach display by referring to the reach table stored in the main ROM 83.
[0165] Next, the variation type counter CS will be explained. The variation type counter CS is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to "0" after reaching the maximum value. The variation type counter CS is used in determining the variation display period in the special chart display units 37a and 37b and the variation display period of the pattern in the pattern display device 41 in the main MPU 82. The variation type counter CS is repeatedly updated and is acquired when determining the variation pattern at the start of the variation display in the special chart display units 37a and 37b and at the start of the variation of the pattern by the pattern display device 41.
[0166] <Regarding various processes executed by the main MPU 82> Next, we will explain the processes executed to progress the game by the main MPU 82. The processes of the main MPU 82 are roughly divided into main processes that are started when the power is turned on, and timer interrupt processes that are started periodically (every 4 msec in this embodiment).
[0167] <Main Processing> First, the main processing will be described with reference to the flowchart of FIG.
[0168] First, the power-on initialization process is executed (step S101). In the power-on initialization process, for example, the main process is started and then the process waits until a predetermined waiting time (specifically, 1 second) has elapsed without proceeding to the next process. During this predetermined waiting period, the operation start and initial setting of the pattern display device 41 are completed. In addition, access to the main RAM 84 is permitted.
[0169] Thereafter, an internal function register setting process is executed (step S102). In the internal function register setting process, the interrupt period of the timer interrupt process (FIG. 14), which is a process that periodically interrupts the main process and is started, is set to a predetermined period (specifically, 4 milliseconds). The timer interrupt process (FIG. 14) will be described in detail later. In addition to setting the interrupt period, the internal function register setting process also executes processes such as setting the numerical range of various counters, such as the numerical range of the winning random number counter C1.
[0170] Thereafter, the startup processing flag provided in the main RAM 84 is set to "1" (step S103). The startup processing flag is a flag for the main MPU 82 to identify a situation in which, even if the timer interrupt processing (Fig. 14) is started, the timer interrupt processing (Fig. 14) should be terminated without executing any processing for progressing the game, while the processing for power outage monitoring, updating of various counters, and fraud monitoring among the various processing set in the timer interrupt processing (Fig. 14) is executed.
[0171] The startup processing flag is set to "1" when the processing at the start of the supply of operating power (steps S101 to S126) is started in the main processing (Fig. 13), and is cleared to "0" before the processing at the start of the supply of operating power (steps S101 to S126) ends and the remaining processing (steps S127 to S130) starts. In the timer interrupt processing (Fig. 14), if the startup processing flag is set to "1", the processing of steps S207 to S220 is not executed, thereby making it possible to prevent the processing for progressing the game from being executed in a situation where the setting confirmation processing (step S112) or setting value update processing (step S117), which will be described later, is being executed among the processing at the start of the supply of operating power (steps S101 to S126). On the other hand, as described above, in the timer interrupt processing (Figure 14), even if the startup processing in progress flag is set to "1", by executing the processing of steps S201 to S205, power outage monitoring is performed even when the setting confirmation processing (step S112) or setting value update processing (step S117) described below, which are part of the processing at the start of the supply of operating power (steps S101 to S126), is being executed, and the hit random number counter C1, type random number counter C2, reach random number counter C3 and random number initial value counter CINI are updated, and further fraud detection is performed.
[0172] In particular, even when the startup process flag is set to "1", the power outage monitoring process (step S201) is executed, so that even if a power outage occurs while the setting confirmation process (step S112) or setting value update process (step S117) described later is being executed as part of the power supply start process (steps S101 to S126), the power outage processing can be executed in response to the power outage. In the power outage processing, the power outage flag in the main RAM 84 is set to "1", a checksum is calculated, and the calculated checksum is saved in the main RAM 84, so that when the power supply is restarted, it will not be identified as an abnormality in the main RAM 84. As a result, if a power outage occurs in the middle of the setting confirmation process (step S112) or setting value update process (step S117) described later, it will be possible to identify that the power outage occurred in the middle of these setting-related processes when the power supply is restarted next time. Incidentally, when the setting confirmation process (step S112) or the setting value update process (step S117) described later is being executed, the timer interrupt process (FIG. 14) is not prohibited from interrupting and can be interrupted at any timing.
[0173] After the startup processing in progress flag is set to "1" in step S103, it is determined whether or not the power outage flag provided in the main RAM 84 is set to "1" (step S104). The power outage flag is set to "1" when power outage processing is executed in the power outage monitoring processing (step S201) of the timer interrupt processing (FIG. 14). The power outage flag is a flag that allows the main MPU 82 to determine whether power outage processing was performed appropriately the last time the power was shut off.
[0174] If the power outage flag is set to "1" (step S104: YES), it is determined whether the checksum is normal (step S105). Specifically, first, a checksum is calculated for the main RAM 84. Any method for calculating the checksum can be used, but this method is the same as the method used when a checksum is calculated in the power outage processing in the power outage monitoring processing (step S201) of the timer interrupt processing (FIG. 14) described later. Thereafter, the checksum calculated in the power outage processing executed immediately before the supply of operating power to the main MPU 82 was stopped and stored in the main RAM 84 is read, and the read checksum is compared with the checksum calculated in the current main processing. It is then determined whether these checksums match.
[0175] If the checksums match (step S105: YES), it is determined whether the setting value corresponding to the information stored in the setting reference area of the main RAM 84 is within a normal range (step S106). The setting reference area is a memory area that stores information for the main MPU 82 to identify the setting value that is set to be used in the current pachinko machine 10. If numerical information of "1" is stored in the setting reference area, the setting value of the current pachinko machine 10 will be "Setting 1". If numerical information of "2" is stored in the setting reference area, the setting value of the current pachinko machine 10 will be "Setting 2". If numerical information of "3" is stored in the setting reference area, the setting value of the current pachinko machine 10 will be "Setting 3". If numerical information of "4" is stored in the setting reference area, the setting value of the current pachinko machine 10 will be "Setting 4". If numerical information of "5" is stored in the setting reference area, the setting value of the current pachinko machine 10 will be "Setting 5". If the numerical information of "6" is stored in the setting reference area, the current setting value of the pachinko machine 10 is "setting 6." In step S106, it is determined whether the setting value information stored in the setting reference area is any one of "1" to "6."
[0176] If all of steps S104 to S106 return a positive determination, this means that no information abnormality has occurred in the main RAM 84. In this case, it is determined whether a setting update in progress flag provided in the main RAM 84 is set to "1" (step S107). The setting update in progress flag is a flag that allows the main MPU 82 to identify that a setting value update process (step S117), which will be described later, is being executed. When the setting update in progress flag is set to "1," the notification display device 141 (see FIG. 6) mounted on the main control board 81 of the main control device 71 displays a message indicating that the setting value is being updated and a message indicating the setting value being updated. The notification display device 141 is equipped with multiple segment indicators. These multiple segment indicators are arranged side by side on the element mounting surface of the main control board 81, and the display surface of each segment indicator can be seen from outside the board box of the main control device 71 without opening the board box.
[0177] The setting update in progress flag is a flag that is set to "1" when the setting value update process (step S117) is started and cleared to "0" when the setting value update process (step S117) is ended, and therefore the setting update in progress flag is not generally set to "1" when the setting value update process (step S117) is not being executed. However, if the supply of operating power to the main MPU 82 is stopped while the setting value update process (step S117) is being executed, the setting update in progress flag will be set to "1" when the supply of operating power to the main MPU 82 is subsequently started. This state in which the setting update in progress flag is set to "1" is maintained until the process of clearing the setting update in progress flag to "0" is executed in the setting value update process (step S117).
[0178] If a negative determination is made in step S107 because the setting update in progress flag is not set to "1," it is determined whether or not the reset button 142 (see FIG. 6) has been pressed (step S108). The reset button 142 is provided on the element mounting surface of the main control board 81, and the pressing portion of the reset button 142 is not covered by the board box of the main control device 71. Therefore, it is possible to operate the reset button 142 without opening the board box. In step S108, it is determined whether or not the power of the pachinko machine 10 has been turned on while the reset button 142 is being pressed, and the supply of operating power to the main-side MPU 82 has started.
[0179] If the reset button 142 is not pressed (step S108: NO), the CPU 101 determines whether a game stop flag stored in the main RAM 84 is set to "1" (step S109). The game stop flag is set to "1" when the power outage flag is not set to "1," when the checksums do not match, or when the setting value is abnormal. When the game stop flag is set to "1," steps S201 to S205 are executed in the timer interrupt process (FIG. 14), which will be described later. However, a positive determination in step S206 prevents the execution of steps S207 to S220. As a result, if the power outage flag is not set to "1" because the power outage process was not properly performed during the previous power outage, if the checksums do not match due to changes in the memory state of the main RAM 84 since the previous power outage, or if the setting value is abnormal, the CPU 101 executes the processes for power outage monitoring, updating of various counters, and fraud monitoring, but does not execute the processes for progressing the game. If the determination in step S109 is affirmative, the processes in steps S124 and S125, which will be described later, are executed.
[0180] If the determination in step S109 is negative, the process determines whether the setting key insertion unit 143 (see FIG. 6) has been turned on using the setting key (step S110). The setting key insertion unit 143 is provided on the device mounting surface of the main control board 81, and the keyhole portion for turning on the setting key insertion unit 143 using the setting key is not covered by the board box of the main control device 71. Therefore, it is possible to turn on the setting key insertion unit 143 using the setting key without opening the board box. If the setting key insertion unit 143 has been turned on using the setting key (step S110: YES), a setting confirmation process is executed (step S112). Furthermore, even if the setting key insertion unit 143 has not been turned on using the setting key (step S110: NO), if the setting confirmation flag provided in the main RAM 84 is set to “1” (step S111: YES), a setting confirmation process is executed (step S112).
[0181] The setting confirmation flag is a flag for the main MPU 82 to identify that the setting confirmation process (step S112) is being executed. When the setting confirmation flag is set to “1,” the notification display device 141 displays a message indicating that the setting values are being confirmed and a message indicating the currently set setting values. The setting confirmation flag is set to “1” when the setting confirmation process (step S112) is started and cleared to “0” when the setting confirmation process (step S112) is terminated. Therefore, the setting confirmation flag is not generally set to “1” when the setting confirmation process (step S112) is not being executed. However, if the supply of operating power to the main MPU 82 is stopped while the setting confirmation process (step S112) is being executed, the setting confirmation flag will be set to “1” when the supply of operating power to the main MPU 82 is subsequently started. The setting confirmation flag remains set to "1" until the RAM clear process (step S119) described later is executed, the setting value update process (step S117) described later is executed, or the process of clearing the setting confirmation flag to "0" is executed in the setting confirmation process (step S112).
[0182] As described above, the setting confirmation process (step S112) is executed not only when the reset button 142 is not pressed and the setting key insertion unit 143 is turned on (i.e., when a "setting confirmation operation" is performed), but also when the reset button 142 is not pressed and the setting confirmation flag is set to "1." Therefore, if the power outage process is executed while 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 operating power is subsequently resumed. This allows the current setting values of the pachinko machine 10 to be continuously confirmed. On the other hand, even if the power outage process is executed while the setting confirmation process (step S112) is being executed, if the reset button 142 is pressed when the supply of operating power is subsequently resumed, the setting confirmation process (step S112) is not executed and the RAM clear process (step S119) and the setting value update process (step S117) corresponding to the operation performed when the supply of operating power is subsequently resumed are executed. This makes it possible to give priority to the execution of the RAM clear process (step S119) or the setting value update process (step S117) over the setting confirmation process (step S112).
[0183] Here, the setting confirmation process executed in step S112 will be described.
[0184] In the setting confirmation process, interrupt permission is first set. This causes the timer interrupt process (FIG. 14) to interrupt and be started at a predetermined interval. In this pachinko machine 10, interrupts by the timer interrupt process (FIG. 14) are basically prohibited during the process (steps S101 to S126) when the supply of operating power is started. However, execution of the timer interrupt process (FIG. 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process flag is set to "1" when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, even if the timer interrupt process (FIG. 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, but the timer interrupt process (FIG. 14) is terminated without executing the process for progressing the game. Thereafter, on the condition that the setting confirmation flag of the main RAM 84 is not set to "1", the setting confirmation flag is set to "1". By setting the setting confirmation flag to "1", a display indicating that the setting values of the pachinko machine 10 are being confirmed and a display indicating the current setting values of the pachinko machine 10 are displayed on the notification display device 141. Thereafter, a confirmation start command is sent to the sound / light side MPU 93. As a result, the display side MPU 103 is controlled to display an image indicating that the setting confirmation process (step S112) is being executed and an image for enabling the user to recognize the operation content for terminating the setting confirmation process (step S112) on the pattern display device 41.
[0185] Thereafter, it is determined whether the setting key insertion unit 143 has been switched from the ON state to the OFF state using the setting key. If it is determined that the setting key insertion unit 143 has been switched from the ON state to the OFF state, the setting confirmation flag in the main RAM 84 is cleared to "0." This cancels the state in which the notification display device 141 displays a message indicating that the current setting values of the pachinko machine 10 are being confirmed and a message indicating the current setting values of the pachinko machine 10. Thereafter, interrupt prohibition is set. As a result, when the setting confirmation process (step S112) is terminated and the process at the start of the supply of operating power in the main process (FIG. 13) (steps S101 to S126) is resumed, the timer interrupt process (FIG. 14) is prohibited from interrupting. Thereafter, a return command upon confirmation is sent to the sound / light side MPU 93. This terminates the display of the image indicating that the setting confirmation process (step S112) is being executed in the symbol display device 41 and the image for enabling the user to recognize the operation content for terminating the setting confirmation process (step S112).
[0186] Returning to the explanation of the main processing (FIG. 13), if the setting key insertion unit 143 has not been turned on using the setting key and the setting confirmation flag has not been set to "1" (step S110 and step S111: NO), it is determined whether the gaming machine main body 12 is open (step S113). A main body open detection sensor 144 (see FIG. 6) is provided on the resin base 21 of the inner frame 13. The main body open detection sensor 144 is electrically connected to the main MPU 82, and transmits a LOW level open detection signal to the main MPU 82 when the gaming machine main body 12 is in a closed state relative to the outer frame 11, and transmits a HI level open detection signal to the main MPU 82 when the gaming machine main body 12 is in an open state relative to the outer frame 11. Note that this LOW / HI level relationship may be reversed. In step S113, it is determined whether a HI level open detection signal has been received from the main body open detection sensor 144.
[0187] When a HI level open detection signal is received from the main body open detection sensor 144 (step S113: YES), that is, when the gaming machine main body 12 is in an open state relative to the outer frame 11, information on the fixed ceiling number of 500 is set in the ceiling counter 131 of the main RAM 84 (step S114). The processing of step S113 is executed when the supply of operating power to the pachinko machine 10 is started, and the reset button 142 is not pressed and the setting key in the setting key insertion section 143 is not turned ON, and further, both the setting update flag and the setting confirmation flag in the main RAM 84 are not set to "1". This case means that the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119) are not executed in the processes at the start of the supply of operating power (steps S101 to S126). In addition, in the amusement hall, the main power supply that supplies operating power to each pachinko machine 10 is turned off, and the power switch provided on the power supply / launch control device 78 of each pachinko machine 10 is turned on in advance, so that when it is time to start business for the day, the main power supply is turned on so that all pachinko machines 10 are simultaneously activated.
[0188] In such circumstances, a positive determination is made in step S113 when the supply of operating power is started in a situation where the gaming machine main body 12 is intentionally left in an open state without executing the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119). In this situation, the ceiling counter 131 is set to 500 times, which is the fixed ceiling number. This makes it possible to create a situation where the ceiling counter 131 is set to 500 times, which is the fixed ceiling number, when the supply of operating power starts, as a situation different from the start of normal business hours, and also makes it possible to create this situation without the setting confirmation process (step S112), the setting value update process (step S117), and the RAM clear process (step S119).
[0189] If a negative determination is made in step S113 or if the processing of step S114 is executed, a normal return command is sent to the acousto-optical side MPU 93 (step S115). By receiving the normal return command, the acousto-optical side MPU 93 determines that the processing at the start of the supply of operating power (steps S101 to S126) in the main side MPU 82 has ended, and determines that none of the RAM clear processing (step S119), setting confirmation processing (step S112), and setting value update processing (step S117) has been executed in the processing at the start of the current supply of operating power (steps S101 to S126).
[0190] On the other hand, if it is determined in step S108 that the reset button 142 has been pressed, and if it is determined that the setting key insertion unit 143 has been turned on using the setting key (step S116: YES), or if it is determined in step S107 that the setting update in progress flag has been set to "1," a setting value update process is executed (step S117). As described above, the setting value update process (step S117) is executed not only when the reset button 142 has been pressed and the setting key insertion unit 143 has been turned on (i.e., when a "setting change operation" has been performed), but also when the setting update in progress flag has been set to "1" regardless of whether the reset button 142 has been pressed and the setting key insertion unit 143 has been turned on. Therefore, if a power outage process is executed while the setting value update process (step S117) is being executed, the setting value update process (step S117) is executed regardless of whether the operation content at the start of the supply of operating power thereafter is "no operation," "RAM clear operation," "setting change operation," or "setting confirmation operation." This allows the execution of the setting value update process (step S117) to be given priority.
[0191] Here, the setting value update process executed in step S117 will be described.
[0192] In the setting value update process, interrupt permission is first set. This causes the timer interrupt process (FIG. 14) to be started by interrupting at a predetermined interval. In this pachinko machine 10, interrupts of the timer interrupt process (FIG. 14) are basically prohibited during the process (steps S101 to S126) when the supply of operating power starts. However, execution of the timer interrupt process (FIG. 14) is permitted when the setting confirmation process (step S112) and the setting value update process (step S117) are being executed. However, since the start-up process flag is set to "1" when the setting confirmation process (step S112) or the setting value update process (step S117) is being executed, even if the timer interrupt process (FIG. 14) is started, the processes for power outage monitoring, updating various counters, and fraud monitoring among the various processes of the timer interrupt process (FIG. 14) are executed, but the timer interrupt process (FIG. 14) is terminated without executing the process for progressing the game. Thereafter, on the condition that the setting update in progress flag of the main RAM 84 is not set to "1," the setting update in progress flag is set to "1." By setting the setting update in progress flag to "1," a display indicating that the setting values of the pachinko machine 10 are being updated and a display of the setting values selected to be updated for the pachinko machine 10 are displayed on the notification display device 141.
[0193] Thereafter, the game stop flag in the main RAM 84 is cleared to "0." The game stop flag is set to "1" in step S121 of the main processing (FIG. 13) if the power outage flag was not set to "1" because power outage processing was not performed properly during the previous power outage (step S104: NO), if the checksum does not match because the memory state of the main RAM 84 has changed since the previous power outage (step S105: NO), or if the setting value corresponding to the information stored in the setting reference area is not within the normal range (step S106: NO). When the game stop flag is set to "1," steps S201 to S205 are executed in the timer interrupt processing (FIG. 14), while a positive determination is made in step S206, so steps S207 to S220 are not executed. As a result, when an information abnormality such as that described above occurs in the main RAM 84, processing for power outage monitoring, updating of various counters, and fraud monitoring is executed, but processing for progressing the game is not executed. By clearing the game stop flag to "0" in the setting value update process, it is possible to release the state in which an information abnormality has been identified in the main RAM 84 when the setting value update process (step S117) is executed.
[0194] Then, "1" is set in the setting update area provided in the main RAM 84. The setting update area is a memory area in which information on setting values being updated is stored in the setting value update process (step S117). If numerical information of "1" is stored in the setting update area, the setting value to be updated becomes "Setting 1". If numerical information of "2" is stored in the setting update area, the setting value to be updated becomes "Setting 2". If numerical information of "3" is stored in the setting update area, the setting value to be updated becomes "Setting 3". If numerical information of "4" is stored in the setting update area, the setting value to be updated becomes "Setting 4". If numerical information of "5" is stored in the setting update area, the setting value to be updated becomes "Setting 5". If numerical information of "6" is stored in the setting update area, the setting value to be updated becomes "Setting 6". Then, an update start command is sent to the acoustic / optical side MPU 93. As a result, the display side MPU 103 is controlled to display on the pattern display device 41 an image indicating that the setting value update process (step S117) is being executed, an image that makes it possible to recognize the operation content for changing the setting value, and an image that makes it possible to recognize the operation content for terminating the setting value update process (step S117).
[0195] In the setting value update process, the value in the setting update area is incremented by 1 on the condition that the reset button 142 is pressed. This causes the setting value to be updated to the next higher level each time the reset button 142 is pressed. Furthermore, if the value in the setting update area after incrementing by 1 is 7 or greater, "1" is set in the setting update area. This causes the setting to return to "Setting 1" when the reset button 142 is pressed once while the setting is "Setting 6."
[0196] In the setting value update process, it is determined whether the setting key insertion unit 143 has switched from the ON state to the OFF state using the setting key. If it is determined that the setting key insertion unit 143 has switched from the ON state to the OFF state, the setting value information stored in the setting update area is overwritten in the setting reference area. As a result, the setting value information resulting from the update in this setting value update process (step S117) is set in the setting reference area, and the setting value corresponding to the set information becomes the current setting value of the pachinko machine 10. Thereafter, interrupt prohibition is set. As a result, when the setting value update process (step S117) is terminated and the process at the start of the supply of operating power in the main process (FIG. 13) (steps S101 to S126) is resumed, the interrupt of the timer interrupt process (FIG. 14) is prohibited.
[0197] After that, RAM clearing processing is performed. In the RAM clearing processing, the main RAM 84 is cleared to "0" and initialized, except for the area in the main RAM 84 where setting value information indicating the setting status of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the winning ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is in the high-probability mode is cleared to "0," so the winning / losing lottery mode becomes the low-probability mode regardless of the winning / losing lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, a game round is not being executed, the open / close execution mode is not being executed, and further, the normal map display unit 38a is not displaying a variable display and the normal power device 34a is in a closed state. In addition, the special map reserve area 84a and the normal map reserve area 84c are also cleared to "0," so the first reserve information, second reserve information, and normal map side reserve information are erased. In addition, the setting update in progress flag, setting confirmation in progress flag, and setting update area are cleared to "0." In addition, in the RAM clear process, various registers of the main MPU 82 are also cleared to "0" before initial setting is performed. In this initial setting, the same process as the internal function register setting process in step S102 is performed.
[0198] Here, even if the set value update process (step S117) is executed, initialization of the ceiling counter 131 in the main RAM 84 is not executed, and furthermore, a new setting of the ceiling number including the information of the fixed ceiling number is not executed. This makes it possible to maintain the remaining ceiling number even if the set value update process (step S117) is executed.
[0199] Thereafter, a return command at the time of update is sent to the sound / light side MPU 93. This ends the display of the image indicating that the setting value update process (step S117) is being executed in the pattern display device 41, the image for making it possible to recognize the operation content for changing the setting value, and the image for making it possible to recognize the operation content for terminating the setting value update process (step S117).
[0200] Returning to the explanation of the main processing (FIG. 13), if it is determined in step S108 that the reset button 142 has been pressed, and if it is determined that the setting key insertion unit 143 has not been turned ON using the setting key (step S116: NO), it is determined whether or not the game stop flag in the main RAM 84 is set to "1" (step S118). The game stop flag is a flag that is set to "1" when the power outage flag is not set to "1", when the checksums do not match, or when the setting value is abnormal. When the game stop flag is set to "1", the processing of steps S201 to S205 is executed in the timer interrupt processing (FIG. 14), while the processing of steps S207 to S220 is not executed because an affirmative determination is made in step S206. As a result, if the power outage flag is not set to "1" because power outage processing was not performed properly the last time the power was shut down, if the checksum does not match because the memory state of the main RAM 84 has changed since the last time the power was shut down, or if the setting value is abnormal, processing for power outage monitoring, updating various counters, and fraud monitoring will be executed, but processing for progressing the game will not be executed.
[0201] If the game stop flag is not set to "1" (step S118: NO), a RAM clear process is executed (step S119). In the RAM clear process, the main RAM 84 is cleared to "0" and initial settings are executed, except for the area in the main RAM 84 where the setting value information indicating the setting state of the pachinko machine 10 is set (i.e., the setting reference area), the ceiling counter 131, and the area in the main RAM 84 where information for calculating the winning ratio is stored. As a result, the area indicating whether the winning / losing lottery mode is the high probability mode is cleared to "0", so that the winning / losing lottery mode becomes the low probability mode regardless of the winning / losing lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, a game round is not being executed, and the open / close execution mode is not being executed. Furthermore, the normal map display unit 38a is not displaying a variable display, and the normal power device 34a is in a closed state. In addition, the special map reserve area 84a and the regular map reserve area 84c are also cleared to "0", so the first reserve information, second reserve information, and regular map side reserve information are erased. The setting update flag and setting confirmation flag are also cleared to "0". In the RAM clear process, various registers of the main MPU 82 are also cleared to "0", and then initial settings are performed. In this initial setting, the same process as the internal function register setting process of step SB102 is performed.
[0202] Here, even if the RAM clear process (step S119) is executed, initialization of the ceiling counter 131 in the main RAM 84 is not executed, and furthermore, new setting of the ceiling number including information on the fixed ceiling number is not executed. This makes it possible to maintain the remaining ceiling number even if the RAM clear process (step S119) is executed.
[0203] Thereafter, a clearing return command is transmitted to the acousto-optical side MPU 93 (step S120). By receiving the clearing return command, the acousto-optical side MPU 93 determines that the processing at the start of the supply of operating power (steps S101 to S126) in the main side MPU 82 has ended, and also determines that the RAM clear processing (step S119) has been executed in the current processing at the start of the supply of operating power (steps S101 to S126).
[0204] If a negative determination is made in any of steps S104 to S106 in the main processing (FIG. 13), i.e., if the power outage flag is not set to "1," if the checksums do not match, or if the setting value is abnormal, the game stop flag in the main RAM 84 is set to "1" (step S121). As already explained, when the game stop flag is set to "1," the processes of steps S201 to S205 are executed in the timer interrupt processing (FIG. 14), while a positive determination is made in step S206, the processes of steps S207 to S220 are not executed. As a result, if the power outage flag is not set to "1" because the power outage processing was not properly performed at the previous power outage, if the checksums do not match because the memory state of the main RAM 84 has changed since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring are executed, but the processes for progressing the game are not executed.
[0205] Thereafter, the information of 500 times, which is the fixed ceiling number, is set in the ceiling counter 131 of the main RAM 84 (step S122). As already explained, even if the setting value update process (step S117) is executed, initialization of the ceiling counter 131 of the main RAM 84 is not executed, and furthermore, a new setting of the ceiling number, including the information of the fixed ceiling number, is not performed. Therefore, even if an information abnormality occurs in the main RAM 84 and the setting value update process (step S117) is executed to release the gaming stop state caused by the information abnormality, the information of the ceiling counter 131 is maintained as it is. In contrast, if it is determined that an information abnormality has occurred in the main RAM 84 and the gaming stop flag of the main RAM 84 is set to "1," the information of 500 times, which is the fixed ceiling number, is set in the ceiling counter 131. As a result, even if the information of the ceiling counter 131 has been rewritten when an information abnormality occurs in the main RAM 84, the information of the ceiling counter 131 can be reset to the information of 500 times, which is the fixed ceiling number.
[0206] Thereafter, it is determined whether the reset button 142 has been pressed (step S123). If the reset button 142 has not been pressed (step S123: NO), an abnormality command indicating that an abnormality occurred in the power outage flag, checksum, or setting value at the start of the supply of operating power is transmitted to the sound / light side MPU 93 (step S124). Upon receiving the abnormality command, the sound / light side MPU 93 causes the display light-emitting unit 64 to emit light in a manner corresponding to the information abnormality at the start of the supply of operating power, and causes the speaker unit 65 to output a voice message saying, "Please change the settings." Also, a text image saying, "Please change the settings." is displayed on the symbol display device 41. These notifications are maintained until the supply of operating power to the pachinko machine 10 is stopped, and are terminated when the supply of operating power to the pachinko machine 10 is stopped. However, even if the supply of operating power to the pachinko machine 10 is temporarily stopped, the above notification will be restarted when the supply of operating power to the pachinko machine 10 is resumed until the setting value update process (step S117) is executed.
[0207] Subsequently, the system performs external output processing in case of an abnormality (step S125). In the external output processing in case of an abnormality, the system performs processing to output an abnormality signal to the management computer of the gaming hall. In this case, the abnormality signal is output for a predetermined period (for example, 100 milliseconds). However, it is not limited to this, and the system may be configured such that the abnormality signal continues to be output when the game stop flag is set to "1", and the abnormality signal is stopped when the game stop flag is cleared to "0".
[0208] 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 (steps S116 and S123: YES), the setting value update process is executed (step S117). The processing details of the setting value update process are as previously explained. In other words, if operating power is supplied to the main MPU 82 while a "setting change operation" is being performed, the setting value update process (step S117) is executed even if a negative determination is made in any of steps S104 to S106 due to an abnormality in the main RAM 84. This makes it possible to prioritize changing the setting value. Also, as previously explained, the game stop flag is cleared to "0" in the setting value update process (step S117). As a result, when the setting value update process (step S117) is executed, it becomes possible to resolve the abnormal condition in the main RAM 84 after the setting value update is completed.
[0209] On the other hand, if the reset button 142 is pressed but the setting key insertion part 143 is not turned ON (step S123: YES, step S116: NO), it is determined whether or not the game stop flag in the main RAM 84 is set to "1" (step S118). In the processing of step S118 after the game stop flag has been set to "1" in step S121, the game stop flag is naturally set to "1", so a positive determination is made in step S118. In this case, an abnormality command is sent to the sound and light side MPU 93 in step S124 and an abnormality signal is output externally in step S125.
[0210] In other words, if an abnormality occurs regarding the power outage flag, checksum, and setting value, and a negative determination is made in any of steps S104 to S106, the RAM clear process (step S119) will not be executed even if power is supplied to the main MPU 82 while the "RAM clear operation" is in progress. Also, if the game stop flag is set to "1" and power is supplied to the main MPU 82 while the "RAM clear operation" is in progress, the RAM clear process (step S119) will not be executed. This makes it possible to prevent the game stop flag from being set to "1" even if power is supplied to the main MPU 82 while the "RAM clear operation" is in progress. In contrast, if a "setting change operation" is in progress, the setting value update process (step S117) will be executed regardless of whether the game stop flag is set to "1" or not, and the game stop flag will be cleared to "0" in the setting value update process (step S117). As a result, in order to resolve 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 anomaly occurs in the main RAM 84, it becomes possible to require not only a process to initialize a part of the main RAM 84, but also a reset of the setting value.
[0211] When the game stop flag is set to "1" and power is supplied to the main MPU 82, if no "setting change operation" has been performed, i.e., "no operation", or if a "RAM clear operation" or "setting confirmation operation" has been performed, a positive determination is made in step S109 or step S118, an abnormality command is sent in step S124, and an external output process for abnormalities is executed in step S125. As a result, when the game stop flag is set to "1", regardless of the processing results of steps S104 to S106 in the subsequent main processing, unless the setting value update process (step S117) is executed, an abnormality notification and external output to the outside of the pachinko machine 10 will be performed each time power is supplied to the main MPU 82. Therefore, it is possible to make the administrator of the gaming hall aware that the setting value should be changed.
[0212] If the process in step S112 is executed, or if the process in step S115 is executed, or if the process in step S117 is executed, or if the process in step S120 is executed, the startup flag of the main RAM 84 is cleared to "0" (step S126). Because the startup flag is cleared to "0", if the timer interrupt process (Figure 14) is activated, a negative check is made in step S206, which means that not only the processes in steps S201 to S205 but also the processes in steps S207 to S220 will be executed, and the state in which the processes necessary to advance the game are not executed is resolved. In addition, the power outage flag of the main RAM 84 is also cleared to "0" in step S126.
[0213] Subsequently, the process proceeds to the residual processing steps S127 to S130. In other words, the main MPU 82 is configured to periodically execute timer interrupt processing (Figure 14), but residual time occurs between one timer interrupt processing and the next. This residual time will vary depending on the processing completion time of the timer interrupt processing, and the residual processing steps S127 to S130 are repeatedly executed using this irregular time. In this respect, the residual processing steps S127 to S130 can be said to be an irregular process that is executed irregularly.
[0214] In the remaining processing, first, in step S127, the interrupt disable setting is performed to prevent the occurrence of timer interrupt processing (Figure 14). In the following step S128, a random number initial value update process is executed to update the random number initial value counter CINI, and in step S129, a variation counter update process is executed to update the variation type counter CS. In these update processes, the current numerical information is read from the corresponding counter in the main RAM 84, the read numerical information is incremented by 1, and then the original counter is overwritten. In this case, if the counter value exceeds the maximum value, it is cleared to "0". After that, in step S130, the interrupt enable setting is performed to switch from a state where the occurrence of timer interrupt processing (Figure 14) is prohibited to a state where it is enabled. If the process in step S130 is executed, the process returns to step S127 and steps S127 to S130 are repeated.
[0215] <Timer interrupt handling> Next, the timer interrupt process will be explained with reference to the flowchart in Figure 14. The timer interrupt process is repeatedly activated with a period of 4 msec.
[0216] First, the power outage monitoring process is executed (step S201). In the power outage monitoring process, the power outage monitoring board 85 monitors whether or not a power outage signal corresponding to the occurrence of a power interruption has been received. If a power outage is identified, the power outage processing is executed, followed by an infinite loop. In the power outage processing, the power outage flag in the main RAM 84 is set to "1", a checksum is calculated, and the calculated checksum is saved.
[0217] Subsequently, the random number update process for the lottery is executed (step S202). In the random number update process for the lottery, the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal random number counter C4 are updated. Specifically, the current numerical information is read sequentially from the winning random number counter C1, the type random number counter C2, the reach random number counter C3, and the normal random number counter C4, and after incrementing each of the read numerical values by 1, the original counters are overwritten. In this case, when the counter value exceeds the maximum value, it is cleared to "0". Subsequently, in step S203, the random number initial value update process is executed in the same way as step S128 of the main process (Figure 13), and in step S204, the variable counter update process is executed in the same way as step S129 of the main process (Figure 13).
[0218] Subsequently, a fraud detection process is executed to monitor whether or not a predetermined event, which is set as a target for monitoring fraudulent activity, has occurred (step S205). In this fraud detection process, the occurrence of multiple types of events is monitored, and upon confirming that a predetermined event has occurred, the game stop flag provided in the main RAM 84 is set to "1".
[0219] Subsequently, it is determined whether "1" is set in either the game stop flag or the startup processing flag of the main RAM 84 (step S206). If "1" is set in either the game stop flag or the startup processing flag (step S206: YES), this timer interrupt process is terminated without executing the processes in steps S207 to S220. This makes it possible to perform power outage monitoring, random number updating, and fraud monitoring in the timer interrupt process (Figure 14) when "1" is set in either the game stop flag or the startup processing flag, while preventing the processes in steps S207 to S220 that would allow the game to proceed from being executed.
[0220] If neither the game stop flag nor the startup processing flag is set to "1" (step S206: NO), the processes to advance the game in steps S207 to S220 are executed. Specifically, the port output process is executed first (step S207). In the port output process, if output information was set in the previous timer interrupt process, the process is executed to output the corresponding output information to the various drive units 32b and 34b. For example, if information is set to switch the special electric prize device 32 to the open state, the output of a drive signal to the special electric drive unit 32b is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped. Also, if information is set to switch the regular electric mechanism 34a of the second operating port 34 to the open state, the output of a drive signal to the regular electric drive unit 34b is started, and if information is set to switch it to the closed state, the output of the drive signal is stopped.
[0221] Subsequently, a reading process is performed (step S208). In the reading process, signals other than the power outage signal and the prize winning signal are read, and the read information is stored for use in subsequent processing. Subsequently, a ball entry detection process is performed (step S209). In this ball entry detection process, signals received from each prize winning detection sensor 86a to 86e are read, and processing is performed to determine whether or not a ball has entered the general prize winning opening 31, the special electric prize winning device 32, the first operating opening 33, the second operating opening 34, and the through gate 35.
[0222] Subsequently, a timer update process is executed to update the numerical information of multiple types of timer counters provided in the main RAM 84 (step S210). In this case, the configuration is to aggregate and handle timer counters whose stored numerical information is updated by subtraction, but it is also possible to aggregate and perform updates for both subtraction-type timer counters and addition-type timer counters.
[0223] Subsequently, a launch control process is performed to control the launch of the game balls (step S211). As long as the launch operation is being continued with the launch operation device 28, one game ball is launched every 0.6 seconds to achieve a predetermined launch cycle, as previously explained.
[0224] Subsequently, as part of the input state monitoring process, based on the information read in the reading process of step S208, the system checks for disconnections in each prize detection sensor 86a to 86e and confirms that the gaming machine body 12 and the front door frame 14 are open (step S212).
[0225] Subsequently, a special feature and special power control process is executed to control the execution of game rounds and the execution of the opening and closing execution mode (step S213), and a normal diagram and normal power control process is executed to control the display of the normal diagram display unit 38a and the execution of the normal power opening state (step S214). These special feature and special power control processes and the normal diagram and normal power control process will be explained in detail later.
[0226] In the following step S215, based on the processing results of the preceding steps S213 and S214, output information is set to reflect the increase or decrease in the number of first reserved information in the first special feature reserved display unit 37c, output information is set to reflect the increase or decrease in the number of second reserved information in the second special feature reserved display unit 37d, and output information is set to reflect the increase or decrease in the number of reserved information on the general display side in the general display reserved display unit 38b. Also in step S215, based on the processing results of the preceding steps S213 and S214, output information is set to update the display contents of the first special feature display unit 37a and the second special feature display unit 37b, and output information is set to update the display contents of the general display unit 38a.
[0227] Subsequently, the contents of the commands and signals received from the payout control device 77 are checked, and a payout status reception process is executed to perform processing corresponding to the check results (step S216). In addition, a payout output process is executed to set the prize ball command as the output target (step S217). Furthermore, an external information setting process is executed to control the start and end of the output of external signals according to the processing results of the various processes executed in this timer interrupt process (step S218).
[0228] Subsequently, a setting monitoring process is executed (step S219). In the setting monitoring process, it is determined whether the setting value set for use is one of "setting 1" to "setting 6" by determining whether the setting value information stored in the setting reference area of the main RAM 84 is one of "1" to "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 for use is abnormal, so the game stop flag of the main RAM 84 is set to "1". As a result, the game cannot proceed until the setting value for use is newly set in the setting value update process (step S117). Subsequently, a management process is executed (step S220). In the management process, a process is executed to store the game history for calculating the payout ratio, a process is executed to calculate the payout ratio using the stored game history, and a process is executed to display the calculated payout ratio on the notification display device 141.
[0229] <General Electric Control Processing> Next, the general power control process executed in step S214 of the timer interrupt processing (Figure 14) will be explained with reference to the flowchart in Figure 15.
[0230] If a win occurs in the through gate 35 (Step S301: YES), and provided that the number of regular-side reserve information stored in the first area 114a to the fourth area 114d of the regular-side reserve area 84c is less than the upper limit of 4 (Step S302: NO), the storage process to the regular-side reserve area 84c is executed (Step S303). In this storage process, the numerical information of the regular-electric random number counter C4 is stored as regular-side reserve information in the area that has the earliest processing order among the areas in the first area 114a to the fourth area 114d of the regular-side reserve area 84c where no regular-side reserve information is stored. When regular-side reserve information is acquired, data settings are made so that the display content of the regular-side reserve display unit 38b is updated in accordance with the increase in the number of regular-side reserve information.
[0231] If a negative determination is made in step S301, if a positive determination is made in step S302, or if the process in step S303 is executed, the general-purpose power address table stored in the main ROM 83 is read (step S304). The general-purpose power address table contains the starting address of the program for executing the process corresponding to the numerical information of the general-purpose power counter. The general-purpose power counter is a counter used by the main MPU 82 to identify the processing content to be executed in the general-purpose power control process.
[0232] The regular power counter can take values from "0" to "3", and each value from "0" to "3" corresponds to a different process (steps S307 to S310). Specifically, if the value of the regular power counter is "0", the regular power change start process (step S307), which starts the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "1", the regular power change in progress process (step S308), which advances the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "2", the regular power confirmation process (step S309), which ends the change display cycle in the regular power display unit 38a, is executed. If the value of the regular power counter is "3", the regular power control process (step S310), which controls the regular power open state of the regular power mechanism 34a in the second operation port 34, is executed.
[0233] In the regular power control process, after reading the regular power address table (step S304), the starting address corresponding to the information of the regular power counter is obtained from the regular power address table (step S305), and the process indicated by the obtained starting address is jumped to (step S306). The processes in steps S307 to S310 will be explained individually below.
[0234] <Processing to initiate normal graph fluctuations> First, the process of starting the general diagram change in step S307 will be explained with reference to the flowchart in Figure 16.
[0235] In the general diagram change start process, the data setting process is executed (step S402) on the condition that the general diagram hold information is stored in the general diagram hold area 84c (step S401: YES). In the data setting process, the data stored in the first area 114a of the general diagram hold area 84c is moved to the execution area 115 for the general diagram. After that, a process is executed to shift the data stored in the storage area of the general diagram hold area 84c. This data shift process shifts the data stored in the first to fourth areas 114a to 114d sequentially to the lower areas, specifically shifting the data within each area from the second area 114b to the first area 114a, the third area 114c to the second area 114b, the fourth area 114d to the third area 114c, and so on. Then, the fourth area 114d is cleared to "0". In addition, the data setting process performs data setting so that the display content of the general diagram hold display unit 38b is updated in accordance with the decrease in the number of hold information on the general diagram side.
[0236] Subsequently, it is determined whether the current state is the open / close execution mode (step S403). If it is not the open / close execution mode, it is determined whether the first high-frequency flag provided in the main RAM 84 is set to "1" (step S404). The first high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the first high-frequency support mode. The first high-frequency flag is set to "1" when a transition to the first high-frequency support mode occurs, and is cleared to "0" when the first high-frequency support mode ends.
[0237] If the system is in opening / closing execution mode (step S403: YES), the low probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S405). Also, if the system is not in opening / closing execution mode but the first high-frequency flag is not set to "1" (step S404: NO), that is, if the support mode is the low-frequency support mode or the second high-frequency support mode, the low probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S405). On the other hand, if the system is not in opening / closing execution mode and the first high-frequency flag is set to "1" (step S404: YES), that is, if the support mode is the first high-frequency support mode, the high probability table for the normal diagram side is read from the main ROM 83 to the main RAM 84 (step S406). The low probability table for the normal diagram side and the high probability table for the normal diagram side each contain the value of the normal electric random number counter C4 that results in an electric function opening win. In this case, the high-probability table for the normal diagram side has a larger number of values set for the normal electric random number counter C4 that result in an electric bonus activation than the low-probability table for the normal diagram side. As a result, the probability of an electric bonus activation is higher when the high-probability table for the normal diagram side is referenced than when the low-probability table for the normal diagram side is referenced. In other words, the normal diagram win / fail judgment process (step S407) described later has a high-probability mode and a low-probability mode for the normal diagram side, so that the probability of an electric bonus activation is relatively high or low. The low-probability table for the normal diagram side is set so that the probability of an electric bonus activation is 1 / 2, and the high-probability table for the normal diagram side is set so that the probability of an electric bonus activation is 4 / 5, but these probabilities for an electric bonus activation are arbitrary as long as the probability of an electric bonus activation is higher in the high-probability mode for the normal diagram side than in the low-probability mode for the normal diagram side.
[0238] If the process in step S405 or step S406 is executed, the general diagram validity determination process is executed (step S407). In the general diagram validity determination process, the numerical information of the general electric random number counter C4 in the general diagram hold information that is the target of this general diagram validity determination process is compared with the table read in step S405 or S406.
[0239] If the result of the regular diagram win / loss determination process is that the electric function has been opened (step S408: YES), the stop result setting process for the regular diagram win result is executed (step S409). Specifically, information on the stop pattern of the regular diagram win result symbols to be displayed in the regular diagram display unit 38a in the current variation display round is read from the main ROM 83 to the main RAM 84. Note that one type of symbol stop pattern may be set as the stop pattern for the regular diagram win result symbols, or multiple types of symbol stop patterns may be set.
[0240] If the result of the normal diagram win / loss determination process is not a win for the electric function release (step S408: NO), the stop result setting process for the normal diagram loss result is executed (step S410). Specifically, information on the stopping pattern of the symbols for the normal diagram loss result that will be ultimately displayed on the normal diagram display unit 38a in the current display continuation round is read from the main ROM 83 to the main RAM 84. The information on the pattern of symbols selected in this case is different from the information on the stopping pattern of the symbols for the normal diagram win result.
[0241] If the process in step S409 or step S410 is executed, it is determined whether the current state is the open / close execution mode (step S411). If it is not the open / close execution mode, it is determined whether either the first high-frequency flag or the second high-frequency flag provided in the main RAM 84 is set to "1" (step S412). As already explained, the first high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the first high-frequency support mode. When a transition to the first high-frequency support mode occurs, the first high-frequency flag is set to "1", and when the first high-frequency support mode ends, the first high-frequency flag is cleared to "0". The second high-frequency flag is a flag used by the main MPU 82 to identify whether the support mode is the second high-frequency support mode. When a transition to the second high-frequency support mode occurs, the second high-frequency flag is set to "1", and when the second high-frequency support mode ends, the second high-frequency flag is cleared to "0".
[0242] If the switch is in open / close execution mode (step S411: YES), information corresponding to a long duration of 10 seconds for the current variable display cycle in the general display unit 38a is set in the general display timer counter provided in the main RAM 84 (step S413). Also, if neither the first high-frequency flag nor the second high-frequency flag is set to "1" (step S412: NO), that is, if the support mode is the low-frequency support mode, information corresponding to a long duration of 10 seconds for the current variable display cycle in the general display unit 38a is set in the general display timer counter provided in the main RAM 84 (step S413). The numerical information set in the general display timer counter is updated in the timer update process of step S210 in the timer interrupt processing (Figure 14). As a result, if the switch is in open / close execution mode or the support mode is the low-frequency support mode, the variable display cycle in the general display unit 38a will be performed over a relatively long duration.
[0243] If the opening / closing execution mode is not selected, and either the first high-frequency flag or the second high-frequency flag is set to "1" (step S412: YES), that is, if the support mode is the first high-frequency support mode or the second high-frequency support mode, then information corresponding to a short duration of 1 second for the duration of the variable display cycles in the current general display unit 38a is set in the general display timer counter of the main RAM 84 (step S414). As a result, when the support mode is the first high-frequency support mode or the second high-frequency support mode, the variable display cycles in the general display unit 38a are performed over a relatively short duration.
[0244] Subsequently, the display of the changing patterns in the regular pattern display unit 38a is started (step S415). A regular pattern change display table is pre-stored in the main ROM 83 as a table referenced by the main MPU 82 when the regular pattern display unit 38a is used to display the changing patterns. When the regular pattern display unit 38a is used to display the changing patterns, the same change display table is used regardless of the result of the regular pattern win / failure determination process. When the regular pattern display unit 38a is used to display the changing patterns, the display of the changing patterns according to a predetermined pattern is repeated, and the regular pattern change display table contains control data for one cycle of the display of the changing patterns according to that predetermined pattern. Therefore, when the regular pattern display unit 38a is used to display the changing patterns, the regular pattern change display table is repeatedly used until just before the confirmation display is made. Subsequently, the value of the regular pattern regular counter is incremented by 1 (step S416). As a result, the value of the regular pattern regular counter becomes "1", which corresponds to the regular pattern change processing (step S308).
[0245] <Processing during normal diagram fluctuations> Next, we will explain the process during normal diagram variation in step S308 of the normal diagram normal power control process (Figure 15).
[0246] In the regular diagram variation processing, it is determined whether the regular diagram display unit 38a is in the process of displaying a variation of the symbols but before the confirmation display. Specifically, it is determined that the timing is before the confirmation display if the value of the regular diagram timer counter, which measures the duration of the current variation display, is 0.4 seconds remaining. If it is before the confirmation display, processing is performed to regularly change the display pattern of the symbols in the regular diagram display unit 38a. This regular change continues until it is time to start the confirmation display. Furthermore, this regular change is performed in a consistent manner regardless of whether the result of the regular diagram win / failure determination processing (step S407) is a win or a loss. When it is time to display the confirmation, the display pattern of the symbols in the regular diagram display unit 38a is changed to a stop pattern corresponding to the result of the current regular diagram win / failure determination processing. This stop pattern corresponds to the stop pattern read into the main RAM 84 in step S409 or step S410 of the regular diagram variation start processing (Figure 16). Then, by incrementing the value of the regular diagram electric counter by 1, the value of the counter is updated to correspond to the regular diagram confirmation processing.
[0247] <Processing to finalize the general map> Next, the process of confirming the diagram in step S309 of the general diagram general power control process (Figure 15) will be explained with reference to the flowchart in Figure 17.
[0248] Step S501 determines whether the confirmed display period (specifically 0.4 seconds) for the current variable display has elapsed by checking whether the value of the timer counter on the regular display side, which measures the duration of the current variable display, is "0". If the confirmed display period has elapsed (Step S501: YES), it is determined whether the result of the regular display success / failure judgment process for the current variable display is a win for the electric power release (Step S502). If it is not a win for the electric power release (Step S502: NO), the value of the regular display regular power counter is cleared to "0" (Step S503), and then the regular display confirmation process ends. As a result, the value of the regular display regular power counter corresponds to the regular display variable start process.
[0249] If the electric power supply is opened (step S502: YES), it is determined whether the current state is in opening / closing execution mode (step S504). If it is not in opening / closing execution mode, it is determined whether either the first high-frequency flag or the second high-frequency flag of the main RAM 84 is set to "1" (step S505). If it is in opening / closing execution mode (step S504: YES), the processes in steps S506 to S508 are executed. Also, if it is not in opening / closing execution mode but neither the first high-frequency flag nor the second high-frequency flag is set to "1" (step S505: NO), that is, if the support mode is low-frequency support mode, the processes in steps S506 to S508 are executed.
[0250] In steps S506 to S508, first, the normal power release counter in the main RAM 84 is set to "1" (step S506). Also, the normal power entry counter in the main RAM 84 is set to "10" (step S507). In addition, information corresponding to the duration of the short opening on the normal power side, which is 0.7 seconds, is set in the normal power timer counter of the main RAM 84 (step S508). The normal power release counter is a counter used by the main MPU 82 to determine the number of times the normal power mechanism 34a of the second operation port 34 is opened in the current normal power release state. The normal power entry counter is a counter used by the main MPU 82 to determine whether the number of game balls that have entered the second operation port 34 in the current normal power release state has reached the upper limit of 10 on the normal power side.
[0251] As a result of the execution of steps S506 to S508, the execution mode of the normal power opening state that occurs in the low-frequency support mode becomes the low-expectancy mode. In other words, in the normal power opening state of the low-expectancy mode, the normal power mechanism 34a opens briefly once. As already explained, the launch cycle of the game balls is 0.6 seconds, so when the normal power mechanism 34a opens briefly once, basically no game balls enter the second operating port 34, or if they do, only about one ball enters.
[0252] If the opening / closing execution mode is not selected, and either the first high-frequency flag or the second high-frequency flag is set to "1" (step S505: YES), that is, if the support mode is the first high-frequency support mode or the second high-frequency support mode, then the normal power opening counter of the main RAM 84 is set to "3" (step S509), the normal power entry counter of the main RAM 84 is set to "10" (step S510), and information corresponding to the duration of the long opening of the normal power side, which is 2 seconds, is set in the normal power timer counter of the main RAM 84 (step S511). As a result of the execution of steps S509 to S511, the execution mode of the normal power opening state that occurs in the first high-frequency support mode or the second high-frequency support mode becomes the high-expectancy mode. In other words, in the normal power opening state of the high-expectancy mode, the long opening of the normal power mechanism 34a occurs 3 times. As already explained, the launch cycle for the game balls is 0.6 seconds, so when the normal power mechanism 34a opens for a long time once, approximately 3 game balls can enter the second operating port 34. In the high-expectancy mode, the normal power opening state occurs three times, with the second operating port 34 in a closed state on the normal power side in between. Therefore, when the high-expectancy mode's normal power opening state occurs, approximately 9 game balls can enter. Note that the normal power opening state ends when the number of game balls entering the second operating port 34 reaches the normal power side's upper limit of 10, so when the high-expectancy mode's normal power opening state occurs, the normal power opening state may end when the upper limit of game balls on the normal power side enters the second operating port 34.
[0253] When the process in step S507 or step S510 is executed, the output of a drive signal to the drive unit 34b for normal operation is started, thereby opening the normal operation device 34a of the second operation port 34. Subsequently, the value of the normal operation counter is incremented by 1, updating the value of the counter to one that corresponds to the normal operation control process.
[0254] <General Electricity Control Processing> Next, the regular power control process in step S310 of the regular power control process (Figure 15) will be explained.
[0255] In the normal power control process, if a prize is awarded to the second operating port 34, a value corresponding to the number of prizes awarded is subtracted from the value of the normal power award counter in the main RAM 84. If the value of the normal power award counter is "0", the value of the normal power release counter in the main RAM 84 is cleared to "0", and the output of the drive signal to the normal power drive unit 34b is stopped, thereby closing the second operating port 34. The value of the normal power counter is then cleared to "0". As a result, the process to be executed in the next processing cycle of the normal power control process becomes the normal power variation start process (step S307).
[0256] If no win has occurred at the second operating port 34, or if the value of the normal power win counter is not "0", it is determined whether the value of the normal power timer counter in the main RAM 84 is "0". If the value of the normal power timer counter is "0", the second operating port 34 is closed by stopping the output of the drive signal to the normal power drive unit 34b. Then, the value of the normal power open counter in the main RAM 84 is deducted by 1, and it is determined whether the value of the normal power open counter after the deduction is "0". If the value of the normal power open counter after the deduction is 1 or more, the second operating port 34 is kept closed for the normal power interval period (specifically 1 second), and then the second operating port 34 is opened by outputting the drive signal to the normal power drive unit 34b again. In addition, information corresponding to the duration of the long open period on the normal power side, which is 2 seconds, is set in the normal power timer counter of the main RAM 84. As a result, the second operating port 34 opens again, and the duration of this open state is set to 2 seconds, which is the duration of the long opening on the normal power side. If the value of the normal power opening counter after the 1-counter decrement is "0", the value of the normal power counter is cleared to "0". As a result, the process to be executed in the next processing cycle of the normal power control process becomes the normal power variation start process (step S307).
[0257] <Special Electrical Control Processing> Next, the special electrical control processing performed in step S213 of the timer interrupt processing (Figure 14) will be explained with reference to the flowchart in Figure 18.
[0258] First, the process for acquiring pending information is executed (step S601). In the process for acquiring pending information, as shown in the flowchart of Figure 19, if a prize has been awarded to the first operating port 33 (step S701: YES), and the number of first pending information stored in the first special symbol pending area 111 is less than the upper limit of the number of stored items (step S702: YES), the process for acquiring the first pending information is executed.
[0259] In the process for acquiring the first reserved information, the value of the first special symbol reserved counter provided in the main RAM 84 is first incremented by 1 in order for the main MPU 82 to determine the number of unprocessed first reserved information stored in the first special symbol reserved area 111 (step S703). The display content of the first special symbol reserved display unit 37c in the special symbol unit 37 is adjusted according to the value of the first special symbol reserved counter. As a result, the display content of the first special symbol reserved display unit 37c corresponds to the number of first reserved information stored in the first special symbol reserved area 111. Subsequently, the values of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the first memory area of the first special symbol reserved area 111, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step S703 (step S704). After that, the first reserved command is transmitted to the sound and light side MPU 93 (step S705). As a result, the display-side MPU 103 controls the display of the symbol display device 41 so that the display content of the first hold display area 42a of the symbol display device 41 corresponds to the increase in the first hold information.
[0260] If a negative result is obtained in step S701, if a negative result is obtained in step S702, or if the process in step S705 is executed, a prize has been awarded to the second operation port 34 (step S706: YES), and provided that the number of second reserve information stored in the second special symbol reserve area 112 is less than the upper limit of the number of stored items (step S707: YES), the process to obtain the second reserve information is executed.
[0261] In the process for acquiring the second reserved information, first, the value of the second special symbol reserved counter provided in the main RAM 84 is incremented by 1 in order for the main MPU 82 to determine the number of unprocessed second reserved information stored in the second special symbol reserved area 112 (step S708). The display content of the second special symbol reserved display unit 37d in the special symbol unit 37 is adjusted according to the value of the second special symbol reserved counter. As a result, the display content of the second special symbol reserved display unit 37d corresponds to the number of second reserved information stored in the second special symbol reserved area 112. Subsequently, the values of the winning random number counter C1, the type random number counter C2, and the reach random number counter C3 are stored in the first memory area of the second special symbol reserved area 112, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step S708 (step S709). After that, the second reserved command is sent to the sound and light side MPU 93 (step S710). As a result, the display-side MPU 103 controls the display of the symbol display device 41 so that the display content of the second hold display area 42b of the symbol display device 41 corresponds to the increase in second hold information.
[0262] Returning to the explanation of the special drawing and special electric control processing (Figure 18), after the process of acquiring the pending information is executed in step S601, the numerical information of the special drawing and special electric counter provided in the main RAM 84 is read (step S602), and the special drawing and special electric address table provided in the main ROM 83 is read (step S603). Then, the start address corresponding to the numerical information of the special drawing and special electric counter is obtained from the special drawing and special electric address table (step S604), and the process indicated by the obtained start address is jumped (step S605).
[0263] The special-purpose counter is a counter used by the main MPU82 to determine which of the processes in steps S606 to S612 in the special-purpose control process should be executed. The special-purpose address table contains the starting addresses of the programs for executing each of the processes in steps S606 to S612, corresponding to the numerical information of the special-purpose counter. If the value of the special symbol and electric power counter is "0", the program jumps to the special symbol variation start process in step S606; if the value of the special symbol and electric power counter is "1", the program jumps to the special symbol variation in process in step S607; if the value of the special symbol and electric power counter is "2", the program jumps to the special symbol confirmation in process in step S608; if the value of the special symbol and electric power counter is "3", the program jumps to the special power start process in step S609; if the value of the special symbol and electric power counter is "4", the program jumps to the special power release in process in step S610; if the value of the special symbol and electric power counter is "5", the program jumps to the special power closing in process in step S611; and if the value of the special symbol and electric power counter is "6", the program jumps to the special power end process in step S612. The processes from step S606 to step S612 will be explained individually below.
[0264] <Special Feature Fluctuation Start Processing> First, the special symbol variation start process in step S606 will be explained with reference to the flowchart in Figure 20. Note that the special symbol variation start process is not executed when a game round has already been played or when the opening / closing execution mode is being executed.
[0265] In the special feature variation start process, if the second reserve information is not stored in the second special feature reserve area 112 and the first reserve information is stored in the first special feature reserve area 111 (step S801: YES, step S802: NO), the first data setting process is executed (step S803). In the first data setting process, the data stored in the first area 111a of the first special feature reserve area 111 is moved to the execution area 113 for special features. After that, a process is executed to shift the data stored in the memory area of the first special feature reserve area 111. This data shift process shifts the data stored in the first to fourth areas 111a to 111d sequentially to the lower areas, specifically shifting the data within each area from the second area 111b to the first area 111a, the third area 111c to the second area 111b, the fourth area 111d to the third area 111c, and so on. Then, the fourth area 111d is cleared to "0". Subsequently, the value of the first special symbol hold counter in the main RAM 84 is deducted by 1. As a result, the display content of the first special symbol hold display unit 37c in the special symbol unit 37 is changed to reflect the reduction of one first hold information. In addition, during this data setting process, a first decrease command indicating that the first hold information in the first special symbol hold area 111 has decreased by one is sent to the sound and light side MPU 93. As a result, the display side MPU 103 controls the display of the symbol display device 41 so that the display content of the first hold display area 42a of the symbol display device 41 corresponds to the decrease in the first hold information.
[0266] On the other hand, if the second reserved information is stored in the second special feature reserved area 112 (steps S801 and S802: YES), the second data setting process is executed (step S804) even if the first reserved information, which was acquired before the second reserved information, is stored in the first special feature reserved area 111. In the second data setting process, the data stored in the first area 112a of the second special feature reserved area 112 is moved to the execution area 113 for special features. After that, a process is executed to shift the data stored in the storage area of the second special feature reserved area 112. This data shift process shifts the data stored in the first to fourth areas 112a to 112d sequentially to the lower areas. Specifically, the data within each area is shifted as follows: second area 112b → first area 112a, third area 112c → second area 112b, fourth area 112d → third area 112c, and so on. Then, the fourth area 112d is cleared to "0". Subsequently, the value of the second special symbol hold counter in the main RAM 84 is deducted by 1. As a result, the display content of the second special symbol hold display unit 37d in the special symbol unit 37 is changed to reflect the reduction of one second hold information. In addition, during this data setting process, a second reduction command indicating that one second hold information has been reduced in the second special symbol hold area 112 is sent to the sound and light side MPU 93. As a result, the display side MPU 103 controls the display of the symbol display device 41 so that the display content of the second hold display area 42b of the symbol display device 41 corresponds to the reduction in second hold information.
[0267] As described above, if the second reserved information is stored, even if the first reserved information, which was acquired before the second reserved information, is stored, the second reserved information will be shifted to the execution area 113 for special symbols. As a result, the second reserved information will be processed with priority over the first reserved information as the target for starting a game round.
[0268] If the process in step S803 or step S804 is executed, the win / failure determination process is executed (step S805). In the win / failure determination process, if the win / failure lottery mode is the low probability mode and the target of the start of the game round is the first reserved information, the first win / failure table 121 for low probability (see Figure 9(a)) is read from the main ROM 83 to the main RAM 84. If the win / failure lottery mode is the low probability mode and the target of the start of the game round is the second reserved information, the second win / failure table 122 for low probability (see Figure 9(b)) is read from the main ROM 83 to the main RAM 84. If the win / failure lottery mode is the high probability mode, the win / failure table 123 for high probability (see Figure 9(c)) is read from the main ROM 83 to the main RAM 84, regardless of whether the target of the start of the game round is the first or second reserved information. After reading the win / fail tables 121 to 123, the system reads the win / fail judgment information, i.e., the numerical information obtained from the win random number counter C1, from the pending information stored in the execution area 113 for special symbols. It then determines whether the read numerical information matches any of the numerical information set as a jackpot result in the data group corresponding to the currently used setting value among the read win / fail tables 121 to 123. If the numerical information does not match any of the numerical information set as a jackpot result, it determines whether the win / fail judgment information matches any of the numerical information set as a time-saving result in the data group corresponding to the currently used setting value among the read win / fail tables 121 to 123.
[0269] If the result of the win / failure determination process is a jackpot result (step S806: YES), the jackpot distribution determination process is executed (step S807). In the jackpot distribution determination process, if the target of the start of the game round is the first reserve information, the jackpot distribution table 125 for the first special symbol (see Figure 10(a)) is read from the main ROM 83 to the main RAM 84, and if the target of the start of the game round is the second reserve information, the jackpot distribution table 126 for the second special symbol (see Figure 10(b)) is read from the main ROM 83 to the main RAM 84. After reading the jackpot distribution tables 125 and 126, the distribution determination information, i.e., numerical information obtained from the type random number counter C2, is read from the reserve information stored in the execution area 113 for special symbols, and by referring to the jackpot distribution tables 125 and 126, it is determined which type of jackpot result the read numerical information corresponds to.
[0270] After executing the distribution determination process for jackpots, the flag in the main RAM 84 corresponding to the type of jackpot result identified in the distribution determination process for jackpots is set to "1" (step S808). Then, the stop result setting process for jackpot results is executed (step S809). Specifically, the information on the stopping pattern of the symbols to be ultimately displayed on the special symbol display units 37a and 37b, which are the starting point of this game round, is identified from the jackpot result stop result table pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. In this jackpot result stop result table, the types of stopping patterns of the symbols to be displayed on the first special symbol display unit 37a or the second special symbol display unit 37b are set differently for each type of jackpot result, and in step S809, the information on the stopping pattern of the symbols corresponding to the type of jackpot result identified in step S808 is stored in the main RAM 84. Furthermore, the stopping patterns of the symbols may be set in a one-to-one correspondence with each jackpot result, or multiple types of stopping patterns of the symbols may be set for at least some of the jackpot results. The method for selecting the stopping pattern for jackpot results in which multiple types of stopping patterns of symbols are set is arbitrary, but for example, the stopping pattern may be selected according to the value of the type random number counter C2.
[0271] If the result of the win / failure determination process is a time-saving result rather than a jackpot result (step S806: NO, step S810: YES), the time-saving distribution determination process is executed (step S811). In the time-saving distribution determination process, if the target of the start of the game round is the first reserve information, the time-saving distribution table 127 for the first special symbol (see Figure 10(c)) is read from the main ROM 83 to the main RAM 84, and if the target of the start of the game round is the second reserve information, the time-saving distribution table 128 for the second special symbol (see Figure 10(d)) is read from the main ROM 83 to the main RAM 84. After reading the time-saving distribution tables 127 and 128, the distribution determination information, i.e., the numerical information obtained from the type random number counter C2, is read from the reserve information stored in the execution area 113 for special symbols, and by referring to the time-saving distribution tables 127 and 128, it is determined which type of time-saving result the read numerical information corresponds to.
[0272] After executing the distribution determination process for time reduction, the flag in the main RAM 84 corresponding to the type of time reduction result identified in the distribution determination process for time reduction is set to "1" (step S812). Then, the stop result setting process for time reduction results is executed (step S813). Specifically, the information on the stopping pattern of the symbols to be ultimately displayed on the special symbol display units 37a and 37b, which are the target of the start of this game round, is identified from the time reduction result stop result table pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. In this time reduction result stop result table, the types of stopping patterns of the symbols to be displayed on the first special symbol display unit 37a or the second special symbol display unit 37b are set differently for each type of time reduction result, and in step S813, the information on the stopping pattern of the symbols according to the type of time reduction result identified in step S812 is stored in the main RAM 84. Furthermore, the stopping patterns of the symbols may be set in a one-to-one correspondence with each time-saving result, or multiple types of stopping patterns of symbols may be set for at least some of the time-saving results. The method for selecting the stopping result for time-saving results in which multiple types of stopping patterns of symbols are set is arbitrary, but for example, the stopping result may be selected according to the value of the type random number counter C2. The information of the stopping pattern of symbols selected in step S813 is different from the information of the stopping pattern of symbols selected in the case of a jackpot result.
[0273] If the result of the win / loss determination process is neither a jackpot result nor a time-saving result (step S810: NO), the stop result setting process for a losing result is executed (step S814). Specifically, the information of the pattern of symbols to be ultimately stopped and displayed on the first special symbol display unit 37a or the second special symbol display unit 37b in this game round is identified from the stop result table for losing results that is pre-stored in the main ROM 83, and this identified information is stored in the main RAM 84. The information of the pattern of symbols selected in this case is different from the information of the pattern of symbols selected in the case of a jackpot result and the information of the pattern of symbols selected in the case of a time-saving result, and furthermore, there is one common type for both the first special symbol display unit 37a and the second special symbol display unit 37b.
[0274] If the process in step S809, step S813, or step S814 is executed, the process for specifying the variable display period is executed (step S815). Figure 21 is a flowchart showing the process for specifying the variable display period.
[0275] First, it is determined whether the high probability flag in the main RAM 84 is set to "1" (step S901). The high probability flag is used by the main MPU 82 to determine whether the win / loss lottery mode is the high probability mode. The high probability flag is set to "1" when a transition to the high probability mode occurs, and is cleared to "0" when the high probability mode ends. If the high probability flag is set to "1" (step S901: YES), that is, if the win / loss lottery mode is the high probability mode, the high probability tables are read from the main ROM 83 to the main RAM 84 (step S902). In situations where the selection process for the variation display period is executed in step S908 by referring to the high probability tables, if a jackpot result occurs in the current game round, or if the result of the win / fail judgment process is a loss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a losing reach display, and a losing reach display occurs in the current game round, the numerical information of the variation type counter CS at that time is compared with the reach-corresponding table in the high probability tables to read out the variation display period information for the reach display type. There are multiple types of variation display periods for reach display types, but any variation display period for any reach display type will be longer than the variation display period when no reach display occurs.
[0276] If no jackpot result occurs in the current game round, and no losing reach display occurs, and the game round started with the second reserve information being the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read as the variation display period for the current game round. This makes it possible to improve the efficiency of game rounds triggered by second reserve information in high probability mode. Also, even if a time-saving result occurs in the current game round, if the game round started with the second reserve information being the target of the game round and two or more second reserve information stored in the second special symbol reserve area 112, then the shortest period of the special symbol (specifically 3 seconds) will be read.
[0277] On the other hand, if no jackpot result occurs in the current game round and no losing reach display occurs, and the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if no jackpot result occurs in the current game round and no losing reach display occurs, and the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read as the variation display period for the current game round. This makes it possible to ensure that the second reserve information is acquired in high probability mode. Also, even if a time-saving result occurs in the current game round, if the game round starts with the second reserve information being the target of the game round execution and one second reserve information stored in the second special symbol reserve area 112, or if the first reserve information is the target of the game round execution, then the information for the medium period (specifically 10 seconds) on the special symbol side is read.
[0278] In high probability mode, even if a time-saving result is selected during the win / loss determination process (step S805)...
Claims
[Claim 1] an operable operating means; a launching means capable of launching a game ball in response to an operation on the operating means; At least a ball entry means is provided at a position where a game ball that is launched in a specific launch mode by performing a specific operation on the operating means can enter the ball; A displacement means capable of displacing between a first position where the game ball can enter the ball entry means and a second position where it is difficult for the game ball to enter the ball entry means; A gaming machine characterized by comprising:
Citation Information
Patent Citations
Game machine
JP2007160014A
Gaming machine
JP2026008123A
Gaming machine
JP2026008124A
Gaming machine
JP2026008125A
gaming machines
JP7127660B2
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Gaming machine
JP2026008123A
Gaming machine
JP2026008124A
Gaming machine
JP2026008125A