Gaming machine

The gaming machine optimizes game progression and bonus awarding by initiating specific processes with a predetermined unit execution means, ensuring efficient and optimal processing execution.

JP2026012387APending Publication Date: 2026-01-23SANYO BUSSAN KK
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Patent Information

Application Number
JP2025185276
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-04
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing gaming machines, such as pachinko and slot machines, require improved processing execution to optimize game progression and bonus awarding mechanisms.

Method used

A gaming machine equipped with a predetermined unit execution means that initiates a specific process when a trigger occurs, utilizing the same program for game progress processing, ensuring optimal execution of game progress and bonus awarding.

Benefits of technology

Enhances the processing efficiency and optimality of game progression and bonus awarding in gaming machines.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of suitably executing processing.SOLUTION: A main side MPU executes timer interruption processing when a processing execution trigger is generated. The timer interrupt process includes a process for advancing the game, which is executed to control the progress of the game. Processing for advancing a game includes ball entry detection processing and timer update processing. When the timer interruption processing is executed in a prescribed situation, processing for advancing the game is not executed. When timer interruption processing is executed in the prescribed situation, a main side MPU executes ball entry detection processing and timer update processing by using the same program as a program to be called when the ball entry detection processing and the timer update processing are executed in processing for advancing a game.SELECTED DRAWING: Figure 249
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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 configuration in which an internal lottery is held based on the fulfillment of predetermined lottery conditions, and players are given benefits according to the results of that internal lottery.

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

[0004] [Patent Document 1] Japanese Patent Publication No. 2012-170465 Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in gaming machines such as those exemplified above, processing needs to be executed appropriately, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the circumstances illustrated above, and aims to provide a gaming machine capable of suitably performing processing. [Means for solving the problem]

[0007] To solve the above problems, the invention described in claim 1 includes a predetermined unit execution means that initiates a predetermined unit process when a processing execution trigger occurs, In the aforementioned predetermined unit processing, a game progress means is provided which executes a predetermined game progress processing for controlling the progress of the game, Equipped with The aforementioned predetermined game progression process includes predetermined processing, In the specified circumstances, when the specified unit processing is executed, the specified game progression processing is not executed. This gaming machine is characterized in that when the specified unit processing is executed in the specified situation, it is equipped with a specified execution means that executes the specified processing using the same program as the program that is called when the specified processing is executed in the specified game progress processing. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to suitably carry out the process. [Brief explanation of the drawings]

[0009] [Figure 1] This is a perspective view showing a pachinko machine in the first embodiment. [Figure 2] This is a perspective view showing the main components of a pachinko machine in disassembled form. [Figure 3] This is a front view showing the configuration of the game board. [Figure 4] (a) and (b) are explanatory diagrams for explaining the display content of the symbol display device when a game round is played. [Figure 5] (a) to (j) are explanatory diagrams for explaining the main and sub-symbols that vary in each symbol row. [Figure 6] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 7] This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 8] This is an explanatory diagram to explain the contents of the support mode. [Figure 9] (a) An explanatory diagram for explaining the first success / failure table when the probability is low, (b) An explanatory diagram for explaining the second success / failure table when the probability is low, and (c) An explanatory diagram for explaining the success / failure table when the probability is high. [Figure 10] (a) An explanatory diagram for explaining the jackpot allocation table for the first special chart, (b) An explanatory diagram for explaining the jackpot allocation table for the second special chart, (c) An explanatory diagram for explaining the time-saving allocation table for the first special chart, and (d) An explanatory diagram for explaining the time-saving allocation table for the second special chart. [Figure 11] (a) is an explanatory diagram for explaining the contents of each jackpot result, and (b) is an explanatory diagram for explaining the contents of each time-saving result and ceiling time-saving. [Figure 12] (a) to (e) are time charts showing how the time-saving state is set depending on the time-saving result or ceiling time-saving. [Figure 13] 10 is a flowchart showing main processing in a main MPU. [Figure 14] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 15] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 16] This is a flowchart showing the process of starting normal map changes in the main MPU. [Figure 17] This is a flowchart showing the processing during general map confirmation in the main MPU. [Figure 18] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 19] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 20] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 21] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 22] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 23] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 24] 10 is a flowchart showing the subtraction process of the high-probability state counter in the main MPU. [Figure 25] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 26] An explanatory diagram to explain the stopping results of the special chart display unit and the pattern display device. [Figure 27] (a) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when the first time-saving result is obtained in the final game turn in a normal game state or a time-saving state, which is triggered by the first hold information; (b) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when the first time-saving result is obtained in a game turn other than the final game turn in a high probability state or a time-saving state, which is triggered by the first hold information; (c) An explanatory diagram for explaining the stopping result of the first special chart display unit and the pattern display device when a miss result is obtained in the game turn triggered by the first hold information. [Figure 28] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 29] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 30] 10 is a flowchart showing the subtraction process of the time-shortening state counter in the main MPU. [Figure 31] (a) to (e) are time charts for explaining the order of execution of processes during special chart determination processing. [Figure 32] 10 is a flowchart showing a subtraction process of a variable selection state counter in the main MPU. [Figure 33] (a) to (f) are time charts for explaining the relationship between the execution timing of the high-frequency reach state and the time-saving state triggered by the ceiling time-saving state. [Figure 34]10 is a flowchart showing the special chart variation start processing executed by the main MPU in the second embodiment. [Figure 35] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 36] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 37] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 38] FIG. 11 is an explanatory diagram for explaining the contents of various counters and various storage areas in the third embodiment. [Figure 39] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 40] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 41] 13 is a flowchart showing main processing executed by a main MPU in the fourth embodiment. [Figure 42] 10 is a flowchart showing a setting value update process in the main MPU. [Figure 43] 13 is a flowchart showing main processing executed by a main MPU in the fifth embodiment. [Figure 44] FIG. 13 is a front view of the game board in the sixth embodiment. [Figure 45] 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 46] A vertical cross-sectional view to explain the internal structure of the prize distribution device. [Figure 47] This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 48](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 allocation table, (d) An explanatory diagram for explaining the time-saving allocation table, (e) An explanatory diagram for explaining the small win allocation table, and (f) An explanatory diagram for explaining the contents of each small win result. [Figure 49] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 50] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 51] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 52] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 53] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 54] 10 is a flowchart showing a power outage monitoring process in the main MPU. [Figure 55] This is a flowchart showing the processing during special drawing confirmation executed by the main MPU in the seventh embodiment. [Figure 56] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 57] 13 is a flowchart showing the subtraction process of the time-shortening state counter executed by the main MPU in the eighth embodiment. [Figure 58] 13 is a flowchart showing a setting process for a time-saving result executed by the main MPU in the ninth embodiment. [Figure 59] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 60] (a) to (g) are time charts for explaining the subsequent game state when a time-saving result or ceiling time-saving occurs in the time-saving state. [Figure 61] FIG. 19 is a front view of the game board in the tenth embodiment. [Figure 62]This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 63] 10 is a flowchart showing the first special symbol special power control process in the main MPU. [Figure 64] 10 is a flowchart showing the second special symbol special power control processing in the main MPU. [Figure 65] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 66] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 67] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 68] 10 is a flowchart showing the process of determining the end of the time-shortening state in the main MPU. [Figure 69] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 70] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 71] 10 is a flowchart showing the left-hit notification process in the sound / light side MPU. [Figure 72] (a) to (f) are time charts showing how the end-corresponding game round in the time-saving state is executed with the first pending information as the execution target. [Figure 73] 13 is a flowchart showing the process of identifying the variable display period executed by the main MPU in the 11th embodiment. [Figure 74] 12 is a flowchart showing the process of specifying the variable display period executed by the main MPU in the 12th embodiment. [Figure 75] FIG. 22 is a front view of the main control device in the thirteenth embodiment. [Figure 76] FIG. 2 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 77] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 78]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 79] 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 80] 10A to 10D are time charts showing how commands are transmitted. [Figure 81] 10 is a flowchart showing main processing in a main MPU. [Figure 82] 10 is a flowchart showing a setting confirmation process in the main MPU. [Figure 83] 10 is a flowchart showing a setting value update process in the main MPU. [Figure 84] 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 85] 10 is a flowchart showing a first management process in the main MPU. [Figure 86] 10 is a flowchart showing an initial setting process in the main MPU. [Figure 87] 10 is a flowchart showing a disconnection / short-circuit process in the main MPU. [Figure 88] 10 is a flowchart showing a first timer interrupt process in the main MPU. [Figure 89] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 90] 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 91] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 92] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 93]10 is a flowchart showing a fraud detection process in the main MPU. [Figure 94] 10 is a flowchart showing information clearing processing in the main MPU. [Figure 95] 10 is a flowchart showing fraud detection execution processing in the main MPU. [Figure 96] 10 is a flowchart showing a normal power control process in the main MPU. [Figure 97] (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 98] 10 is a flowchart showing a magnetic monitoring process in the main MPU. [Figure 99] 10 is a flowchart showing fraud handling processing in the main MPU. [Figure 100] (a) to (h) are time charts showing how winning monitoring is performed using the second operating port detection sensor as an example. [Figure 101] 10 is a flowchart showing security processing in the main MPU. [Figure 102] 10(a) to 10(h) are time charts showing how a security signal is output to the outside. [Figure 103] FIG. 10 is an explanatory diagram illustrating various areas of a work area for non-specific control used to manage game history. [Figure 104] FIG. 2 is an explanatory diagram for explaining various areas of a calculation result storage area. [Figure 105] 5(a) to 5(d) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 106] 5(a) to 5(c) are explanatory diagrams for explaining the display contents of the first to fourth notification display devices. [Figure 107] 10 is a flowchart showing a second management process in the main MPU. [Figure 108]10 is a flowchart showing a check process in the main MPU. [Figure 109] 10 is a flowchart showing the normal entry management processing in the main MPU. [Figure 110] 10 is a flowchart showing a result calculation process in the main MPU. [Figure 111] FIG. 10 is a block diagram for explaining a configuration for controlling the display of various display circuits by a main MPU. [Figure 112] FIG. 10 is an explanatory diagram for explaining various buffers provided in a work area for specific control. [Figure 113] FIG. 2 is an explanatory diagram for explaining the electrical configuration of a display IC. [Figure 114] 10 is a flowchart showing second timer interrupt processing in the main MPU. [Figure 115] 10 is a flowchart showing a setting process for an eighth display data buffer in the main MPU. [Figure 116] 10 is a flowchart showing a display process in the main MPU. [Figure 117] 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 118] 10 is a flowchart showing RAM clear processing in the main MPU. [Figure 119] 10 is a flowchart showing an information abnormality monitoring process in the main MPU. [Figure 120] 23 is a flowchart showing a first timer interrupt process executed by a main MPU in the fourteenth embodiment. [Figure 121] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 122] 10 is a flowchart showing management processing in the main MPU. [Figure 123] 10 is a flowchart showing the process of acquiring hold information in the main MPU. [Figure 124]A flowchart showing the setting process for the prize ball counter in the main MPU. [Figure 125] 10 is a flowchart showing the normal entry management processing in the main MPU. [Figure 126] FIG. 23A is an explanatory diagram for explaining the content of the support mode in the fifteenth embodiment, and FIG. 23B is an explanatory diagram for explaining the content of the time-saving state. [Figure 127] (a) An explanatory diagram for explaining the data structure of the main ROM that is referenced to control the game status, and (b) an explanatory diagram for explaining the memory area of ​​the main RAM that is used to control the game status. [Figure 128] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Figure 129] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 130] This is a flowchart showing the high-probability progression processing in the main MPU. [Figure 131] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 132] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 133] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 134] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 135] This is a schematic diagram for explaining the electrical configuration of an amusement hall where a large number of pachinko machines are installed. [Figure 136] (a) is a rear view of a pachinko machine showing an enlarged view of the external terminal board and its surroundings provided in the rear pack unit of the pachinko machine, (b) is an explanatory diagram for explaining the external output buffer provided in the main RAM, and (c) is a block diagram for explaining the electrical configuration of the external terminal board. [Figure 137] 10 is a flowchart showing outer end processing in the main MPU. [Figure 138](a) to (g) are time charts showing how the output states of the first jackpot signal, the second jackpot signal, and the advantageous state signal are switched. [Figure 139] This flowchart shows the subtraction process used for time reduction in the main MPU. [Figure 140] This is an explanatory diagram illustrating the contents of various counters and memory areas. [Figure 141] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 142] This is an explanatory diagram for describing the address table used for game play periods. [Figure 143] This flowchart shows the prefetching process in the main MPU. [Figure 144] This flowchart shows the time-saving effect control processing in the sound and light side MPU. [Figure 145] This is an explanatory diagram for describing the display content of the symbol display device in the time-saving mode. [Figure 146] (a)~(e) This is a time chart showing how the execution of the special hold display is restricted when a pre-read command corresponding to a predetermined reach is received. [Figure 147] (a) An explanatory diagram for explaining the contents of the time-saving state in another form of the 15th embodiment, and (b) An explanatory diagram for explaining the contents of the time-saving state in another form of the 15th embodiment. [Figure 148] This flowchart shows the setting process for time-saving results that is performed on the main MPU in the 16th embodiment. [Figure 149] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 150] (a) An explanatory diagram for explaining the first win / loss table at low probability in the 17th embodiment, (b) an explanatory diagram for explaining the second win / loss table at low probability, and (c) an explanatory diagram for explaining the win / loss table at high probability. [Figure 151] This is an explanatory diagram to describe the details of the time-saving measures. [Figure 152]An explanatory diagram for explaining the memory area of ​​the main RAM used to control the game status. [Figure 153] This is a flowchart showing the processing during special chart confirmation in the main MPU. [Fig. 154] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 155] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 156] 23 is a flowchart showing a setting process for a time-saving result executed by the main MPU in another form of the seventeenth embodiment. [Figure 157] FIG. 20 is an explanatory diagram for explaining the relationship between the value of the state determination counter and the game state in the 18th embodiment. [Figure 158] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 159] This is a flowchart showing the high-probability progression processing in the main MPU. [Figure 160] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 161] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 162] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 163] This flowchart shows the subtraction process used for time reduction in the main MPU. [Fig. 164] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 165] An explanatory diagram to explain the memory area of ​​the main RAM used to control the game status in the 19th embodiment. [Figure 166] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 167] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 168]10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 169] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 170] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 171] (a) to (f) are time charts showing how the third time-saving state is latent. [Fig. 172] 10 is a flowchart showing the process of identifying the variable display period in the main MPU. [Figure 173] 10 is a flowchart showing a pattern determination process in the acousto-optical side MPU. [Fig. 174] (a) to (f) are time charts for explaining the manner in which the effects are executed in the time-saving state. [Figure 175] An explanatory diagram to explain the memory area of ​​the main RAM used to control the game status in the 20th embodiment. [Figure 176] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 177] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 178] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 179] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 180] (a) An explanatory diagram for explaining the contents of the time-saving state in the 21st embodiment; (b) An explanatory diagram for explaining the time-saving distribution table for the first special drawing; (c) An explanatory diagram for explaining the time-saving distribution table for the second special drawing. [Figure 181] An explanatory diagram for explaining the memory area of ​​the main RAM used to control the game status. [Figure 182] 10 is a flowchart showing the special call termination processing in the main MPU. [Figure 183]10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 184] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 185] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 186] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 187] (a) to (h) are time charts showing how the third time-saving state is latent. [Figure 188] 22 is a flowchart showing the time-saving progress processing executed by the main MPU in the 22nd embodiment. [Figure 189] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 190] An explanatory diagram to explain the memory area of ​​the main RAM used to control the game status in the 23rd embodiment. [Figure 191] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 192] 10 is a flowchart showing a standby setting process in the main MPU. [Figure 193] 10 is a flowchart showing a process for determining a variation pattern in the sound and light side MPU. [Figure 194] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 195] 24 is a flowchart showing a standby setting process executed by the main MPU in the 24th embodiment. [Figure 196] FIG. 25A is an explanatory diagram for explaining the content of the support mode in the 25th embodiment, and FIG. 25B is an explanatory diagram for explaining the content of the time-saving state. [Figure 197] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 198] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 199] An explanatory diagram to explain the memory area of ​​the main RAM used to control the game status in the 26th embodiment. [Figure 200] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 201] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 202] 10 is a flowchart showing a third time-saving setting process in the main MPU. [Figure 203] (a) to (j) are time charts showing how the third time-saving state is latent. [Figure 204] 27 is a flowchart showing a setting process for a time-saving result executed by the main MPU in the 27th embodiment. [Figure 205] 10 is a flowchart showing a third time-saving setting process in the main MPU. [Figure 206] (a) An explanatory diagram for explaining the memory area of ​​the main RAM used to control the game status in the 28th embodiment, and (b) an explanatory diagram for explaining the contents of the occurrence order memory area. [Figure 207] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 208] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 209] (a) to (j) are time charts showing how the third time-saving state is latent. [Figure 210] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 28th embodiment. [Figure 211] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 28th embodiment. [Figure 212] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 28th embodiment. [Figure 213]An explanatory diagram to explain the memory area of ​​the main RAM used to control the game status in the 29th embodiment. [Figure 214] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 215] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 216] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 29th embodiment. [Figure 217] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 29th embodiment. [Figure 218] A flowchart showing a time-saving progress process executed by the main MPU in another form of the 29th embodiment. [Figure 219] A flowchart showing a setting process for time-saving results executed by the main MPU in another form of the 29th embodiment. [Figure 220] FIG. 13A is an explanatory diagram for explaining the content of the support mode in the 30th embodiment, and FIG. 13B is an explanatory diagram for explaining the content of the time-saving state. [Figure 221] An explanatory diagram for explaining the memory area of ​​the main RAM used to control the game status. [Figure 222] 10 is a flowchart showing the process of subtracting the ceiling counter in the main MPU. [Figure 223] 10 is a flowchart showing a setting process for time-saving results in the main MPU. [Figure 224] 10 is a flowchart showing the time-saving progress processing in the main MPU. [Figure 225] (a) This is an explanatory diagram illustrating the content of the time-saving state in another embodiment of the 30th embodiment, and (b) This is an explanatory diagram illustrating the content of the time-saving state in another embodiment of the 30th embodiment. [Figure 226] FIG. 31 is an explanatory diagram for explaining the electrical configuration of a pachinko machine in the 31st embodiment. [Figure 227] (a) An explanatory diagram for explaining signals output from the 0th to 2nd terminals of an input / output port; (b) An explanatory diagram for explaining the configuration of a control register; (c) An explanatory diagram for explaining the configuration of an output data register; (d) An explanatory diagram for explaining the configuration of an input data register; (e) An explanatory diagram for explaining data set in the 0th to 2nd bits of the control register; (f) An explanatory diagram for explaining data set in the 0th to 2nd bits of an output data register; and (g) An explanatory diagram for explaining data set in the 0th to 2nd bits of an input data register. [Figure 228] 10 is a block diagram showing the electrical configuration for controlling the drive of the special power drive unit, the distribution inlet drive unit, and the switching drive unit. FIG. [Figure 229] 10A and 10B are explanatory diagrams for explaining the relationship between a drive control signal and a reset signal and the state of a target drive unit. [Figure 230] 10(a) to 10(f) are time charts showing the state of the target drive unit when the supply of operating power to the pachinko machine is started. [Figure 231] 10 is a flowchart showing a power outage monitoring process in the main MPU. [Figure 232] 10(a) to 10(h) are time charts showing the state of the target drive unit when the supply of operating power to the pachinko machine is stopped. [Figure 233] 10 is a flowchart showing a port output process in the main MPU. [Figure 234] 10 is a flowchart showing a process for starting distribution in the main MPU. [Figure 235] 10 is a flowchart showing the distribution process in the main MPU. [Figure 236] 10 is a flowchart showing the special call start processing in the main MPU. [Figure 237] 10 is a flowchart showing the processing during special call release in the main MPU. [Figure 238] 10 is a flowchart showing the processing during special call closure in the main MPU. [Figure 239]FIG. 20 is an explanatory diagram for explaining the electrical configuration of a pachinko machine in the 32nd embodiment. [Figure 240] (a) An explanatory diagram for explaining signals output from the 0th to 3rd terminals of an input / output port; (b) An explanatory diagram for explaining the configuration of a control register; (c) An explanatory diagram for explaining the configuration of an output data register; (d) An explanatory diagram for explaining the configuration of an input data register; (e) An explanatory diagram for explaining data set in the 0th to 3rd bits of a control register; (f) An explanatory diagram for explaining data set in the 0th to 3rd bits of an output data register; and (g) An explanatory diagram for explaining data set in the 0th to 3rd bits of an input data register. [Figure 241] 10 is a block diagram showing the electrical configuration for controlling the drive of the special power drive unit, the distribution inlet drive unit, and the switching drive unit. FIG. [Figure 242] 10A and 10B are explanatory diagrams for explaining the relationship between a drive control signal, a selection signal, a reset signal, and the state of a target drive unit. [Figure 243] A front view of the game board in the 33rd embodiment. [Figure 244] FIG. 2 is an explanatory diagram for explaining the electrical configuration of the pachinko machine. [Figure 245] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 246] 10 is a flowchart showing main processing in a main MPU. [Figure 247] 10 is a flowchart showing a setting value update process in the main MPU. [Figure 248] 10 is a flowchart showing RAM clear processing in the main MPU. [Figure 249] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 250] 10 is an explanatory diagram for explaining the processes executed during start-up processing, while play is stopped, during the input / output confirmation period, and in a playable state, among the various processes set in the timer interrupt processing. FIG. [Figure 251]10 is a flowchart showing the processing during special call release in the main MPU. [Figure 252] 10 is a flowchart showing a normal power control process in the main MPU. [Figure 253] FIG. 10 is an explanatory diagram for explaining the program contents of the input / output confirmation process in the main MPU. [Figure 254] 10 is a flowchart showing a timer update process in the main MPU. [Figure 255] 10 is a flowchart showing an operation check process in the main MPU. [Figure 256] This is a flowchart showing the ball entry detection process in the main MPU. [Figure 257] This is a flowchart showing the ball entry detection response processing in the main MPU. [Figure 258] 10 is a flowchart showing the process of sending a goal notification command in the main MPU. [Figure 259] (a) A flowchart showing the deactivation process in the main MPU, and (b) an explanatory diagram for explaining the deactivation period after confirmation, the period of change in the special display section, and the period of change in the general display. [Figure 260] (a) to (f) are time charts showing how the special call ball entry error notification is executed. [Figure 261] (a) An explanatory diagram for explaining the relationship between the timing at which a gaming ball that has entered the special electric winning device is detected and the processing that is executed based on the detection of the gaming ball; (b) An explanatory diagram for explaining the relationship between the timing at which a gaming ball that has entered the second operating port is detected and the processing that is executed based on the detection of the gaming ball. [Figure 262] 10A is an explanatory diagram for explaining the contents of an initialization notification screen, and FIG. 10B is a flowchart showing initialization notification processing in the acoustic / optical side MPU. [Figure 263] (a) to (g) are time charts showing how the winning notification sound is output and how the special electric winning device opens and closes during the input / output confirmation period. [Figure 264](a) to (h) are time charts showing the relationship between the post-confirmation invalidation period and the timing at which the game ball enters the special electric winning device or the second operating port after the end of the input / output confirmation period. [Figure 265] (a) to (f) are time charts showing how the input / output confirmation period is interrupted by stopping the supply of operating power, and then resumed by resuming the supply of operating power. [Figure 266] FIG. 23 is an explanatory diagram illustrating an input / output confirmation period and a post-confirmation invalidation period in the thirty-fourth embodiment. [Figure 267] 10 is a flowchart showing the process of sending a goal notification command in the main MPU. [Figure 268] 10A to 10E are time charts showing how a post-confirmation invalidation period is set. [Figure 269] A front view of the game board in the 35th embodiment. [Figure 270] A vertical cross-sectional view to explain the internal structure of the V winning device. [Figure 271] FIG. 2 is an explanatory diagram for explaining the electrical configuration of the pachinko machine. [Fig. 272] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Fig. 273] (a) An explanatory diagram for explaining the contents of the support mode, (b) An explanatory diagram for explaining the success / failure table at low probability, and (c) An explanatory diagram for explaining the success / failure table at high probability. [Fig. 274] (a) An explanatory diagram for explaining the jackpot allocation table for the first special chart, (b) An explanatory diagram for explaining the jackpot allocation table for the second special chart, and (c) An explanatory diagram for explaining the contents of the 5R normal result, the 5R special chance result, and the 16R special chance result. [Figure 275] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 276] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 277]10 is a flowchart showing round start processing in the master MPU. [Fig. 278] 10 is a flowchart showing the processing during round opening in the main MPU. [Figure 279] 10 is a flowchart showing the process for round closure in the main MPU. [Figure 280] 10 is a flowchart showing a switching process in the main MPU. [Figure 281] 10 is a flowchart showing a round end process in the master MPU. [Figure 282] 10 is a flowchart showing an operation check process in the main MPU. [Figure 283] 10 is a flowchart showing a process of returning to the retracted position in the main MPU. [Fig. 284] This is a flowchart showing the ball entry detection response processing in the main MPU. [Figure 285] This is a flowchart showing the processing for detecting a ball entering the V prize in the main MPU. [Figure 286] 10 is a flowchart showing the process of sending a goal notification command in the main MPU. [Figure 287] (a) A flowchart showing the deactivation process in the main MPU, and (b) an explanatory diagram for explaining the deactivation period after confirmation, the deactivation period for winning a prize, the fluctuation display period of the special display unit, and the fluctuation period of the regular display. [Figure 288] 6(a) to 6(g) are time charts showing how the switching segments are controlled. [Figure 289] FIG. 10(a) is a front view of the game board in the 36th embodiment, and (b) is an explanatory diagram for explaining the configuration of the main RAM. [Figure 290] 10 is a flowchart showing an operation check process in the main MPU. [Figure 291] 10 is a flowchart showing a switching process in the main MPU. [Figure 292] 10 is a flowchart showing the process of sending a goal notification command in the main MPU. [Figure 293]This is a flowchart showing the confirmation and notification process for winning a V prize in the main MPU. [Fig. 294] (a) to (h) This is a time chart showing how confirmed notifications are made. [Figure 295] This is an explanatory diagram illustrating the configuration of the main control device in the 37th embodiment. [Figure 296] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 297] (a) An explanatory diagram for explaining the configuration of the first detection signal storage area, (b) An explanatory diagram for explaining the configuration of the second detection signal storage area, (c) An explanatory diagram for explaining the role of each bit in the output register, and (d) A flowchart showing RAM clear processing in the main MPU. [Figure 298] This flowchart shows a partial clearing process for non-specific control in the main MPU. [Figure 299] This flowchart shows the verification clearing process in the main MPU. [Figure 300] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 301] This flowchart shows the input / output verification process in the main MPU. [Figure 302] This is a flowchart showing the processing for ball entry notification in the main MPU. [Figure 303] 10 is a flowchart showing an operation check process in the main MPU. [Figure 304] This flowchart shows the process for disabling the main MPU. [Figure 305] FIG. 13A is an explanatory diagram for explaining the configuration of a work area for specific control in the 38th embodiment, and FIG. 13B is a flowchart showing RAM clear processing in the main MPU. [Figure 306] 10A is an explanatory diagram for explaining the program contents of the input / output confirmation processing in the main MPU, and FIG. 10B is a flowchart showing the input / output confirmation execution processing in the main MPU. [Figure 307]10 is a flowchart showing an operation check process in the main MPU. [Figure 308] FIG. 16A is an explanatory diagram for explaining the program contents of the input / output confirmation processing of the main MPU in the 39th embodiment, and FIG. 16B is a flowchart showing the input / output confirmation execution processing in the main MPU. [Figure 309] (a) is an explanatory diagram for explaining the configuration of the work area for specific control, and (b) is a flowchart showing the processing for sending a goal notification command in the main MPU. [Figure 310] (a) An explanatory diagram for explaining the configuration of the main MPU in the 40th embodiment, (b) an explanatory diagram for explaining the role of each bit in the output register, and (c) an explanatory diagram for explaining the data stored in the A register, B register, C register, and DE register in the port output confirmation process. [Figure 311] 10 is a flowchart showing main processing in a main MPU. [Figure 312] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 313] (a) is an explanatory diagram for explaining the contents of the port output confirmation process in the main MPU, and (b) is an explanatory diagram for explaining the number of times the first output confirmation process, the second output confirmation process, and the third output confirmation process are repeatedly executed. [Figure 314] (a) and (b) are explanatory diagrams illustrating the data stored in the A register before and after the execution of the fourth output verification process. [Figure 315] (a) to (g) are time charts showing the opening and closing operations of the special electric prize winning device and the regular electric prize mechanism. DETAILED DESCRIPTION OF THE INVENTION

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

[0011] As shown in Figure 1, 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.

[0012] 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.

[0013] 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.

[0014] 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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0041] The win / loss lottery mode for the win / loss determination process includes a high-probability mode and a low-probability mode, so that the probability of a jackpot result that triggers a transition to the open / close execution mode is relatively high or low. In addition, the pachinko machine 10 has multiple support modes that differ in the manner in which the normal power device 34a of the second operating port 34 is opened. Specifically, the support modes include a high-frequency support mode (a first high-frequency support mode and a second high-frequency support mode, described below) and a low-frequency support mode, so that the frequency with which the normal power device 34a is opened per unit time is relatively high or low when compared with a situation in which game balls are continuously released into the game area PA in the same manner. The game state when not in the open / close execution mode differs depending on the type of combination of the win / loss lottery mode and the support mode. The game states include a normal game state, which is a low-probability mode and a low-frequency support mode; a high-probability state, which is a high-probability mode and a high-frequency support mode; and a time-saving state, which is a low-probability mode and a high-frequency support mode. In the high probability state and the time-saving state, the average period required for one game to be completed is shorter than that in the normal game state.

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

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

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

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

[0046] Figures 4(a) and 4(b) are explanatory diagrams illustrating the display content of the symbol display device 41 when a game round is played.

[0047] As shown in Figure 4(a), the display surface of the symbol display device 41 is configured with three symbol rows Z1, Z2, and Z3 as multiple display areas: upper, middle, and lower. Each symbol row Z1 to Z3 consists of main symbols and sub-symbols arranged in a predetermined order. In other words, when a game is played, the majority of the display surface of the symbol display device 41 is used to display the changing symbols.

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

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

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

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

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

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

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

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

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

[0057] The second hold display area 42b displays a number of second hold images G2 corresponding to the number of second hold information items. In other words, if the number of second hold information items stored is 0, no second hold images G2 are displayed in the second hold display area 42b. If there is one second hold information item stored, one second hold image G2 is displayed; if there are two second hold information items stored, two second hold images G2 are displayed; if there are three second hold information items stored, three second hold images G2 are displayed; and if there are four second hold information items stored, four second hold images G2 are displayed. When multiple second hold images G2 are displayed, they are displayed side by side at regular intervals. Furthermore, when the number of second hold information items stored increases, the second hold images G2 are displayed increasing to the right, and when the second hold information becomes the trigger for the start of a game round and the number of second hold information items stored decreases, the second hold images G2 are displayed decreasing to the left.

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

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

[0060] Returning to the description of the game board 24 (see Figure 3), if the result of the win / failure determination process is a jackpot, the system transitions to the opening / closing execution mode as already explained. In the opening / closing execution mode, the opening and closing control of the special electric prize entry device 32 is executed. The special electric prize entry device 32 has a large prize entry opening (not shown) that leads to the back of the game board 24, and also has an opening / closing door 32a that opens and closes the large prize entry 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 where game balls cannot be entered, and is switched to an open state where game balls can be entered when a jackpot result is selected in the win / failure determination process. Note that in the closed state, it is not impossible to enter, but it may be configured in such a state that it is less likely to result in a win than in the open state. In addition, in the opening / closing execution mode, a display effect corresponding to the opening / closing execution mode is executed on the symbol display device 41.

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

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

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

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

[0065] A back pack unit 15 is installed so as to cover the back side of the inner frame 13, including the main control device 71. The back pack unit 15 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.

[0066] The dispensing mechanism 73 includes a tank 75 into which game balls supplied from the island equipment of the gaming hall are replenished sequentially, and a dispensing device 76 for dispensing the game balls stored in the tank 75. The game balls dispensed from the dispensing device 76 are discharged into the upper tray 66a or lower tray 67a through a dispensing passage provided downstream of the dispensing device 76. The dispensing mechanism 73 is supplied with, for example, a 24-volt AC main power supply and is equipped with a back-pack circuit board having a power switch for turning the power ON and OFF.

[0067] The control unit 74 includes a payout control device 77 that has the function of controlling the payout device 76, and a power supply / launch control device 78 that generates and outputs predetermined power required by various control devices, and controls the launch of game balls in accordance with the operation of the launching device 28 by the player. The payout control device 77 and the power supply / launch control device 78 are arranged front to back, with the payout control device 77 facing the rear of the pachinko machine 10.

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

[0069] The main control unit 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 contains a ROM 83 that stores various control programs and fixed value data executed by the MPU 82, a RAM 84 which is a memory for temporarily storing various data etc. when executing the control programs stored in the ROM 83, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits as random number generators. It is not a requirement that the ROM 83 and RAM 84 be integrated into a single chip for the MPU 82; they may be configured as separate chips. This is also true for the MPUs of control devices other than the main control unit 71.

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

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

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

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

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

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

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

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

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

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

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

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

[0082] The touch sensor 28a has a built-in capacitor, and when the player's hand touches the outer surface of the operating handle and the capacitance of the capacitor changes, it outputs a predetermined electrical signal corresponding to the detection of handle operation to the firing control unit 78c. Upon receiving this predetermined electrical signal, the firing control unit 78c recognizes that the player's hand is in contact with the outer surface of the operating handle. In addition, the firing control unit 78c determines whether or not the firing stop switch of the firing operation device 28 has been operated in accordance with the electrical signal received from the push sensor 28b, and also determines the amount of rotation of the operating handle in accordance with the electrical signal received through the variable resistor 28c.

[0083] The launch control unit 78c transmits a condition-fulfilling signal of a predetermined signal type to the MPU 82 of the main control unit 71 when the predetermined conditions for launching the game balls are met. Specifically, the launch control unit 78c receives a signal from the touch sensor 28a indicating that the operating handle is being touched by the player, and also receives a signal from the push sensor 28b indicating that the launch stop switch is not being manually operated by the player. In this case, the launch control unit 78c continuously transmits a HI level condition-fulfilling signal (a signal corresponding to the fulfillment of the condition) to the MPU 82. If none of the above signals are received, the launch control unit 78c transmits a LOW level condition-fulfilling signal (a signal that does not correspond to the fulfillment of the condition) to the MPU 82. However, the relationship between LOW level and HI level may be reversed. In addition to the above conditions, the condition that the ball dispensing device is connected to the pachinko machine 10 may be added as a condition for transmitting a condition-fulfilling signal corresponding to the fulfillment of the condition.

[0084] In the MPU82, if it receives a HI-level condition-fulfilled signal and is in a position to permit the launch of the game ball, it continuously transmits a HI-level launch permission signal (a signal corresponding to launch permission) to the launch control unit 78c. However, if the MPU82 does not receive a HI-level condition-fulfilled signal from the launch control unit 78c, it transmits a LOW-level launch permission signal (a signal that does not correspond to launch permission), although the relationship between the LOW level and HI level of the launch permission signal may be reversed.

[0085] The launch control unit 78c periodically drives the game ball launching mechanism 27 if it is electrically connected to the game ball launching mechanism 27 and has received a HI-level launch permission signal 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, every 0.6 seconds). Furthermore, during this launch, the launch intensity is adjusted based on the signal received from the variable resistor 28c, so that the game ball is launched with an intensity corresponding to the amount of rotation of the operating handle.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0105] In high expectation mode, the normal electric mechanism 34a opens for a long time three times. The duration of each long opening is 2 seconds. As already explained, the launch cycle of the game balls is 0.6 seconds, so when the normal electric mechanism 34a opens for a long time once, approximately 3 game balls can enter the second operating port 34. In the normal electric open state in high expectation mode, the second operating port 34 is closed during the normal electric side's interval period (specifically 1 second), and then the long opening occurs three times. Therefore, when the normal electric open state occurs in high expectation mode, approximately 9 game balls can enter. As mentioned above, the normal electric open state ends when the number of game balls entering the second operating port 34 reaches the normal electric side's upper limit of 10. Therefore, when the normal electric open state occurs in high expectation mode, the normal electric open state may end when the normal electric side's upper limit of game balls enters the second operating port 34.

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

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

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

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

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

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

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

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

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

[0115] Specifically, in the lowest setting, "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 50, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9830. In addition, in "Setting 2," one level higher than "Setting 1," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 52, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9828. In addition, in "Setting 3," one level higher than "Setting 2," the number of numerical data points for the winning random number counter C1 resulting in a jackpot is set to 54, the number of numerical data points for the winning random number counter C1 resulting in a time-saving result is set to 120, and the number of numerical data points for the winning random number counter C1 resulting in a loss is set to 9826. Furthermore, "Setting 4," which is one level higher than "Setting 3," has 56 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9824 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 5," which is one level higher than "Setting 4," has 58 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9822 numerical values ​​for the winning random number counter C1 that result in a loss. Furthermore, "Setting 6," the highest setting, has 60 numerical values ​​for the winning random number counter C1 that result in a jackpot, 120 numerical values ​​for the winning random number counter C1 that result in a time-saving mode, and 9820 numerical values ​​for the winning random number counter C1 that result in a loss.

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

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

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

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

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

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

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

[0123] 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.

[0124] As described above, whether the trigger is the first or second reserved information, the higher the setting value, the higher the probability of a jackpot, making it more advantageous for the player. Furthermore, the opening and closing execution mode is the period in which the player's ball count increases the most per unit time, and the probability of a jackpot that triggers the transition to this opening and closing execution mode fluctuates according to the setting value, thereby increasing the player's attention to the setting value.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0142] In the time-saving distribution table 127 for the first special symbol, the probability of selecting the relatively unfavorable first time-saving result is higher than the probability of selecting the relatively favorable second time-saving result. In contrast, in the time-saving distribution table 128 for the second special symbol, the probability of selecting the relatively favorable second time-saving result is higher than the probability of selecting the relatively unfavorable first time-saving result. Furthermore, the probability of selecting the relatively favorable second time-saving result is higher in the time-saving distribution table 128 for the second special symbol than in the time-saving distribution table 127 for the first special symbol. Consequently, among the types of time-saving results that can be selected when a time-saving result occurs in the win / fail judgment process, it is more advantageous for the player when a win / fail judgment process is performed when a win occurs

[0143] Here, the selection of a time-saving result in the win / failure determination process can occur regardless of whether the win / failure lottery mode is low probability mode or high probability mode, but even if a time-saving result is selected in high probability mode, no support mode is set as a result of that time-saving result. Also, the selection of a time-saving result in the win / failure determination process can occur regardless of whether the support mode is low-frequency support mode, first high-frequency support mode, or second high-frequency support mode, but even if a time-saving result is selected in first high-frequency support mode or second high-frequency support mode, no support mode is set as a result of that time-saving result. In other words, the setting of a support mode triggered by a time-saving result in the win / failure determination process only occurs in low probability mode and low-frequency support mode. Note that the situation of low probability mode and low-frequency support mode also includes the situation after the process to terminate high-frequency support mode and transition to low-frequency support mode is executed in the last game round of high-frequency support mode in low probability mode and first high-frequency support mode or second high-frequency support mode.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0165] <Regarding various processes executed by the main MPU 82> Next, we will explain the processes performed by the main MPU82 to advance the game. These processes of the main MPU82 can be broadly divided into the main process, which is started when the power is turned on, and the timer interrupt process, which is started periodically (at a 4 msec cycle in this embodiment).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0184] Subsequently, the setting key insertion unit 143 determines whether it has switched from the ON state to the OFF state using the setting key. If the setting key insertion unit 143 determines that it has 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 display on the notification display device 141 that indicates that the current setting value of the pachinko machine 10 is being checked and the display showing the current setting value of the pachinko machine 10. After that, the interrupt disable setting is enabled. This disables the timer interrupt processing (Figure 14) when the setting confirmation process (step S112) is completed and the main process (Figure 13) returns to the power supply start process (steps S101 to S126). After that, the return command for confirmation is sent to the sound and light side MPU 93. This ends the display on the pattern display device 41 of the image indicating that the setting confirmation process (step S112) is being executed and the image that allows recognition of the operation content to terminate the setting confirmation process (step S112).

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

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

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

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

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

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

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

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

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

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

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

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

[0197] Even if the setting value update process (step S117) is executed, the initialization of the ceiling counter 131 in the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including information on the fixed ceiling count, are made. As a result, even if the setting value update process (step S117) is executed, the remaining ceiling count can be maintained.

[0198] Subsequently, a recovery command for the update is sent to the sound and light side MPU93. This terminates 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 that makes it possible to recognize the operation content for changing the setting value, and the image that makes it possible to recognize the operation content for ending the setting value update process (step S117).

[0199] Returning to the explanation of the main process (Figure 13), if it is determined in step S108 that the reset button 142 has been pressed, and it is determined that the setting key insertion unit 143 has not been turned ON using the setting key (step S116: NO), then 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" if the power outage flag is not set to "1", if the checksum does not match, or if the setting value is abnormal. When the game stop flag is set to "1", the timer interrupt process (Figure 14) executes the processes in steps S201 to S205, while the process in steps S207 to S220 is not executed by making an affirmative determination in step S206. As a result, if the power outage flag is not set to "1" because the power outage processing was not performed properly during the previous power outage, if the checksum does not match due to a change in the memory state of the main RAM84 since the previous power outage, or if the setting value is abnormal, the processes for power outage monitoring, updating various counters, and fraud monitoring will be executed, but the processes for continuing the game will not be executed.

[0200] If the game stop flag is not set to "1" (step S118: NO), the 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 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 payout ratio is stored. As a result, the area indicating whether the win / loss lottery mode is in high probability mode is cleared to "0", so the win / loss lottery mode becomes low probability mode regardless of the win / loss lottery mode immediately before the supply of operating power to the pachinko machine 10 is stopped. In addition, the game is not being played, the opening / closing execution mode is not being executed, the regular display unit 38a is not showing a change, and the regular electric mechanism 34a is in a closed state. Additionally, the special symbol hold area 84a and the general symbol hold area 84c are also cleared to "0," thus erasing the first hold information, second hold information, and general symbol hold information. The setting update flag and setting confirmation flag are also cleared to "0." Furthermore, during the RAM clear process, the various registers of the main MPU 82 are also cleared to "0" before initial setup is performed. This initial setup performs the same processing as the internal function register setting process in step SB102.

[0201] Even if the RAM clear process (step S119) is executed, the initialization of the ceiling counter 131 in the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including the fixed ceiling count information, are made. As a result, even if the RAM clear process (step S119) is executed, the remaining ceiling count can be maintained.

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

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

[0204] Subsequently, the ceiling counter 131 of the main RAM 84 is set to 500, which is the fixed ceiling count (step S122). As already explained, the setting value update process (step S117) is executed, but even if it is executed, initialization of the ceiling counter 131 of the main RAM 84 is not performed, and furthermore, no new settings for the ceiling count, including the fixed ceiling count information, are made. Therefore, even if the setting value update process (step S117) is executed to release the game stop state caused by the information anomaly in the main RAM 84, the information in the ceiling counter 131 remains unchanged. On the other hand, if it is determined that an information anomaly has occurred in the main RAM 84 and the game stop flag of the main RAM 84 is set to "1", the ceiling counter 131 is set to 500, which is the fixed ceiling count. As a result, even if the information in the ceiling counter 131 is overwritten when an information anomaly occurs in the main RAM 84, it is possible to reset the information in the ceiling counter 131 to 500, which is the fixed ceiling count.

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

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

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

[0208] On the other hand, if the reset button 142 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.

[0209] 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.

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

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

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

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

[0214] <Timer interrupt processing> Next, the timer interrupt process will be explained with reference to the flowchart in Figure 14. The timer interrupt process is repeatedly activated with a period of 4 msec.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0230] If a negative 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.

[0231] 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 in progress 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.

[0232] 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.

[0233] <Processing to initiate normal graph fluctuations> First, the general map change start process in step S307 will be described with reference to the flowchart in FIG.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0252] When the process of step S507 or step S510 is executed, the output of a drive signal to the drive unit 34b for normal power is started to open the normal power accessory 34a of the second operating port 34 (step S512). After that, the value of the normal power counter is incremented by 1 to update the value of the counter to correspond to the normal power control process (step S513).

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

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

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

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

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

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

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

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

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

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

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

[0264] In the special 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.

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

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

[0267] 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.

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

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

[0270] If the result of the 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.

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

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

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

[0274] First, it is determined whether the high probability flag in the main RAM 84 is set to "1" (step S901). The high probability flag is 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.

[0275] 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.

[0276] 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.

[0277] In high probability mode, even if a time-saving result is selected during the win / loss determination process (step S805), it is invalidated. In this case, if the display period for the number of game rounds is selected by referring to the tables for high probability, the time-saving result is treated the same as a loss result, making it possible to make the occurrence of invalidated time-saving results less noticeable.

[0278] If the high probability flag in the main RAM 84 is not set to "1" (step S901: NO), it is determined whether either the first high frequency flag or the second high frequency flag in the main RAM 84 is set to "1" (step S903). If either the first high frequency flag or the second high frequency flag is set to "1" (step S903: YES), that is, if the win / loss lottery mode is the low probability mode and the support mode is the first high frequency support mode or the second high frequency support mode, the high frequency support tables are read from the main ROM 83 to the main RAM 84 (step S904). In situations where the selection process for the variable display period is executed in step S908 by referring to the tables for high-frequency support, 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 variable type counter CS at that time is compared with the table corresponding to reach in the tables for high-frequency support to read out the variable display period information for the reach display type. In this case, the selection method for the variable display period of the reach display type differs from when the tables for high probability are referred, and specifically, a longer variable display period is more likely to be selected when the tables for high probability are referred than when the tables for high-frequency support are referred. However, this relationship may also be reversed.

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

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

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

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

[0283] If the high-frequency reach status flag is set to "1" (step S905: YES), that is, if it is in low-probability mode and low-frequency support mode and also in high-frequency reach status, the tables for high-frequency reach are read from the main ROM 83 to the main RAM 84 (step S906). In the situation where the selection process for the variable display period is executed in step S908 by referring to the tables for high-frequency reach, the probability that the numerical information corresponding to the reach random number counter C3 in the pending information that is being executed when the result of the win / fail judgment process is a loss is higher than in the situation where the selection process for the variable display period is executed in step S908 by referring to the tables for low-frequency support described later is higher, and the probability that the numerical information corresponding to the occurrence of a losing reach display is identified as corresponding to the occurrence of a losing reach display is higher.

[0284] If a jackpot occurs in the current game round, or if the result of the win / loss 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-frequency reach table group to read the variation display period information of the reach display pattern. In this case, the variation display period of the reach display pattern is more likely to be selected than when the low-frequency support table group described later is referenced. Furthermore, the variation display period of the reach display pattern in this case is the same as when the high-probability table group is referenced, but it may be configured to be more likely to be selected than when the high-probability table group is referenced, or it may be configured to be more likely to be selected than when the high-probability table group is referenced, or it may be configured to be the same as when the high-frequency support table group is referenced, or it may be configured to be more likely to be selected than when the high-frequency support table group is referenced.

[0285] If a time-saving result occurs during the current game round, the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to time-saving results in the high-frequency reach table group to read the fluctuation display period information corresponding to the time-saving result. Multiple types of fluctuation display period information corresponding to the time-saving result are set, and in any case, the fluctuation display period corresponding to the time-saving result is longer than the shortest period on the special symbol side and shorter than the fluctuation display period corresponding to the occurrence of a reach display. Specifically, 10 seconds, 11 seconds, 12 seconds, and 13 seconds are set as fluctuation display periods corresponding to time-saving results, and the period corresponding to the acquired value of the fluctuation type counter CS is selected as the fluctuation display period for the current game round.

[0286] If, in the current game round, no jackpot or time-saving result occurs, and no losing reach display occurs, and the game round started with the first reserve information being the target of the game round and with three or more first reserve information stored in the first special symbol reserve area 111, then the shortest period of the special symbol side information (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 completing game rounds triggered by the first reserve information in low-frequency support mode.

[0287] On the other hand, if the current game round does not result in a jackpot or a time-saving result, and no reach-to-miss display occurs, and the game round started in a situation where the first reserved information is the target of the game round and one or two pieces of first reserved information are stored in the first special symbol reserve area 111, or if the current game round does not result in a jackpot or a time-saving result, and no reach-to-miss display occurs, and the second reserved information is the target of the game round, the numerical information of the fluctuation type counter CS at that time is compared with the table corresponding to the complete miss result in the table group for high reach frequency, and information on the variable display period corresponding to the complete miss result is read out. Multiple types of information on the variable display period corresponding to the complete miss result are set, and any variable display period corresponding to the complete miss result is longer than the shortest period on the special symbol side and shorter than the variable display period corresponding to the time-saving result and the variable display period corresponding to the occurrence of the reach display. Specifically, the variable display periods corresponding to a complete miss result are set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and the period among these corresponding to the value of the obtained variable type counter CS is selected as the variable display period for the current game.

[0288] If the reach high frequency state flag is not set to "1" (step S905: NO), that is, if the mode is low probability mode, low frequency support mode, and not a reach high frequency state, the table group for low frequency support is read from the main ROM 83 to the main RAM 84 (step S907). In a situation where the variable display period selection process is executed in step S908 with reference to the table group for low frequency support, the probability that the numerical information corresponding to the reach random number counter C3 in the pending information to be executed when the result of the hit / miss determination process is a miss is identified as corresponding to the occurrence of a miss reach display is lower than in a situation where the variable display period selection process is executed in step S908 with reference to the table group for reach high frequency, as already explained.

[0289] If a jackpot occurs in the current game, or if the result of the hit / miss determination process is a miss and the numerical information corresponding to the reach random number counter C3 in the pending information being executed corresponds to the occurrence of a miss reach display and a miss reach display occurs in the current game, the numerical information of the fluctuation type counter CS at that time is compared with the reach-corresponding table in the low frequency support table group, and information on the variable display period of the reach display mode is read out. In this case, as already explained, the selection mode of the variable display period of the reach display mode is such that a shorter variable display period is more likely to be selected than when the high frequency reach table group is referenced.

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

[0291] If, in the current game round, no jackpot or time-saving result occurs, and no losing reach display occurs, and the game round started with the first reserve information being the target of the game round and with three or more first reserve information stored in the first special symbol reserve area 111, then the shortest period of the special symbol side information (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 completing game rounds triggered by the first reserve information in low-frequency support mode.

[0292] On the other hand, if the current game round starts with the first reserved information being the target of game execution and one or two first reserved information pieces stored in the first special symbol reserved area 111, even if no jackpot or time-saving result occurs and no reach-to-miss display occurs during the current game round, or if the current game round starts with the second reserved information being the target of game execution and no jackpot or time-saving result occurs and no reach-to-miss display occurs during the current game round, the current numerical value of the variable type counter CS is compared with the table corresponding to the complete miss result in the low-frequency support table group to read out the variable display period information corresponding to the complete miss result. The selection of the variable display period information corresponding to the complete miss result is the same as when the table corresponding to the complete miss result in the high-frequency reach table group is referenced. In other words, multiple types of variable display period information corresponding to the complete miss result are set, and any variable display period corresponding to the complete miss result is longer than the shortest period on the special symbol side and shorter than the variable display period corresponding to the time-saving result and the variable display period corresponding to the reach display. Specifically, the variable display periods corresponding to a complete miss result are set to 5 seconds, 6 seconds, 7 seconds, and 8 seconds, and the period among these corresponding to the value of the obtained variable type counter CS is selected as the variable display period for the current game.

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

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

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

[0296] When the sound / light-emitting side MPU 93 receives the variable command and the type command, it executes processing to determine the execution content of the game round presentation corresponding to those commands. Then, it executes light emission control of the display light-emitting unit 64 and sound output control of the speaker unit 65 according to the table corresponding to the processing result. As a result, the light emission presentation of the display light-emitting unit 64 and the sound output presentation of the speaker unit 65 are executed throughout the variable display period of the current game round. Furthermore, the sound / light-emitting side MPU 93 transmits a command corresponding to the execution content of the game round presentation determined this time to the display side MPU 103. Upon receiving the command, the display side MPU 103 executes display control of the symbol display device 41 according to the table corresponding to the command. As a result, the display presentation of the symbol display device 41 is executed throughout the variable display period of the current game round.

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

[0298] If the value of the special symbol timer counter is 1 or more and the variable display period for the current game has not elapsed, and it is time to update the display content of the special symbol display units 37a and 37b that are the target of the current game, data is set to update the display content of the special symbol display units 37a and 37b. As a result, the display content of the picture on the controlled special symbol display units 37a and 37b is updated to the display content of the next order.

[0299] The mode at the start of the variable display of the patterns on the special symbol display units 37a and 37b, and the update mode of the variable display of the patterns, are performed in a fixed manner regardless of the win / lose judgment results and the allocation judgment results, and are also performed in a fixed manner regardless of the content of the presentation for the game round on the symbol display device 41. For example, when a predetermined number of update timings occur, the displayed content of the patterns goes around once, and a display pattern with a fixed display order is repeated, and when the variable display period has elapsed, the stop result determined at the start of the game round is displayed regardless of the order in which the display pattern is displayed. This makes it possible to simplify the processing configuration for display control of the special symbol display units 37a and 37b.

[0300] On the other hand, if the value of the special symbol side timer counter is "0", that is, if the variable display period has elapsed, a final stop command is sent to the sound / light side MPU 93. Then, at the start of a game, the information on the stop mode of the symbols on the special symbol display units 37a and 37b stored in the main RAM 84 is read out in either step S809, step S813, or step S814 of the special symbol variable start processing (FIG. 20). This stops the variable display of symbols on the controlled special symbol display units 37a and 37b with the symbol corresponding to the game result of the current game displayed. Then, the information on the final stop period (specifically, 0.5 seconds) is set in the special symbol side timer counter. This starts the measurement of the final stop period. Then, the value of the special symbol special electric counter is incremented by 1. This causes the value of the special symbol special electric counter to become "2", which corresponds to the special symbol determination processing (step S608).

[0301] Furthermore, when the sound / light MPU 93 receives the final stop command, it sends a corresponding command to the display MPU 103. When the display MPU 103 receives this command, it confirms and displays the combination of symbols corresponding to the stopping result of the current game round on the symbol display device 41 throughout the final stop period.

[0302] <Special drawing confirmation processing> Next, the special drawing confirmation process, which is performed in step S608 of the special drawing special electric control process (Figure 18), will be explained with reference to the flowchart in Figure 22.

[0303] If the value of the special symbol side timer counter is "0" and the final stop period has elapsed (step S1001: YES), and the game result of this game is a jackpot result (step S1002: YES), information corresponding to the opening period (specifically, 5 seconds) is set in the special symbol side timer counter (step S1003), and an opening command is sent to the sound / light side MPU 93 (step S1004). When the sound / light side MPU 93 receives the opening command, it causes the pattern display device 41, the display light-emitting unit 64, and the speaker unit 65 to perform the performance corresponding to the opening period.

[0304] Thereafter, information on the fixed ceiling number of 500 times is set in the ceiling counter 131 of the main RAM 84 (step S1005). In other words, when the game number corresponding to the jackpot result ends and the opening / closing execution mode starts, information on the fixed ceiling number of 500 times is set in the ceiling counter 131. In a configuration in which the fixed ceiling number is set in the ceiling counter 131 not when the opening / closing execution mode starts but during the opening / closing execution mode or when the opening / closing execution mode ends, if a fraudulent act is committed in which the supply of operating power is stopped after the opening / closing execution mode starts and the setting value update process (step S117) or the RAM clear process (step S119) is executed when the supply of operating power is resumed, as already explained, the setting value update process (step S117) or the RAM clear process (step S119) clears information indicating that the opening / closing execution mode is in progress, but the value of the ceiling counter 131 is maintained. Therefore, there is a risk that the game will resume with a small number of ceiling numbers remaining, while the player has obtained the benefits of the opening / closing execution mode until the supply of operating power is stopped. In contrast, when the opening / closing execution mode is started, information on the fixed ceiling number of 500 is set in the ceiling counter 131, thereby making it possible to neutralize the above-mentioned fraudulent acts.

[0305] Subsequently, the variable selection state counter 132 in the main RAM 84 is set to 450, which is the reference number of times for switching periods (step S1006). The trigger for decrementing the value of the variable selection state counter 132 by 1 is the same as the trigger for decrementing the value of the ceiling counter 131 by 1. That is, when the win / fail lottery mode is not the high probability mode and one game round is played, the value of the variable selection state counter 132 is decremented by 1 at the end of that game round. Then, when the value of the variable selection state counter 132 is 1 or greater and the value of the variable selection state counter 132 is decremented by 1, resulting in the value of the variable selection state counter 132 becoming "0", the reach high frequency state flag in the main RAM 84 is set to "1". When the reach high frequency state flag is set to "1" in the low probability mode and low frequency support mode, the variable display period for the game round is selected by referring to the tables for reach high frequency in the variable display period specification process (Figure 21) as already explained.

[0306] In other words, if the number of games played to reach the period switching threshold is consumed while in a low probability mode after the opening / closing execution mode has ended, and if it is in low-frequency support mode, the high-frequency reach state will be activated, referencing the tables for high-frequency reaches. In the high-frequency reach state, as already explained, the probability of selecting a reach display when the result is a miss is higher than in low probability mode and low-frequency support mode but not the high-frequency reach state, and the display period when a reach display is selected is also likely to be longer than in low probability mode and low-frequency support mode but not the hi...

Claims

[Claim 1] a predetermined unit execution means for starting a predetermined unit process when a process execution trigger occurs; a game progress means for executing a predetermined game progress process for controlling the progress of the game in the predetermined unit process; Equipped with The predetermined game progress processing includes a predetermined processing, When the predetermined unit process is executed in a predetermined situation, the predetermined game progress process is not executed. This gaming machine is characterized in that when the specified unit processing is executed in the specified situation, it is equipped with a specified execution means that executes the specified processing using the same program as the program that is called when the specified processing is executed in the specified game progress processing.

Citation Information

Patent Citations

  • Game machine

    JP2012170465A