Game machine

JP2025025889APending Publication Date: 2025-02-21HEIWA CORP
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Patent Information

Application Number
JP2023131103
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-10
Publication Date
2025-02-21

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技者が違和感を覚える事態を抑制することが可能となる。

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Abstract

To suppress a situation for causing a player to have a sense of discomfort.SOLUTION: A Pachinko machine 1 includes a RUSH timer for counting a RUSH state staying time (RUSH Time). Further, counting of the staying time (RUSH Time) is stopped along with an interruption of games. That means, in the Pachinko machine 1, during a period during which the RUSH state is being generated, counting of the staying time (Rush Time) is stopped for a period during which games are interrupted. In this way, while the Rush state is being generated, it is possible to count the time, during which games are played, as the staying time (Rush Time). Therefore, it is possible to suppress a situation for causing a player to have a sense of discomfort.SELECTED DRAWING: Figure 7
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Description

[Technical field]

[0001] The present invention relates to a gaming machine in which a time spent in a specific gaming state is measured. [Background technology]

[0002] Conventionally, a gaming machine that measures the time spent in a specific gaming state is known (see Patent Document 1). In this gaming machine, the winning streak time is measured during a winning streak period. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-176401 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, during a winning streak, the measurement of the winning streak continues even during periods when play is interrupted, which can make the measured winning streak longer, which can make the player feel uncomfortable. An object of the present invention is to prevent situations in which the player feels uncomfortable. [Means for solving the problem]

[0005] In order to achieve the above object, the gaming machine of the first invention is characterized in that it is equipped with a measurement means for measuring the time spent in a specific gaming state, and the measurement of the time spent in a specific gaming state is stopped when the game is interrupted. In the gaming machine according to the first aspect of the present invention, the measurement of the stay time is stopped during the period in which the game is interrupted during the occurrence of the specific game state. This makes it possible to measure the time during which the game is being played during the occurrence of the specific game state as the stay time, thereby making it possible to prevent the player from feeling uncomfortable. Here, the specific game state corresponds to a RUSH state, which will be described later. The stay time corresponds to a RUSH time, which will be described later. The measuring means corresponds to a RUSH timer, which will be described later.

[0006] The gaming machine of the second invention is the gaming machine of the first invention, further comprising a control means for controlling the launch of the gaming ball in response to the operation of the launch handle, and the measurement of the dwell time is stopped upon non-detection of contact of the player with the launch handle. In the gaming machine according to the second aspect of the present invention, it becomes possible to appropriately detect an interruption of a game. Here, the firing handle corresponds to the firing handle 6 described later, and the control means corresponds to the dispensing control board 400 described later. Effect of the Invention

[0007] According to the present invention, it is possible to prevent a situation in which the player feels uncomfortable. [Brief description of the drawings]

[0008] [Figure 1] 1 is a perspective view showing the overall configuration of a pachinko machine. [Diagram 2] FIG. 2 is a diagram showing the front of the game board, and diagrammatically illustrates parts particularly necessary for explanation. [Diagram 3] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 4] FIG. 11 is a diagram showing the winning probabilities for various lotteries. [Diagram 5] A diagram showing the types of winnings in a regular pattern lottery. [Figure 6] A diagram showing the types of winnings in the special pattern lottery. [Figure 7] A diagram showing the transition of game states. [Figure 8] 13 is a flowchart showing a CPU initialization process. [Figure 9] 13 is a flowchart showing a main loop process. [Figure 10] 13 is a flowchart showing a save process at the time of power interruption. [Figure 11] 13 is a flowchart showing a timer interrupt process. [Figure 12] 13 is a flowchart showing a dynamic port output process. [Figure 13] 13 is a flowchart showing a performance display device output process. [Figure 14] 13 is a flowchart showing a setting-related process. [Figure 15] 13 is a flowchart showing a switch management process. [Figure 16] 13 is a flowchart showing the normal starting ball detection process. [Figure 17] FIG. 1 is a flowchart showing the starting ball detection process. [Figure 18] This is a flowchart showing the starting ball detection process for Special Chart 2. [Figure 19] 13 is a flowchart showing a special pattern random number acquisition process. [Figure 20] 13 is a flowchart showing a special game management process. [Figure 21] 13 is a flowchart showing the special chart change waiting process. [Figure 22] 13 is a flowchart showing processing during special chart change. [Diagram 23] 13 is a flowchart showing a number-of-times cutoff management process; [Figure 24] A flowchart showing processing while a special chart is stopped. [Diagram 25] A flowchart showing the processing before opening the first large prize opening. [Figure 26] A flowchart showing the first large prize opening opening control process. [Figure 27] A flowchart showing the first large prize opening closure validity process. [Figure 28] A flowchart showing the waiting process for the end of the first large prize opening. [Figure 29] A flowchart showing the processing before opening the second large prize opening. [Diagram 30] A flowchart showing the second large prize opening opening control process. [Diagram 31] A flowchart showing the second large prize winning port closure validity process. [Diagram 32] A flowchart showing the waiting process for the end of the second large prize opening. [Diagram 33] 13 is a flowchart showing a special electric service opening / closing switching process. [Diagram 34] 13 is a flowchart showing a normal game management process. [Diagram 35] 13 is a flowchart showing the process of waiting for a change in the map. [Diagram 36] 13 is a flowchart showing processing during normal map changes. [Figure 37] 13 is a flowchart showing processing during normal map stop. [Figure 38] This is a flowchart showing the processing before opening normal electric devices. [Figure 39] 13 is a flowchart showing normal electric utility opening and closing switching processing. [Diagram 40] 13 is a flowchart showing the normal electric feature release control process. [Diagram 41] This is a flowchart showing the normal electric feature closure activation process. [Diagram 42] This is a flowchart showing the waiting process for the end of normal electric device opening. [Diagram 43] 13 is a flowchart showing a performance display device control process. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a pachinko machine 1 is used as a gaming machine according to the present invention.

[0010] (Overall configuration of pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, the inner frame unit 3, and the front frame unit 4 are fixed to one another via a hinge mechanism. This allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. The front frame unit 4 can be opened and closed relative to each of the inner frame unit 3 and the outer frame unit 2.

[0011] The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to an island facility of a game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The front frame unit 4 is formed in a rectangular door shape. The door unit 4 has a transparent plate 4a disposed in the approximate center, a decorative portion 4b disposed around the transparent plate 4a, a receiving tray unit 5 disposed below the transparent plate 4a, and a launch handle 6 disposed to the side of the receiving tray unit 5. The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. The decorative portion 4b is formed from a transparent or translucent resin material and has a shape that bulges forward. At each corner on the upper side of the decorative portion 4b, a sound release portion 4c is provided with a speaker 22 (see FIG. 3) disposed therein. Each sound release portion 4c is provided with a plurality of sound release holes that pass through the sound output by the speaker 22. In addition, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0012] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The performance button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The performance button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see FIG. 3) that detects the pressing of the performance button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the performance control board 300 (see FIG. 3) every time the performance button 5b is pressed. The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is disposed so as to surround the performance button 5b. The rotary selector 5c can be rotated by the player (rotated around the cylindrical axis). A second operation detection switch 25 (see FIG. 3) that detects the rotation operation of the rotary selector 5c is disposed inside the receiving tray unit 5. The second operation detection switch 25 outputs a second operation signal to the performance control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60[°]).

[0013] In addition, a loan operation unit 7 is disposed on the upper surface of the tray unit 5. The loan operation unit 7 has a ball loan button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit is displayed on the point display device 7c. In addition, when the ball loan button 7a is operated while the prepaid card is inserted in the CR unit, a predetermined number of game balls are paid out to the tray 5a. At this time, the remaining number of points of the valuable medium recorded in the prepaid card is updated according to the number of game balls paid out, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining points of valuable medium is inserted in the CR unit, the prepaid card is returned from the CR unit. Here, the prepaid card may be, for example, a magnetic storage medium, a medium with a built-in storage IC, or the like. The launch handle 6 can be rotated by the player. Inside the launch handle 6, a launch volume 410 (see FIG. 3) is provided to detect the angle at which the launch handle 6 is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see FIG. 3). In addition, the firing handle 6 is provided with a touch sensor (not shown) and a firing stop button (not shown). The touch sensor detects the touch (grasping) of the launch handle 6 by the player based on the change in capacitance. Then, when the touch of the player to the launch handle 6 is detected, the touch sensor outputs a touch signal to the payout control board 400 (main control board 200) (touch signal is set to ON state). On the other hand, when the touch of the player to the launch handle 6 is not detected, the touch sensor stops outputting the touch signal to the payout control board 400 (main control board 200) (touch signal is set to OFF state). In this embodiment, the touch signal is input to the payout control board 400 and input to the main control board 200 via the payout control board 400. Note that the touch signal may be input to the main control board 200 without passing through the payout control board 400. The launch stop button can be pressed by the player. Inside the launch handle 6, a launch stop switch (not shown) is disposed to detect the pressing of the launch stop button. The launch stop switch outputs a launch stop signal to the payout control board 400 (main control board 200) when the pressing of the launch stop button is not detected (the launch stop signal is set to the ON state). On the other hand, when the pressing of the launch stop button is detected, the launch stop switch stops the output of the launch stop signal to the payout control board 400 (main control board 200) (the launch stop signal is set to the OFF state). In this embodiment, the launch stop signal is input to the payout control board 400 and is input to the main control board 200 via the payout control board 400. The launch stop signal may be input to the main control board 200 without passing through the payout control board 400.

[0014] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 2 shows the front side of the game board, and is a schematic diagram showing parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be disposed on the rear side of the front frame unit 4. The player can then view the game board 11 (play area 30) described later through the transparent plate 4a. In this embodiment, the game area 30 described later is configured between the rear side of the transparent plate 4a and the front side of the game board 11. As shown in FIG. 2, the game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various presentation devices (main image display device 31, sub image display device 32, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate.

[0015] The game board 11 is attached to the front side of the set plate. The game board 11 is made of resin and formed into a flat plate. An opening (not shown) consisting of a through hole is provided in the approximate center of the game board 11. The player can view the display screen 31a of the main image display device 31 through the opening provided in the game board 11 and the opening provided in the set plate. A game area 30 is formed around the opening on the front side of the game board 11, through which game balls shot out in response to the rotation of the launch handle 6 flow down. In the game area 30, a left path formed on the left side of the main image display device 31 and a right path formed on the right side of the main image display device 31 are configured as paths through which the game balls flow down. Furthermore, a board lamp 21 (see FIG. 3) is provided in the play area 30 of the game board 11. The board lamp 21 includes a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0016] The main image display device 31 is attached to the rear side of the set board and is configured by a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 includes a display screen 31a capable of displaying various types of performance images (moving images and still images). The display screen 31a can be configured to have three first performance pattern display areas a1 to a3 (not shown) in which a first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 (not shown) in which a second performance pattern z2 (not shown) is displayed. The first performance pattern z1 is configured to include identification information (patterns) such as numbers, letters, symbols, characters, etc. In each of the first performance pattern display areas a1 to a3, it is possible to execute a variable display and a stop display of the first performance pattern z1. In this embodiment, each first performance symbol z1 is configured to include any one of the identification information of "1" to "7". That is, as the first performance symbol z1 corresponding to the first special symbol lottery, seven types of first performance symbols z1 (first performance symbols z1 displaying each identification information of "1" to "7") are specified. Also, as the first performance symbol z1 corresponding to the second special symbol lottery, seven types of first performance symbols z1 (first performance symbols z1 displaying each identification information of "1" to "7") are specified. The second performance symbol z2 is composed of a color bar. In the second performance symbol display area a4, it is possible to execute the variable display and the stop display of the second performance symbol z2.

[0017] The changing display of the performance patterns z1 and z2 means that the first performance pattern z1 changes in each of the first performance pattern display areas a1 to a3, and the second performance pattern z2 changes in the second performance pattern display area a4. In this embodiment, while the performance patterns z1 and z2 are being displayed in a changing manner, the type of the first performance pattern z1 displayed at the lottery result display position in each of the first performance pattern display areas a1 to a3 is changed, or the first performance pattern z1 is displayed in a moving state (moving / scrolling state), and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (specifically, the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 means that the first performance pattern z1 stops at the lottery result display position of each of the first performance pattern display areas a1 to a3, and the second performance pattern z2 stops in the second performance pattern display area a4.

[0018] In this embodiment, while the performance patterns z1 and z2 are displayed, one type of first performance pattern z1 is stopped at the lottery result display position of each of the first performance pattern display areas a1 to a3, and one type of second performance pattern z2 is stopped in the second performance pattern display area a4 (specifically, a color bar represents a predetermined color). Then, the result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is displayed based on the combination of the first performance pattern z1 stopped and displayed in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4. Moreover, on the display screen 31a, it is possible to configure reserved symbol display areas b1 to b3 (not shown) in which reserved symbols h (not shown) are displayed. The reserved pattern display area b1 displays a reserved pattern h corresponding to the game information during the notification display (special pattern change display and stop display). The reserved pattern display area b2 displays a reserved pattern h corresponding to the special pattern 1 start information for which a start judgment (notification display) described below is pending. The reserved pattern display area b3 displays a reserved pattern h corresponding to the special pattern 2 start information for which a start judgment (notification display) is pending.

[0019] The sub image display device 32 is disposed at a position on the front side of the main image display device 31 . The sub-image display device 32 is configured by a variable display device such as a liquid crystal display, a CRT display, etc. The sub-image display device 32 has a display screen 32a capable of displaying a performance image. The sub-image display device 32 can be displaced (moved) in the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including an origin position (see FIG. 2) and a performance position (not shown) below the origin position. The sub-image display device 32 disposed (displaced) at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed (displaced) at the performance position is disposed in front of the display screen 31a of the main image display device 31 and covers a part of the display screen 31a.

[0020] The left side path is provided with a first starting opening 51. The first starting opening 51 is a ball entry opening (a so-called "navel") that opens upward, and game balls can enter at any time. The first starting opening 51 allows game balls flowing down the left side path to enter (game balls flowing down the right side path cannot enter). A special symbol 1 start port switch 101 (see FIG. 3) is disposed in the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the first start port 51 (entry of a game ball into the first start port 51). The main control board 200 executes a first special symbol lottery in response to input of the detection signal from the special symbol 1 start port switch 101.

[0021] On the left side of the first starting opening 51 on the left side path, there are provided an upper left other winning opening 57a, a middle left other winning opening 57b, and a lower left other winning opening 57c. Each of the other winning openings 57a to 57c is an entry opening that opens upward, and game balls can enter at any time. Each of the other winning openings 57a to 57c can enter game balls that flow down the left side path (game balls that flow down the right side path cannot enter). A left winning hole switch 106 (see FIG. 3) is disposed on the game board 11. The left winning hole switch 106 outputs a detection signal to the main control board 200 in response to detection of a game ball entering the other winning holes 57a to 57c (entry of a game ball into the other winning holes 57a to 57c). In response to the input of the detection signal from the left winning hole switch 106, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball.

[0022] At the most upstream of the right path, a large prize opening 55 is provided. The large prize opening 55 is provided with a special electric device (special electric device) 55a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the large prize opening 55 and an open state that makes it possible (easy) for a game ball to enter the large prize opening 55. The special electric device 55a is opened and closed by a special electric device solenoid 65 (see FIG. 3). The special electric device 55a is normally closed, making it impossible (difficult) for game balls to enter the large prize opening 55, but when a small win game state or a large win game state occurs, the special electric device 55a is opened, making it possible (easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A count switch 103 (see FIG. 3) is disposed within the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to detection of a game ball entering the large prize opening 55 (entry of a game ball into the large prize opening 55). In response to input of the detection signal from the count switch 103, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball. In addition, within the large prize opening 55 there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes a game ball that enters the large prize opening 55 to either the V area or the discharge area. A V-area switch 110 (see FIG. 3) is disposed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the V-area (passage of the V-area by a game ball). In response to input of the detection signal from the V-area switch 110, the main control board 200 sets "1" in a V winning flag area of ​​the RAM 230, which will be described later. The distribution means can be switched between a V-passing state in which the game ball that has entered the large prize opening 55 is distributed to a V region, and a non-V-passing state in which the game ball that has entered the large prize opening 55 is distributed to a discharge region. That is, when the distribution means is displaced to the V-passing state, the game ball that enters the big winning opening 55 is distributed to the V region. This makes it impossible for the game ball that enters the big winning opening 55 to pass through the discharge region. On the other hand, when the distribution means is displaced to the non-V passing state, the game ball that entered the big winning opening 55 is distributed to the discharge area. This makes it impossible for the game ball that entered the big winning opening 55 to pass through the V area. The distribution means is displaced by a V-zone solenoid 66 (see FIG. 3). A game ball that enters the big winning opening 55 is first detected by the count switch 103, then distributed to either the V area or the discharge area by the distribution means, and after passing through the area, is discharged to the discharge path. At this time, the game ball distributed to the V area is detected by the V area switch 110.

[0023] The second starting hole 52 is provided downstream of the big winning hole 55 on the right path. The second starting hole 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the second starting hole 52 and an open state that makes it possible (easy) for a game ball to enter the second starting hole 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). The second starting port 52 is normally closed with the normal electric device 52a, making it impossible (difficult) for a game ball to enter, but when a normal winning game state occurs, the normal electric device 52a is opened, making it possible for a game ball to enter. The second starting port 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A special symbol 2 start port switch 102 (see FIG. 3) is disposed in the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to input of the detection signal from the special symbol 2 start port switch 102.

[0024] A start gate 41 is provided downstream of the second start port 52 on the right-side path. The start gate 41 is formed to allow game balls to pass through at all times. The start gate 41 allows game balls flowing down the right-side path to pass through (game balls flowing down the left-side path cannot pass through). A gate switch 104 (see FIG. 3) is disposed in the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to detection of a gaming ball passing through the start gate 41 (passage of the start gate 41 by a gaming ball). In response to input of the detection signal from the gate switch 104, the main control board 200 executes a normal symbol lottery.

[0025] A right other winning opening 56 is provided downstream of the start gate 41 on the right path. The right other winning opening 56 is an entry opening that opens upward and allows game balls to enter at all times. The right other winning opening 56 allows game balls that flow down the right path to enter (game balls that flow down the left path cannot enter). A right winning port switch 105 (see FIG. 3) is disposed in the right other winning port 56. The right winning port switch 105 outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the right other winning port 56 (entry of a game ball into the right other winning port 56). In response to input of the detection signal from the right winning port switch 105, the main control board 200 causes the game ball payout device 440 to execute a payout operation of the prize ball.

[0026] At the most downstream of the game area 30, an outlet 58 is provided for discharging game balls that do not enter (win) any of the winning holes 51, 52, 55, 56, 57a to 57c. Here, the inner frame unit 3 includes a discharge path (not shown) through which the game balls discharged from the game area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. And, in the pachinko machine 1, all game balls shot into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the discharge path. That is, the game balls shot into the game area 30 are discharged from the game area 30 by entering any of the winning holes 51, 52, 55, 56, 57a to 57c or by passing through the out hole 58, and flow into the discharge path. Specifically, the game balls entering each winning hole 51, 52, 55, 56, 57a to 57c are guided to the discharge path after being detected by the switches 101, 102, 103, 105, 106, 110 arranged in the winning hole. Also, the game balls discharged from the outlet 58 are guided to the discharge path. An out switch 109 (see FIG. 3) is disposed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the discharge path (a game ball discharged from the game area 30). As a result, all game balls discharged from the game area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51, 52, 55, 56, 57a to 57c and the start gate 41.

[0027] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is configured to include a special chart 1 display device, a special chart 2 display device, a normal chart display device, a special chart 1 reserved display device, a special chart 2 reserved display device, a normal chart reserved display device, a round display device, a right-hand hit display device, a probability variation display device, and a time-saving display device. In this embodiment, the probability variation display device is not used. Specifically, the main display device 60 includes 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17 and 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25 and 26 constitute the special chart 1 reserve display device, LED27 and 28 constitute the special chart 2 reserve display device, LED29 and 30 constitute the normal chart reserve display device, LED31 constitutes the special chance display device, and LED32 constitutes the time-saving display device.

[0028] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern consisting of numbers, patterns, etc. The special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol consisting of numbers, symbols, etc. The special symbol 2 display device displays the result of the second special symbol lottery by the stopped second special symbol. Here, the display of the first special pattern on the special chart 1 display device and the display of the performance patterns a1, a2 in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 correspond to the time when the changing display starts, the time when the changing display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. In addition, the display of the second special pattern on the special chart 2 display device and the display of the performance patterns a1, a3 in the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3 are respectively associated with the time when the changing display starts, the time when the changing display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stopping pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stopping pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created. In addition, when the second special pattern (stop pattern) displayed in a stopped state on the special pattern 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is generated. The ordinary symbol display device is capable of displaying the variation and stopping of ordinary symbols consisting of numbers, symbols, etc. The ordinary symbol display device displays the result of the ordinary symbol lottery based on the stopped ordinary symbol. Here, the display of the normal pattern on the normal map display device and the display of the performance patterns a4, a5 in the normal map mini pattern display area A4 and the normal map fourth pattern display area A5 correspond to the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. When the normal symbol displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is generated.

[0029] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery is pending (special pattern 1 pending number). The special pattern 2 pending display device displays the number of times the display of the lottery results of the second special pattern lottery is pending (special pattern 2 pending number). The regular symbol pending display device displays the number of times the display of the lottery result of the regular symbol lottery is pending (regular symbol pending number). The round display device displays the number of rounds to be played during the jackpot gaming state (type of jackpot gaming state). The right-hand shot display device displays the path (left hand path or right hand path) along which the game ball should be shot. As described above, in this embodiment, the probability variation display device is not used. The time-saving display device displays the current game state (time-saving state (time-saving state 1 or time-saving state 2 described later) in progress or stopped).

[0030] In addition, one or more movable body units (not shown) are provided in the pachinko machine 1. In this embodiment, one or more movable body units are provided in the front frame unit 4, and one or more movable body units are provided in the game board unit 10. Each movable body unit of the front frame unit 4 is disposed in front of the decorative part 4b, on the upper surface of the tray unit 5, etc., and is capable of performing predetermined performance operations. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit includes a performance member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In this embodiment, a motor 23 (see FIG. 3) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may be used as the drive source. The performance member can be displaced in a predetermined direction by a driving mechanism. Specifically, the performance member can be displaced to a plurality of positions including an initial position and a performance position. The performance member is driven (displaced) by a motor 23.

[0031] The position detection sensor 26 is composed of a photo sensor and the like. The position detection sensor 26 detects the position of the performance member. Specifically, the position detection sensor 26 is equipped with a light-projecting unit and a light-receiving unit that receives the light projected from the light-projecting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 26 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Also, a shielding plate is provided at a predetermined position of the performance member. Then, when the performance member is placed at the initial position, the shielding plate is placed between the light projecting section and the light receiving section of the position detection sensor 26, blocking light from entering the light receiving section. As a result, when the performance member is placed at the initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed at the initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance member is placed in the initial position, depending on the input status of the detection signal from the position detection sensor 26.

[0032] Furthermore, the pachinko machine 1 is provided with detection sensors for detecting various abnormal conditions. In this embodiment, the detection sensors provided include a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), a magnetic detection sensor 115 (see Figure 3), etc. The glass frame opening sensor 107 detects the opening of the front frame unit 4 relative to the inner frame unit 3. Then, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400 in response to the opening of the front frame unit 4 relative to the inner frame unit 3. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400 in response to the opening of the inner frame unit 3 relative to the outer frame unit 2. The vibration detection sensor 113 detects vibration of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detection of vibration of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the game board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). In addition, two magnetic detection sensors 115 are provided in the game board 11. Then, the magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. In addition, each magnetic detection sensor 115 provided on the game board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.

[0033] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 3 is a block diagram showing the configuration of a control system of a pachinko machine. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in FIG. 3, the pachinko machine 1 is equipped with multiple control boards, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power (electricity) to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and are housed in individual board cases (such as the main board case 250 described below). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are attached to the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame provided in the inner frame unit 3.

[0034] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is composed of a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, and source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer includes a CPU 210, a ROM 220, a RAM 230, etc.

[0035] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated to the RAM 230. The ROM 220 (the memory area of ​​the ROM 220) is configured to include a used area m1 (0000H to 1A7AH) and a non-used area m2 (2000H to 2BFFH). The used area m1 includes a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. The used area m1 may be configured without including the unused area. The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined by the gaming machine regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined by the gaming machine regulations, and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and unused area m2, the ROM 220 is also provided with an unused area, a ROM comment area, a program management area, and the like. The ROM comment area stores arbitrary data such as the program title, version, etc. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.

[0036] The RAM 230 (memory area of ​​the RAM 230) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The usage area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program (a program for controlling the progress of a game) stored in the use area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program (a program for controlling the progress of a game) stored in the use area m1. Note that the use area M1 may be configured without including an unused area. Specifically, the work area is composed of a set value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores a set value. The gaming machine status flag area stores a gaming machine status flag. The checksum area stores a checksum. The backup flag area stores a backup flag. The error-related area stores information about an error. The normal game-related area 1 stores a subcommand pointer, etc. The normal game-related area 2 stores input / output data in the main control board 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game status, etc. In particular, the normal game-related area 2 includes an area (a game information storage area described later) for storing game information acquired upon input of a detection signal from each of the special figure 1 start port switch 101, the special figure 2 start port switch 102, and the gate switch 104, a special figure 1 display pattern counter, a special figure 2 display pattern counter, a normal figure display pattern counter, etc.

[0037] The unused area M2 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area m2 (a program for executing a process related to a test defined in the gaming machine rules, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing a process related to a test defined in the gaming machine rules, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Furthermore, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in the RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.

[0038] In this embodiment, in processing based on a program (a program for controlling the progress of the game) stored in the use area m1, it is permitted to refer to data stored in the non-use area M2. On the other hand, data stored in non-use area M2 is prohibited from being rewritten (changed) by processing based on a program (a program for controlling the progress of the game) stored in use area m1. In addition, in processing based on a program stored in the unused area m2 (a program for executing processing related to tests defined in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, data stored in the use area M1 is prohibited from being rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). The game in the pachinko machine 1 can proceed (to completion) according to a program (a program for controlling the progress of the game) stored in the use area m1.

[0039] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter which generates a winning random number for a normal pattern lottery, a second loop counter which generates a jackpot random number for a first special pattern lottery, a third loop counter which generates a jackpot random number for a second special pattern lottery, and a fourth loop counter which generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a jackpot random number for the first special symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the second loop counter value is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).

[0040] The third loop counter generates a jackpot random number for the second special symbol lottery by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generating circuit 202. In this embodiment, the third loop counter value is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The fourth loop counter generates reach group random numbers by updating the loop counter value by 1 within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once per 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz]=2.666 [μs]).

[0041] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from a RAM clear switch 207, a detection signal from a setting key switch 208, etc. are input. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, and the other radio wave detection sensor 114. The input port 3 receives a detection signal from the special diagram 1 start port switch 101, a detection signal from the special diagram 2 start port switch 102, a detection signal from the gate switch 104, a detection signal from the V area switch 110, etc. Each input port (input port 0 to input port 3) is provided with a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, 1-bit data is set that indicates the reception state of the detection signal from the switch / sensor. Specifically, the receiving memory area corresponding to each switch sensor is set to "1" when a detection signal is input from the switch sensor (high level), and is set to "0" when no detection signal is input from the switch sensor (low level).

[0042] The output port 205 is configured to include a plurality of output ports (in this embodiment, output ports 0 to 4). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are then input to the source driver 250a. The output port 1 outputs common signals (“COM0” to “COM3”) for controlling the lighting of the main display device 60 and the performance display device 206. The common signals output from the output port 1 are input to the sink driver 240. The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. The output port 3 outputs a control signal for controlling the drive of the normal electric feature solenoid 64, a control signal for controlling the drive of the special electric feature solenoid 65, a control signal for controlling the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are input to the source driver 250b.

[0043] The main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispense command) from the command output port 2 to the dispensing control board 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on a subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmitting shift register performs parallel-serial conversion on the control commands input from the FIFO buffer, and transmits them as serial data to the performance control board 300 or the payout control board 400.

[0044] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the rear side of the game board 11, so that the player cannot see it. As described later, in the pachinko machine 1, the following states of the gaming machine (hereinafter, "gaming machine state") are defined: playable state, setting change state, setting check state, setting abnormal state, RAM abnormal state, and backup abnormal state. Then, the information displayed on the performance display device 206 changes according to the gaming machine state that has occurred.

[0045] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is composed of eight lighting elements. That is, each display unit is composed of a seven-segment LED capable of displaying numbers, symbols, etc., and a dot segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are a display section for the first digit, LED41 to LED48 are a display section for the second digit, LED49 to LED56 are a display section for the third digit, and LED57 to LED64 are a display section for the fourth digit.

[0046] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, during the occurrence of a playable state, the performance display device 206 alternately displays the first base ratio and the second base ratio at predetermined time intervals (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous interval (the final base ratio calculated for the previous interval). Specifically, in the performance display device 206, of the four-digit display section, the top two digits display information for identifying the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).

[0047] During the setting change state, the setting value can be changed. During the setting change state, the setting value stored (set) in the setting value area of ​​the RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that a setting change state is occurring (specifically, the top digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the lowest digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to confirm the setting values. During the setting confirmation state, the setting values ​​stored (set) in the setting value area of ​​the RAM 230 are displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that the setting confirmation state is occurring (specifically, the top digit displays "r", the second top digit displays "n.", and the top 3 digit displays no display), and the lowest digit displays a number indicating the setting value stored in the setting value area.

[0048] During the occurrence of a game stop state (setting abnormal state, RAM abnormal state, and backup abnormal state), it is impossible to proceed with the game. During the occurrence of a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, of the four-digit display section, the top three digits display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top 3 digit displays nothing), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).

[0049] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and it becomes possible to rotate (switch) the operation unit from an OFF state to an ON state. Then, when the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.

[0050] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in response to the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in response to the data signals ("SEGDATA0" to "SEGDATA7") output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in response to the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LED33 to LED64) included in the performance display device 206.

[0051] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In a test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol selection, etc.) and stores the generated test signal in a port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a specified output port. Then, the test signal output from the specified output port is input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, in the main control board 200, detection signals from the special drawing 1 start port switch 101, the special drawing 2 start port switch 102, the gate switch 104, the count switch 103, the right winning port switch 105, the left winning port switch 106, the out switch 109, etc. are input to the input port 204 and input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric feature solenoid 64, special electric feature solenoid 65, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, 66, and are also input to the interface board of the test computer via the test signal output circuit.

[0052] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of the game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on each of the control commands received from the main control board 200 and the ball lending instruction signal received from the CR unit. In addition, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 so that the game ball is launched into the game area 30 with a strength according to the detection signal input from the launch volume 410.

[0053] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be described. The performance control board 300 controls the performance. The performance control board 300 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. Based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound from various speakers 22, and the driving of motors 23 that drive various movable body units.

[0054] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, and the like. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the performance content to be executed based on the control command received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated display control data to the various image display devices 31 and 32. The sound processor generates sound control data (sound control signal) according to a performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to the various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The illumination controller generates lamp control data (lamp control signal) according to a performance program (performance control table) set by the CPU, and outputs the generated lamp control data to each of the driver board 310 and the sub-connection board 320. The motor controller generates motor control data (motor control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated motor control data to each of the driver board 310 and the sub-connection board 320.

[0055] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to various motors 23 (such as the motors 23 constituting the movable body units) arranged in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that constitutes the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that constitute the movable body units) arranged in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that constitutes the frame lamp 20 according to the lamp control data input from the performance control board 300.

[0056] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. The RAM 230 of the main control board 200 is provided with a gaming machine state flag area. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated. The "playable state" is a state of the gaming machine in which game progress is possible. During the occurrence of the playable state, execution of the processes of steps S4-9 to S4-18 described below is permitted, which allows the progress of the game (normal game and special game). During the occurrence of a playable state, the base ratio is displayed on the performance display device 206. Also, on the main display device 60, information related to the game is displayed.

[0057] The "setting change state" is a gaming machine state in which the setting values ​​stored in the setting value area of ​​RAM 230 can be changed. The setting change state occurs when the setting change condition is satisfied. In this embodiment, the setting change condition is satisfied when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on, the setting change state occurs. During the setting change state, the execution of the processes in steps S4-9 to S4-18, which will be described later, is prohibited, and the games (specifically, the normal games and the special games) are thereby stopped. Furthermore, during the setting change state, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting value stored in the setting value area by pressing the RAM clear switch 207. Then, when the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state. This fixes the setting value stored in the setting value area.

[0058] The "setting confirmation state" is a gaming machine state in which the setting values ​​stored in the setting value area of ​​RAM 230 can be confirmed. The setting confirmation state occurs when the setting confirmation condition is satisfied. In this embodiment, the setting confirmation condition is satisfied when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207 at power-on. In other words, when the inner frame unit 3 is open at power-on, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state occurs. During the setting confirmation state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, while the setting confirmation state is occurring, the setting values ​​stored in the setting value area are displayed on the performance display device 206. This makes it possible to confirm the setting values ​​stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values ​​stored in the setting value area cannot be changed. When the key switch 208 is rotated to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.

[0059] The "setting abnormality state" refers to the state of the gaming machine in which a setting abnormality has occurred. The setting abnormal state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, during the occurrence of a setting abnormality, an error code designating the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to perform a power-off and power-on to cause a setting change state.

[0060] "RAM abnormality state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 upon power-on. During the occurrence of the RAM abnormal state, the execution of the processes in steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, while a RAM abnormality occurs, an error code designating the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormality, it is necessary to perform a power-off and power-on to cause a setting change state.

[0061] The "backup abnormality state" is a gaming machine state in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18 described below is prohibited, which causes the games (specifically, the normal games and the special games) to be stopped. Furthermore, during the occurrence of a backup abnormality, an error code designating the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. In order to recover from the backup abnormal state, it is necessary to perform a power off and power on to cause a setting change state.

[0062] (About the setting value) Next, the setting values ​​(setting information) set in the pachinko machine 1 will be described. The "set value" is information that specifies the probability of winning the special symbol lottery (the first special symbol lottery and the second special symbol lottery). In this embodiment, the set value is specified to be a value of "0" to "5". The RAM 230 of the main control board 200 is provided with a set value area. In the set value area, any one of "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is set to the probability according to the value set in the set value area. In this embodiment, the probability of winning a "big win" through the special symbol lotteries (the first special symbol lottery and the second special symbol lottery) varies according to the value set in the set value area. The winning probability of the special pattern lottery corresponding to each setting value (probability of winning the "jackpot") is, in order from highest to lowest, as follows: winning probability corresponding to setting value = "5", winning probability corresponding to setting value = "4", winning probability corresponding to setting value = "3", winning probability corresponding to setting value = "2", winning probability corresponding to setting value = "1", winning probability corresponding to setting value = "0" (winning probability "high" → winning probability "low").

[0063] In particular, in the pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area during the setting change state. Here, the change of the setting value is executed by the manager of the pachinko machine 1 (such as an employee of the game center where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. During the setting change state, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, whereby the setting value stored in the setting value area is confirmed.

[0064] (Base ratio) In the pachinko machine 1, while a playable state occurs, the CPU 210 calculates a base ratio (base value). In this embodiment, the base ratio is calculated only while a predetermined play state occurs (specifically, while a special low probability state occurs and while time-saving control is stopped). During the occurrence of a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry ports (in this embodiment, the start ports 51, 52 and other winning ports 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of payouts (the number of prize balls paid out) to the number of out balls (the number of game balls shot out). In this embodiment, the base ratio in each predetermined interval (period) is calculated. As the predetermined interval, an interval in which a predetermined number of out balls (60,000 balls in this embodiment) is detected (discharged) is defined. That is, each interval is started in response to the end of the previous interval, and is ended in response to the number of out balls detected during the current interval reaching the predetermined number (60,000 balls). Then, the CPU 210 calculates the base ratio at any time (in real time) during each interval. Note that a predetermined time may be defined as the predetermined section. That is, the CPU 210 may be configured to calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. The "out balls" refer to game balls discharged from the game area 30. Specifically, the out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). In addition, the game ball discharged from the outlet 58 may be regarded as the out ball. Specifically, the out switch 109 may be configured to detect only the game ball discharged from the outlet 58, and the game ball detected by the out switch 109 may be regarded as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to the entry of game balls into the start holes 51, 52 and the other winning holes 56, 57a to 57c.

[0065] (About game status) Next, the game states defined in the pachinko machine 1 will be explained. In the pachinko machine 1, it is possible to execute time-saving control 1 and time-saving control 2 as auxiliary controls that are advantageous to the player. In the following explanation, the game state while time-saving control 1 is stopped and while time-saving control 2 is stopped is referred to as the "normal state" or "C-time state." Furthermore, the game state while time-saving control 1 is being executed is referred to as the "time-saving state 1" or "low base state." Furthermore, the game state while time-saving control 2 is being executed is referred to as the "time-saving state 2" or "high base state." During the normal state (C time state) (except during the jackpot game state described later), the right-hand hit display device displays information specifying the left path as the path through which the game ball should be shot. During the normal state, the game progresses by shooting the game ball along the left path. During the time-saving state 1 (low base state), the right-hand hit display device displays information designating the left path as the path along which the game ball should be shot. During the time-saving state 1, the game progresses by shooting the game ball along the left path. During the occurrence of the time-saving state 2 (high base state), the right-hand hit display device displays information designating the right-hand path as the path to which the game ball should be shot. During the occurrence of the time-saving state 2, the game progresses by shooting the game ball to the right-hand path. In particular, when the time-saving state 2 occurs, the probability that the "long opening pattern" described later is selected as the opening pattern of the normal electric device 52a when the "normal winning" is won by the normal symbol lottery is higher than when the normal state occurs and when the time-saving state 1 occurs. On the other hand, in this embodiment, when the "normal winning" is won by the normal symbol lottery during the normal state and during the time-saving state 1, the probability that the "long opening pattern" is selected as the opening pattern of the normal electric device 52a is the same. In the present embodiment, the base ratio is configured to be the same or approximately the same during the occurrence of the normal state and the occurrence of the time-saving state 1. On the other hand, the base ratio is configured to be higher during the occurrence of the time-saving state 2 than during the occurrence of the normal state and the time-saving state 1. On the other hand, in this embodiment, the probability of winning a "normal winning" by the normal pattern lottery does not change depending on the game state. That is, the probability of winning a "normal winning" by the normal pattern lottery is the same during the execution of the time-saving control (time-saving control 1 or time-saving control 2) (during the occurrence of the time-saving state 1 or time-saving state 2) and during the stop of the time-saving control (time-saving control 1 and time-saving control 2) (during the occurrence of the normal state). Also, the probability of winning a "normal winning" by the normal pattern lottery is the same during the execution of the time-saving control 1 (during the occurrence of the time-saving state 1) and during the execution of the time-saving control 2 (during the occurrence of the time-saving state 2). In addition, in this embodiment, the probability of winning a "big win" or a "small win" through the special symbol lottery does not change depending on the game state.

[0066] (About various lotteries) Next, various types of lotteries executed in the pachinko machine 1 will be described. Fig. 4 is a diagram showing the winning probabilities of various lotteries. Fig. 5 is a diagram showing the winning types of the normal symbol lottery. Fig. 6 is a diagram showing the winning types of the special symbol lottery. In addition, Fig. 4(a) shows the winning probability of the normal pattern lottery, Fig. 4(b) shows the winning probability of the first special pattern lottery, and Fig. 4(c) shows the winning probability of the second special pattern lottery. Also, Fig. 5 shows the winning type (type of "normal winning pattern") that is selected when the "normal winning" is won by the normal pattern lottery. Furthermore, Figure 6(a) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the first special pattern drawing, Figure 6(b) shows the winning type (type of "time-saving pattern") selected when a "time-saving" is won by the first special pattern drawing, Figure 6(c) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the second special pattern drawing, and Figure 6(d) shows the winning type (type of "small win pattern") selected when a "small win" is won by the second special pattern drawing.

[0067] (Regular design lottery) In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, only "normal winning" is specified as a result of the normal symbol lottery. Note that, as a result of the normal symbol lottery, "normal winning" and "losing" may be specified. As shown in FIG. 4(a), in the normal symbol lottery (normal symbol winning / losing judgment), the probability of winning a "normal symbol winning" is 1 / 1. In this embodiment, the probability of winning a "normal symbol winning" by the normal symbol lottery does not change depending on the game state. Note that the probability of winning a "normal symbol winning" by the normal symbol lottery executed during the time-saving state (time-saving state 1 or time-saving state 2) may be higher than the probability of winning a "normal symbol winning" by the normal symbol lottery executed during the normal state.

[0068] As shown in FIG. 5, in the pachinko machine 1, a "normal winning pattern 1" and a "normal winning pattern 2" are specified as the winning types (types of "normal winning patterns") to be selected when a "normal winning pattern" is won in the normal pattern lottery. In the regular pattern lottery (regular pattern determination), if you win a "regular hit", the probability of winning "regular hit pattern 1" is 65,000 / 65,536, and the probability of winning "regular hit pattern 2" is 536 / 65,536. If you win "Regular winning pattern 1", the regular pattern display device will display the regular pattern corresponding to "Regular winning pattern 1". On the other hand, if you win "Regular winning pattern 2", the regular pattern display device will display the regular pattern corresponding to "Regular winning pattern 2".

[0069] When the "normal winning" ("normal winning pattern 1" or "normal winning pattern 2") is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the second starting hole 52. In this embodiment, a "short opening pattern" and a "long opening pattern" are defined as types of opening patterns (opening manner, opening / closing manner) of the normal electric device 52a during the occurrence of a normal winning game state. The "short opening pattern" is an opening pattern (opening mode, opening / closing mode) that makes it difficult for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In the "short opening pattern", the time during which the normal electric device 52a is in an open state during the occurrence of a normal winning game state is shorter than in the "long opening pattern". Specifically, in the "short opening pattern", the number of times the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 0.1 [s]. The "long opening pattern" is an opening pattern (opening mode, opening / closing mode) that makes it easier for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In the "long opening pattern", the time during which the normal electric device 52a is in an open state during the occurrence of a normal winning game state is longer than in the "short opening pattern". Specifically, in the "long opening pattern", the number of times the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 5.0 [s].

[0070] As shown in FIG. 5, when "normal winning symbol 1" is selected based on the normal symbol lottery executed during the normal state, the "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. On the other hand, when "normal winning symbol 2" is selected based on the normal symbol lottery executed during the normal state, the "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. As a result, when "normal winning" is selected based on the normal symbol lottery executed during the normal state, the "short opening pattern" is selected and set with a probability of 1 / 1. On the other hand, if the "normal winning pattern 1" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 1, the "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. On the other hand, if the "normal winning pattern 2" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 1, the "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, if the "normal winning" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 1, the "short opening pattern" is selected and set with a probability of 1 / 1. On the other hand, if the "normal winning pattern 1" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 2, the "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. On the other hand, if the "normal winning pattern 2" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 2, the "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, if the "normal winning" is won based on the normal pattern drawing executed during the occurrence of the time-saving state 2, the "long opening pattern" is selected and set with a probability of 1 / 1.

[0071] (Special design lottery) In addition, in the pachinko machine 1, a first special pattern lottery is executed when a gaming ball enters the first starting hole 51, and a second special pattern lottery is executed when a gaming ball enters the second starting hole 52. In this embodiment, the results of the first special symbol lottery are stipulated as "big win" and "time reduction". Meanwhile, the results of the second special symbol lottery are stipulated as "big win", "small win", and "miss". In this embodiment, the first special symbol lottery does not win a "small win", and the second special symbol lottery is the only one that can win a "small win". However, the first special symbol lottery may be configured to win a "small win" with a lower probability than the second special symbol lottery. As shown in Figure 4(b) and (c), in the special pattern drawing (first special pattern drawing or second special pattern drawing), the probability of winning a "big win" is 1 / 300 (varies depending on the setting value). In addition, in the first special pattern drawing, the probability of winning a "time-saving" is 299 / 300. In addition, in the second special pattern drawing, the probability of winning a "small win" is 1 / 10. In this embodiment, the probability of winning a "big win" or a "small win" through a special pattern lottery does not change depending on the game state. Also, in this embodiment, the probability of winning a "big win" through a special pattern lottery changes depending on a set value. On the other hand, the probability of winning a "small win" through a special pattern lottery does not change depending on a set value. Note that the probability of winning a "big win" through a special pattern lottery may be configured not to change depending on a set value.

[0072] As shown in Figure 6(a), in the pachinko machine 1, a "jackpot pattern 1" and a "jackpot pattern 2" are specified as the winning types (types of "jackpot patterns") to be selected when a "jackpot" is won through the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win the "jackpot", the probability of winning "jackpot pattern 1" is 50 / 100, and the probability of winning "jackpot pattern 2" is 50 / 100. When the "jackpot pattern 1" is won, the stop pattern corresponding to the "jackpot pattern 1" is stopped and displayed on the special chart 1 display device. Also, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed in the performance pattern display area a1 to a4. A "winning pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 are lined up with "number patterns" showing the same numbers, such as "1, 1, 1," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "jackpot pattern 2" is won, the stop pattern corresponding to the "jackpot pattern 2" is stopped and displayed on the special chart 1 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode of performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed.

[0073] As shown in FIG. 6(b), in the pachinko machine 1, a "time-saving pattern 1" and a "time-saving pattern 2" are specified as the winning types (types of "time-saving pattern") to be selected when the "time-saving" is won in the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win the "Time-saving" option, the probability of winning the "Time-saving pattern 1" is 20 / 100, and the probability of winning the "Time-saving pattern 2" is 80 / 100. When the "time-saving pattern 1" is selected, the stop pattern corresponding to the "time-saving pattern 1" is displayed in a stopped state on the special pattern 1 display device. When the "time-saving pattern 1" is selected based on the first special pattern drawing executed during the occurrence of the normal state, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "chance pattern" is displayed in the performance pattern display areas a1 to a4. On the other hand, when the "time-saving pattern 1" is selected based on the first special pattern drawing executed during the occurrence of the time-saving state (time-saving state 1 or time-saving state 2), the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "loss pattern" is displayed in the performance pattern display areas a1 to a4. A "chance pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 becomes a "number pattern" of a predetermined combination such as "1, 2, 3," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. A "losing pattern" is, for example, a combination in which at least one of the first performance patterns z1 stopped and displayed at the lottery result display positions of the three first performance pattern display areas a1 to a3 displays identification information different from that of the other first performance patterns z1, and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "time-saving pattern 2" is selected, the stop pattern corresponding to the "time-saving pattern 2" is displayed in a stopped state on the special pattern 1 display device. Also, in the performance pattern display areas a1 to a4, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "loss pattern" is displayed in a stopped state.

[0074] As shown in Figure 6 (c), in the pachinko machine 1, "jackpot pattern 3" and "jackpot pattern 4" are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won through the second special pattern lottery. In the second special pattern lottery (special pattern determination), if a "jackpot" is won, the probability of winning "jackpot pattern 3" is 80 / 100, and the probability of winning "jackpot pattern 4" is 20 / 100. When the "jackpot pattern 3" is won, the stop pattern corresponding to the "jackpot pattern 3" is stopped and displayed on the special chart 2 display device. Also, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed in the performance pattern display area a1 to a4. When the "jackpot pattern 4" is won, the stop pattern corresponding to the "jackpot pattern 4" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (the display mode of the performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed.

[0075] As shown in Figure 6 (d), in the pachinko machine 1, a "small win pattern 1" and a "small win pattern 2" are specified as the winning types (types of "small win patterns") to be selected when a "small win" is won in the second special pattern lottery. In the second special pattern lottery (special pattern determination), if you win the "small win", the probability of winning "small win pattern 1" is 80 / 100, and the probability of winning "small win pattern 2" is 20 / 100. When the "small winning pattern 1" is won, the stop pattern corresponding to the "small winning pattern 1" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed. When the "small winning pattern 2" is won, the stop pattern corresponding to the "small winning pattern 2" is stopped and displayed on the special chart 2 display device. Also, in the performance pattern display area a1 to a4, the stop pattern (display mode of the performance patterns z1 and z2) corresponding to the "winning pattern" is stopped and displayed.

[0076] On the other hand, if the player loses the second special symbol lottery (in the case of a "loss"), the stop symbol corresponding to the "loss symbol" is displayed in the special symbol 2 display device. Also, in the performance symbol display areas a1 to a4, the stop symbol (display mode of performance symbols z1 and z2) corresponding to the "loss symbol" is displayed in a stopped state.

[0077] When "jackpot pattern 1" to "jackpot pattern 4" are selected, a jackpot game state is generated. In the jackpot game state, the special electric device 55a is displaced from a closed state to an open state, and it becomes possible (easy) for a game ball to enter the big prize hole 55. During the jackpot game state, a predetermined number of rounds are played. If "jackpot symbol 1" or "jackpot symbol 2" is selected, the number of rounds is set to 5. On the other hand, if "jackpot symbol 3" or "jackpot symbol 4" is selected, the number of rounds is set to 10. In addition, when "jackpot pattern 1" to "jackpot pattern 4" are won, the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play is ended when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the execution of that round of play has reached a predetermined upper limit (10 balls in this embodiment).

[0078] At the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving times and second time-saving times) are set. Then, depending on the end of the jackpot gaming state, time-saving control (time-saving control 1 or time-saving control 2) is started according to the set number of time-saving times. Thus, depending on the end of the jackpot gaming state, the time-saving state (time-saving state 1 or time-saving state 2) is started. In this embodiment, time-saving control 1 (time-saving state 1, low base state) and time-saving control 2 (time-saving state 2, high base state) are specified as types of time-saving control (time-saving state). In time-saving control 1 (time-saving state 1, low base state) and time-saving control 2 (time-saving state 2, high base state), the probability that the "long opening pattern" is selected when the "normal winning" is won by the normal pattern lottery is different. In this case, the probability that the "long opening pattern" is selected when the "normal winning" is won by the normal pattern lottery is higher in time-saving control 2 (time-saving state 2, high base state) than in time-saving control 1 (time-saving state 1, low base state), which is advantageous to the player. In this embodiment, the termination conditions (hereinafter referred to as "time-saving termination conditions") of the time-saving control (time-saving control 1 and time-saving control 2) are specified as "time-saving termination condition 1", "time-saving termination condition 2", "time-saving termination condition 3", and "time-saving termination condition 4".

[0079] The "time-saving end condition 1" is a condition based on the second special symbol lottery (special symbol hit judgment based on special symbol 2 game information). In other words, the time-saving end condition 1 is a condition based on the number of times the second special symbol changes. In this embodiment, when the number of times the special symbol 2 changes during the time-saving period reaches the first time-saving number (prescribed number) set at the end of the big win game state, the time-saving end condition 1 is established. "Number of times special symbol 2 changes during time-saving control" is the number of times the display of the second special symbol changes that is executed (started) during time-saving control. When the time-saving termination condition 1 is satisfied, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the second special pattern that triggered the time-saving termination condition 1 to be satisfied. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during the time-saving period. At the end of the big win game state, the CPU 210 sets the first time-saving number of times according to the winning type (type of winning symbol) as the value of the first time-saving counter. Also, each time the variable display of the second special symbol ends, "1" is subtracted from the value of the first time-saving counter. Then, in response to the value of the first time-saving counter being subtracted from "1" to "0", the time-saving end condition 1 is established, and the time-saving control (time-saving control 1 or time-saving control 2) is stopped. As a result, when the number of times the variable display of the second special symbol executed during the time-saving control reaches the first time-saving number of times (prescribed number of times) set at the end of the big win game state, the time-saving end condition 1 is established. In addition, the time-saving end condition 1 may be established when the number of times of special symbol hit judgment (start judgment) based on the special symbol 2 game information executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the first time-saving number of times set at the end of the big win game state. Alternatively, the time-saving end condition 1 may be established when the number of times of the stop display of the second special symbol executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the first time-saving number of times set at the end of the big win game state.

[0080] The "time-saving end condition 2" is a condition based on the special symbol lottery (special symbol winning / losing judgment). In other words, the time-saving end condition 2 is a condition based on the number of times the special symbol changes. In this embodiment, when the number of times the special symbol changes during the time-saving period reaches the second time-saving number set at the end of the big win game state, the time-saving end condition 2 is established. The "number of times special symbols changed during time-saving control" is the total number of times the first special symbol changed during time-saving control (time-saving control 1 or time-saving control 2) and the number of times the second special symbol changed during that time-saving control (time-saving control 1 or time-saving control 2). When the time-saving end condition 2 is satisfied, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the special pattern that triggered the time-saving end condition 2 to be satisfied. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol changes during the time-saving mode. At the end of the big win game state, the CPU 210 sets the second number of times the time-saving mode is activated according to the type of winning (type of winning symbol) as the value of the second time-saving counter. Also, every time the variable display of the special symbol (first special symbol or second special symbol) ends, "1" is subtracted from the value of the second time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0", the time-saving end condition 2 is established, and the time-saving control (time-saving control 1 or time-saving control 2) is stopped. In addition, the time-saving end condition 2 may be established when the number of times of special symbol hit judgment (start judgment) executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the second time-saving number of times set at the end of the big win game state. Alternatively, the time-saving end condition 2 may be established when the number of times of the stop display of the special symbol executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the second time-saving number of times set at the end of the big win game state.

[0081] The "time-saving end condition 3" is a condition based on winning a "jackpot" (jackpot gaming state). In this embodiment, the time-saving end condition 3 is met when a "jackpot" is won (when a jackpot gaming state occurs). When the time-saving end condition 3 is satisfied, the time-saving control (time-saving control 1 or time-saving control 2) is ended at the end of the stopped display of the "jackpot pattern". "Time-saving end condition 4" is a condition based on the occurrence of a small hit puncture. "Small hit puncture" refers to the fact that the passage of the game ball through the V area was not detected during the occurrence of a small hit game state (the fact that a big hit game state could not be generated after the end of the small hit game state). In this embodiment, when a small hit puncture occurs, time-saving end condition 4 is established. When the time-saving end condition 4 is established, the time-saving control (the time-saving control 1 or the time-saving control 2) is ended at the end of the ending period of the small winning game state.

[0082] As shown in FIG. 6(a), when the "jackpot pattern 1" is won, the first time-saving number of times is set to 100 [times] and the second time-saving number of times is set to 105 [times] at the end of the jackpot gaming state. Then, in response to the end of the jackpot gaming state, the time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes the time-saving state 2 (high base state). On the other hand, if the "jackpot pattern 2" is selected, the first time-saving number of times is set to 1000 [times] at the end of the jackpot gaming state, and the second time-saving number of times is set to 1000 [times]. Then, in response to the end of the jackpot gaming state, the time-saving control 1 is started. As a result, the gaming state after the end of the jackpot gaming state becomes the time-saving state 1 (low base state). On the other hand, as shown in FIG. 6(c), when the "jackpot pattern 3" is hit, the first time-saving number of times is set to 3 [times] and the second time-saving number of times is set to 8 [times] at the end of the jackpot gaming state. Then, in response to the end of the jackpot gaming state, the time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes the time-saving state 2 (high base state). On the other hand, if the "jackpot pattern 4" is won, the first time-saving number of times is set to 100 [times] and the second time-saving number of times is set to 105 [times] at the end of the jackpot gaming state. Then, in response to the end of the jackpot gaming state, the time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes the time-saving state 2 (high base state).

[0083] When the "small win pattern 1" or the "small win pattern 2" is selected, a small win game state is generated. In the small win game state, the special electric device 55a is displaced from the closed state to the open state, and the game ball can (easily) enter the large winning hole 55. During the occurrence of the small win game state, a predetermined number of small win games are executed. When the "small win pattern 1" or the "small win pattern 2" is won, the number of small win games is set to 1 [time]. In addition, if the "small win pattern 1" or the "small win pattern 2" is won, the maximum opening time of the special electric device 55a in each small win game is set to a predetermined time (29.0 [s] in this embodiment). Each small win game ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the small win game reaches a predetermined upper limit (10 balls in this embodiment). In addition, in each small win game, the distribution means is changed from a non-V passing state to a V passing state. At this time, in each small win game, the distribution means is changed from a non-V passing state to a V passing state in such a manner that the game ball that entered the large winning port 55 during the execution of the small win game can easily (possibly) pass through the V area. As a result, when the "small win pattern 1" or the "small win pattern 2" is won, the game ball can easily (possibly) pass through the V area during the occurrence of the small win game state. In addition, as the type of "small win pattern", a type that makes it difficult (impossible) for the game ball to pass through the V area during the occurrence of the small win game state may be specified.

[0084] If the passage of a game ball through the V area is detected during the occurrence of a small win game state (if the passage of a game ball that has entered the large prize opening 55 during the execution of a small win game is detected through the V area), a large win game state is generated in response to the end of the small win game state. In this case, if "small win pattern 1" or "small win pattern 2" is won and the passage of the game ball through the V area is detected during the small win game state, the number of rounds is set to 9. As a result, 10 rounds will be played, with the small win game being the first round. In addition, when "small win pattern 1" or "small win pattern 2" is won and the passage of the game ball through the V area is detected during the small win game state, the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play is ended when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the execution of that round of play has reached a predetermined upper limit (10 balls in this embodiment). On the other hand, if the passage of the game ball through the V area is not detected during the occurrence of a small hit game state (if the passage of the game ball that entered the large prize opening 55 during the execution of a small hit game is not detected through the V area = when a small hit puncture occurs), the large hit game state is not generated.

[0085] As shown in FIG. 6(d), when the "small win pattern 1" is won and the passage of the game ball through the V area is detected during the small win game state, the first time-saving number of times is set to 3 [times] and the second time-saving number of times is set to 8 [times] at the end of the big win game state. Then, in response to the end of the big win game state, the time-saving control 2 is started. As a result, the game state after the end of the big win game state becomes the time-saving state 2 (high base state). On the other hand, if the "small win pattern 2" is won and the passage of the game ball through the V area is detected during the small win game state, the first time-saving number of times is set to 100 [times] and the second time-saving number of times is set to 105 [times] at the end of the big win game state. Then, in response to the end of the big win game state, the time-saving control 2 is started. As a result, the game state after the end of the big win game state becomes the time-saving state 2 (high base state).

[0086] The "time-saving pattern 1" and the "time-saving pattern 2" are winning patterns that do not give a game state (specifically, a big win game state or a small win game state) in which it is easy for a game ball to enter the variable ball entrance (specifically, the big prize entrance 55). In other words, even if the "time-saving pattern 1" or the "time-saving pattern 2" is won, the opening and closing operation of the variable ball entrance (specifically, the special electric device 55a) is not executed (given) as a trigger. If the "time-saving pattern 1" or "time-saving pattern 2" is selected based on the start judgment performed during the normal state, the time-saving state (time-saving state 1 or time-saving state 2) will be initiated as a result of the selection. On the other hand, if "time-saving pattern 1" and "time-saving pattern 2" are selected based on the start judgment executed during the occurrence of the time-saving state (time-saving state 1 or time-saving state 2), the time-saving state (time-saving state 1 or time-saving state 2) at the time of the selection is continued, and a new time-saving state (time-saving state 1 or time-saving state 2) is not started as a result of the selection. In other words, if "time-saving pattern 1" and "time-saving pattern 2" are selected based on the start judgment executed during the occurrence of the time-saving state (time-saving state 1 or time-saving state 2), the number of time-saving times (first time-saving number and second time-saving number) at the time of the selection is continued, and a new number of time-saving times (first time-saving number and second time-saving number) is not set as a result of the selection. As a result of the above, during the normal state, the "time-saving" symbols ("time-saving symbol 1" and "time-saving symbol 2") are a type of winning symbol. On the other hand, during the time-saving state (time-saving state 1 or time-saving state 2), the "time-saving" symbols ("time-saving symbol 1" and "time-saving symbol 2") are a type of losing symbol. As shown in FIG. 6(b), when the "time-saving symbol 1" is selected based on the start judgment executed during the normal state, the first time-saving number of times is set to 100 [times], and the second time-saving number of times is set to 105 [times]. Then, in response to the end of the stop display of the stop symbol corresponding to the "time-saving symbol 1", the time-saving control 2 is started. As a result, the game state after the end of the stop display of the stop symbol corresponding to the "time-saving symbol 1" becomes the time-saving state 2 (high base state). On the other hand, if the "time-saving pattern 2" is selected based on the start judgment executed during the normal state, the first time-saving number of times is set to 1000 [times], and the second time-saving number of times is set to 1000 [times]. Then, in response to the end of the stop display of the stop pattern corresponding to the "time-saving pattern 2", the time-saving control 1 is started. As a result, the game state after the end of the stop display of the stop pattern corresponding to the "time-saving pattern 2" becomes the time-saving state 1 (low base state). On the other hand, if the "Time-saving pattern 1" to "Time-saving pattern 3" are selected based on the start judgment performed while the time-saving state (Time-saving state 1 or Time-saving state 2) is occurring, the time-saving state will continue (the number of time-saving times will not be overwritten and will be treated the same as a "miss").

[0087] (About the Yu Time Counter) In the pachinko machine 1, when the total number of special chart fluctuations reaches a predetermined number of play times without a jackpot game state occurring, the time-saving control (time-saving state) is started. The "total number of times special patterns have changed" is the sum of the number of times the first special pattern has changed and the number of times the second special pattern has changed. Specifically, the main control board 200 is configured with a play time counter that counts the total number of times the special symbols change. The CPU 210 sets a predetermined number of play times (600 times in this embodiment) as the value of the play time counter in the RAM clear initialization process (step S1-30) described later. In addition, each time the variable display of the special symbol (first special symbol or second special symbol) ends, "1" is subtracted from the value of the play time counter. Then, in response to the value of the play time counter being subtracted from "1" to "0", time-saving control is started. In addition, when a big win game state occurs, a predetermined number of play times (600 times in this embodiment) is set as the value of the play time counter at the end of the big win game state. In this embodiment, in response to the value of the Yu-time counter being subtracted from "1" to "0", the first time-saving count is set to 1 [time], the second time-saving count is set to 1 [time], and time-saving control 1 (time-saving state 1, low base state) is started. Note that, in response to the value of the Yu-time counter being subtracted from "1" to "0", the first time-saving count is set to 1 [time], the second time-saving count is set to 1 [time], and time-saving control 2 (time-saving state 2, high base state) may be started.

[0088] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be described. FIG. 7 is a diagram showing the transition of the gaming state. In pachinko machine 1, when a "jackpot" is won through a special pattern lottery (first special pattern lottery or second special pattern lottery), a jackpot game state is created in which it is possible (easy) for the game ball to enter jackpot opening 55. In addition, when a "small win" is won by the second special symbol lottery, a small win game state is generated in which it is possible (easy) for the game ball to enter the large prize opening 55. Furthermore, when the passage of the V area by the game ball that entered the large prize opening 55 is detected during the occurrence of the small win game state, a large win game state is generated in which it is possible (easy) for the game ball to enter the large prize opening 55. By making the game ball enter the big prize opening 55, the player can win many prize balls. In particular, in the pachinko machine 1, the probability that a jackpot gaming state occurs based on the second special pattern drawing is higher than the probability that a jackpot gaming state occurs based on the first special pattern drawing. Specifically, in the first special symbol lottery, since a "small win" is not set as a lottery result, the big win game state is generated only when a "big win" is won. And, the probability of winning a "big win" by the first special symbol lottery is set to 1 / 300 (probability according to a set value). On the other hand, in the second special symbol lottery, the lottery results are set to "big win" and "small win", so if a "big win" is won, a big win game state is triggered, and if a "small win" is won and the passage of the game ball through the V area is detected during the small win game state, a big win game state is triggered. In particular, the probability of winning a "big win" or a "small win" by the second special symbol lottery is set to 31 / 300. In this way, in the second special pattern lottery, a jackpot gaming state can be generated via a small jackpot gaming state, so the probability of the jackpot gaming state being generated is higher than in the first special pattern lottery. As a result, in the pachinko machine 1, the possibility of a jackpot game state occurring is higher when a player gets a chance to draw the second special symbol than when a player gets a chance to draw the first special symbol, which is advantageous to the player.

[0089] In order to get a chance to draw the second special symbol, it is necessary to win the "normal symbol win" in the normal symbol lottery and to insert the game ball into the second starting hole 52 while the normal electric device 52a is in the open state during the normal symbol playing state. Here, in the pachinko machine 1, a "short opening pattern" and a "long opening pattern" are defined as opening patterns of the normal electric device 52a during the occurrence of a normal winning game state. When the "short opening pattern" is selected, it becomes difficult for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. On the other hand, when the "long opening pattern" is selected, it becomes easy for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In particular, during the normal state (C time state), if a "normal hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the normal state, if a "normal hit" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 (it becomes difficult to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. On the other hand, during the occurrence of the time-saving state 1 (low base state), if the "normal symbol hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of the time-saving state 1, if the "normal symbol hit" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 (it is difficult to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. On the other hand, during the occurrence of the time-saving state 2 (high base state), if the "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of the time-saving state 2, if the "normal symbol hit" is won by the normal symbol lottery, the game ball will easily enter the second starting hole 52 (it is easy to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1.

[0090] In this way, when the normal state (C time state) or time-saving state 1 (low base state) occurs, if the "normal symbol hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. This makes it virtually impossible to get a chance to draw the second special symbol even if the "normal symbol hit" is won by the normal symbol lottery. Therefore, the player will play the game with the aim of getting a chance to draw the first special symbol in order to transition the game state to time-saving state 2. That is, the game will progress by shooting the game ball into the left path with the aim of getting the game ball to enter the first starting hole 51. On the other hand, during the occurrence of the time-saving state 2 (high base state), if the "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. This makes it easy to win the opportunity to draw the second special symbol if the "normal symbol hit" is won by the normal symbol lottery. Therefore, the player will progress in the game with the aim of winning the "long opening pattern" based on the normal symbol lottery in order to win the opportunity to draw the second special symbol. In other words, the game will progress by shooting the game ball into the right path with the aim of passing the starting gate 41 with the game ball.

[0091] In addition, during the normal state (C-time state), if the "time-saving pattern 1" or the "jackpot pattern 1" is won, the game state can be transitioned to the time-saving state 2 (high base state). On the other hand, while the time-saving state 1 (low base state) is occurring, the game state can be shifted to the time-saving state 2 (high base state) only if the "jackpot pattern 1" is won. This makes it more likely that a player will transition to time-saving state 2 (high base state), which is the most advantageous gaming state for the player, when the normal state (C-time state) is occurring, than when time-saving state 1 (low base state) is occurring (i.e., if the "time-saving pattern 1" is won, it is possible to transition to time-saving state 2), which is advantageous for the player. As a result of the above, in pachinko machine 1, of the three game states, time-saving state 2 (high base state) is the game state that is most advantageous to the player, the normal state (C time state) is the game state that is next most advantageous to the player after time-saving state 2 (high base state), and time-saving state 1 (low base state) is the game state that is least advantageous to the player.

[0092] In the pachinko machine 1, when the RAM clear initialization process (step S1-30) described later is executed, the normal state (C time state) is generated. Here, as described above, the normal state (C time state) has a higher probability of transitioning to the time-saving state 2 (high base state), which is the most advantageous game state for the player, compared to the time-saving state 1 (low base state), and is advantageous to the player. In other words, the normal state (C time state) has a higher probability of transitioning to the time-saving state 2 (high base state) when the "time-saving pattern 1" is won, compared to the time-saving state 1 (low base state), and is advantageous to the player. Therefore, the normal state (C time state) is a so-called "morning state". During the normal state (C time state), if the "normal hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the normal state (C time state), the first special symbol lottery is mainly executed and the game progresses. Here, in this embodiment, only "jackpot" and "time-saving" are provided as the results of the first special symbol lottery, and "miss" is not provided. As a result, when the first special symbol lottery is executed during the occurrence of the normal state (C time state), the state will always transition to the time-saving state (time-saving state 1 or time-saving state 2). In other words, the normal state (C time state) is ended based on the execution of the first special symbol lottery once. As a result, the normal state (C time state) is a chance state in which the probability of transitioning to the time-saving state 2 (high base state) is higher than that of the time-saving state 1 (low base state) only for the first special symbol lottery once. In particular, in the first special symbol lottery, there is a 1 / 300 chance of winning the "jackpot" and a 299 / 300 chance of winning the "time-saving" symbol. If you win the "jackpot", there is a 50 / 100 chance of winning the "jackpot symbol 1" and a 50 / 100 chance of winning the "jackpot symbol 2". On the other hand, if you win the "time-saving" symbol, there is a 20 / 100 chance of winning the "time-saving symbol 1" and a 80 / 100 chance of winning the "time-saving symbol 2". If the "jackpot pattern 1" is selected, the game will transition to time-saving state 2 (high base state) upon the end of the jackpot game state, and if the "jackpot pattern 2" is selected, the game will transition to time-saving state 1 (low base state) upon the end of the jackpot game state. In particular, during the normal state (C-time state), if the "time-saving pattern 1" is selected, the game will transition to time-saving state 2 (high base state) upon the stop display of the special pattern, and if the "time-saving pattern 2" is selected, the game will transition to time-saving state 1 (low base state) upon the stop display of the special pattern. As a result, in the first special pattern lottery that is executed while the normal state (C time state) is occurring, there is an approximately 20 / 100 probability of transitioning to time-saving state 2 (high base state), and an approximately 80 / 100 probability of transitioning to time-saving state 1 (low base state). Specifically, if the "jackpot pattern 1" is won in the first special pattern lottery executed during the normal state (C-time state), the first number of time-saving times is set to 100 [times] and the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, time-saving state 2 (high base state) is initiated. On the other hand, if the "jackpot pattern 2" is selected based on the first special pattern lottery executed during the normal state (C-time state), the game state after the end of the jackpot game state is set as the first time-saving number of times = 1000 [times], the second time-saving number of times = 1000 [times], and the time-saving state 1 (low base state) is initiated. On the other hand, if the "Time-saving pattern 1" is selected based on the first special pattern lottery executed during the normal state (C-time state), the first time-saving number of times = 100 [times] and the second time-saving number of times = 105 [times] are set, and the time-saving state 2 (high base state) is initiated according to the stopped display of the special pattern. On the other hand, if the "time-saving pattern 2" is selected based on the first special pattern lottery executed during the normal state (C-time state), the first time-saving number of times = 1000 [times] and the second time-saving number of times = 1000 [times] are set, and the time-saving state 1 (low base state) is initiated in response to the stopped display of the special pattern.

[0093] During the time-saving state 1 (low base state), if the "normal pattern hit" is won by the normal pattern lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the time-saving state 1 (low base state), the first special pattern lottery is mainly executed and the game progresses. Here, as described above, in the first special symbol lottery executed during the occurrence of the time-saving state 1 (low base state), even if the "time-saving symbol 1" is won, it is treated as a "miss" and there is no transition to the time-saving state 2 (high base state). Therefore, during the occurrence of the time-saving state 1 (low base state), it is possible to transition to the time-saving state 2 (high base state) only if the "jackpot symbol 1" is won based on the first special symbol lottery. As a result, in the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, it is possible to transition to the time-saving state 2 (high base state) with a probability of approximately 1 / 600. Specifically, if the "jackpot pattern 1" is won by the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, the first number of time-saving times is set to 100 [times] and the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, the time-saving state 2 (high base state) is initiated. On the other hand, if the "jackpot pattern 2" is won based on the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, the game state after the end of the jackpot game state is set as the first time-saving number of times = 1000 [times], the second time-saving number of times = 1000 [times], and the time-saving state 1 (low base state) begins. On the other hand, if the "Time-saving pattern 1" or "Time-saving pattern 2" is selected based on the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, a new time-saving state (first number of time-saving times and second number of time-saving times) is not granted, and the current time-saving state 1 (first number of time-saving times and second number of time-saving times) will continue. In addition, during the occurrence of the time-saving state 1 (low base state), if the special symbol total variation number reaches a predetermined play time number (600 [times] in this embodiment) without the occurrence of a jackpot game state, the first time-saving number is set to 1 [times], the second time-saving number is set to 1 [times], and the time-saving state 1 (low base state) is started again. As a result, during the occurrence of the time-saving state 1 (low base state) that has been started again, when the variation display of the first special symbol for the first time-saving number (specifically, 1 time) is executed, the normal state (C time state) is accordingly generated.

[0094] During the time-saving state 2 (high base state), if the "normal pattern hit" is won by the normal pattern lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, during the time-saving state 2 (high base state), the second special pattern lottery is mainly executed and the game progresses. If the "jackpot pattern 3" is selected based on the second special pattern lottery, the first number of time-saving times is set to 3 [times] and the second number of time-saving times is set to 8 [times], and upon the end of the jackpot game state, the time-saving state 2 (high base state) is initiated. On the other hand, if the "jackpot pattern 4" is selected based on the second special pattern lottery, the first number of time-saving times is set to 100 [times] and the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, time-saving state 2 (high base state) is initiated. On the other hand, if the "small win pattern 1" is won based on the second special pattern lottery and the passage of the game ball through the V area is detected during the small win game state, the first time-saving number of times = 3 [times] and the second time-saving number of times = 8 [times] are set, and upon the end of the big win game state, time-saving state 2 (high base state) is initiated. On the other hand, if the "small win pattern 2" is won based on the second special pattern lottery and the passage of the game ball through the V area is detected during the small win gaming state, the first time-saving number of times = 100 [times] and the second time-saving number of times = 105 [times] are set, and upon the end of the big win gaming state, time-saving state 2 (high base state) is initiated. On the other hand, during the occurrence of the time-saving state 2 (high base state), if the jackpot game state is not generated and the variable display of the second special pattern is executed for the first time-saving number of times (specifically, 3 times or 100 times), the normal state (C time state) is generated accordingly.

[0095] Next, the progress of the game in the pachinko machine 1 will be described in detail. As shown in FIG. 7, in the pachinko machine 1, the normal state (C-time state / morning state) is set in response to power-on. Then, if the "jackpot pattern 1" or the "time-saving pattern 1" is selected in the first special pattern drawing executed during the occurrence of the normal state (C-time state / morning state), it is possible to advance from the normal state (C-time state) to the time-saving state 2 (high base state). On the other hand, if the "jackpot pattern 2" or the "time-saving pattern 2" is selected in the first special pattern drawing executed during the occurrence of the normal state (C-time state / morning state), it falls from the normal state (C-time state) to the time-saving state 1 (low base state). Normally, a player progresses through the game in time-saving state 1 (low base state) with the aim of progressing to time-saving state 2 (high base state). If the "jackpot pattern 2" is drawn in the first special pattern lottery executed during the occurrence of the time-saving state 1 (low base state), the time-saving state 1 (low base state) continues. On the other hand, if the "jackpot pattern 1" is drawn in the first special pattern lottery executed during the occurrence of the time-saving state 1 (low base state), it becomes possible to progress from time-saving state 1 (low base state) to time-saving state 2 (high base state). In the time-saving state 2 (high base state), by winning the "big win pattern 3", "big win pattern 4", "small win pattern 1" or "small win pattern 2" in the second special pattern lottery, it is possible to continue the time-saving state 2 (high base state) while generating a big win game state. On the other hand, in the time-saving state 2 (high base state), if the number of times of the variable display of the second special pattern reaches the first time-saving number (specifically, 3 times or 100 times) without winning the "big win pattern 3", "big win pattern 4", "small win pattern 1" or "small win pattern 2" in the second special pattern lottery, the time-saving state 2 (high base state) falls to the normal state (C time state). Here, in the pachinko machine 1, when "small win pattern 1" or "small win pattern 2" is won, the distribution means is shifted from the non-V passing state to the V passing state in such a manner that the game ball that entered the large prize winning port 55 during the execution of the small win game can easily (possibly) pass through the V area in each small win game. As a result, when "small win pattern 1" or "small win pattern 2" is won by the second special pattern lottery executed during the occurrence of the time-saving state 2 (high base state), the game ball can easily (possibly) pass through the V area during the occurrence of the small win game state, and usually, following the end of the small win game state, a large win game state is generated, and the time-saving state 2 (high base state) continues. However, if the "small win pattern 1" or "small win pattern 2" is won in the second special pattern lottery executed while the time-saving state 2 (high base state) is occurring, and a small win puncture occurs due to an irregularity, the state will fall from the time-saving state 2 (high base state) to the normal state (C time state) depending on the end of the small win game state.

[0096] In this embodiment, the start judgment is executed for the special chart 2 game information stored in the special chart 2 game information storage area in preference to the special chart 1 game information stored in the special chart 1 game information storage area. As a result, when the time-saving state 2 (high base state) falls to the normal state (C time state) (at the end of the time-saving state 2 (high base state)), if there is a special chart 2 remaining reservation, a second special pattern lottery based on the special chart 2 remaining reservation is executed before the first special pattern lottery related to the normal state (C time state) is executed. Then, if the "big win pattern 3", "big win pattern 4", "small win pattern 1" or "small win pattern 2" is won by the second special pattern lottery based on the special chart 2 remaining reservation, it becomes possible to return from the normal state (C time state) to the time-saving state 2 (high base state). "Special chart 2 remaining reservation" refers to the special chart 2 game information (special chart 2 game information for which start judgment is reserved) stored in the memory area 1 of the special chart 2 game information storage area at the time when the time-saving control (specifically, time-saving control 2) is terminated according to the consumption of the number of time-saving times (first time-saving times or second time-saving times) when the time-saving control is terminated. In this embodiment, since the upper limit value of the number of special charts 2 reserved is "1", the upper limit value of the special chart 2 remaining reservation is "1". On the other hand, if the result of the second special pattern lottery based on the special pattern 2 remaining reservation is "miss", the first special pattern lottery for the normal state (C time state) is executed. Also, if there is no special pattern 2 remaining reservation at the time of consumption of the first time reduction (at the end of time reduction state 2 (high base state)), the second special pattern lottery based on the special pattern 2 remaining reservation is not executed, and the first special pattern lottery for the normal state (C time state) is executed. Here, as described above, in the normal state (C time state), the first special pattern lottery is executed only once. And, if the "jackpot pattern 1" or "time reduction pattern 1" is won by the first special pattern lottery, it is possible to return from the normal state (C time state) to the time reduction state 2 (high base state). On the other hand, if the "jackpot pattern 2" or the "time-saving pattern 2" is won in the first special pattern lottery, the player will fall from the normal state (C-time state) to the time-saving state 1 (low base state).

[0097] As a result, it is possible to define two types of game states (game sections) in the pachinko machine 1. That is, it is possible to define the time-saving state 1 (low base state) and the RUSH state, which is more advantageous to the player than the time-saving state 1 (low base state), as game states (game sections). The RUSH state starts when the "jackpot pattern 1" is selected by the first special pattern drawing executed during the occurrence of the time-saving state 1 (low base state) and continues as long as the time-saving state 1 (low base state) does not fall into. In other words, the RUSH state continues as long as one of the game states, the time-saving state 2 (high base state) and the normal state (C time state), continues. And, the RUSH state ends when the "time-saving pattern 2" is selected by the first special pattern drawing executed during the occurrence of the normal state (C time state), in response to the end of the stop display of the stop pattern corresponding to the "time-saving pattern 2". Or, the RUSH state ends when the "jackpot pattern 2" is selected by the first special pattern drawing executed during the occurrence of the normal state (C time state), in response to the end of the jackpot game state. The longer the RUSH state continues, the more times the player will enter the big win game state, and the more prize balls he or she will win, which is advantageous for the player.

[0098] (Regarding control commands) Next, the control commands transmitted from the main control board 200 to the performance control board 300, and the control commands transmitted and received between the main control board 200 and the payout control board 400 will be explained. The main control board 200 and the performance control board 300 are connected to each other via a harness for serial communication. Here, communication between the main control board 200 and the performance control board 300 is performed in only one direction, from the main control board 200 to the performance control board 300, and communication from the performance control board 300 to the main control board 200 is not performed. Each control command transmitted from the main control board 200 to the performance control board 300 is composed of one byte of high-order data indicating the type of control command and one byte of low-order data indicating the content of the control command. Then, the main control board 200 transmits a control command consisting of upper data and lower data to the performance control board 300 by serial communication. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and the data of the control command is stored in a specified area of ​​the RAM by this interrupt processing.

[0099] In the pachinko machine 1, the control commands transmitted from the main control board 200 to the performance control board 300 include a special symbol pattern type designation command, a special symbol change mode designation command, a special symbol change pattern designation command, a special symbol stop designation command, a regular symbol pattern designation command, a regular symbol change pattern designation command, a regular symbol stop designation command, a game status designation command, a special symbol reserved number designation command, a regular symbol reserved number designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a V non-winning designation command, a first look-ahead designation command, a second look-ahead designation command, a third look-ahead designation command, an error designation command, a demo designation command, a setting value designation command, etc. The special symbol type designation command is a command that designates the type of the stopping symbol of the special symbol (any of the following types: "miss symbol," "big win symbol 1" to "big win symbol 4," "small win symbol 1" to "small win symbol 2," and "time-saving symbol 1" to "time-saving symbol 2"). The special symbol type designation command is transmitted when the variable display of the special symbol starts. Here, the special symbol type designation command is specified to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).

[0100] The special pattern change mode designation command is a command that designates the type of change mode (change mode number) of the special pattern. The special pattern change mode designation command designates the change time associated with the change mode number by designating the change mode number. The special pattern change mode designation command designates the change time of the first half period (the aspect of the first half period of the change performance) of the change display (change performance) of the special pattern. In this embodiment, m (multiple) types of special pattern variation modes are set, each of which is associated with a different variation time. The special pattern variation mode designation command designates one of the m types of variation mode types (variation mode numbers) ("variation mode m"). The special pattern change pattern designation command is a command that designates the type of change pattern (change pattern number) of the special pattern. The special pattern change pattern designation command designates the change time associated with the change pattern number by designating the change pattern number. The special pattern change pattern designation command designates the change time of the latter half period (the aspect of the latter half period of the change performance) of the change display (change performance) of the special pattern. In this embodiment, n (multiple) types of special pattern variation patterns are set, each of which is associated with a different variation time. The special pattern variation pattern designation command designates one of the n types of variation patterns (variation pattern numbers) ("variation pattern n"). The special pattern change mode designation command and the special pattern change pattern designation command are transmitted at the start of the display of the special pattern changes.

[0101] The special symbol stop command is a command that specifies the stop display of a special symbol. The special symbol stop command is transmitted at the start of the stop display of a special symbol. Here, the special symbol stop command is specified to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The normal pattern type designation command is a command that designates the type of the normal pattern stop pattern ("normal pattern 1" or "normal pattern 2"). The normal pattern type designation command is sent at the start of the normal pattern variable display. The normal pattern variation pattern designation command is a command that designates the type of normal pattern variation pattern (variation pattern number). The normal pattern variation pattern designation command designates the variation time associated with the variation pattern number by designating the variation pattern number. The normal symbol stop command is a command that specifies the stop display of the normal symbol. The normal symbol stop command is sent when the stop display of the normal symbol starts. The game state designation command is a command that designates a game state (game state offset value). Here, the "game state offset value" is information that designates a game state. In this embodiment, as the game state offset value, a numerical value corresponding to each combination of the value of the time-saving control flag, the value of the previous jackpot pattern flag, and the value of the post-jackpot spin counter is set. The game state designation command designates one game state offset value. The game state designation command is transmitted when the power is turned on, when the special game phase described later is changed, etc.

[0102] The special pattern reservation number designation command is a command to designate the reservation number of special patterns. In this embodiment, the special pattern reservation number designation command designates that the reservation number (special pattern 1 reservation number or special pattern 2 reservation number) has increased by "1", that the reservation number (special pattern 1 reservation number or special pattern 2 reservation number) has decreased by "1", the reservation number (special pattern 1 reservation number or special pattern 2 reservation number), etc. Here, "number of reserved special symbols 1" refers to the number of reserved notification displays (variable display and stop display) of the first special symbol on the special symbol 1 display device. In other words, the number of reserved special symbols 1 refers to the number of special symbol 1 game information for which start judgment is reserved. Also, "number of reserved special symbols 2" refers to the number of reserved notification displays (variable display and stop display) of the second special symbol on the special symbol 2 display device. In other words, the number of reserved special symbols 2 refers to the number of special symbol 2 game information for which start judgment is reserved. The special symbol reservation number designation command is transmitted when the power is turned on, when game information is stored, when the variable display of the special symbol starts, etc. Here, the special symbol reservation number designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The regular reserved number designation command is a command that designates the reserved number of regular patterns. In this embodiment, the special reserved number designation command designates that the regular reserved number has increased by "1", that the regular reserved number has decreased by "1", the regular reserved number, etc. Here, the "number of reserved normal symbols" refers to the number of reserved notification displays (variable display and stop display) of normal symbols on the normal symbol display device. In other words, the number of reserved normal symbols refers to the number of normal symbol game information for which the normal symbol winning / losing judgment is reserved. The command to specify the number of reserved normal symbols is sent when the power is turned on, when game information is stored, when the display of changing normal symbols begins, etc.

[0103] The opening designation command is a command that designates the start of the opening period (the start of a small win game state or a big win game state). The opening designation command designates the type of small win game state or big win game state to start (type of stopping pattern (specifically, any type among "small win pattern 1" to "small win pattern 2" and "big win pattern 1" to "big win pattern 4")). The opening designation command is transmitted at the start of the opening period (at the start of a small win game state or a big win game state). The round start designation command is a command that designates the start of a round (small win game or round game). The round start designation command is transmitted at the start of a round (small win game or round game). The round end designation command is a command that designates the end of a round (small win game or round game). The round end designation command is transmitted at the end of a round (small win game or round game). The ending designation command is a command that designates the start of an ending period. The ending designation command is transmitted at the start of the ending period. The V winning designation command is a command that designates the detection of the passage of the gaming ball through the V area. The V winning designation command is transmitted when the passage of the gaming ball through the V area is detected. The V non-winning designation command is a command that designates that the passage of the game ball through the V area was not detected during the occurrence of the small winning game state. The V non-winning designation command is transmitted at the end of the ending period of the small winning game state.

[0104] The first look-ahead designation command is a command that designates the type of the special symbol to be stopped (any of the types among "miss symbol," "big win symbol 1" to "big win symbol 4," "small win symbol 1" to "small win symbol 2," and "time-saving symbol 1" to "time-saving symbol 2"). Here, the first look-ahead designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second look-ahead designation command is a command that designates the content of the special pattern variation mode. Specifically, the second look-ahead designation command designates that the type of variation mode is indefinite ("indefinite value"), or designates one of m types of variation modes (variation mode number) ("variation mode m"). The second look-ahead designation command is transmitted when game information is stored. The third look-ahead designation command is a command that designates the content of the special symbol variation pattern. Specifically, the third look-ahead designation command designates that the type of variation pattern is indefinite ("indefinite value"), or designates one of n types of variation patterns (variation pattern number) ("variation pattern n"). The third look-ahead designation command is transmitted when game information is stored.

[0105] The error designation command is a command that designates the occurrence of various errors. In this embodiment, the error designation command designates the occurrence of a vibration error, a magnetic error, a radio wave error, or a right-stroke error. The error designation command is transmitted when the occurrence of various errors is detected. The demo designation command is a command that designates the start of a customer waiting state. The demo designation command is transmitted at the start of a customer waiting state. The setting value designation command is a command that designates a setting value stored in the setting value area of ​​the RAM 230. The setting value designation command is sent when the RAM is cleared, when the power is restored after being turned on, when the setting change state ends, when the setting confirmation state ends, etc.

[0106] The main control board 200 and the dispensing control board 400 are connected to each other via a harness for serial communication. Here, communication between the main control board 200 and the dispensing control board 400 is performed bidirectionally. Each control command transmitted and received between the main control board 200 and the dispensing control board 400 is composed of 1 byte of data. The main control board 200 then transmits a control command to the dispensing control board 400 by serial communication. When the dispensing control board 400 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of ​​the RAM. The dispensing control board 400 also transmits a control command to the main control board 200 by serial communication. When the main control board 200 receives a control command from the dispensing control board 400, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of ​​the RAM 230.

[0107] In the pachinko machine 1, a command for designating the number of winning balls, etc., is set as a control command to be sent from the main control board 200 to the payout control board 400. The number of prize balls designation command is a command that designates the number of prize balls to be paid out. In this embodiment, the number of prize balls designation command designates the payout of n prize balls (n=1 to 15). The number of prize balls designation command is transmitted when the payout control board 400 executes the payout operation of the prize balls. In addition, in the pachinko machine 1, control commands are set as control commands transmitted from the payout control board 400 to the main control board 200 to specify occurrence and release of a payout error, occurrence and release of a full tank error, occurrence and release of a ball jam error, etc. Each control command is transmitted when occurrence and release of various errors are detected.

[0108] (Processing Executed on Main Control Board 200) Next, the processing executed by the main control board 200 will be described. First, the functions of the hardware configured on the main control board 200 will be described. When the power is turned on to the pachinko machine 1, the random number generating circuit 203 starts the hardware random number update process. In the hard random number update process, the values ​​of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]). In addition, in the hard random number update process, the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (in this embodiment, every 2.666 [μs]). Then, the winning random number of the normal symbol lottery, the jackpot random number of the first special symbol lottery, the jackpot random number of the second special symbol lottery, and the reach group random number are updated by the hardware random number update process. The hardware random number update process is executed as a function of the random number generating circuit 203 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.

[0109] Furthermore, when the power is turned on to the pachinko machine 1, the transmission shift registers of the command output ports 1 and 2 start a control command transmission process for transmitting the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. The control command transmission process is executed as a function of the command output ports 1 and 2 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.

[0110] Next, a game control process executed by the CPU 210 of the main control board 200 based on a program (software) stored in the ROM 220 will be described. (CPU initialization process) First, the CPU initialization process executed by the CPU 210 will be described. FIG. 8 is a flowchart showing the CPU initialization process. When the power supply to the pachinko machine 1 is turned on, the CPU 210 starts the CPU initialization process shown in Fig. 8. The CPU initialization process is based on a program for controlling the progress of the game. In other words, the CPU initialization process is based on a program stored in the use area m1 (program area) of the ROM 220.

[0111] When the CPU initialization process starts, the process first proceeds to step S1-1. In step S1-1, an initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, a boot program is read from the ROM 220, and settings required for executing various processes, such as register settings, are performed. In the initial setting process, the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the detection signal from the inner frame opening sensor 108 are read.

[0112] Specifically, the value set in the receiving storage area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the on state of the RAM clear switch 207 has occurred. Then, the determination result is stored as the switch information of the RAM clear switch 207. At this time, if it is determined that the on state has occurred, a value indicating that the on state has occurred (in this embodiment, "1") is stored as the switch information, and if it is determined that the on state has not occurred, a value indicating that the on state has not occurred (in this embodiment, "0") is stored as the switch information.

[0113] Also, the value set in the receiving storage area corresponding to the setting key switch 208 is read twice, and based on the results of the two reads, it is determined whether or not the ON state has occurred for the setting key switch 208. Then, the determination result is stored as the switch information of the setting key switch 208. At this time, if it is determined that the ON state has occurred, a value indicating that the ON state has occurred (in this embodiment, "1") is stored as the switch information, and if it is determined that the ON state has not occurred, a value indicating that the ON state has not occurred (in this embodiment, "0") is stored as the switch information.

[0114] Furthermore, the value set in the receiving memory area corresponding to the inner frame open sensor 108 is read twice, and based on the results of the two reads, it is determined whether or not the inner frame open sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring ("0" in this embodiment). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.

[0115] In step S1-2, a wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 [s] in this embodiment) is set in a timer counter. This starts measuring the set wait processing time by the timer counter. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process of step S1-3 is repeated. In step S1-4, a RAM access permission process is executed, and the process proceeds to step S1-5. In the RAM access permission process, the process required to permit access to the work area of ​​the RAM 230 is executed. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protect value in the RAM access protection area of ​​the RAM 230. This allows the CPU 210 to access the RAM 230.

[0116] In step S1-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S1-6. In the gaming machine status flag acquisition process, the gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of ​​the RAM 230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup valid flag is normal or not. If it is determined that the backup valid flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup valid flag is not normal (No), the process proceeds to step S1-18. Here, if the value (backup valid flag) stored in the backup valid flag area of ​​RAM 230 is a predetermined valid value, the backup valid flag is determined to be normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the backup valid flag is determined to be abnormal.

[0117] In step S1-7, a checksum calculation process is executed, and the process proceeds to step S1-8. In the checksum calculation process, a checksum is calculated based on the backup information. Specifically, in the checksum calculation process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230 out of the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230 out of the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is normal or not. If it is determined that the checksum is normal (Yes), the process proceeds to step S1-9. If it is determined that the checksum is not normal (No), the process proceeds to step S1-18. Here, if both of the following conditions are met: "the checksum value of used area M1 calculated in step S1-7 matches the checksum value of used area M1 stored in the checksum area of ​​RAM 230" and "the checksum value of unused area M2 calculated in step S1-7 matches the checksum value of unused area M2 stored in the checksum area," the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met: "The checksum value of used area M1 calculated in step S1-7 matches the checksum value of used area M1 stored in the checksum area of ​​RAM 230" and "The checksum value of unused area M2 calculated in step S1-7 matches the checksum value of unused area M2 stored in the checksum area," the checksum is determined to be abnormal.

[0118] In step S1-9, a process for setting an area to be cleared when the power is turned on is executed, and the process proceeds to step S1-10. In the process for setting an area to be cleared when the power is turned on, the area other than the setting value area and the game machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) is set as the range to be cleared (initialized) in the use area M1 of the RAM 230. In step S1-10, it is determined whether or not the RAM clear switch 207 is in an ON state. If it is determined that the ON state is not occurring (No), the process proceeds to step S1-11. If it is determined that the ON state is occurring (Yes), the process proceeds to step S1-21. Here, based on the switch information of RAM clear switch 207 saved in step S1-1, it is determined whether or not an ON state has occurred for RAM clear switch 207. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that an ON state has occurred, and if a value indicating that an ON state has not occurred is saved, it is determined that an ON state has not occurred.

[0119] In step S1-11, it is determined whether a playable state has occurred (set) or not, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S1-12, and if it is determined that a playable state has not occurred (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not corresponding to the playable state, it is determined that the playable state has not occurred.

[0120] In step S1-12, it is determined whether the setting confirmation condition is met, and if it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13, and if it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation condition" is met when a playable state has occurred, and the on state of the RAM clear switch 207 has not occurred, and the on state of the setting key switch 208 has occurred, and the on state of the inner frame open sensor 108 has occurred. Here, in step S1-1, if the on state has not occurred for the inner frame open sensor 108, the switch information of the setting key switch 208 is rewritten to a value indicating that the on state has not occurred. As a result, if the on state has occurred for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that the on state has occurred is saved as the switch information of the setting key switch 208. On the other hand, if the on state has not occurred for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that the on state has not occurred is saved as the switch information of the setting key switch 208. Therefore, in step S1-12, it is determined whether or not the setting confirmation condition is satisfied based on the switch information of setting key switch 208 saved in step S1-1. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that the setting confirmation condition is satisfied, and if a value indicating that an ON state has not occurred is saved, it is determined that the setting confirmation condition is not satisfied.

[0121] In step S1-13, a setting check state setting process is executed, and the process proceeds to step S1-14. In the setting check state setting process, a value corresponding to the setting value check state is set as the gaming machine state flag in the D register. In step S1-14, a process for setting an area to be cleared when the power is restored is executed, and the process proceeds to step S1-15. In the process for setting an area to be cleared when the power is restored, the setting value area, the game machine status flag area, the normal game related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1) are set as the range to be cleared (initialized) in the use area M1 of the RAM 230.

[0122] In step S1-15, power recovery initialization processing is executed, and the process proceeds to step S1-16. In the power recovery initialization processing, the range set in step S1-14 of the used area M1 of RAM 230 is cleared (initialized). In step S1-16, a subcommand transmission process upon power recovery is executed, and the process proceeds to step S1-17. In the subcommand transmission process upon power recovery, a subcommand specifying that the power has been restored from a power interruption is stored in the subcommand output request buffer of the RAM 230. In step S1-17, a dispensing command transmission process is executed when the power is restored, and the process proceeds to step S1-32. In the dispensing command transmission process when the power is restored, a dispensing command that specifies that the power has been restored from a power interruption is stored in the dispensing command output request buffer of the RAM 230.

[0123] In step S1-18, a backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register. In step S1-19, an unused area read / write check process is executed, and the process proceeds to step S1-20. In the unused area read / write check process, the unused area M2 of the RAM 230 is cleared (initialized) and a read / write check is executed. In step S1-20, an abnormality clearing target area setting process is executed, and the process proceeds to step S1-21. In the abnormality clearing target area setting process, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error related area, the normal game related area 1, the normal game related area 2, and the stack area) are set as the range to be cleared (initialized) in the use area M1 of the RAM 230.

[0124] In step S1-21, a used area read / write check process is executed, and the process proceeds to step S1-22. In the used area read / write check process, the range of the used area M1 of RAM 230 set in step S1-20 is cleared (initialized) and a read / write check is executed. Specifically, in the used area read / write check process, all areas of the used area M1 of RAM 230 (specifically, the setting value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error-related area, the normal play-related area 1, the normal play-related area 2, and the stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter.

[0125] In step S1-22, it is determined whether the results of the read / write checks performed in steps S1-19 and S1-21 are normal. If it is determined that the results of the read / write checks are not normal (No), the process proceeds to step S1-23. If it is determined that the results of the read / write checks are normal (Yes), the process proceeds to step S1-24. In step S1-23, a RAM abnormal state setting process is executed, and the process proceeds to step S1- 28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. In step S1-24, it is determined whether a setting confirmation state has occurred (set) or not, and if it is determined that a setting confirmation state has occurred (Yes), the process proceeds to step S1-25, and if it is determined that a setting confirmation state has not occurred (No), the process proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred, and if the value is not corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, a game-enabled state setting process is executed, and the process proceeds to step S1-26. In the game-enabled state setting process, a value corresponding to a game-enabled state is set as a gaming machine state flag in the D register.

[0126] In step S1-26, it is determined whether the setting change condition is met, and if it is determined that the setting change condition is met (Yes), the process proceeds to step S1-27, and if it is determined that the setting change condition is not met (No), the process proceeds to step S1-28. The "setting change condition" is met when the RAM clear switch 207 is in an on state, the setting key switch 208 is in an on state, and the inner frame open sensor 108 is in an on state. Here, as described above, when an ON state occurs for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that an ON state occurs is stored as the switch information of the setting key switch 208. On the other hand, when an ON state does not occur for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that an ON state does not occur is stored as the switch information of the setting key switch 208. Therefore, in step S1-26, it is determined whether or not the setting change condition is met based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 stored in step S1-1. At this time, if values ​​indicating that an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is met. On the other hand, if a value indicating that an ON state has not occurred is stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is not met.

[0127] In step S1-27, a setting change state setting process is executed, and the process proceeds to step S1- 28. In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. In step S1-28, a gaming machine status flag save process is executed, and the process proceeds to step S1-29. In the gaming machine status flag save process, the gaming machine status flag set in the D register is saved in the gaming machine status flag area of ​​the RAM 230. In step S1-29, a RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand designating that the RAM has been cleared is stored in the subcommand output request buffer of the RAM 230.

[0128] In step S1-30, a RAM clear initialization process is executed, and the process proceeds to step S1-31. In the RAM clear initialization process, the RAM 230 is initialized. In the RAM clear initialization process, the range of the RAM 230 used area M1 that was set in step S1-9 is cleared (initialized). Specifically, in the initialization process when clearing RAM, the areas in the used area M1 of RAM 230 other than the setting value area and the gaming machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal play-related area 1, the normal play-related area 2, and the stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter. In particular, a predetermined initial value (in this embodiment, "600") is set as the value of the Yu time counter. A left hit period (left hit state) is also set. Furthermore, in the time-saving control flag area of ​​RAM 230, a value (in this embodiment, "0") corresponding to the normal state (morning state) is set, and the value of each time-saving counter (first time-saving counter, second time-saving counter) is set to "0". In step S1-31, a RAM clear time dispense command transmission process is executed, and the process proceeds to step S1-32. In the RAM clear time dispense command transmission process, a dispense command that specifies that the RAM has been cleared is stored in the dispense command output request buffer of the RAM 230.

[0129] In step S1-32, a sub-command setting process is executed, and the process proceeds to step S1-33. In the sub-command setting process, a power-on gaming machine state designation command that designates the current gaming machine state is stored in the sub-command output request buffer of the RAM 230. Specifically, in the sub-command setting process, a power-on gaming machine state designation command that designates the gaming machine state flag (gaming machine state) stored in the gaming machine state flag area of ​​RAM 230 is stored in a sub-command output request buffer of RAM 230. In step S1-33, a sub-command group setting process is executed, and the process proceeds to step S1-34. In the sub-command group setting process, the sub-command group is stored in a sub-command output request buffer in the RAM 230. Here, the group of subcommands includes a subcommand for specifying the phase when power is restored, a subcommand for specifying the game state (game state offset value), a subcommand for specifying the launch position, a subcommand for specifying the stopping pattern of the first special pattern, a subcommand for specifying the stopping pattern of the second special pattern, a subcommand for specifying the number of reserved special patterns 1, a subcommand for specifying the number of reserved special patterns 2, a subcommand for specifying the value of the time-saving counter, a subcommand for specifying a setting value stored in the setting value area of ​​RAM230, and the like.

[0130] In step S1-34, an initial display time setting process is executed, and the process proceeds to step S1-35. In the initial display time setting process, the initial display time of the performance display device 206 is set in an initial display timer. In step S1-35, an interrupt setting process is executed, and the process proceeds to the main loop process (step S2-1). In the interrupt setting process, the CTC (counter / timer circuit), which is a peripheral device, is initialized. Specifically, in the interrupt setting process, an interrupt vector register is set, and an interrupt count value (4.0 [ms] in this embodiment) is set in the CTC.

[0131] (Main loop processing) Next, the main loop process executed by the CPU 210 will be described. FIG. 9 is a flowchart showing the main loop process. When the CPU initialization process (step S1-35) shown in Fig. 8 ends, the CPU 210 starts the main loop process shown in Fig. 9. The main loop process is based on a program for controlling the progress of the game. That is, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the main loop process starts, the process first proceeds to step S2-1. In step S2-1, an interrupt disable process is executed, and the process proceeds to step S2-2. In the interrupt disable process, an interrupt disable state is set to disable interrupts from other processes. As a result, during the period when the interrupt disable state is set, the execution of a power cut-off save process, a timer interrupt process, and the like, which will be described later, is prohibited. In step S2-2, an initial value random number update process is executed, and the process proceeds to step S2-3. In the initial value random number update process, the value of a loop counter for generating initial value random numbers is updated. Here, "initial value random number" refers to a random number used to determine the initial value and end value of soft random numbers (winning pattern random numbers, reach mode random numbers, variable pattern random numbers, etc.), which are random numbers generated on a program. That is, the value of the loop counter that generates the soft random number is updated within a preset range from the initial value to the end value. The initial value and the end value of the loop counter that generates the soft random number are changed every time the value of the loop counter reaches the end value. At this time, the initial value and the end value of the loop counter are determined based on the initial value random number.

[0132] In step S2-3, a main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (the control command sent from the dispensing control board 400 to the main control board 200) is analyzed, and processing according to the analysis result is executed. In step S2-4, a subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of the RAM 230 is output to the transmission data register of the output port 205 (command output port 1). As a result, the sub-commands input to the transmission data register are stored in the FIFO buffer. The sub-commands stored in the FIFO buffer are then transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, an interrupt permission process is executed, and the process proceeds to step S2-6. In the interrupt permission process, the interrupt prohibition state is released. As a result, the period from when the interrupt permission process in step S2-5 is executed until when the interrupt prohibition process in step S2-1 is executed becomes an interrupt permission period in which the execution of the power cut-off save process, timer interrupt process, etc. is permitted. In step S2-6, other random number update processing is executed, and the process proceeds to step S2-1. In the other random number update processing, software random numbers other than winning symbol random numbers (specifically, reach mode random numbers, variable pattern random numbers, etc.) are updated.

[0133] (Evacuation process when power is cut off) Next, the power-off save process executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the save process at the time of power interruption. The main control board 200 is configured to include a power cutoff detection circuit (not shown). The power cutoff detection circuit monitors the power supply voltage supplied from the power supply board 600, and outputs a power cutoff warning signal to the input port 204 when the power supply voltage falls below a predetermined reference value. When the CPU 210 receives the power cutoff warning signal, it starts the power cutoff save process shown in Fig. 10 during the interruption permission period of the main loop process. The power cutoff save process is based on a program for controlling the progress of the game. That is, the power cutoff save process is based on a program stored in the use area m1 (program area) of the ROM 220. When the power-off save process is started, the process first proceeds to step S3-1. In step S3-1, a register save process is executed, and the process proceeds to step S3-2. In the register save process, the values ​​of the registers used during execution of the main loop process are saved in a save area of ​​the RAM 230. In step S3-2, a power cutoff notice signal reading process is executed, and the process proceeds to step S3-3. In the power cutoff notice signal reading process, a power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of ​​the input port 204 corresponding to the power cutoff warning signal is read. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-4, and if it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-13.

[0134] In step S3-4, output port stop processing is executed, and the process proceeds to step S3-5. In the output port stop processing, the output of control signals and control commands by the output ports 205 (output ports 0 to 4) is stopped. Specifically, in the output port stopping process, the values ​​of all bits included in the port registers of the output ports 205 (output ports 0 to 4) are initialized. This stops the output of control signals and control commands by the output ports 205 (output ports 0 to 4). In step S3-5, a backup valid flag setting process is executed, and the process proceeds to step S3-6. In the backup valid flag setting process, a predetermined valid value is saved in the backup valid flag area of ​​the RAM 230.

[0135] In step S3-6, a checksum storage process is executed, and the process proceeds to step S3-7. In the checksum storage process, a checksum is calculated and stored. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area of ​​the RAM 230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area. In step S3-7, a RAM access prohibition process is executed, and the process proceeds to step S3-8. In the RAM access prohibition process, a process for prohibiting access to the RAM 230 is executed. Specifically, in the RAM access prohibition process, a value corresponding to the access prohibition is stored as a RAM protect value in the RAM access protection area of ​​the RAM 230. As a result, access to the RAM 230 by the CPU 210 is prohibited.

[0136] In step S3-8, a loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of times the power cutoff notice signal has been read is set as the value of the loop counter for recovery determination. In step S3-9, a power cutoff notice signal reading process is executed, and the process proceeds to step S3-10. In the power cutoff notice signal reading process, a power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of ​​the input port 204 corresponding to the power cutoff warning signal is read. In step S3-10, based on the value read in step S3-9 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-11, and if it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-8.

[0137] In step S3-11, a loop counter update process is executed, and the process proceeds to step S3-12. In the loop counter update process, "1" is subtracted from the value set in the return determination loop counter. In step S3-12, it is determined whether the value of the loop counter for determining recovery is "0" or not. If it is determined that the value of the loop counter for determining recovery is "0" (Yes), the process proceeds to CPU initialization processing (step S1-1). If it is determined that the value of the loop counter for determining recovery is not "0" (No), the process proceeds to step S3-9. In step S3-13, a register restore process is executed, the series of processes is terminated, and the process returns to the original process. In the register restore process, the register values ​​saved in step S3-1 are restored. After the register restore process is completed, the process returns to the main loop process (the program address indicated by the stack pointer).

[0138] (Timer interrupt processing) Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 11 is a flowchart showing the timer interrupt process. The clock generation circuit 202 generates an interrupt request signal at a predetermined interrupt period (4.0 ms in this embodiment). In response to the occurrence of an interrupt request signal, the CPU 210 starts a timer interrupt process shown in Fig. 11 during an interrupt permission period of the main loop process. The main loop process is based on a program for controlling the progress of the game. In other words, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the timer interrupt process is started, the process first proceeds to step S4-1. In step S4-1, a register save process is executed, and the process proceeds to step S4-2. In the register save process, the values ​​of all registers used during execution of the main loop process are saved in a save area of ​​the RAM 230. In step S4-2, an interrupt permission process is executed, and the process proceeds to step S4-3. In the interrupt permission process, an interrupt is permitted.

[0139] In step S4-3, a dynamic port output process is executed, and the process proceeds to step S4-4, which will be described later. In step S4-4, port input processing is executed, and the process proceeds to step S4-5. In the port input processing, the state of each switch and sensor is obtained. The RAM 230 is provided with an ON state storage area corresponding to each switch / sensor connected to the input port 204 (input port 0 to input port 3). In the port input process, it is determined whether or not an ON state has occurred for each switch / sensor connected to the input port 204 (input port 0 to input port 3). Here, "ON state" refers to a state in which a detection signal has changed from a state in which no detection signal is being input (low level) to a state in which a detection signal is being input (high level). At this time, it is determined whether or not the ON state of the switch / sensor has occurred based on the information set in the reception memory area corresponding to each switch / sensor. If it is determined that an ON state has occurred for each switch sensor, then a "1" is set in the ON state storage area corresponding to that switch sensor. On the other hand, if it is determined that an ON state has not occurred for each switch sensor, then a "0" is set in the ON state storage area corresponding to that switch sensor. In the following explanation, the value stored in the on-state storage area corresponding to each switch / sensor is referred to as the "switch bit data" of that switch / sensor.

[0140] In step S4-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S4-6. In the gaming machine status flag acquisition process, the gaming machine status flag stored in the gaming machine status flag area of ​​the RAM 230 is acquired. In step S4-6, it is determined whether a playable state has occurred (set) or not, and if it is determined that a playable state has not occurred (No), the process proceeds to step S4-7, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S4-9. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag acquired in step S4-5. At this time, if the acquired gaming machine state flag has a value corresponding to the playable state, it is determined that the playable state has occurred, and if the acquired gaming machine state flag does not have a value corresponding to the playable state, it is determined that the playable state has not occurred.

[0141] In step S4-7, it is determined whether an abnormal condition has occurred (set) or not, and if it is determined that an abnormal condition has not occurred (No), the process proceeds to step S4-8, and if it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, it is determined whether or not an abnormal state has occurred based on the gaming machine status flag acquired in step S4-5. At this time, if the acquired gaming machine status flag is a value corresponding to any of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that an abnormal state has occurred. If the acquired gaming machine status flag is not a value corresponding to any of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that an abnormal state has not occurred.

[0142] In step S4-8, a setting-related process is executed, and the process proceeds to step S4-19. The setting-related process will be described later. In step S4-9, a timer update process is executed, and the process proceeds to step S4-10. In the timer update process, various timers are updated. Specifically, the timer update process updates the values ​​of various timer counters (special game timer, normal game timer, security timer, etc.). In step S4-10, an initial value random number update process is executed, and the process proceeds to step S4-11. The initial value random number update process in step S4-10 is the same process as the initial value random number update process in step S2-2. Specifically, in the initial value random number update process, the value of a loop counter for generating an initial value random number is updated. In step S4-11, a winning symbol random number update process is executed, and the process proceeds to step S4-12. In the winning symbol random number update process, the value of a loop counter for generating a winning symbol random number among software random numbers is updated. In step S4-12, a switch management process is executed, and the process proceeds to step S4-13. In the switch management process, processes (such as obtaining various random numbers) are executed according to the state (detection of ON state or not) of each of the switches 101, 102, 104, and 110. The switch management process will be described later.

[0143] In step S4-13, a special game management process is executed, and the process proceeds to step S4-14. In the special game management process, the operation of the special chart display device (special chart 1 display device and special chart 2 display device) and the operation of the special electric role object 55a are managed. The special game management process will be described later. In step S4-14, a normal game management process is executed, and the process proceeds to step S4-15. In the normal game management process, the operation of the normal map display device and the operation of the normal electric role object 52a are managed. The normal game management process will be described later. In step S4-15, a state management process is executed, and the process proceeds to step S4-16. In the state management process, various errors (abnormal states) are judged, and settings are made according to the judgment results.

[0144] In step S4-16, a winning port switch process is executed, and the process proceeds to step S4-17. In the winning port switch process, a process (such as updating various counters) is executed according to the state of each switch 101, 102, 103, 105, 106 (whether or not the switch is on). In this embodiment, the prize ball control counters include prize ball control counter 1 which stores the number of game balls that have entered the large prize opening 55, prize ball control counter 2 which stores the number of game balls that have entered the left other prize openings 57a to 57c, prize ball control counter 3 which stores the number of game balls that have entered the right other prize opening 56, prize ball control counter 4 which stores the number of game balls that have entered the first start opening 51, and prize ball control counter 5 which stores the number of game balls that have entered the second start opening 52. In the winning port switch processing, it is determined whether or not an on state has been detected for each switch 101, 102, 103, 105, and 106, and if it is determined that an on state has been detected, "1" is added to the value of the prize ball control counter 1 to 5 corresponding to that switch.

[0145] In step S4-17, the payout control management process is executed, and the process proceeds to step S4-18. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-16, and the generated payout command is transmitted. Specifically, in the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or more. Then, when it is determined that the value of the prize ball control counter 1 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (15 [balls] in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, when the payout of the prize balls by the game ball payout device 440 is completed, the payout control board 400 transmits a main command specifying the completion of the payout to the main control board 200. Then, in response to receiving the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.

[0146] Next, it is determined whether the value of the prize ball control counter 2 is "1" or more. If it is determined that the value of the prize ball control counter 2 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 2 in response to receiving a main command specifying the completion of the payout.

[0147] Next, it is determined whether the value of the prize ball control counter 3 is "1" or more. If it is determined that the value of the prize ball control counter 3 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 3 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 4 is "1" or more. If it is determined that the value of the prize ball control counter 4 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 4 in response to receiving a main command specifying the completion of the payout.

[0148] Next, it is determined whether the value of the prize ball control counter 5 is "1" or more. If it is determined that the value of the prize ball control counter 5 is "1" or more, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 1 [ball]) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. After that, "1" is subtracted from the value of the prize ball control counter 5 in response to receiving a main command specifying the completion of the payout.

[0149] In step S4-18, a launch position designation management process is executed, and the process proceeds to step S4-19. In the launch position designation management process, a process related to the designation of the launch position is executed. Specifically, in the launch position designation management process, when a state that designates the launch of the game ball to the left path is changed to a state that designates the launch of the game ball to the right path (such as when a small win game state or a big win game state starts), the launch position designation flag area of ​​the RAM 230 is set to "1", and a subcommand designating the launch of the game ball to the right path is stored in the subcommand output request buffer of the RAM 230. As a result, the subcommand designating the launch of the game ball to the right path is transmitted to the performance control board 300. On the other hand, when the state changes from one specifying the launch of the game ball onto the right path to one specifying the launch of the game ball onto the left path (such as when time-saving control 2 ends), the launch position designation flag area of ​​RAM 230 is set to "0." In this embodiment, when the "normal state" or "time-saving state 1" occurs, "0" is set in the launch position designation flag area, and information designating the left-hand path as the path along which the game ball should be shot is displayed on the right-hand hit display device. On the other hand, when the "time-saving state 2," "small hit game state," or "big hit game state" occurs, "1" is set in the launch position designation flag area, and the right-hand hit display device displays information designating the right-hand path as the path along which the game ball should be shot.

[0150] In step S4-19, an external information management process is executed, and the process proceeds to step S4-20. In the external information management process, external information (external signals) to be output to the hall computer (or data display device) is set. In this embodiment, external information output from the pachinko machine 1 to an external device (such as a hall computer, electronic device such as a data display device) includes information on the number of times a pattern has been determined, information on the start port, information on a jackpot, security information, information on the number of payouts from the out port, information on error occurrence, etc. The "symbol determination count information" is external information on the number of times the special symbol lottery (variable display and stop display of special symbols) is executed. The CPU 210 outputs an external signal corresponding to the symbol determination count information to the hall computer (or data display device) every time the number of times the special symbol stop display is executed reaches a predetermined number. The "start gate information" is external information related to the entry of game balls into the start gates 51 and 52. Each time the CPU 210 detects the ON state of the detection signal input from the start gate switches 101 and 102, it outputs an external signal corresponding to the start gate information to the hall computer (or a data display device). The "jackpot information" is external information related to the occurrence of a jackpot gaming state. The main control board 200 outputs an external signal corresponding to the jackpot information to the hall computer (or a data display device) every time a jackpot gaming state occurs. The "outlet payout information" is external information related to the number of game balls discharged from the discharge path (or the number of game balls discharged from the outlet 58). The CPU 210 outputs an external signal corresponding to the outlet payout number information to the hall computer every time the value of the out ball number counter for external information reaches a predetermined value. The "security information" is external information indicating that a setting change state is occurring, that a setting confirmation state is occurring, or that various errors (abnormalities) are occurring. When the value of the security timer is "1" or greater, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.

[0151] In the external information management process, it is determined whether the value of the external information determination count counter has reached a predetermined value (1 [times] in this embodiment). Then, if it is determined that the value of the external information determination count counter has reached the predetermined value, the pattern determination count information (external signal) is stored in the port output request buffer of the RAM 230. Then, the predetermined value (1 [times] in this embodiment) is subtracted from the value of the external information determination count counter. As a result, the pattern determination count information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the start port ball entry count counter for external information has reached a predetermined value (in this embodiment, 1 [time]). Then, if it is determined that the value of the start port ball entry count counter for external information has reached the predetermined value, the start port information (external signal) is stored in the port output request buffer of RAM 230. Then, a predetermined value (in this embodiment, 1 [time]) is subtracted from the value of the start port ball entry count counter for external information. As a result, the start port information (external signal) is output to the hall computer. In addition, in the external information management process, it is determined whether the value of the external information jackpot count counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information jackpot count counter has reached the predetermined value, the jackpot information (external signal) is stored in the port output request buffer of the RAM 230. After that, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information jackpot count counter. This causes the jackpot information (external signal) to be output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the out ball count counter for external information has reached a predetermined value (10 [balls] in this embodiment). Then, if it is determined that the value of the out ball count counter for external information has reached the predetermined value, the out port payout information (external signal) is stored in the port output request buffer of RAM 230. Then, the predetermined value (10 [balls] in this embodiment) is subtracted from the value of the out ball count counter for external information. As a result, the out port payout information (external signal) is output to the hall computer. In addition, in the external information management process, it is determined whether or not the value (gaming machine state flag) stored in the gaming machine state flag area of ​​the RAM 230 corresponds to a playable state. Then, if it is determined that the value stored in the gaming machine status flag area is not a value corresponding to a playable status (determined to be a value corresponding to a setting change status, a setting confirmation status, a setting abnormal status, a RAM abnormal status, or a backup abnormal status), the security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the security timer is equal to or greater than "1". If it is determined that the value of the security timer is equal to or greater than "1", the security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer.

[0152] In step S4-20, an LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, display data to be output to the main display device 60 or the performance display device 206 is set. The RAM 230 includes a common 0 output request buffer (8 bits), a common 1 output request buffer (8 bits), a common 2 output request buffer (8 bits), and a common 3 output request buffer (8 bits). In the LED display setting process, first, the common 2 output request buffer is cleared (initialized), and the common 3 output request buffer is also cleared (initialized). Specifically, each bit value of the common 2 output request buffer is set to "0", and each bit value of the common 3 output request buffer is set to "0". Next, the gaming machine status flag stored in the gaming machine status flag area of ​​the RAM 230 is obtained. Then, if the acquired gaming machine status flag is a value corresponding to a playable state, a normal state display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting change state, a setting change time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting confirmation state, a setting confirmation time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), an abnormal state display data setting process described later is executed.

[0153] In the normal display data setting process, first, the value of the special chart 1 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 1 display pattern counter is set in the common 0 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the first special symbol is displayed by LED1 to LED8. Next, the value of the special chart 2 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 2 display pattern counter is set in the common 1 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the LED9 to LED16 display the second special symbol. Next, the value of the regular display pattern counter is obtained, and the display data corresponding to the obtained value of the regular display pattern counter is set as output data a.

[0154] Next, it is determined whether the value set in the special game phase flag area of ​​RAM230 at the time of winning is a value specifying any of the special game phases among "state before the first large prize opening", "state controlled to open the first large prize opening", "state effective for closing the first large prize opening", "waiting state for the end of opening the first large prize opening", "state before the second large prize opening", "state controlled to open the second large prize opening", "state effective for closing the second large prize opening" and "waiting state for the end of opening the second large prize opening". Then, if it is determined that the value set in the special game phase flag area at the time of winning is a value specifying any of the special game phases among "state before opening of first large prize opening", "state controlled to open first large prize opening", "state effective for closing first large prize opening", "state before opening of second large prize opening", "state controlled to open second large prize opening", "state effective for closing second large prize opening" and "state effective for waiting for opening of second large prize opening", then the value set in the special pattern determination flag area of ​​RAM230 (a value corresponding to the type of jackpot pattern) is obtained, and the display data corresponding to the obtained value is set as output data b. On the other hand, if it is determined that the value set in the special game phase flag area when winning is not a value specifying any of the special game phases among "state before opening of first large prize opening," "state controlled to open first large prize opening," "state effective for closing of first large prize opening," "waiting state for end of opening of first large prize opening," "state before opening of second large prize opening," "state controlled to open second large prize opening," "state effective for closing of second large prize opening," and "waiting state for end of opening of second large prize opening," then output data b is not set.

[0155] Next, the value set in the launch position designation flag area of ​​the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data c. Next, the display data (8 bits) obtained by logically ORing the output data a to output data c is set in the common 2 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 17 and 18 display normal symbols, LEDs 19 to 23 display the number of rounds of play to be executed during the jackpot game state (type of jackpot game state), and LED 24 displays the path (left path or right path) along which the game ball should be shot. Next, the value of the special chart 1 pending number counter is obtained, and the display data corresponding to the obtained value is set as output data d. Next, the value of the special chart 2 reserved number counter is obtained, and the display data corresponding to the obtained value is set as output data e. Next, the value of the normal map pending number counter is obtained, and the display data corresponding to the obtained value is set as output data f.

[0156] Next, it is determined whether the power supply has been restored. Then, when it is determined that the power supply has been restored, the value set in the time-shortening control flag area is acquired, and the display data corresponding to the acquired value is set as the output data g. On the other hand, if it is determined that the power has not been restored, the output data g is not set. Next, the value set in the time-saving control flag area of ​​the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data h. Next, the display data (8 bits) obtained by ORing the output data d to output data h is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 25 and 26 display the number of reserved special chart 1, LEDs 27 and 28 display the number of reserved special chart 2, LEDs 29 and 30 display the number of reserved regular charts, LED 31 displays the game status when power is restored (time-saving control is being executed or stopped), and LED 32 displays the current game status (time-saving control is being executed or stopped).

[0157] In the setting change display data setting process, information indicating that a setting change state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of ​​RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, the display data (8 bits) of "- " is set in the common 2 output request buffer, and the display data corresponding to the setting value stored in the setting value area of ​​RAM 230 is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the performance display device 206, LED33 to LED40 display the letter "r", LED41 to LED48 display the letter "n.", LED49 to LED56 display the letter "-", and LED57 to LED64 display a number indicating the set value.

[0158] In the display data setting process during setting confirmation, information indicating that the setting confirmation state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of ​​RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, and the display data corresponding to the setting value stored in the setting value area of ​​RAM 230 is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains at the clear value). As a result, among the light-emitting elements constituting the performance display device 206, LED33 to LED40 display the letter "r", LED41 to LED48 display the letter "n.", and LED57 to LED64 display numbers indicating the set value. Note that LED49 to LED56 are turned off.

[0159] In the abnormality display data setting process, information indicating that an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state) is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and an error code corresponding to the abnormality that has occurred is set in the common 3 output request buffer. Specifically, the display data (8 bits) for "E" is set in the common 0 output request buffer, the display data (8 bits) for "r." is set in the common 1 output request buffer, and the display data (error code) corresponding to the abnormal state that has occurred (setting abnormal state, RAM abnormal state, or backup abnormal state) is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains at the clear value). As a result, among the light-emitting elements constituting the performance display device 206, LED33 to LED40 display the letter "E," LED41 to LED48 display the letter "r," and LED57 to LED64 display a number indicating an error code. Note that LED49 to LED56 are turned off.

[0160] In step S4-21, a solenoid data setting process is executed, and the process proceeds to step S4-22. In the solenoid data setting process, the control data (drive data) to be output to each of the solenoids 64, 65, 66 is stored (set) in the port output request buffer of the RAM 230. In step S4-22, a port output process is executed, and the process proceeds to step S4-23. In the port output process, various signals are output to the hall computer, the solenoids 64, 65, 66, and the like. Specifically, in the port output process, various information (external signals, control signals, etc.) set in the port output request buffer are output to the output port 205 (output port 2, output port 3). As a result, the external signals set in the port output request buffer are output to the hall computer. Also, the solenoids 64, 65, 66 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, an interrupt disable process is executed, and the process proceeds to step S4-24. In the interrupt disable process, an interrupt disable state is set to disable interrupts from other processes. As a result, while the interrupt disable state is set, the execution of the power cut-off save process, timer interrupt process, and the like, which will be described later, is prohibited.

[0161] In step S4-24, a test signal output process is executed, and the process proceeds to step S4-25. In the test signal output process, information for testing (test signal) is set. The test signal output process is based on a program for executing the process related to the test defined by the gaming machine regulations. That is, the test signal output process is based on a program stored in the unused area m2 (program area) of the ROM 220. The test signal tube is called during the execution of the timer interrupt process. Specifically, in the test signal output process, test information (test signal) indicating the internal state (jackpot game state, execution status of time-saving control, etc.) is stored in the port output request buffer of the RAM 230. In step S4-25, a performance display device control process is executed, and the process proceeds to step S4-26, which will be described later. In step S4-26, a register restore process is executed, the series of processes is terminated, and the process returns to the original process. In the register restore process, the register values ​​saved in step S4-1 are restored. After the register restore process is completed, the process returns to the main loop process (the program address indicated by the stack pointer).

[0162] (Dynamic port output processing) Next, the dynamic port output process in step S4-3 will be described. FIG. 12 is a flowchart showing the dynamic port output process. When the dynamic port output process is executed in step S4-3, the process first proceeds to step S29-1, as shown in FIG. In step S29-1, an output data clear process is executed, and the process proceeds to step S29-2. In the output data clear process, the A register is cleared (initialized). Specifically, each bit value of the A register is set to "0." In step S29-2, a main display device data output process is executed, and the process proceeds to step S29-3. In the main display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 0. As a result, output port 0 is cleared (initialized), and each data signal ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60 goes to low level. In step S29-3, a performance display device data output process is executed, and the process proceeds to step S29-4. In the performance display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 4. This clears (initializes) output port 4, and each data signal ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206 goes low.

[0163] In step S29-4, a common selection process is executed, and the process proceeds to step S29-5. In the common selection process, the value of the common counter is updated. Specifically, in the common selection process, it is determined whether the value of the common counter has reached an upper limit value (in this embodiment, "3") or not. If it is determined that the value of the common counter has not reached the upper limit value, "1" is added to the value of the common counter. On the other hand, if it is determined that the value of the common counter has reached the upper limit value, a predetermined initial value (in this embodiment, "0") is set as the value of the common counter. In step S29-5, a common output process is executed, and the process proceeds to step S29-6. In the common output process, output data corresponding to the value of the common counter is output to output port 1. Specifically, in the common output process, when the value of the common counter is "0", output data in which "COM0" is at high level and "COM1", "COM2", and "COM3" are at low level is output to output port 1. As a result, "COM0" is selected (output) from among "COM0" to "COM3". On the other hand, if the common counter value is "1", output data that sets "COM1" to high level and "COM0", "COM2", and "COM3" to low level is output to output port 1. As a result, "COM1" is selected (output) from among "COM0" to "COM3". On the other hand, if the common counter value is "2", output data with "COM2" at high level and "COM0", "COM1", and "COM3" at low level is output to output port 1. As a result, "COM2" is selected (output) from among "COM0" to "COM3". On the other hand, when the common counter value is "3", output data in which "COM3" is at high level and "COM0", "COM1", and "COM2" are at low level is output to output port 1. As a result, "COM3" is selected (output) from among "COM0" to "COM3".

[0164] In step S29-6, it is determined whether a playable state has occurred (set) or not, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S29-7, and if it is determined that a playable state has not occurred (No), the process proceeds to step S29-11. Here, it is determined whether or not a playable state has occurred based on the value (game machine state flag) stored in the game machine state flag area of ​​the RAM 230. At this time, if the value stored in the game machine state flag area is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not a value corresponding to the playable state, it is determined that the playable state has not occurred.

[0165] In step S29-7, a main display device data acquisition process is executed, and the process proceeds to step S29-8. In the main display device data acquisition process, display data for the main display device 60 is acquired, and the acquired display data is set in the A register. Specifically, in the main display device data acquisition process, first, the value of the common counter is confirmed. Then, the display data set in the output request buffer corresponding to the confirmed common counter value among the common 0 output request buffer to the common 3 output request buffer of the RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the common 0 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is obtained, and the obtained display data is set in the A register. Here, the display data acquired in the main display device data acquisition process is the display data set in the common 0 output request buffer to common 3 output request buffer in the LED display setting process (specifically, the normal display data setting process) of step S4-20 included in the previous timer interrupt process.

[0166] At step S29-8, a main display device data output process is executed, and the process proceeds to step S29-9. At step S29-9, the display data set in the A register at step S29-7 is output to output port 0. As a result, data signals ("SEGDATA0" to "SEGDATA7") based on the display data set in the output request buffer (one of the common 0 to common 3 output request buffers) are output to the source driver 250a. That is, the display of the main display device 60 is controlled based on the display data set in the output request buffer (one of the common 0 output request buffer to common 3 output request buffer).

[0167] In step S29-9, an interrupt disable process is executed, and the process proceeds to step S29-10. In the interrupt disable process, an interrupt disable state is set to disable interrupts from other processes. As a result, during the period in which the interrupt disable state is set, execution of a power cut-off save process, a timer interrupt process, and the like, which will be described later, is prohibited. In step S29-10, a performance display device output process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-4), which will be described later.

[0168] In step S29-11, a performance display device data acquisition process is executed, and the process proceeds to step S29-12. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, first, the value of the common counter is confirmed. Then, the display data set in the output request buffer corresponding to the confirmed common counter value among the common 0 output request buffer to the common 3 output request buffer of the RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the common 0 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is obtained, and the obtained display data is set in the A register. Here, the display data acquired in the performance display device data acquisition process is the display data set in the common 0 output request buffer to common 3 output request buffer in the LED display setting process of step S4-20 included in the previous timer interrupt process (specifically, the display data setting process when changing settings, the display data setting process when checking settings, or the display data setting process when an abnormality occurs).

[0169] In step S29-12, a performance display device data output process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-4). In the performance display device data output process, the display data set in the A register in step S29-11 is output to the output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (one of the common 0 to common 3 output request buffers) are output to the source driver 250b. That is, the display of the performance display device 206 is controlled based on the display data set in the output request buffer (one of the common 0 output request buffer to common 3 output request buffer).

[0170] (Performance display device output processing) Next, the performance display device output process in step S29-10 will be described. FIG. 13 is a flowchart showing the performance display device output process. The performance display device output process is based on a program for controlling the display of the performance display device 206. In other words, the performance display device output process is based on a program stored in the unused area m2 (program area) of the ROM 220. The performance display device output process is called during execution of the dynamic port output process. When the performance display device output process is called in step S29-10, it first proceeds to step S30-1 as shown in FIG. In step S30-1, a register save process is executed, and the process proceeds to step S30-2. In the register save process, the values ​​of all registers used during execution of the process based on the program stored in the use area m1 are saved to a save area in RAM. In addition, the values ​​of all stack pointers used during execution of the process based on the program stored in the use area m1 are saved to a save area in RAM.

[0171] In step S30-2, a performance display device data acquisition process is executed, and the process proceeds to step S30-3. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, first, the value of the common counter is confirmed. Then, the display data set in the area corresponding to the confirmed common counter value in the discrimination segment output request buffer and the ratio segment output request buffer of the RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the upper 8 bits of the identification segment output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the lower 8 bits of the identification segment output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the upper 8 bits of the ratio segment output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the lower 8 bits of the ratio segment output request buffer is obtained, and the obtained display data is set in the A register. Here, the display data acquired in the performance display device data acquisition process is the display data set in the discrimination segment output request buffer or the ratio segment output request buffer in the performance display device control process of step S4-25 included in the previous timer interrupt process.

[0172] At step S30-3, a performance display device data output process is executed, and the process proceeds to step S30-4. At the performance display device data output process, the display data set in the A register at step S30-2 is output to the output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (the discrimination segment output request buffer or the ratio segment output request buffer) are output to the source driver 250b. That is, the display of the performance display device 206 is controlled based on the display data set in the output request buffer (the discrimination segment output request buffer or the ratio segment output request buffer).

[0173] In step S30-4, a register restoration process is executed, and the process proceeds to step S30-5. In the register restoration process, the register values ​​saved in step S30-1 (the register values ​​used during execution of the process based on the program stored in the usage area m1) and the stack pointer value saved in step S30-1 (the stack pointer value used during execution of the process based on the program stored in the usage area m1) are restored. In step S30-5, an interrupt permission process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-4). In the interrupt permission process, the interrupt prohibition state is released. This allows the execution of a power-off save process, a timer interrupt process, and the like.

[0174] (Settings related processing) Next, the setting-related processing in step S4-8 will be described. FIG. 14 is a flowchart showing the setting-related processing. When the setting-related process is executed in step S4-8, the process first proceeds to step S37-1, as shown in FIG. In step S37-1, it is determined whether a setting change state has occurred (set) or not, and if it is determined that a setting change state has occurred (Yes), the process proceeds to step S37-2, and if it is determined that a setting change state has not occurred (No), the process proceeds to step S37-8. Here, it is determined whether or not the setting change state has occurred based on the value (game machine state flag) stored in the game machine state flag area of ​​the RAM 230. At this time, if the value stored in the game machine state flag area is a value corresponding to the setting change state, it is determined that the setting change state has occurred, and if the value is not a value corresponding to the setting change state, it is determined that the setting change state has not occurred.

[0175] In step S37-2, a setting value acquisition process is executed, and the process proceeds to step S30-3. In the setting value acquisition process, the setting values ​​stored in the setting value area of ​​RAM 230 are acquired (loaded), and the acquired setting values ​​are stored in a register. In step S37-3, it is determined whether or not the RAM clear switch 207 has been pressed. If it is determined that the RAM clear switch 207 has been pressed (Yes), the process proceeds to step S37-4. If it is determined that the RAM clear switch 207 has not been pressed (No), the process proceeds to step S37-5. Here, if the RAM clear switch 207 is in an on state, it is determined that the RAM clear switch 207 has been pressed, and if the RAM clear switch 207 is not in an on state, it is determined that the RAM clear switch 207 has not been pressed. In step S37-4, a setting value update process is executed, and the process proceeds to step S37-5. In the setting value update process, "1" is added to the setting value stored in the register.

[0176] In step S37-5, it is determined whether the setting value stored in the register is less than a predetermined setting comparison value (in this embodiment, "6"), and if it is determined that the setting value stored in the register is not less than the predetermined setting comparison value (the setting value is greater than or equal to the predetermined setting comparison value) (No), the process proceeds to step S37-6, and if it is determined that the setting value stored in the register is less than the predetermined setting comparison value (Yes), the process proceeds to step S37-7. In step S37-6, a setting value initialization process is executed, and the process proceeds to step S37-7. In the setting value initialization process, the setting values ​​stored in the registers are overwritten with predetermined initial values ​​(in this embodiment, "0"). In step S37-7, a setting value save process is executed, and the process proceeds to step S37-8. In the setting value save process, the setting values ​​stored in the registers are saved in the setting value area of ​​the RAM 230.

[0177] In step S37-8, it is determined whether or not the setting key switch 208 is in the ON state. If it is determined that the setting key switch 208 is not in the ON state (is in the OFF state) (No), the process proceeds to step S37-9. If it is determined that the setting key switch 208 is in the ON state (Yes), the process ends and the process proceeds to the next process (step S4-19). Here, if the setting key switch 208 is in an ON state, it is determined that the setting key switch 208 is in an ON state, and if the ON state is not occurring, it is determined that the setting key switch 208 is not in an ON state. In step S37-9, a sub-command setting process is executed, and the process proceeds to step S37- 10. In the sub-command setting process, a setting related end designation command (sub-command) is stored in the sub-command output request buffer of RAM 230.

[0178] At step S37-10, a sub-command group setting process is executed, and the process proceeds to step S37-11. At the sub-command group setting process, the sub-command group is stored in a sub-command output request buffer in the RAM 230. Here, the group of subcommands includes a subcommand for specifying the game state (game state offset value), a subcommand for specifying the launch position, a subcommand for specifying the stopping pattern of the first special pattern, a subcommand for specifying the stopping pattern of the second special pattern, a subcommand for specifying the number of reserved special patterns 1, a subcommand for specifying the number of reserved special patterns 2, a subcommand for specifying the value of the time-saving counter, a subcommand for specifying a setting value stored in the setting value area of ​​RAM230, and the like. In step S37-11, a RAM set process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-19). In the RAM set process, a game-ready state is set as the gaming machine state. Specifically, a value corresponding to a playable state is saved as the value of the gaming machine state flag area of ​​the RAM 230 (gaming machine state flag).

[0179] (Switch management process) Next, the switch management process in step S4-12 will be described. FIG. 15 is a flowchart showing the switch management process. When the switch management process is executed in step S4-12, the process first proceeds to step S5-1, as shown in FIG. In step S5-1, it is determined whether or not the on state of gate switch 104 has been detected. If it is determined that the on state of gate switch 104 has been detected (Yes), the process proceeds to step S5-2. If it is determined that the on state of gate switch 104 has not been detected (No), the process proceeds to step S5-3. In step S5-2, a normal starting ball detection process is executed, and the process proceeds to step S5-3. The normal starting ball detection process will be described later.

[0180] In step S5-3, it is determined whether or not the on state of the special diagram 1 start port switch 101 has been detected. If it is determined that the on state of the special diagram 1 start port switch 101 has been detected (Yes), the process proceeds to step S5-4. If it is determined that the on state of the special diagram 1 start port switch 101 has not been detected (No), the process proceeds to step S5-5. In step S5-4, a special drawing 1 starting ball detection process is executed, and the process proceeds to step S5-5. The special drawing 1 starting ball detection process will be described later. In step S5-5, it is determined whether or not the on state of the special diagram 2 start port switch 102 has been detected. If it is determined that the on state of the special diagram 2 start port switch 102 has been detected (Yes), the process proceeds to step S5-6. If it is determined that the on state of the special diagram 2 start port switch 102 has not been detected (No), the process proceeds to step S5-7.

[0181] In step S5-6, a special drawing 2 starting ball detection process is executed, and the process proceeds to step S5-7. The special drawing 2 starting ball detection process will be described later. In step S5-7, it is determined whether or not the on state of the V domain switch 110 has been detected. If it is determined that the on state of the V domain switch 110 has been detected (Yes), the process proceeds to step S5-8. If it is determined that the on state of the V domain switch 110 has not been detected (No), the process ends and the process proceeds to the next process (step S4-13). In step S5-8, a V passage detection process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-13). In the V passage detection process, first, it is determined whether or not the V is in a valid period. Here, the "V effective period" is the period from the start of the first small win game, which is executed during the occurrence of either the "small win pattern 1" or the "small win pattern 2", to the elapse of the effective time (interval time) for closing the large prize opening after the end of the first small win game. If it is determined that the V valid period is in progress, the V winning flag area of ​​the RAM 230 is set to "1" and the V winning designation command is stored in the subcommand output request buffer. On the other hand, if it is determined that the V valid period is not in progress, the process is terminated.

[0182] (Normal starting ball detection processing) Next, the normal starting ball detection process in step S5-2 will be described. FIG. 16 is a flowchart showing the normal starting ball detection process. When the normal starting ball detection process is executed in step S5-2, as shown in FIG. 16, the process first proceeds to step S6-1. In step S6-1, a random number acquisition process is executed, and the process proceeds to step S6-2. In the random number acquisition process, various random numbers (random value values) such as a winning random number and a winning random number are acquired (loaded) from a loop counter corresponding to each lottery. In step S6-2, it is determined whether the value of the regular map pending number counter is the upper limit value (in this embodiment, "4"), and if it is determined that the value of the regular map pending number counter is not the upper limit value (No), the process proceeds to step S6-3, and if it is determined that the value of the regular map pending number counter is the upper limit value (Yes), the process ends and the process proceeds to the next process (step S5-3). In step S6-3, a regular map reservation counter update process is executed, and the process proceeds to step S6-4. In the regular map reservation counter update process, the value set in the regular map reservation counter is increased by "1" and the new value is set in the regular map reservation counter.

[0183] In step S6-4, the normal random number storage process is executed, the series of processes is terminated, and the process proceeds to the next process (step S5-3). In the normal random number storage process, the winning random number and the normal winning pattern random number obtained in step S6-1 are stored in the normal game information storage area of ​​the RAM 230 as normal game information. The RAM 230 is configured to include a regular game information storage area in which regular game information is stored. The regular game information storage area includes storage areas 0 to 4 as storage areas capable of storing regular game information. Memory area 0 stores regular game information during game execution. Meanwhile, memory areas 1 to 4 store regular game information for which regular win / loss judgment is pending. The priority of each memory area is specified as follows, from highest priority: memory area 1, memory area 2, memory area 3, memory area 4 (highest to lowest). Then, regular game information stored in memory areas 1 to 4 is judged to be regular win / loss in the order of priority stored in the memory area with the highest priority. In addition, in the general map random number saving process, a general map reserved number designation command specifying that the general map reserved number has increased by "1" is stored in the subcommand output request buffer of RAM 230.

[0184] (Special Figure 1 Starting ball detection process) Next, the special chart 1 starting ball detection process in step S5-4 will be explained. FIG. 17 is a flowchart showing the starting ball detection process for Special Chart 1. When the special chart 1 starting ball detection process is executed in step S5-4, it first proceeds to step S7-1, as shown in FIG. In step S7-1, a special symbol identification value setting process is executed, and the process proceeds to step S7-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the first special symbol lottery is set in the special symbol identification value setting area of ​​the RAM 230. In addition, "1" is added to the value of the external information starting hole ball entry count counter. In step S7-2, a reserved number counter address setting process is executed, and the process proceeds to step S7-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 1 is set in the reserved number counter address setting area of ​​RAM 230. In step S7-3, a special symbol random number acquisition process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-5). The special symbol random number acquisition process will be described later.

[0185] (Special diagram 2 starting ball detection process) Next, the special chart 2 starting ball detection process in step S5-6 will be explained. FIG. 18 is a flowchart showing the special chart 2 starting ball detection process. When the special chart 2 starting ball detection process is executed in step S5-6, as shown in FIG. 18, it first proceeds to step S8-1. In step S8-1, a special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the second special symbol lottery is set in the special symbol identification value setting area of ​​the RAM 230. In addition, "1" is added to the value of the external information starting hole ball entry count counter. In addition, in the special symbol identification value setting process, it is determined whether or not it is a right-hit period. If it is determined that it is not a right-hit period (it is a left-hit period), "1" is added to the value of the right-hit error counter. In step S8-2, a reserved number counter address setting process is executed, and the process proceeds to step S8-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 2 is set in the reserved number counter address area of ​​RAM 230. In step S8-3, a special symbol random number acquisition process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-7). The special symbol random number acquisition process will be described later.

[0186] (Special design random number acquisition process) Next, the special symbol random number acquisition process in steps S7-3 and S8-3 will be described. FIG. 19 is a flowchart showing the special symbol random number acquisition process. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, as shown in FIG. 19, the process first proceeds to step S9-1. In step S9-1, a special symbol identification value acquisition process is executed, and the process proceeds to step S9-2. In the special symbol identification value acquisition process, the special symbol identification value set in the special symbol identification value setting area of ​​the RAM 230 is acquired (loaded). In step S9-2, a special drawing reservation number acquisition process is executed, and the process proceeds to step S9-3. In the special drawing reservation number acquisition process, the value (special drawing 1 reservation number or special drawing 2 reservation number) of the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area is acquired (loaded).

[0187] In step S9-3, a special symbol random number acquisition process is executed, and the process proceeds to step S9-4. In the special symbol random number acquisition process, various random numbers (random value values) such as jackpot random numbers, winning symbol random numbers, reach group random numbers, reach mode random numbers, and variable pattern random numbers are acquired (loaded) from the loop counters corresponding to each lottery. At this time, the corresponding loop counter is selected based on the special symbol identification value acquired in step S9-1. In step S9-4, it is determined whether the number of reserved special drawings (number of reserved special drawings 1 or number of reserved special drawings 2) obtained in step S9-2 is the upper limit (in this embodiment, the upper limit of the number of reserved special drawings 1 = "4", and the upper limit of the number of reserved special drawings 2 = "1"), and if it is determined that the number of reserved special drawings is not the upper limit (No), the process proceeds to step S9-5, and if it is determined that the number of reserved special drawings is the upper limit (Yes), the process ends and the next process (step S5-5 or S5-7) proceeds. In this embodiment, the upper limit of the number of reserved special drawings 2 is set to "1". However, the upper limit of the number of reserved special drawings 2 may be set to "0". In step S9-5, a special drawing reservation number counter update process is executed, and the process proceeds to step S9-6. In the special drawing reservation number counter update process, the value set in the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area is added with "1" and the value is set in the special drawing reservation number counter.

[0188] In step S9-6, a special random number storage process is executed, and the process proceeds to step S9-7. In the special random number storage process, the various random numbers acquired in step S9-3 are stored in the special game information storage area (special game information storage area or special game information storage area) of the RAM 230 as special game information (special game information 1 or special game information 2). The RAM 230 includes a special chart 1 game information storage area in which special chart 1 game information is stored, and a special chart 2 game information storage area in which special chart 2 game information is stored. The special chart 1 game information storage area includes memory areas 0 to 4 as memory areas capable of storing special chart 1 game information. Memory area 0 stores special game information for the currently playing game. Meanwhile, memory areas 1 to 4 store special game information for which start determination is pending. The priority of each memory area is specified as follows, from highest priority: memory area 1, memory area 2, memory area 3, and memory area 4 (highest to lowest). Then, for the special game information for the currently playing game stored in memory areas 1 to 4, start determination is executed in the order of priority, starting from the one stored in the memory area with the highest priority. The special chart 2 game information storage area includes memory areas 0 to 1 as memory areas capable of storing special chart 2 game information. The memory area 0 stores special game information for the game being played. On the other hand, the memory area 1 stores special game information for the game being played, for which the start determination is pending.

[0189] In the special symbol random number storage process, if the special symbol identification value acquired in step S9-1 is a value corresponding to the first special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 1 game information storage area as special symbol 1 game information. At this time, the various random numbers acquired in step S9-3 are stored in an empty storage area (the storage area with the highest priority among the empty storage areas) among storage areas 1 to 4. That is, if the current value of the special drawing 1 reserved number counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. On the other hand, if the current value of the special drawing 1 reserved number counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the special drawing 1 reserved number counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the special drawing 1 reserved number counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4. On the other hand, if the special symbol identification value acquired in step S9-1 corresponds to the second special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 2 game information storage area as the special symbol 2 game information. At this time, the various random numbers acquired in step S9-3 are stored in the storage area 1. In other words, if the current value of the special drawing 2 reserved number counter is "0", the various random numbers obtained in step S9-3 are stored in memory area 1.

[0190] In step S9-7, the reserved number designation command setting process is executed, and the process proceeds to step S9-8. In the reserved number designation command setting process, a reserved number designation command for designating that the reserved number of special figures (reserved number of special figures 1 or reserved number of special figures 2) has increased by "1" is stored in the subcommand output request buffer of the RAM 230. At this time, if the special pattern identification value acquired in step S9-1 is a value corresponding to the first special pattern lottery, a reserved number designation command for designating that the reserved number of special figures 1 has increased by "1" is stored in the subcommand output request buffer of the RAM 230, and if it is a value corresponding to the second special pattern lottery, a reserved number designation command for designating that the reserved number of special figures 2 has increased by "1" is stored in the subcommand output request buffer of the RAM 230.

[0191] In step S9-8, a pre-determination process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-5 or S5-7). In the pre-determination process, various lottery results are pre-determined based on the game information (special game information 1 or special game information 2) (hereinafter referred to as "pre-determination target game information") saved (stored) in the special game information storage area (special game information 1 or special game information storage area) in step S9-6. In this embodiment, a pre-determination of various lottery results is performed for all game information (special chart 1 game information and special chart 2 game information). In addition, for game information acquired (stored) during the occurrence of a jackpot game state, a configuration may be adopted in which a pre-determination of various lottery results is not performed. Also, for special chart 2 game information acquired (stored) while the time-saving control is stopped, a pre-determination of various lottery results is not performed, and for special chart 1 game information acquired (stored) while the time-saving control is being executed, a configuration may be adopted in which a pre-determination of various lottery results is not performed.

[0192] In the preliminary judgment process, first, a preliminary special drawing hit judgment process is executed. In the pre-special pattern hit determination process, the result of the special pattern lottery ("big hit", "small hit", "time reduction" or "miss") is determined (pre-special pattern hit determination). In the ROM220, a special symbol big win lottery table in which the big win value of the special symbol lottery is registered, a special symbol small win lottery table in which the small win value of the special symbol lottery is registered, and a special symbol time-saving lottery table in which the time-saving value of the special symbol lottery is registered are stored. In addition, as the special symbol small win lottery table, a special symbol small win lottery table corresponding to the special symbol 1 game information and a special symbol small win lottery table corresponding to the special symbol 2 game information are stored. In addition, as the special symbol time-saving lottery table, a special symbol time-saving lottery table corresponding to the special symbol 1 game information and a special symbol time-saving lottery table corresponding to the special symbol 2 game information are stored. In the pre-special chart hit determination process, first, the pre-special chart big hit determination process is executed. In the pre-special jackpot determination process, the special jackpot lottery table is read. Then, based on the jackpot random number included in the pre-determination target game information and the read special jackpot lottery table, it is determined whether or not the "jackpot" has been won (pre-special jackpot determination). At this time, if the jackpot random number included in the pre-determined game information matches the jackpot value registered in the special jackpot lottery table, it is determined that a "jackpot" has been won (the result of the special pattern lottery is determined to be a "jackpot"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the jackpot value registered in the special jackpot lottery table, it is determined that a "jackpot" has not been won.

[0193] If the pre-special chart big win determination process determines that the player has not won a "big win," then the pre-special chart small win determination process is executed. In the pre-special chart small win judgment process, a special chart small win lottery table corresponding to the type of pre-judgment target game information (special chart 1 game information or special chart 2 game information) is read. Then, based on the big win random number included in the pre-judgment target game information and the read special chart small win lottery table, it is judged whether or not a "small win" has been won (pre-special chart small win judgment). At this time, if the jackpot random number included in the pre-determined game information matches the small jackpot value registered in the special small jackpot lottery table, it is determined that the "small jackpot" has been won (the result of the special pattern lottery is determined to be a "small jackpot"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the small jackpot value registered in the special small jackpot lottery table, it is determined that the "small jackpot" has not been won. If the pre-special chart big win determination process determines that the player has not won a "small win," then the pre-special chart time reduction determination process is executed. In the pre-special time-saving judgment process, a special time-saving lottery table corresponding to the type of pre-judgment target game information (special time-saving 1 game information or special time-saving 2 game information) is read. Then, based on the jackpot random number included in the pre-judgment target game information and the read special time-saving lottery table, it is judged whether or not the "time-saving" has been won (pre-special time-saving judgment). At this time, if the jackpot random number included in the pre-determined game information matches the time-saving value registered in the special time-saving lottery table, it is determined that the "time-saving" has been won (the result of the special pattern lottery is determined to be "time-saving"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the time-saving value registered in the special time-saving lottery table, it is determined that the "time-saving" has not been won. If the advance special small win determination process determines that the "time reduction" has not been won, the result of the special pattern lottery is determined to be a "miss." At this time, as described above, if the reserved type of the game information to be pre-determined is special chart 1 game information, either a "big hit" or a "time reduction" is determined (a "small hit" or a "miss" is never determined). On the other hand, if the reserved type of the game information to be pre-determined is special chart 2 game information, it will be determined to be either a "big hit," a "small hit," or a "miss" ("time reduction" will not be determined).

[0194] In the advance determination process, next, advance special symbol determination process is executed. In the advance special symbol determination process, the type of the stop symbol of the special symbol is determined (advance special symbol determination). In the pre-special pattern determination process, if the pre-special pattern hit determination determines a "jackpot" (win), the type of "jackpot pattern" is determined (pre-special pattern determination). The ROM 220 stores a winning symbol selection table in which the winning symbol random number and the type of the "winning symbol" are registered. In addition, as the winning symbol selection table, a first winning symbol selection table corresponding to the special symbol 1 game information and a second winning symbol selection table corresponding to the special symbol 2 game information are stored. In the first jackpot symbol selection table, "jackpot symbol 1" and "jackpot symbol 2" are registered as the types of "jackpot symbols". On the other hand, in the second jackpot symbol selection table, "jackpot symbol 3" and "jackpot symbol 4" are registered as the types of "jackpot symbols". In the process of determining the type of the "jackpot symbol", if the pre-determined game information is the special game information 1, the first jackpot symbol lottery table is read out. Then, the type of the jackpot symbol is determined based on the winning symbol random number included in the pre-determined game information and the first jackpot symbol lottery table that has been read out. On the other hand, when the pre-determined game information is the special game information 2, the second jackpot symbol lottery table is read out. Then, the type of the jackpot symbol is determined based on the winning symbol random number included in the pre-determined game information and the read second jackpot symbol lottery table.

[0195] On the other hand, in the pre-special pattern determination process, if the pre-special pattern hit determination determines a "small hit" (win), the type of "small hit pattern" is determined (pre-special pattern determination). The ROM 220 stores a small win pattern lottery table in which the correspondence between the winning pattern random number and the type of "small win pattern" ("small win pattern 1" or "small win pattern 2") is registered. In the process of determining the type of the "small winning symbol", a small winning symbol lottery table is read out. Then, the type of the small winning symbol is determined based on the winning symbol random number included in the pre-determined game information and the read small winning symbol lottery table. On the other hand, in the pre-special pattern determination process, if the pre-special pattern hit determination determines that there is a "time-saving" (winning), the type of the "time-saving pattern" is determined (pre-special pattern determination). The ROM 220 stores a time-saving symbol lottery table in which the correspondence between the winning symbol random number and the type of "time-saving symbol" ("time-saving symbol 1" or "time-saving symbol 2") is registered. In the process of determining the type of the "time-saving symbol", a time-saving symbol lottery table is read out. Then, the type of the time-saving symbol is determined based on the winning symbol random number included in the pre-determined game information and the time-saving symbol lottery table that has been read out. On the other hand, in the advance special pattern determination process, if the advance special pattern hit determination determines that the winning combination is a "miss" (failed), the type of the stopping pattern is determined to be a "miss pattern" (advance special pattern determination). In the advance determination process, next, a first read-ahead designation command setting process is executed. In the first pre-reading designation command setting process, a first pre-reading designation command that designates the type of the stop pattern determined by the advance special pattern determination is stored in a sub-command output request buffer of the RAM 230.

[0196] In the preliminary judgment process, next, a preliminary special chart change mode judgment process is executed. In the pre-special chart fluctuation mode determination process, a fluctuation mode number (type of fluctuation mode) and a fluctuation pattern number (type of fluctuation pattern) are determined. In the pre-special chart fluctuation mode determination process, if the pre-special chart hit determination determines a "big hit," "small hit," or "time-saving" hit, the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined by the pre-winning fluctuation pattern determination process described below. On the other hand, if the preliminary special winning judgment determines that the lottery has lost, the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined by the preliminary fluctuation pattern judgment process in the event of a loss, which will be described later.

[0197] In the pre-winning fluctuation pattern determination process, first, the fluctuation mode number (type of fluctuation mode) is determined (pre-winning fluctuation mode determination). The ROM 220 stores a winning time variation mode determination table in which the correspondence between reach mode random numbers and variation mode numbers (types of variation modes) is registered. In addition, as a winning time change mode judgment table, a winning time change mode judgment table corresponding to each combination of the reserved type (special chart 1 game information or special chart 2 game information), game state ("normal state", "time-saving state 1" or "time-saving state 2"), and stopping pattern type ("jackpot pattern 1" to "jackpot pattern 4", "small win pattern 1" to "small win pattern 2" or "time-saving pattern 1" to "time-saving pattern 2") is stored. In each winning time fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a winning time fluctuation pattern determination table (information specifying the winning time fluctuation pattern determination table) are associated with each reach mode random number. This allows the fluctuation mode number (type of fluctuation mode) and the winning time fluctuation pattern determination table to be selected simultaneously based on each winning time fluctuation mode determination table. In the pre-winning fluctuation mode determination, first, the hold type of the game information to be pre-determined (special chart 1 game information or special chart 2 game information), the current game state ("normal state," "time-saving state 1," or "time-saving state 2"), and the type of the stopping pattern determined by the pre-winning special chart pattern determination are confirmed, and the winning fluctuation mode determination table corresponding to the confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the winning time fluctuation mode determination table that has been read, the fluctuation mode number (type of fluctuation mode) and the winning time fluctuation pattern determination table are determined. In the process of determining the pre-winning fluctuation pattern, the fluctuation pattern number (type of fluctuation pattern) is then determined (pre-winning fluctuation pattern determination). The ROM 220 stores a winning fluctuation pattern determination table in which the correspondence between the fluctuation pattern random number and the fluctuation pattern number (type of fluctuation pattern) is registered. In addition, as the winning time fluctuation pattern determination table, a plurality of winning time fluctuation pattern determination tables having mutually different contents are stored. In the pre-winning fluctuation pattern determination, first, the winning fluctuation pattern determination table determined by the pre-winning fluctuation mode determination is read out. Then, the variation pattern number (type of variation pattern) is determined based on the variation pattern random number included in the pre-determined game information and the winning variation pattern determination table that has been read out.

[0198] In the pre-determination process for determining the fluctuation pattern when losing, first, the type of reach group random number contained in the pre-determined game information ("indefinite value" or "fixed value") is determined (pre-determination of random number type). In this embodiment, the types of reach group random numbers are defined as "indefinite value" and "fixed value." An "indeterminate value" is a type of reach group random number in which the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are not determined when the game information (special chart 1 game information or special chart 2 game information) is acquired (stored), and the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined based on the number of reserved balls at that time (special chart 1 reserved number or special chart 2 reserved number) when a start judgment based on the game information (steps S11-7, S11-8, S11-11) is executed. The "fixed value" is a type of reach group random number for which the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) are determined when game information (special chart 1 game information or special chart 2 game information) is acquired (stored). In this embodiment, the value of the reach group random number is updated within the range of "0" to "10006". Among "0" to "10006", "0" to "8499" are set as "indefinite values", and "8500" to "10006" are set as "fixed values". Therefore, in the pre-random number type determination, if the value of the reach group random number contained in the pre-determined game information is less than "8500", it is determined to be an "indefinite value", and if it is "8500" or greater, it is determined to be a "fixed value".

[0199] In the pre-fluctuating pattern determination process when losing, if the pre-random number type determination results in an "indeterminate value," the process moves to the next process without performing the pre-reach group determination, the pre-fluctuating mode determination when losing, and the pre-fluctuating pattern determination when losing, which are described below. On the other hand, if the preliminary random number type determination determines that the value is a "fixed value," preliminary reach group determination, preliminary fluctuation mode determination in the event of losing, and preliminary fluctuation pattern determination in the event of losing are performed.

[0200] In the advance reach group determination, the reach group number (type of reach group) is determined. The ROM 220 stores a reach group determination table in which the correspondence between reach group random numbers and reach group numbers (reach group types) is registered. In addition, as reach group determination tables, a reach group determination table corresponding to an "indefinite value" and a reach group determination table corresponding to a "fixed value" are stored. In the reach group determination table corresponding to "indefinite value", the reach group number corresponding to "indefinite value" (hereinafter referred to as "indefinite value reach group") is registered as the reach group number. On the other hand, in the reach group determination table corresponding to "fixed value", the reach group number corresponding to "fixed value" (hereinafter referred to as "fixed value reach group") is registered as the reach group number. In the advance reach group determination, a reach group determination table corresponding to the "fixed value" is read out. Then, a reach group number (a type of reach group) is determined based on the reach group random number included in the advance determination target game information and the read reach group determination table.

[0201] In the pre-fluctuating mode determination when an election is lost, the fluctuation mode number (type of fluctuation mode) is determined (pre-fluctuating mode determination when an election is lost). The ROM 220 stores a losing time fluctuation mode determination table in which the correspondence between reach mode random numbers and fluctuation mode numbers (types of fluctuation modes) is registered. In addition, as a loss-time fluctuation mode determination table, a loss-time fluctuation mode determination table corresponding to each combination of reach group number, hold type (special chart 1 game information or special chart 2 game information), hold number (special chart 1 hold number or special chart 2 hold number), and game state ("normal state," "time-saving state 1," or "time-saving state 2") is stored. In each losing time fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a losing time fluctuation pattern determination table (information specifying the losing time fluctuation pattern determination table) are associated with each reach mode random number. This allows the fluctuation mode number (type of fluctuation mode) and the losing time fluctuation pattern determination table to be selected simultaneously based on each losing time fluctuation mode determination table. In the pre-fluctuating mode determination when a player loses, first, the reach group number determined by the pre-reach group determination, the hold type of the game information to be pre-determined (special game information 1 or special game information 2), the hold number corresponding to the hold type of the game information to be pre-determined (special game 1 hold number or special game 2 hold number), and the current game status ("normal status", "time-saving status 1" or "time-saving status 2") are confirmed, and the pre-fluctuating mode determination table when a player loses corresponding to the confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the read out loss-time fluctuation mode determination table, the fluctuation mode number (type of fluctuation mode) and the loss-time fluctuation pattern determination table are determined.

[0202] In the pre-determination of the fluctuation pattern when losing an election, the fluctuation pattern number (type of fluctuation pattern) is determined (pre-determination of the fluctuation pattern when losing an election). The ROM 220 stores a fluctuation pattern determination table for when the winner is not selected, in which the correspondence between the fluctuation pattern random number and the fluctuation pattern number (type of fluctuation pattern) is registered. In addition, as the loss-time fluctuation pattern determination table, a plurality of loss-time fluctuation pattern determination tables having mutually different contents are stored. In the pre-rejection fluctuation pattern determination, first, the rejection fluctuation pattern determination table determined by the pre-rejection fluctuation mode determination is read out. Then, the fluctuation pattern number (type of fluctuation pattern) is determined based on the fluctuation pattern random number included in the pre-determined game information and the read-out fluctuation pattern determination table at the time of losing.

[0203] In the advance determination process, next, second and third read-ahead designation command setting processes are executed. In the second and third look-ahead designation command setting processes, a second look-ahead designation command that designates the fluctuation mode number determined by the advance fluctuation mode determination, and a third look-ahead designation command that designates the fluctuation pattern number determined by the advance fluctuation pattern determination are stored in a sub-command output request buffer of RAM 230. Specifically, when the pre-winning time fluctuation pattern determination process is executed, a second look-ahead designation command that specifies the fluctuation mode number determined by the pre-winning time fluctuation mode determination, and a third look-ahead designation command that specifies the fluctuation pattern number determined by the pre-winning time fluctuation pattern determination are stored in a sub-command output request buffer of RAM 230. On the other hand, when the pre-fluctuating pattern determination process is executed when the selection is rejected and the pre-random number type determination determines that the value is a "fixed value," a second look-ahead designation command specifying the fluctuation mode number determined by the pre-fluctuating mode determination when the selection is rejected, and a third look-ahead designation command specifying the fluctuation pattern number determined by the pre-fluctuating pattern determination when the selection is rejected are stored in the sub-command output request buffer of RAM 230. On the other hand, when a pre-fluctuating pattern determination process is executed in the event of a loss, and the pre-random number type determination determines that the result is an "undefined value," a second look-ahead designation command specifying an "undefined value" and a third look-ahead designation command specifying an "undefined value" are stored in the sub-command output request buffer of RAM 230.

[0204] (Special game management processing) Next, the special game management process in step S4-13 will be described. FIG. 20 is a flowchart showing the special game management process. In this embodiment, the following situations / stages (hereinafter referred to as "special game phases") of a game (hereinafter referred to as "special game") executed based on a special pattern lottery are defined: "state waiting for special pattern change", "state during special pattern change", "state displaying special pattern", "state before first large prize opening", "first large prize opening opening control state", "first large prize opening closure valid state", "waiting for first large prize opening opening to end", "state before second large prize opening", "second large prize opening opening control state", "second large prize opening closure valid state", and "waiting for second large prize opening opening to end". Then, in the special game phase flag area of ​​the RAM 230, a value (special game phase flag) corresponding to one of the special game phases "11" is set. In addition, the ROM 220 stores special game control modules (programs) for controlling (executing) special games, which correspond to each special game phase. In the special game management process, a special game control module corresponding to the value set in the special game phase flag area of ​​the RAM 230 is selected, and a process based on the selected special game control module is executed.

[0205] Specifically, when the special game management process is executed in step S4-13, the process first proceeds to step S10-1 as shown in FIG. In step S10-1, a special game phase acquisition process is executed, and the process proceeds to step S10-2. In the special game phase acquisition process, a value (special game phase) set in a special game phase flag area of ​​the RAM 230 is acquired (loaded). In step S10-2, a special game control module acquisition process is executed, and the process proceeds to step S10-3. In the special game control module acquisition process, a special game control module corresponding to the value (special game phase) acquired in step S10-1 is read out. In step S10-3, a special game control module execution process is executed, and the series of processes is terminated and the process proceeds to the next process (step S4-14). In the special game control module execution process, a process based on the special game control module read out in step S10-2 is started. Specifically, if the value acquired in step S10-1 is a value...

Claims

1. A measuring means is provided for measuring a time spent in a specific game state, A gaming machine characterized in that measurement of the stay time is stopped when a game is interrupted.

2. A control means is provided for controlling the launch of the game ball in response to the operation of the launch handle, 2. The gaming machine according to claim 1, wherein measurement of the dwell time is stopped when non-detection of contact of the player with the launch handle occurs.

Citation Information

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