Game machine

JP2025035248APending Publication Date: 2025-03-13HEIWA CORP
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Patent Information

Application Number
JP2023142168
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-01
Publication Date
2025-03-13

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Benefits of technology

【0007】 本発明によれば、遊技性を向上することが可能となる。

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Abstract

To improve game quality.SOLUTION: In a Pachinko machine 1, during an occurrence of a preparation state, an average time of a variable display of a first special symbol and an average time of a variable display of a second special symbol are configured to be shorter than an average time of the variable display of the first special symbol during an occurrence of a normal state. In this manner, during an occurrence of the preparation state, games can be progressed based on both of the variable display of the first special symbol and the variable display of the second special symbol. Specifically, games can be progressed at a good pace compared to a period during the occurrence of the normal state. Thereby, game quality can be improved.SELECTED DRAWING: Figure 8
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of executing a first variable game and a second variable game in parallel. [Background technology]

[0002] Conventionally, a gaming machine capable of executing a first variable game and a second variable game in parallel has been known (see Patent Document 1). In this gaming machine, when the probability of winning is low, the first special symbol is set to a short variable, which is a normal variable time, and the second special symbol is set to a long variable, which is a very long variable time. On the other hand, during a probability variable (ST), the first special symbol is set to a long variable, and the second special symbol is set to a short variable. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-150101 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, with conventional gaming machines, there is a risk that it is not possible to improve playability. An object of the present invention is to improve playability. [Means for solving the problem]

[0005] In order to achieve the above object, a gaming machine according to a first aspect of the present invention comprises: gaming information acquisition means for acquiring first gaming information when a first condition is met, and acquiring second gaming information when a second condition is met; gaming judgment means for executing a gaming judgment based on the first gaming information or the second gaming information; variable gaming control means for executing a first variable game according to a result of the gaming judgment based on the first gaming information, and executing a second variable game according to the result of the gaming judgment based on the second gaming information; specific gaming control means for executing a specific game when a specific result is judged by the gaming judgment; The present invention is provided with a game state control means capable of generating any one of a plurality of game states including a game state, a second game state, and a third game state, and the first variable game and the second variable game can be executed in parallel, and in the first game state, a first control that increases the probability that the specific result is determined by the game determination is not executed, and a second control that makes it easier to establish the first condition is not executed, and in the second game state, the first control is executed and the second control is executed, and in the third game state, the first control is executed. When the second control is not executed and the specific result is determined by the game judgment based on the first game information executed during the occurrence of the first game state, the second game state can be generated upon the end of the specific game, and when the specific result is determined by the game judgment based on the second game information executed during the occurrence of the second game state, the third game state can be generated upon the end of the specific game, and the average time of the second variable game during the occurrence of the first game state is the average time of the first variable game during the occurrence of the second game state is longer than the average time of the first variable game during the occurrence of the first game state, the average time of the second variable game during the occurrence of the second game state is shorter than the average time of the first variable game during the occurrence of the first game state, the average time of the first variable game during the occurrence of the third game state is longer than the average time of the first variable game during the occurrence of the first game state, and the average time of the second variable game during the occurrence of the third game state isThe average time of the first variable game during the occurrence of the first game state is shorter than the average time of the first variable game during the occurrence of the second game state, and is longer than the average time of the second variable game during the occurrence of the second game state. In the gaming machine according to the first invention, the average time of the first variable game and the second variable game during the occurrence of the second game state is shorter than the average time of the first variable game during the occurrence of the first game state. This makes it possible to progress the game based on both the first variable game and the second variable game during the occurrence of the second game state, and in particular, it makes it possible to progress the game at a better tempo than during the occurrence of the first game state, thereby improving the playability. Here, the first condition corresponds to the entry of a game ball into the first start hole 51 or the third start hole 53 described later. The first game information corresponds to the special game information 1 described later. The second condition corresponds to the entry of a game ball into the second start hole 52 described later. The second game information corresponds to the special game information 2 described later. The game information acquisition means corresponds to the main control board 200 (steps S7-3, S8-3) described later. The game judgment corresponds to the start judgment described later. The game judgment means corresponds to the main control board 200 (steps S11-8, S11-9, S11-12) described later. The first variable game corresponds to the variable display of the first special pattern described later. The second variable game corresponds to the variable display of the second special pattern described later. The variable game control means corresponds to the main control board 200 (steps S11-5, S12-3) described later. The specific result corresponds to a "jackpot" as described later. The specific game corresponds to a jackpot game state as described later. The specific game control means corresponds to the main control board 200 (step S13-4) as described later. The first game state corresponds to a normal state as described later. The second game state corresponds to a preparation state as described later. The third game state corresponds to a maximum state as described later. The game state control means corresponds to the main control board 200 (step S18-2) as described later. The first control corresponds to a special chart high probability state as described later. The second control corresponds to a normal chart high probability state (time-saving control) as described later.

[0006] The gaming machine of the second invention is characterized in that, in the gaming machine of the first invention, the average time of the first variable game during the occurrence of the second game state is approximately the same as the average time of the second variable game during the occurrence of the second game state. In the gaming machine of the second invention, it becomes possible to make the number of first variable games and the number of second variable games executed while the second gaming state is occurring substantially the same, thereby making it possible to further improve playability. Effect of the Invention

[0007] According to the present invention, it is possible to improve playability. [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] 2 is an address map of a memory area used by the CPU 210. [Diagram 5] FIG. 13 is a diagram showing the contents of the game state. [Figure 6] FIG. 11 is a diagram showing the winning probabilities for various lotteries. [Figure 7] FIG. 11 is a diagram showing the types of winnings in various lotteries. [Figure 8] FIG. 13 is a diagram showing the variation time of special symbols selected and set during the occurrence of each game state. [Figure 9] A diagram showing the transition of game states. [Figure 10] 13 is a flowchart showing a CPU initialization process. [Figure 11] 10 is a flowchart showing an initialization process when power is restored. [Figure 12] 13 is a flowchart showing a main loop process. [Figure 13] 13 is a flowchart showing a save process at the time of power interruption. [Figure 14] 13 is a flowchart showing a timer interrupt process. [Figure 15] 13 is a flowchart showing a dynamic port output process. [Figure 16] 13 is a flowchart showing a performance display device output process. [Figure 17] 13 is a flowchart showing a setting-related process. [Figure 18] 13 is a flowchart showing a switch management process. [Figure 19] 13 is a flowchart showing the normal starting ball detection process. [Figure 20] FIG. 1 is a flowchart showing the starting ball detection process. [Figure 21] This is a flowchart showing the starting ball detection process for Special Chart 2. [Figure 22] 13 is a flowchart showing a special pattern random number acquisition process. [Diagram 23] 13 is a flowchart showing a special game management process. [Figure 24] A flowchart showing special game management processing for Special Chart 2. [Diagram 25] This is a flowchart showing the special game management processing of Special Figure 1. [Figure 26] 13 is a flowchart showing the special game management process when a prize is won. [Figure 27] 13 is a flowchart showing the special chart change waiting process. [Figure 28] 13 is a flowchart showing processing during special chart change. [Figure 29] A flowchart showing processing while a special chart is stopped. [Diagram 30] A flowchart showing the processing before the large prize opening is opened. [Diagram 31] A flowchart showing the large prize opening control process. [Diagram 32] 13 is a flowchart showing a special electric service opening / closing switching process. [Diagram 33] A flowchart showing the large prize opening closure validity process. [Diagram 34] A flowchart showing the waiting process for the end of the large prize opening. [Diagram 35] 13 is a flowchart showing a normal game management process. [Diagram 36] 13 is a flowchart showing the normal game management process. [Figure 37] A flowchart showing the normal game management processing when a prize is won. [Figure 38] 13 is a flowchart showing the process of waiting for a change in the map. [Figure 39] 13 is a flowchart showing processing during normal map changes. [Diagram 40] 13 is a flowchart showing processing during normal map stop. [Diagram 41] This is a flowchart showing the processing before opening normal electric devices. [Diagram 42] 13 is a flowchart showing the normal electric feature release control process. [Diagram 43] 13 is a flowchart showing normal electric utility opening and closing switching processing. [Diagram 44] This is a flowchart showing the normal electric feature closure activation process. [Diagram 45] This is a flowchart showing the waiting process for the end of normal electric device opening. [Figure 46] 13 is a flowchart showing a performance display device control process. [Figure 47] 13 is a flowchart showing a sub timer interrupt process. [Figure 48] 13 is a flowchart showing a command analysis process. [Figure 49] 13 is a flowchart showing a hold command receiving process. [Figure 50] 13 is a flowchart showing a read-ahead command receiving process. [Figure 51] 13 is a flowchart showing a variable command receiving process. [Figure 52] 13 is a flowchart showing a stop command receiving process. [Figure 53] 13 is a flowchart showing an opening command receiving 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, an integrated door unit 4, and a game board unit 10. The outer frame unit 2, the inner frame unit 3, and the integrated door 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 integrated door unit 4 can be opened and closed relative to both 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 integrated door 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).

[0014] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 2 shows the front 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 integrated door 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, 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. 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 side path (left hitting area) formed on the left side of the main image display device 31 and a right side path (right hitting area) 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.

[0015] The main image display device 31 is attached to the back side of the set board. The main image display device 31 is composed of a variable display device such as a liquid crystal display, a CRT (Cathode Ray Tube) display, etc. The main image display device 31 has a display screen 31a capable of displaying a performance image. The display screen 31a can be configured to have a performance pattern display area A (not shown) corresponding to the special pattern 1 display device (first special pattern) described below, and a performance pattern display area B (not shown) corresponding to the special pattern 2 display device (second special pattern) described below. Each performance pattern display area A, B is composed of three first performance pattern display areas a1 to a3 in which a first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 in which a second performance pattern z2 (not shown) is displayed. The first performance pattern z1 is composed of 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 perform a variable display and a stationary display of the first performance pattern z1. The second performance pattern z2 is composed of color bars. In the second performance pattern display area a4, it is possible to perform a variable display and a stationary display of the second performance pattern z2.

[0016] The changing display of the performance patterns z1 and z2 refers to a display in which the first performance pattern z1 is moved (scrolled) in each of the first performance pattern display areas a1 to a3, and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 refers to a display in which 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 displayed in the second performance pattern display area a4 (the color bar shows a specified color). Then, in the performance pattern display area A, the result of the first special pattern lottery is displayed by combining the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. In addition, in the performance pattern display area B, the result of the second special pattern lottery is displayed by combining the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. In addition, on the display screen 31a, it is possible to configure reserved symbol display areas b1, b2 (not shown) in which reserved symbol h (not shown) is displayed. The reserved symbol display area b1 displays a reserved symbol h corresponding to the special symbol 1 game information described later. The reserved symbol display area b2 displays a reserved symbol h corresponding to the special symbol 2 game information described later.

[0017] 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 first special symbol 1 start port switch 101a (see FIG. 3) is disposed in the first start port 51. The first special symbol 1 start port switch 101a 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 first special symbol 1 start port switch 101a. 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.

[0018] At the most upstream of the right-side path, a start gate 41 is provided. The start gate 41 is formed so that game balls can always pass through it. 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 it). 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. An outlet 58a is provided on the left side of the starting gate 41. An outlet 58b is provided on the right side of the starting gate 41. Each outlet 58a, 58b is an inlet that opens upward, and game balls can enter at any time. Each outlet 58a, 58b allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). Game balls that enter each outlet 58a, 58b are discharged from the game area 30 and flow into a discharge path described later.

[0019] A third starting port 53 is provided downstream of the starting gate 41 on the right path. The third starting port 53 is provided with a normal electric device (normal electric device) 53a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the third starting port 53 and an open state that makes it possible (easy) for a game ball to enter the third starting port 53. The normal electric device 53a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). The third starting hole 53 is normally closed with the normal electric device 53a, making it impossible (difficult) for a game ball to enter, but when a normal symbol lottery is won, the normal electric device 53a is opened, making it possible (easy) for a game ball to enter. The third starting hole 53 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A second special symbol 1 start port switch 101b (see FIG. 3) is disposed in the third start port 53. The second special symbol 1 start port switch 101b outputs a detection signal to the main control board 200 in response to detection of a game ball that has entered the third start port 53 (entry of a game ball into the third start port 53). The main control board 200 executes a first special symbol lottery in response to input of the detection signal from the second special symbol 1 start port switch 101b.

[0020] A bypass passage 42c is provided on the right path between the start gate 41 and the third start opening 53. The bypass passage 42c constitutes a part of a path (route) that guides the game ball from the start gate 41 to the third start opening 53. Specifically, the right path is provided with a guide passage 42 that guides the game ball that has passed through the start gate 41 to above the third start opening 53. The guide passage 42 includes a straight passage 42a, a ball entrance 42b, a bypass passage 42c, and an exit 42d. The straight passage 42a is formed on the front side of the game board 11 (board surface) and extends linearly downward. The ball entrance 42b and the discharge port 42d are each a through hole provided in the game board 11 (board surface). The ball entrance 42b is provided with a guide section that receives the game ball that has passed through the straight passage 42a and guides it to the ball entrance 42b. The guide section is formed in a cup shape and changes the traveling direction of the game ball that has passed through the straight passage 42a. The discharge port 42d is located above the third starting port 53. The detour passage 42c is formed on the back side of the game board 11 (board surface) and is provided to connect between the ball entrance 42b and the discharge port 42d. All game balls that pass through the start gate 41 flow into the straight passage 42a. The game balls that flow into the straight passage 42a then flow into the bypass passage 42c provided on the back side of the game board 11 (board surface) through the ball entrance 42b, pass through the bypass passage 42c, and are discharged to the front side of the game board 11 (board surface) through the discharge opening 42d. In the pachinko machine 1, a bypass passage 42c is provided between the start gate 41 and the third start port 53, so that when a normal symbol lottery executed in response to a game ball passing through the start gate 41 is won and a normal symbol winning game state is generated, the game ball can enter the third start port 53 while the normal symbol winning game state is being generated. In other words, if there is no bypass passage 42c between the start gate 41 and the third start opening 53, if a game ball that has passed through the start gate 41 falls quickly toward the third start opening 53, even if that game ball wins the normal pattern lottery executed in response to its passage through the start gate 41, the game ball may pass through the front side of the third start opening 53 before the normal winning game state begins (before the normal electric device 53a is opened), and the game ball may not enter the third start opening 53. Therefore, by providing a bypass passage 42c between the start gate 41 and the third start opening 53, it is possible to weaken the momentum of a game ball that has passed through the start gate 41 (control the flow speed to be approximately constant), and when the game ball wins the normal symbol lottery executed in response to the game ball passing through the start gate 41, it is possible to configure the game ball to pass through the front side of the third start opening 53 after the normal symbol winning game state is started (after the normal electric device 53a is opened). In other words, it is possible to prevent the game ball from passing through the front side of the third start opening 53 before the normal symbol winning game state is started (before the normal electric device 53a is opened).

[0021] A large prize opening 54 is provided downstream of the third starting opening 53 on the right path. The large prize opening 54 is provided with a special electric device (special electric device) 54a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the large prize opening 54 and an open state that makes it possible (easy) for a game ball to enter the large prize opening 54. The special electric device 54a is opened and closed by the big prize opening solenoid 65 (see FIG. 3). Normally, the special electric device 54a is closed, making it impossible (difficult) for game balls to enter the big prize opening 54, but when a "big win" is won by a special symbol lottery (first special symbol lottery or second special symbol lottery), the special electric device 54a is opened, making it possible (easy) for game balls to enter. The big prize opening 54 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 54. 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 54 (entry of a game ball into the large prize opening 54). 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.

[0022] The second start opening 52 is provided downstream of the big prize opening 54 on the right side path. The second start opening 52 is an entry opening (a so-called "navel") that opens upward, and game balls can enter at any time. The second start opening 52 allows game balls flowing down the right side path to enter (game balls flowing down the left side 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. An outlet 58c is provided on the right side of the second starting opening 52. The outlet 58c is an entrance opening that opens to the left and allows game balls to enter at all times. The outlet 58c allows game balls that flow down the right path to enter (game balls that flow down the left path cannot enter). Game balls that enter the outlet 58c are discharged from the game area 30 and flow into a discharge path described later.

[0023] The game balls that flow into the right path are guided to either the start gate 41 or the outlets 58a, 58b. As a result, some of the game balls that flow into the right path pass through the start gate 41, and the rest enter the outlets 58a, 58b. The game balls that pass through the start gate 41 pass through the guide passage 42 and are discharged to a position above the third start opening 53. In this embodiment, the game balls that are discharged to a position above the third start opening 53 are configured to pass through the front side of the third start opening 53. It is possible that a very small portion of the game balls that are discharged to a position above the third start opening 53 will not pass through the front side of the third start opening 53 by passing through a bypass passage 55 provided to the side of the third start opening 53. Regarding a game ball passing through the front side of the third starting hole 53, if the normal electric device 53a is in the open state when passing through the front side of the third starting hole 53, the ball will enter the third starting hole 53, and if the normal electric device 53a is in the closed state, the ball will pass through the third starting hole 53 without entering it. The game ball that passed through the third starting port 53 and the game ball that passed through the bypass passage 55 join together downstream of the third starting port 53, and then pass above the large prize opening 54. If the special electric device 54a is in an open state when the game ball passes above the large prize opening 54, the game ball enters the large prize opening 54, and if the special electric device 54a is in a closed state, the game ball passes through the large prize opening 54 without entering it. In this embodiment, the game balls that pass through the big prize opening 54 are configured to enter the second starting opening 52. It is possible that a small portion of the game balls that pass through the big prize opening 54 may spill to the side of the second starting opening 52 and enter the out openings 58c and 58d.

[0024] An outlet 58d is provided at the most downstream of the game area 30 to discharge game balls that have not entered any of the winning holes 51 to 54, 57a to 57c. Game balls that have entered the outlet 58d are discharged from the game area 30 and flow into a discharge path described later. Here, the inner frame unit 3 includes a discharge path (not shown) through which the game balls discharged from the play 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 play area 30 (all game balls discharged from the play area 30) are configured to pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51-54, 57a-57c, or by passing through any of the out holes 58a, 58b, 58c, 58d, and flow into the discharge path. Specifically, the game balls entering each winning hole 51-54, 57a-57c are detected by the switches 101a, 101b, 102, 103, 106 disposed in the winning hole, and then guided to the discharge path. Also, the game balls discharged from each outlet 58a, 58b, 58c, 58d 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 to 54, 57a to 57c and the start gate 41.

[0025] 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 composed of a special chart 1 display device, a special chart 2 display device, a regular chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a regular chart reserve display device, a round display device, a right-hand hit display device, a special chance display device, and a time-saving display device. 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.

[0026] 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 pattern 1 display device and the display of the performance patterns z1 and z2 in the performance pattern display area A correspond to the time when the varying display starts, 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 pattern 2 display device and the display of the performance patterns z1 and z2 in the performance pattern display area B correspond to the time when the varying display starts, 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. The normal symbol display device is capable of displaying the variation and stopping of normal symbols consisting of numbers, symbols, etc. The normal symbol lottery result is displayed on the normal symbol display device based on the normal symbol that is stopped. When the normal symbol that is stopped and displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state that is advantageous to the player is generated.

[0027] 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. The probability variation display device displays the game status when the power is restored (whether a special chart high probability state is occurring or a special chart low probability state is occurring). The time-saving display device displays the current game status (time-saving control being executed or stopped).

[0028] 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 integrated door unit 4, and one or more movable body units are provided in the game board unit 10. Each movable body unit of the integrated door unit 4 is disposed on the front surface of the decorative portion 4b, on the upper surface of the tray unit 5, etc., and is capable of performing a predetermined performance operation. 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.

[0029] 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.

[0030] Furthermore, the pachinko machine 1 is provided with detection sensors for detecting various abnormal conditions. In this embodiment, a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, a magnetic detection sensor 115, and the like are provided as detection sensors. The glass frame opening sensor 107 detects the opening of the integrated door 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 integrated door 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.

[0031] 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.

[0032] (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 the control system of the pachinko machine. Fig. 4 is an address map of the memory area used by the CPU 210. 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.

[0033] (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.

[0034] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Fig. 4, 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. Here, in FIG. 4, addresses for specifying memory areas are shown in hexadecimal numbers ("H" indicates that the number is hexadecimal).

[0035] 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 states, 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 detection signals from the special figure 1 start port switch 101, the special figure 2 start port switches 102a, 102b, 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. 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.

[0037] 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.

[0038] 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]).

[0039] 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]).

[0040] 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. To the input port 2, a detection signal from the count switch 103, a detection signal from the left winning slot switch 106, a detection signal from the out switch 109, a detection signal from the other radio wave detection sensor 114, and the like are input. The input port 3 receives a detection signal from the first special diagram 1 start port switch 101a, a detection signal from the second special diagram 1 start port switch 101b, a detection signal from the special diagram 2 start port switch 102, a detection signal from the gate switch 104, 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).

[0041] 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 operation of the normal electric role solenoid 64, a control signal for controlling the operation of the large prize opening solenoid 65, 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.

[0042] 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.

[0043] 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.

[0044] 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.

[0045] 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).

[0046] 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.

[0047] 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).

[0048] 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.

[0049] 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.

[0050] 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, the detection signal from the first special chart 1 start port switch 101a, the detection signal from the second special chart 1 start port switch 101b, the detection signal from the special chart 2 start port switch 102, the detection signal from the gate switch 104, the detection signal from the count switch 103, the detection signal from the left winning port switch 106, the detection signal from the out switch 109, etc. are input to the input port 204 and are 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 role solenoid 64, large prize opening solenoid 65, etc.) output from output port 3 are input to each solenoid 64, 65, and are also input to the interface board of the test computer via the test signal output circuit.

[0051] (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.

[0052] (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 the image display device 31, the lighting of various lamps 20, 21, the output of sounds from various speakers 22, and the driving of motors 23 that drive various movable body units.

[0053] 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 rendering program (performance control table) set by the CPU, and outputs the generated display control data to the image display device 31. 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.

[0054] (Configuration of the driver board 310 and the sub-connection board 320) Next, the configurations of the driver board 310 and the sub-connection board 320 will be described. 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 is configured to include 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 (driving currents) to various motors 23 (such as the motors 23 constituting the movable body unit) arranged in the integrated door 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.

[0055] (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.

[0056] 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 a normal low probability state occurs (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 51-53 and the other winning ports 57a-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).

[0065] 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 to 53 and the other winning holes 57a to 57c.

[0066] (About game status) Next, the game states defined in the pachinko machine 1 will be explained. FIG. 5 is a diagram showing the contents of the game state. In the pachinko machine 1, it is possible to execute time-saving control as auxiliary control that is advantageous to the player. During the execution of the time-saving control, the probability of winning the "normal pattern hit" by the normal pattern lottery described later is improved compared to when the time-saving control is stopped. In other words, when the time-saving control is stopped, the normal pattern is in a low probability state, and when the time-saving control is executed, the normal pattern is in a high probability state. Then, while the time-saving control is stopped (while the normal symbol low probability state occurs), the probability of winning the "normal symbol hit" by the normal symbol lottery is set to a first probability (1 / 65536 in this embodiment). On the other hand, while the time-saving control is being executed (while the normal symbol high probability state occurs), the probability of winning the "normal symbol hit" by the normal symbol lottery is set to a second probability (1 / 2 in this embodiment) that is higher than the first probability. In addition, during the execution of the time-saving control, the time for displaying the variable display of the normal symbol is shortened compared to when the time-saving control is stopped, and the opening time of the normal electric device 53a is extended in the normal winning game state described later. Furthermore, during the execution of the time-saving control, the time for displaying the variable display of the special symbol (hereinafter referred to as "variable time") is shortened compared to when the time-saving control is stopped.

[0067] In addition, in the pachinko machine 1, a special pattern low probability state and a special pattern high probability state are defined as game states related to the probability of winning the special pattern lottery (first special pattern lottery and second special pattern lottery) described below. The probability of winning the "jackpot" through the special pattern lottery (first special pattern lottery and second special pattern lottery) changes when a special pattern low probability state occurs and when a special pattern high probability state occurs. That is, when the special pattern low probability state occurs, the probability of winning a "jackpot" through a special pattern lottery (first special pattern lottery or second special pattern lottery) is set to a first probability (in this embodiment, 1 / 350 (when the set value = 1)). On the other hand, when the special pattern high probability state occurs, the probability of winning a "jackpot" through a special pattern lottery (first special pattern lottery or second special pattern lottery) is set to a second probability (in this embodiment, 1 / 92 (when the set value = 1)) which is higher than the first probability.

[0068] As shown in FIG. 5, in this embodiment, three game states (specifically, a "normal state", a "preparation state", and a "best state") are defined. The "normal state" is a game state in which the time-saving control is stopped (when a normal low probability state occurs) and when a special low probability state occurs. The "preparation state" is a game state in which time-saving control is being executed (when a normal high probability state is occurring) and when a special high probability state is occurring. The "best state" is a game state in which the time-saving control is stopped (when a low probability state for normal winning is occurring) and when a high probability state for special winning is occurring.

[0069] (About various lotteries) Next, various types of lotteries executed in the pachinko machine 1 will be described. Fig. 6 is a diagram showing the winning probabilities for various lotteries, and Fig. 7 is a diagram showing the winning types for various lotteries. FIG. 6(a) shows the winning probability of the normal symbol lottery, FIG. 6(b) shows the winning probability of the first special symbol lottery, and FIG. 6(c) shows the winning probability of the second special symbol lottery. In addition, Figure 7(a) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the first special pattern lottery, and Figure 7(b) shows the winning type (type of "jackpot pattern") selected when a "jackpot" is won by the second special pattern lottery.

[0070] (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 the pachinko machine 1, the results of the normal symbol lottery are defined as "normal symbol hit" and "miss." As shown in FIG. 6(a), in the normal pattern lottery (determination of whether the normal pattern is a hit or a loss) that is executed while the time-saving control is stopped (while the normal pattern low probability state occurs), the probability of being determined to be a “normal pattern hit” (win) is 1 / 65536. On the other hand, in the normal pattern lottery (normal pattern winning / losing determination) executed during the execution of the time-saving control (while the normal pattern high probability state occurs), the probability of being determined as a "normal pattern winning" (winning) is 1 / 2.

[0071] In addition, in the pachinko machine 1, only "normal winning pattern 1" is specified as the winning type (type of normal winning pattern) to be selected when a "normal winning pattern" is won by the normal pattern lottery. When the "regular winning pattern 1" is won, the regular pattern display device is controlled to stop and display the regular pattern at "regular winning pattern 1". On the other hand, if the player loses the regular symbol lottery (in the case of a "lose" result), the regular symbol display device is controlled to stop and display the regular symbol as a "lose symbol." When the "normal winning pattern 1" is selected, a normal winning game state is generated. In the normal winning game state, the normal electric device 53a is displaced (opened) from a closed state to an open state, and the game ball can enter the third starting hole 53. In the normal winning game state, the number of times the normal electric device 53a is opened is set to 1 [time], and the opening time of the normal electric device 53a in each time is set to 50 [ms] or 488 [ms]. At this time, during execution of the time-saving control, the number of times that the normal electric device 53a is opened is set to 1 [time], and the opening time of the normal electric device 53a in each opening is set to 488 [ms]. On the other hand, while the time-saving control is stopped, the number of times that the normal electric device 53a opens is set to 1 [time], and the opening time of the normal electric device 53a in each opening is set to 50 [ms].

[0072] (Special design lottery) In addition, in the pachinko machine 1, a first special pattern lottery is executed when a game ball enters the first start hole 51 or the third start hole 53, and a second special pattern lottery is executed when a game ball enters the second start hole 52. In the pachinko machine 1, the results of the first special symbol lottery are stipulated as "jackpot" and "loss." On the other hand, the results of the second special symbol lottery are stipulated as "jackpot" and "loss."

[0073] As shown in Figures 6(b) and (c), in pachinko machine 1, the probability of winning a "jackpot" through the special pattern lottery (first special pattern lottery and second special pattern lottery) is 1 / 350 (varies depending on the set value) when a special pattern low probability state is occurring, and is 1 / 92 (varies depending on the set value) when a special pattern high probability state is occurring. Here, as described above, the probability of winning the "jackpot" by the special pattern lottery (the first special pattern lottery or the second special pattern lottery) varies according to the set value. Note that the probability of winning the "jackpot" by the special pattern lottery (the first special pattern lottery or the second special pattern lottery) may be configured not to vary according to the set value.

[0074] As shown in FIG. 7(a), in the pachinko machine 1, a "jackpot pattern 1" is defined as the winning type (type of jackpot pattern) to be selected when a "jackpot" is won through the first special pattern lottery. On the other hand, as shown in FIG. 7(b), a "jackpot pattern 2" is defined as the winning type (type of jackpot pattern) to be selected when a "jackpot" is won by the second special pattern lottery.

[0075] When the "jackpot pattern 1" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 1" is displayed on the special pattern 1 display device. Also, the stop pattern (display mode) corresponding to the "chance pattern" is displayed on the performance pattern display area A. Here, the "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 is a "number pattern" showing the same even numbers, such as "2, 2, 2," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 is a predetermined color. When the "jackpot pattern 2" is selected, the stop pattern (display mode) corresponding to the "jackpot pattern 2" is displayed in a stopped state in the special pattern 2 display device. Also, in the performance pattern display area B, the stop pattern (display mode) corresponding to the "rush pattern" is displayed in a stopped state. Here, the "rush 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 is a "number pattern" showing specific numbers, such as "7, 7, 7," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.

[0076] When the "jackpot symbol 1" or the "jackpot symbol 2" is selected, a jackpot game state is generated. In the jackpot game state, the special electric device 54a is shifted from a closed state to an open state, and the game ball can enter the big prize hole 54. Specifically, during the occurrence of a jackpot game state, a predetermined number of round games are executed. In this embodiment, the number of round games executed during the occurrence of a jackpot game state is greater when "jackpot pattern 2" is won than when "jackpot pattern 1" is won, and the number of prize balls that can be acquired is greater. Specifically, when "jackpot pattern 1" is won, the number of round games is set to 2 [times]. On the other hand, when "jackpot pattern 2" is won, the number of round games is set to 10 [times]. In addition, when the "jackpot symbol 1" or the "jackpot symbol 2" is won, the maximum opening time of the special electric device 54a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 54a was opened, and (2) the number of game balls entering the large prize opening 54 during the execution of that round of play reaches a predetermined upper limit (10 balls in this embodiment).

[0077] At the end of the big win game state, a predetermined number of chance variations is set. Then, after the end of the big win game state, a special chart high probability state is generated according to the set number of chance variations. If you win the "jackpot pattern 1", the number of chances is set to 150. On the other hand, if you win the "jackpot pattern 2", the number of chances is set to 150. When the number of chance wins is set to 1 or more, the game state after the big win game state ends becomes a special chart high probability state. The special symbol high probability state is initiated in response to the end of a jackpot game state, and terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the occurrence of the special symbol high probability state (the number of times the notification display of the special symbol is executed during the occurrence of the special symbol high probability state) reaches the number of special symbol wins set at the end of the jackpot game state (the number of times the variable display of the special symbol initiated during the occurrence of the special symbol high probability state reaches the number of special symbol wins set at the end of the jackpot game state); and (2) the start of the next jackpot game state (the stopped display of the "jackpot symbol" has ended). Here, if the condition (1) is met, the special pattern high probability state ends when the special pattern variable display for the probability change number starts. On the other hand, if the condition (2) is met, the special pattern high probability state ends when the "jackpot pattern" stops displaying (when the stop time has elapsed).

[0078] In addition, at the end of the big win game state, a predetermined number of time-saving times is set. Then, after the end of the big win game state, the time-saving control is executed according to the set number of time-saving times (the normal high probability state is generated). If the "jackpot pattern 1" is won and the game state at the time of the special pattern hit judgment is during the time-saving control stop, the number of time-saving times is set to 150. On the other hand, if the "jackpot pattern 1" is won and the game state at the time of the special pattern hit judgment is during the time-saving control, the number of time-saving times is set to 150. On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the special pattern hit judgment is during the time-saving control stop, the time-saving number of times is set to 150 [times]. On the other hand, if the "jackpot pattern 2" is won and the game state at the time of the special pattern hit judgment is during the time-saving control, the time-saving number of times is set to 0 [times]. If the number of time-saving times is set to 0, the time-saving control is not executed after the end of the jackpot game state, and the game state after the end of the jackpot game state becomes a normal low probability state. On the other hand, if the number of time-saving times is set to 1 or more, the time-saving control is executed after the end of the jackpot game state, and the game state after the end of the jackpot game state becomes a normal high probability state. The time-saving control is initiated in response to the end of the jackpot game state, and is terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the time-saving control (the number of times the notification display of the special symbol is executed during the time-saving control) reaches the number of time-saving times set at the end of the jackpot game state (the number of times the variable display of the special symbol initiated during the time-saving control reaches the number of time-saving times set at the end of the jackpot game state), and (2) the start of the next jackpot game state (the stopped display of the "jackpot symbol" has ended). Here, if the condition (1) is met, the time-saving control ends when the variable display of the special symbol for the time-saving number starts. On the other hand, if the condition (2) is met, the time-saving control ends when the stopped display of the "jackpot symbol" ends (when the stop time has elapsed).

[0079] (Special symbol change time) Next, the variation time of the special symbols selected and set during the occurrence of each game state ("normal state", "preparation state" or "best state") will be described. FIG. 8 is a diagram showing variation patterns (variation times) of special symbols selected and set during the occurrence of each game state. FIG. 8(a) shows the change time of the special symbol selected and set when the "normal state" occurs, FIG. 8(b) shows the change time of the special symbol selected and set when the "preparation state" occurs, and FIG. 8(c) shows the change time of the special symbol selected and set when the "best state" occurs.

[0080] The time (change mode, change pattern) of the special symbol (first special symbol or second special symbol) to change when a "jackpot" occurs is selected by a winning time change pattern determination process described later. In the winning time change pattern determination process, the time (change mode, change pattern) of the special symbol is selected based on the reserved type (special symbol 1 game information or special symbol 2 game information), the game state ("normal state", "preparation state" or "best state"), and the type of the stopped symbol. On the other hand, the change time (change mode, change pattern) of the special symbol (first special symbol or second special symbol) at the time of "miss" is selected by the change pattern determination process at the time of failure described later. In the change pattern determination process at the time of failure, the change time (change mode, change pattern) of the special symbol is selected based on the reserved type (special symbol 1 game information or special symbol 2 game information), the reserved number (special symbol 1 reserved number or special symbol 2 reserved number), and the game state ("normal state", "preparation state", or "best state").

[0081] In the pachinko machine 1, the groups of the fluctuation modes (combinations of fluctuation modes and fluctuation patterns) of the special symbols are defined as "normal fluctuation", "long fluctuation", "short fluctuation", and "shortest fluctuation". "Normal fluctuation" is a group to which fluctuation modes that correspond to normal fluctuation times belong. In this embodiment, 4.0 [s] to 180.0 [s] are specified as the fluctuation times (normal fluctuation times) corresponding to each fluctuation mode belonging to "normal fluctuation." "Long fluctuation" is a group to which fluctuation modes that are associated with a longer fluctuation time (hereinafter referred to as "long fluctuation time") compared to the fluctuation modes that belong to the other groups ("normal fluctuation", "shortest fluctuation", and "short fluctuation") belong. In this embodiment, 590.0 [s] is specified as the fluctuation time (long fluctuation time) corresponding to each fluctuation mode that belongs to "long fluctuation". In particular, the average fluctuation time (average of fluctuation time) of the fluctuation modes that belong to "long fluctuation" is longer than the average fluctuation time of the fluctuation modes that belong to "normal fluctuation". "Short fluctuation" is a group to which fluctuation modes that correspond to a short fluctuation time (hereinafter, "short fluctuation time") compared to the normal fluctuation time belong. In this embodiment, 1.0 [s] to 3.0 [s] are specified as the fluctuation time (short fluctuation time) corresponding to each fluctuation mode belonging to "short fluctuation". In particular, the average fluctuation time of the fluctuation modes belonging to "short fluctuation" is shorter than the average fluctuation time of the fluctuation modes belonging to "normal fluctuation" and longer than the average fluctuation time of the fluctuation modes belonging to "shortest fluctuation". The "shortest fluctuation" is a group to which fluctuation modes associated with a short fluctuation time (hereinafter referred to as "shortest fluctuation time") belong, compared to the short fluctuation time. In this embodiment, 600 [ms] is specified as the fluctuation time (short fluctuation time) corresponding to each fluctuation mode belonging to the "shortest fluctuation". In particular, the average fluctuation time of the fluctuation modes belonging to the "shortest fluctuation" is shorter than the average fluctuation time of the fluctuation modes belonging to the "short fluctuation".

[0082] As shown in FIG. 8(a), when the result of the special chart hit judgment based on the special chart 1 game information executed during the occurrence of the "normal state" is "jackpot" or "miss", "normal fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 4.0 [s] to 180.0 [s]. At this time, when the result of the special chart hit judgment is "jackpot", the fluctuation mode corresponding to "jackpot" (fluctuation time = within the range of 120.0 [s] to 180.0 [s]) is selected as the fluctuation mode from among the fluctuation modes belonging to "normal fluctuation". On the other hand, when the result of the special chart hit judgment is "miss", the fluctuation mode corresponding to "miss" (fluctuation time = within the range of 4.0 [s] to 180.0 [s]) is selected as the fluctuation mode from among the fluctuation modes belonging to "normal fluctuation". In particular, when "normal change" is selected as the change mode, various preview effects such as pseudo continuous change effects, normal reach change effects, super reach change effects, and main preview effects are executed while the special pattern change is being displayed. On the other hand, if the result of the special chart hit judgment based on the special chart 2 game information executed during the occurrence of the "normal state" is "big hit" or "miss", the "long fluctuation" is selected as the fluctuation mode. This causes the fluctuation time to be 590.0 [s]. On the other hand, as shown in FIG. 8(b), when the result of the special pattern hit judgment based on the special pattern 1 game information executed during the occurrence of the "preparation state" is "big hit" or "miss", the "shortest change" is selected as the change mode. This results in a change time of 600 [ms]. Also, when the result of the special pattern hit judgment based on the special pattern 2 game information executed during the occurrence of the "preparation state" is "big hit" or "miss", the "shortest change" is selected as the change mode. This results in a change time of 600 [ms]. In particular, when the "shortest change" is selected as the change mode, various notice effects such as pseudo continuous change effects, normal reach change effects, super reach change effects, and main notice effects are not executed during the change display of the special pattern, and the notification display of the special pattern is quickly consumed. This makes it possible to suppress an increase in the number of reserved items (the number of reserved items of the special pattern 1 or the number of reserved items of the special pattern 2) during the occurrence of the "preparation state", and it is possible to suppress the player from stopping the shot. On the other hand, as shown in Fig. 8(c), when the result of the special winning judgment based on the special winning information 1 during the occurrence of the "best state" is "big win" or "miss", the "long fluctuation" is selected as the fluctuation mode. This causes the fluctuation time to become 590.0 [s]. On the other hand, if the result of the special symbol hit judgment based on the special symbol 2 game information executed during the occurrence of the "best state" is "big hit" or "miss", "short fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 1.0 [s] to 3.0 [s]. In particular, when "short fluctuation" is selected as the fluctuation mode, various notice effects such as pseudo continuous fluctuation effect, normal reach fluctuation effect, super reach fluctuation effect, and main notice effect are executed during the fluctuation display of the special symbol. As a result, when "short fluctuation" is selected as the fluctuation mode, it is possible to execute various notice effects while quickly digesting the notification display of the special symbol, compared to when "normal fluctuation" is selected as the fluctuation mode.

[0083] (Regarding simultaneous fluctuation of special symbols) In pachinko machine 1, it is possible to execute the notification display (changing display and stopping display) of the first special pattern on the special pattern 1 display device and the notification display (changing display and stopping display) of the second special pattern on the special pattern 2 display device simultaneously (at the same time) in parallel. In other words, in pachinko machine 1, when a jackpot game state is not occurring and when the "jackpot pattern" is not being displayed stopped (during the stopped time) for one of the game information (special patterns) of the special pattern 1 game information (first special pattern) and the special pattern 2 game information (second special pattern), it is possible to perform a start judgment (special pattern hit judgment, special pattern judgment, special pattern change pattern judgment, etc.) for the other game information.

[0084] In particular, when a start judgment is made based on one of the game information, the Special Chart 1 game information and the Special Chart 2 game information, if the other game information is displaying a changing "jackpot pattern" (during the changing time), the result of the start judgment based on that one game information cannot be determined to be a "jackpot" (jackpot pattern) and will be forcibly determined to be a "miss" (miss pattern). For example, when a start judgment based on the first game information is executed, if a variable display based on the second game information in which a "jackpot pattern" has been determined by the start judgment is in progress (during the variable display time), the result of the start judgment based on the first game information is forcibly set to a "miss" (miss pattern). On the other hand, when a start judgment is made based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the other game information is displaying a changing "losing pattern" (during the changing time), the result of the start judgment based on that one game information will not be forced. Here, in this embodiment, when a start judgment is executed based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the ``jackpot pattern'' is being displayed changing (during the changing time) for the other game information, a special chart hit judgment is not executed in the start judgment based on the one game information. However, when a start judgment is executed based on one of the game information, the special chart 1 game information and the special chart 2 game information, if the ``jackpot pattern'' is being displayed changing (during the changing time) for the other game information, the result of the special chart hit judgment may be rewritten to ``miss'' after the special chart hit judgment is executed in the start judgment based on that one game information.

[0085] In addition, for one of the special chart 1 game information and the special chart 2 game information, when the stopped display (stop time) of the "jackpot pattern" starts, and the other game information is in the process of changing display (during the changing time), the other game information is forcibly changed to the "miss pattern", the changing display (changing time) ends, and the stopped display (stop time) starts. For example, when the display based on the first game information in which a "jackpot pattern" is determined by the start judgment starts, if a variable display based on the second game information is in progress, the variable display based on the second game information is forcibly ended and the display based on the second game information is started. At this time, regardless of the result of the start judgment based on the second game information, a "loss pattern" is forcibly displayed. On the other hand, if, for one of the special chart 1 game information and the special chart 2 game information, at the start of the stopped display (stop time) of the ``losing pattern'' for the other game information, the changing display (changing time) for the other game information is in progress, the changing display (changing time) for the other game information will continue.

[0086] Here, for one of the special chart 1 game information and the special chart 2 game information, if the stopped display (stop time) of the ``jackpot pattern'' begins for the other game information, while the other game information is in the process of changing display (during changing time), the measurement of the changing time for the other game information may be interrupted. In such a configuration, when the jackpot game state of one game information ends, the measurement of the suspended variable time of the other game information is started. At this time, while the jackpot game state of one game information occurs, the measurement of the variable time of the other game information is suspended, but the variable display of the special pattern (first special pattern or second special pattern) on the special pattern display device (special pattern 1 display device or special pattern 2 display device) and the variable display of the performance pattern in the performance pattern display area (performance pattern display area A or performance pattern display area B) continue. Alternatively, when the stopped display (stop time) of the "jackpot pattern" for one of the game information, the special chart 1 game information and the special chart 2 game information, begins, and the other game information is in the process of changing display (during the changing time), the other game information may be forcibly changed to a "miss pattern," the changing display (changing time) ends, and the stopped display (stop time) begins.

[0087] In addition, in the pachinko machine 1, since it is possible to execute simultaneous variation of special symbols, the game state is changed at the start of the variation display of the special symbols. That is, during the execution of the time-saving control, the value of the time-saving counter is updated at the start of each time of the variable display of the special symbol, and based on the updated value of the time-saving counter, it is determined whether or not to end the time-saving control. Then, when it is determined that the time-saving control is to be ended, the time-saving control is ended. In addition, during the occurrence of the special pattern high probability state, the value of the probability variable counter is updated at the start of each special pattern variable display, and based on the updated value of the probability variable counter, it is determined whether or not to end the special pattern high probability state. Then, when it is determined that the special pattern high probability state is to be ended, the special pattern high probability state is ended.

[0088] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be described. FIG. 9 is a diagram showing the transition of the gaming state. As shown in Figure 9, pachinko machine 1 has three game states (game zones), and while a game is in progress, one of the three game states ("normal state," "preparation state," and "best state") occurs. The four game states are ranked from most advantageous to least advantageous: "best state," "preparation state," and "normal state" (high advantage → low advantage). Here, "advantage" refers to the degree of advantage given to the player.

[0089] That is, in the pachinko machine 1, when a "jackpot" is won by the special symbol lottery (the first special symbol lottery or the second special symbol lottery), a jackpot game state is created in which a game ball can enter the big prize opening 54. Then, the player can win prize balls by entering the game ball into the big prize opening 54. In this case, in the pachinko machine 1, a special symbol high probability state and a special symbol low probability state are defined as game states related to the probability of winning the special symbol lottery (first special symbol lottery or second special symbol lottery) (specifically, the probability of winning the "jackpot"). During the occurrence of the special symbol high probability state, the probability of winning the "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is higher than during the occurrence of the special symbol low probability state. As a result, the possibility of the jackpot game state occurring is higher during the occurrence of the special symbol high probability state than during the occurrence of the special symbol low probability state, which is advantageous to the player. In other words, the probability of winning the "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is higher in the "preparation state" and "highest state" than in the "normal state", which is advantageous to the player.

[0090] In addition, in the pachinko machine 1, a first special symbol lottery (first special symbol) and a second special symbol lottery (second special symbol) are stipulated as types of special symbol lottery (special symbol). In the second special symbol lottery, when a "jackpot" is won, the number of prize balls that can be acquired during the occurrence of the jackpot game state is greater than in the first special symbol lottery. That is, when a "jackpot" is won by the first special symbol lottery, the "jackpot symbol 1" is selected with a 100% probability. When the "jackpot symbol 1" is selected, the number of round games executed during the occurrence of the jackpot game state is set to 2 [times], and 300 [balls] of prize balls can be acquired during the occurrence of the jackpot game state. On the other hand, when a "jackpot" is won by the second special symbol lottery, the "jackpot symbol 2" is selected with a 100% probability. When "jackpot symbol 2" is selected, the number of rounds executed during the jackpot game state is set to 10, and 1500 prize balls can be won during the jackpot game state. This gives the player an advantage over the first special symbol lottery in that the second special symbol lottery offers a greater number of prize balls during the jackpot game state. At this time, in the pachinko machine 1, a normal symbol high probability state (a state in which time-saving control is being executed) and a normal symbol low probability state (a state in which time-saving control is stopped) are specified as game states related to the probability of winning the normal symbol lottery (specifically, the probability of winning the "normal symbol hit"). During the occurrence of the normal symbol high probability state (a state in which time-saving control is being executed), the probability of winning the "normal symbol hit" by the normal symbol lottery is higher than during the occurrence of the normal symbol low probability state (a state in which time-saving control is stopped). Furthermore, during the occurrence of the normal symbol high probability state, the time for displaying the normal symbol fluctuations is shortened compared to during the occurrence of the normal symbol low probability state. Furthermore, during the occurrence of the normal symbol high probability state, the opening time of the normal electric device 53a in the normal symbol hit game state is extended compared to during the occurrence of the normal symbol low probability state. As a result, when a high probability state of a normal symbol occurs, it is easier to get a game ball into the third starting hole 53, and it is easier to get an opportunity to draw the first special symbol. As a result, during the occurrence of the normal high probability state, some of the game balls that enter the right path pass through the start gate 41, enter the third start port 53 that is opened as a result of the passage, and cannot reach the second start port 52 located downstream of the third start port 53, making it impossible to obtain an opportunity to draw the second special symbol. On the other hand, during the occurrence of the normal low probability state, almost all of the game balls that enter the right path pass through the start gate 41 and the third start port 53, reach the second start port 52, and obtain an opportunity to draw the second special symbol. Therefore, it is possible (easier) to obtain more opportunities to draw the second special symbol in the "best state" than in the "preparation state", which is advantageous to the player.

[0091] In the pachinko machine 1, when the RAM clear initialization process (step S1-30) described later is executed, the "normal state" is generated. Here, the first starting hole 51 is an entrance hole that opens upward, and game balls can enter at any time. This makes it possible to get a chance to win the first special symbol lottery by inserting a game ball into the first starting hole 51 during the "normal state". On the other hand, during the occurrence of the "normal state", the probability of winning the "normal winning" by the normal symbol lottery is low (1 / 65536 in this embodiment). As a result, even if the game ball that entered the right path passes through the start gate 41, the possibility of the normal winning game state occurring is low, and it becomes difficult for the game ball to enter the third start hole 53. Therefore, it becomes difficult to get an opportunity to draw the first special symbol based on the game ball entering the third start hole 53. In addition, the second starting hole 52 is an entrance hole that opens upward, and game balls can enter it at any time. As a result, during the occurrence of the "normal state", it is possible to acquire an opportunity to draw the second special symbol by inserting a game ball into the second starting hole 52. However, when the second special symbol lottery is executed during the occurrence of the "normal state", the "long variation time" (specifically, 590.0 [s]) is selected as the variation time of the second special symbol, regardless of the lottery result. As a result, even if an opportunity to draw the second special symbol is acquired during the occurrence of the "normal state", it becomes difficult to acquire more opportunities to draw the second special symbol in a short time because the time of the variation display of the special symbol becomes long, and it becomes practically impossible (difficult) to generate a jackpot game state. Therefore, during the "normal state", the game ball is shot down the left path with the aim of landing in the first starting hole 51 in order to gain a chance to draw the first special symbol. As a result, during the "normal state", the probability of winning the "jackpot" by the first special symbol lottery is low (1 / 350 in this embodiment), and the possibility of the jackpot game state occurring is low. As a result, during the "normal state", the game progresses with the aim of acquiring more opportunities to draw the first special symbol in order to transition to a more advantageous game state (specifically, the "preparation state"). In other words, the game ball is shot toward the left path with the aim of entering the first starting hole 51. As shown in FIG. 9, if the "jackpot pattern 1" is selected based on the first special pattern lottery executed during the "normal state", the number of time-saving times is set to 150, and the number of special times is set to 150, and the "preparation state" is generated upon the end of the jackpot game state.

[0092] During the "preparation state", the probability of winning the "normal symbol hit" through the normal symbol lottery is high (1 / 2 in this embodiment). This increases the possibility that a normal symbol hit game state will occur when a game ball that has entered the right path passes through the start gate 41. Therefore, for game balls that have entered the right path, it becomes easier for the game ball to enter the third start gate 53, making it possible to obtain more opportunities to win the first special symbol lottery while suppressing the reduction in balls held. In addition, when the second special symbol lottery is executed during the occurrence of the "preparation state", the "long fluctuation time" (specifically, 590.0 [s]) is not selected as the fluctuation time of the second special symbol. In particular, when the second special symbol lottery is executed during the occurrence of the "preparation state", the "shortest fluctuation time" (specifically, 600 [ms]) is selected as the fluctuation time of the second special symbol. This makes it easy to execute more second special symbol lotteries in a short period of time during the occurrence of the "preparation state". Therefore, while the "preparation state" is occurring, the game ball is shot down the right path with the aim of landing in the second starting hole 52 and the third starting hole 53 in order to gain a chance to draw the first special pattern and the second special pattern. In this embodiment, during the occurrence of the "preparation state", the ratio of game balls that enter the third starting hole 53 and the ratio of game balls that enter the second starting hole 52 among game balls that enter the right path are configured to be substantially the same. In particular, during the occurrence of the "preparation state", when a game ball is launched toward the right path, the ratio at which the first special symbol lottery (notification display of the first special symbol) is executed and the ratio at which the second special symbol lottery (notification display of the second special symbol) is executed are configured to be substantially the same.

[0093] That is, in this embodiment, the probability of winning a "normal symbol hit" by a normal symbol lottery during execution of the time-saving control is set to 1 / 2. In addition, the right-side path has a board configuration in which the gates and ball entry ports are arranged in the following order from the upstream side: start gate 41, third start port 53, and second start port 52. Of the game balls that enter the right-side area, those that pass through start gate 41 have the potential to enter third start port 53 and second start port 52. In this case, during execution of the time-saving control, if a normal symbol lottery executed in response to the passage of a game ball through the start gate 41 is won and a normal symbol winning game state is generated, the game ball is theoretically (design-wise) always configured to enter the third start hole 53 during the occurrence of the normal symbol winning game state. In other words, the time from the execution of the normal symbol lottery (detection of the game ball by the gate switch 104) to the start of the opening of the third start hole 53 in the normal symbol winning game state (displacement of the normal electric role 53a to the open state) is set to be shorter than the theoretical (design) time from the passage of the game ball through the start gate 41 to the arrival of the third start hole 53 (hereinafter referred to as the "electric chute arrival time"). In addition, the time from the execution of the normal symbol lottery (detection of the one game ball by the gate switch 104) to the end of the opening of the third start hole 53 (displacement of the normal electric role 53a to the open state) in the normal winning game state is set to be longer than the electric chute arrival time. In particular, in this embodiment, by providing a bypass passage 42c between the start gate 41 and the third start hole 53, it is possible to make the electric chute arrival time approximately constant. In addition, during the execution of the time-saving control, theoretically (by design), only one game ball can enter the third starting hole 53 during the occurrence of one normal winning game state. That is, in this embodiment, the game ball launching device 430 can launch game balls into the game area 30 at a predetermined launch interval (600 [ms] in this embodiment). That is, the game ball launching device 430 can launch game balls into the game area 30 at each predetermined launch interval. Therefore, the time from the execution of the normal symbol lottery (detection of the one game ball by the gate switch 104) to the end of the opening of the third starting hole 53 in the normal winning game state (displacement of the normal electric role 53a to the open state) (in this embodiment, until the normal winning game state is ended) is set to be shorter than the predetermined launch interval. Furthermore, the board configuration of the right path is configured so that almost all game balls that pass through the third starting hole 53 (game balls that do not enter the third starting hole 53) enter the second starting hole 52. As a result of the above, when the "preparation state" occurs, it is possible to make the proportion of game balls that enter the third starting hole 53 and the proportion of game balls that enter the second starting hole 52 approximately equal to each other. In particular, in this embodiment, the change time of the first special symbol and the change time of the second special symbol are set to be substantially the same (the "shortest change time") during the occurrence of the "preparation state." This makes it possible to make the rate at which the first special symbol lottery (notification display of the first special symbol) is executed and the rate at which the second special symbol lottery (notification display of the second special symbol) is executed substantially the same when the game ball is launched to the right path.

[0094] As a result, when the "preparation state" occurs, the game ball is shot down the right-hand path with the aim of landing in the second starting hole 52 and the third starting hole 53 in order to gain a chance to draw the first special pattern and the second special pattern. In particular, during the "preparation state", the probability of winning the "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) is high (1 / 92 in this embodiment). This increases the possibility of the jackpot game state occurring. However, during the "preparation state", the ratio of the first special symbol lottery to the second special symbol lottery is 1 to 1. In this case, winning the second special symbol lottery is more advantageous to the player than winning the first special symbol lottery, since the player will be able to win more prize balls based on the jackpot game state. As a result, while the "preparation state" is occurring, the game will progress with the aim of winning the "jackpot pattern 2" in the second special pattern lottery, in order to transition to a more advantageous game state (specifically, the "best state"). During the "preparation state", the "shortest change time" (specifically, 600 [ms]) is set as the change time of the first special symbol and the second special symbol. This makes it possible to proceed with the game at a good tempo without accumulating reserves for the first special symbol lottery and the second special symbol lottery. If the "jackpot pattern 1" is selected based on the first special pattern lottery executed while the "preparation state" is occurring, the number of time-saving times = 150 [times] and the number of special times = 150 [times] are set, and the "preparation state" is generated when the jackpot game state ends. On the other hand, if the "jackpot pattern 2" is selected based on the second special pattern lottery executed while the "preparation state" is occurring, the number of time-saving times is set to 0 [times] and the number of special times is set to 150 [times], and the "peak state" is generated upon the end of the jackpot game state. On the other hand, if the number of special pattern draws (first special pattern draw and second special pattern draw) executed during the "preparation state" reaches the set number of time-saving cycles (= number of special chance cycles), the "normal state" occurs in response to the start of the display of the changing special pattern for the time-saving cycle (= number of special chance cycles).

[0095] During the "best state", the probability of winning the "normal winning" through the normal symbol lottery is low (1 / 65536 in this embodiment). As a result, even if a game ball that has entered the right path passes through the start gate 41, the possibility of a normal winning game state occurring is low, and it becomes difficult for the game ball to enter the third start hole 53. Therefore, during the "best state", of the game balls that have entered the right path and passed through the start gate 41, almost all of them enter the second start hole 52. Therefore, during the "best state", it becomes easier for game balls to enter the second start hole 52, making it possible to obtain more opportunities to draw the second special symbol. In addition, when the second special symbol lottery is executed during the occurrence of the "best state", the "long fluctuation time" (specifically, 590.0 [s]) is not selected as the fluctuation time of the second special symbol. In particular, when the second special symbol lottery is executed during the occurrence of the "best state", the "short fluctuation time" (specifically, 1.0 to 3.0 [s]) is selected as the fluctuation time of the second special symbol. This makes it easy to execute more second special symbol lotteries in a short period of time during the occurrence of the "best state". Furthermore, during the occurrence of the "best state", the probability of winning the "big win" by the second special symbol lottery becomes high (1 / 92 in this embodiment). This increases the possibility of the big win game state occurring. Therefore, during the occurrence of the "best state", in order to obtain a chance to draw the second special symbol, the game ball is shot toward the right path, aiming to enter the third starting hole 53. In particular, during the occurrence of the "best state", the game progresses with the aim of obtaining more chances to draw the second special symbol, in order to generate more jackpot game states. In addition, during the occurrence of the "best state", the "short fluctuation time" (specifically, 1.0 to 3.0 [s]) is set as the fluctuation time of the second special symbol. This makes it possible to proceed with the game at a good tempo for the lottery of the second special symbol. If the "jackpot pattern 2" is selected based on the second special pattern lottery executed while the "best state" is occurring, the number of time-saving times is set to 0 [times] and the number of special times is set to 150 [times], and the "best state" is generated when the jackpot game state ends. On the other hand, if the number of second special symbol lotteries executed during the occurrence of the "best state" reaches the set number of chance bonuses, the "normal state" occurs in response to the start of the display of the special symbol that occurs the number of chance bonuses.

[0096] As a result, in the pachinko machine 1, the more times the "best state" loops, the more prize balls are acquired based on the jackpot game state, which is advantageous to the player. Therefore, during the occurrence of the "normal state" or the "preparation state", the game progresses with the aim of elevating to the "best state". In particular, in the pachinko machine 1, in the "preparation state", it is possible to win the type of jackpot game state that has the largest number of winning balls that can be obtained based on one jackpot game state (hereinafter referred to as the "maximum ball output". In this embodiment, the maximum ball output = "jackpot pattern 2" in which 15 rounds of play are executed). This makes it possible to win the maximum ball output by winning two "jackpots" (specifically, "jackpot pattern 1" based on the first special pattern lottery executed during the "normal state" and "jackpot pattern 2" based on the second special pattern lottery executed during the "preparation state") in the shortest time possible while the "normal state" is occurring, thereby improving playability.

[0097] (Configuration to ensure normal symbol stop time) Next, a configuration for ensuring the stopping time of normal symbols in the pachinko machine 1 will be described. As described above, when the game ball passes through the start gate 41, a normal symbol lottery is executed accordingly. If the result of the normal symbol lottery is a "miss", then the normal symbol is displayed for the set variable time in response to the execution of the normal symbol lottery, and then the normal symbol is displayed for the set stop time (fixed time). On the other hand, if the result of the normal symbol lottery is a "normal hit", then the normal symbol is displayed for the set variable time in response to the execution of the normal symbol lottery, and then the normal symbol is displayed for the set stop time (fixed time), and then the normal hit game state is generated. At this time, in the pachinko machine 1, in order to clearly indicate the result of the normal pattern lottery to the player, a minimum confirmation time (500 [ms] in this embodiment) is secured as the time for which the stopped display (confirmed display) of the normal pattern will continue. On the other hand, during execution of the time-saving control, if a normal pattern lottery executed in response to a game ball passing through the start gate 41 is won, it is required to shorten the time from the passing of the game ball through the start gate 41 (the normal pattern lottery) to the start of the normal pattern winning game state (in particular, the start of the opening of the third start gate 53). Therefore, in this embodiment, when the result of the normal symbol lottery is a "miss" during execution of the time-saving control, the normal symbol stop time (fixed time) is set to the same time as the minimum stop time (500 [ms] in this embodiment). As a result, when the result of the normal symbol lottery is a "miss" during execution of the time-saving control, the minimum fixed time is secured only by the normal symbol stop time (fixed time). On the other hand, when the result of the normal symbol lottery during execution of the time-saving control is a "normal symbol hit," the normal symbol stop time (fixed time) is set to a time shorter than the minimum stop time (4 [ms] in this embodiment). In this case, the normal symbol is continued to be displayed stationary even during the occurrence of the normal symbol hit game state, thereby ensuring the minimum stop time. In other words, the minimum stop time is ensured by continuing the normal symbol stop display (fixed display) throughout the normal symbol stop time (fixed time) and the occurrence of the normal symbol hit game state. Here, during execution of the time-saving control, a predetermined maximum opening time (488 [ms] in this embodiment) is set as the maximum opening time of the normal electric device 53a in the normal winning game state. The opening of the normal electric device 53a in the normal winning game state is terminated in response to the establishment of one of the following conditions: (1) the predetermined maximum opening time has elapsed since the normal electric device 53a was set in the open state, and (2) the number of game balls entering the third starting hole 53 during the opening of the normal electric device 53a has reached a specified upper limit number. In this case, if the upper limit number is set to 1 [ball], when a game ball enters the third starting hole 53 immediately after the opening of the normal electric device 53a starts during the normal winning game state, the opening of the normal electric device 53a is terminated accordingly, the opening time of the normal electric device 53a is shortened, and the duration of the normal winning game state may be shortened. As a result, even if the normal pattern stop display (fixed display) is continued throughout the normal pattern stop time (fixed time) and the occurrence of the normal winning game state, the minimum stop time may not be secured. Therefore, in this embodiment, the number of 2 [balls] or more (10 [balls] in this embodiment) is set as the prescribed upper limit number. This makes it possible to suppress the situation where the opening of the normal electric device 53a is terminated before the predetermined maximum opening time has elapsed since the opening of the normal electric device 53a started during the occurrence of the normal winning game state, and it is possible to suppress the situation where the duration of the normal winning game state is shortened. As a result, it is possible to ensure the minimum stopping time by continuing the stop display (fixed display) of the normal pattern throughout the stopping time (fixed time) of the normal pattern and the occurrence of the normal winning game state. Specifically, during the execution of the time-saving control, the stop time (fixed time) of the normal symbol at the time of "normal hit" is 4 [ms], the opening time of the normal hit game state is 4 [ms], the predetermined maximum opening time of the normal hit game state is 488 [ms], and the ending time of the normal hit game state is 4 [ms]. This makes it possible to secure the minimum fixed time (4 [ms] + 4 [ms] + 488 [ms] + 4 [ms] = 500 [ms]) by continuing the stop display (fixed display) of the normal symbol throughout the stop time (fixed time) of the normal symbol and the occurrence of the normal hit game state.

[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 pattern type designation command, a variation mode designation command, a variation pattern designation command, a stop designation command, a game status designation command, a number of reserved numbers designation command, an opening designation command, a round start designation command, a round end designation command, an ending 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, a big prize designation command, and an out designation command. The symbol type designation command is a command that designates the type of the stopping symbol ("miss symbol", "jackpot symbol 1" or "jackpot symbol 2"). The symbol type designation command is sent when the variable display of the special symbol starts. Here, the symbol type 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 fluctuation mode designation command is a command that designates the type of fluctuation mode (fluctuation mode number). The fluctuation mode designation command designates the fluctuation time associated with the fluctuation mode number by designating the fluctuation mode number. The fluctuation mode designation command designates the fluctuation time of the first half period (the aspect of the first half period of the fluctuation performance) of the special pattern fluctuation display (fluctuation performance). In this embodiment, m (multiple) types of fluctuation modes are set, each corresponding to a different fluctuation time. The fluctuation mode designation command designates one ("fluctuation mode m") of the m types of fluctuation modes (fluctuation mode numbers). The fluctuation pattern designation command is a command that designates the type of fluctuation pattern (fluctuation pattern number). The fluctuation pattern designation command designates the fluctuation time associated with the fluctuation pattern number by designating the fluctuation pattern number. The fluctuation pattern designation command designates the fluctuation time of the latter half period (the aspect of the latter half period of the fluctuation performance) of the fluctuation display (fluctuation performance) of the special pattern. In this embodiment, n (multiple) types of fluctuation patterns are set, each of which is associated with a different fluctuation time. The fluctuation pattern designation command designates one ("fluctuation pattern n") of the n types of fluctuation patterns (fluctuation pattern numbers). The variation mode designation command and the variation pattern designation command are sent at the start of the variation display of the special pattern.

[0100] The stop designation command is a command that designates the stop display of the special symbols (performance symbols z1, z2). The stop designation command is transmitted at the start of the stop display of the special symbols. Here, the stop 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 game state designation command is a command for designating a game state (game state offset value). Here, the "game state offset value" is information that specifies the 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 special chart high probability state flag, the value of the previous jackpot pattern flag, and the value of the post-jackpot spin counter is set. The gaming state designation command designates one gaming state offset value. The gaming state designation command is transmitted when the power is turned on, when a special gaming phase (described later) is changed, and the like. The reserved number designation command is a command to designate the reserved number. In this embodiment, the reserved number designation command designates that the reserved number (special drawing 1 reserved number or special drawing 2 reserved number) has increased by "1", that the reserved number has decreased by "1", and the reserved number, etc. Here, "number of reserved special symbols 1" refers to the number of reserved notification displays (variable and stop displays) of the first special symbol on the special symbol 1 display device. Also, "number of reserved special symbols 2" refers to the number of reserved notification displays (variable and stop displays) of the second special symbol on the special symbol 2 display device. The reserved 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, reserved number designation commands corresponding to the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information) are defined.

[0101] The opening designation command is a command that designates the start of the opening period (the start of the jackpot gaming state). The opening designation command designates the type of jackpot gaming state to start (type of stopping symbol (specifically, "jackpot symbol 1" or "jackpot symbol 2")). The opening designation command is transmitted at the start of the opening period (the start of the jackpot gaming state). The round start designation command is a command that designates the start of a round of play. The round start designation command is transmitted at the start of a round of play. The round end command is a command that specifies the end of a round of play. The round end command is transmitted at the end of a round of play. 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 first look-ahead designation command is a command that designates the type of the stop symbol ("miss symbol", "jackpot symbol 1" or "jackpot 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 read-ahead designation command is a command that designates the content of the variation mode. Specifically, the second read-ahead designation command designates that the type of the variation mode is indefinite ("indefinite value"), or designates one of m types of variation modes (variation mode number) ("variation mode m"). The second read-ahead designation command is transmitted when game information is stored. The third read-ahead designation command is a command that designates the content of the fluctuation pattern. Specifically, the third read-ahead designation command designates that the type of the fluctuation pattern is indefinite ("indefinite value"), or designates one of n types of fluctuation patterns (fluctuation pattern number) ("fluctuation pattern n"). The third read-ahead designation command is transmitted when game information is stored.

[0102] 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.

[0103] The big prize designation command is a command that designates the entry of a game ball into the big prize opening 54. The big prize designation command is transmitted each time the entry of a game ball into the big prize opening 54 is detected (each time a detection signal is input from the count switch 103). That is, the CPU 210 stores the big prize designation command in a sub-command output request buffer of the RAM 230 by a process not shown each time a detection signal is input from the count switch 103. As a result, the big prize designation command is transmitted to the performance control board 300 each time a detection signal is input from the count switch 103. Therefore, it becomes possible for the performance control board 300 to grasp the entry of a game ball (a winning ball) into the big prize opening 54. The out designation command is a command that designates the discharge of a game ball from the game area 30 (passage of the game ball through the discharge path). The out designation command is transmitted every time a game ball is discharged from the game area 30 (every time a game ball passes through the discharge path, i.e., every time a detection signal is input from the out switch 109). That is, the CPU 210 stores the out designation command in a sub-command output request buffer of the RAM 230 by a process not shown every time a detection signal is input from the out switch 109. As a result, the out designation command is transmitted to the performance control board 300 every time a detection signal is input from the out switch 109. This makes it possible for the performance control board 300 to grasp the discharge of a game ball from the game area 30 (out ball).

[0104] 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.

[0105] 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.

[0106] (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. 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.

[0107] 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. 10 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. 10. 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.

[0108] 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.

[0109] 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.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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.

[0118] 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.

[0119] In step S1-15, power restoration initialization processing is executed, and the process proceeds to step S1-16, which will be described later. 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 (power recovery designation command) for designating that the power has been restored from a power interruption is stored in a subcommand output request buffer in 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.

[0120] 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.

[0121] 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). As a result, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter.

[0122] 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.

[0123] 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.

[0124] 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 (RAM clear designation command) designating that the RAM has been cleared is stored in the subcommand output request buffer of the RAM 230.

[0125] 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). As a result, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter. 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.

[0126] 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.

[0127] 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.

[0128] (Initialization process when power is restored) Next, the power recovery initialization process executed in step S1-15 will be described. FIG. 11 is a flowchart showing the initialization process when the power is restored. When the power recovery initialization process is executed in step S1-15, the process first proceeds to step S28-1 as shown in FIG. In step S28-1, an initialization process is executed, and the process proceeds to step S28-3. In the initialization process, the range of the used area M1 of RAM 230 that was set in step S1-14 is cleared (initialized). Specifically, in the initialization process, the areas in the used area M1 of RAM 230, excluding the setting value area, the gaming machine status flag area, the normal play-related area 2, and the stack area, other areas (specifically, the checksum area, the backup valid flag area, the error-related area, and the normal play-related area 1) are cleared (initialized). Here, in the initialization process, the normal game-related area 2 is not cleared (initialized). Therefore, the value of the special chart 1 display pattern counter, the value of the special chart 2 display pattern counter, and the value of the normal chart display pattern counter are not cleared (initialized).

[0129] In step S28-2, it is determined whether or not the pattern initialization conditions are met. If it is determined that the pattern initialization conditions are met (Yes), the process proceeds to step S28-3. If it is determined that the pattern initialization conditions are not met (No), the process ends and the process proceeds to the next process (step S1-16). In this embodiment, the symbol initialization condition is stipulated as "a state in which a game is not being played (a state in which a game is stopped)". Specifically, the pattern initialization condition is stipulated as "a state in which special games are not being executed (a state in which special games are stopped) and a state in which regular games are not being executed (a state in which regular games are stopped)." Here, "a state in which a special game is not being played" refers to a state in which all of the following conditions are met: (1) the first special pattern is not being displayed in a changing manner (during the changing time) or a stopped display (during the stopped time) on the special pattern 1 display device; (2) the second special pattern is not being displayed in a changing manner (during the changing time) or a stopped display (during the stopped time) on the special pattern 2 display device; (3) the number of reserved special patterns 1 is "0"; (4) the number of reserved special patterns 2 is "0"; and (5) a jackpot game state is not occurring. A "state in which normal play is not being performed" refers to a state in which all of the following conditions are met: (1) the normal symbol display device is not displaying a changing normal symbol (during changing time) or a stopped normal symbol (during stopped time); (2) the number of reserved normal symbols is "0"; and (3) a normal symbol winning play state is not occurring.

[0130] Specifically, in step S28-2, if all of the following conditions are met, it is determined that the pattern initialization condition is met: (1) in the special game phase flag area for special game 1 described later, a value corresponding to "awaiting special game 1 change" is set; (2) in the special game phase flag area for special game 2 described later, a value corresponding to "awaiting special game 2 change" is set; (3) in the special game phase flag area when a prize is won described later, a value corresponding to "special electric device not operating" is set; (4) the value of the reserved number counter for special game 1 described later is "0"; (5) the value of the reserved number counter for special game 2 described later is "0"; (6) in the normal game phase flag area for normal game, described later, a value corresponding to "awaiting normal game change" is set; (7) in the game phase flag area when a normal game is won described later, a value corresponding to "normal electric device not operating" is set; and (8) the value of the reserved number counter for normal game, described later, is "0". On the other hand, if at least one of the above conditions (1) to (8) is not satisfied, it is determined that the symbol initialization condition is not satisfied.

[0131] In step S28-3, the pattern initialization process is executed, and the series of processes is terminated and the process proceeds to the next process (step S1-16). In the pattern initialization process, the values ​​of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the normal pattern display pattern counter are cleared (initialized). Specifically, in the pattern initialization process, a predetermined initial value is set for each counter of the special pattern 1 display pattern counter, the special pattern 2 display pattern counter, and the regular pattern display pattern counter. In this embodiment, a value corresponding to a "losing pattern" is set as the predetermined initial value. That is, a value corresponding to a "losing pattern" corresponding to the first special pattern lottery is set as the value of the special pattern 1 display pattern counter, a value corresponding to a "losing pattern" corresponding to the second special pattern lottery is set as the value of the special pattern 2 display pattern counter, and a value corresponding to a "losing pattern" corresponding to the regular pattern lottery is set as the value of the regular pattern display pattern counter.

[0132] (Main loop processing) Next, the main loop process executed by the CPU 210 will be described. FIG. 12 is a flowchart showing the main loop process. When the CPU initialization process (step S1-35) shown in Fig. 10 ends, the CPU 210 starts the main loop process shown in Fig. 12. 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 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.

[0133] 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.

[0134] (Evacuation process when power is cut off) Next, the power-off save process executed by the CPU 210 will be described. FIG. 13 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. 13 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.

[0135] 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.

[0136] 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.

[0137] 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.

[0138] 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).

[0139] (Timer interrupt processing) Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 14 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. 14 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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, in the timer update process, the values ​​of various timer counters (special game timer, normal game timer, security timer, etc.) are updated. 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 switch 101a, 101b, 102, 104. The switch management process will be described later.

[0144] 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 54a 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 53a 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. 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 (detection of ON state or not) of each switch 101a, 101b, 102, 103, 106.

[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. 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 54, 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 first start opening 51, prize ball control counter 4 which stores the number of game balls that have entered the second start opening 52, and prize ball control counter 5 which stores the number of game balls that have entered the third start opening 53.

[0146] In the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or more. If 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 (10 [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.

[0147] 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 (4 [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 2. 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, 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 3 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 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, 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 4 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 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 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 changing from a state specifying the launch of the game ball onto the right path to a state specifying the launch of the game ball onto the left path (such as when the time-saving control ends), the launch position designation flag area of ​​RAM 230 is set to "0". In this embodiment, when the "normal state" occurs, the launch position designation flag area is set to "0", and the right-hand hit display device displays information designating the left-hand path as the path along which the game ball should be shot. On the other hand, when the "preparation state" or "best state" occurs, "1" is set in the launch position designation flag area, and information designating the right-side path as the path along which the game ball should be shot is displayed on the right-hand hit display device.

[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 to 53. The CPU 210 outputs an external signal corresponding to the start gate information to the hall computer (or a data display device) every time the on state of the detection signal input from the start gate switches 101a, 101b, and 102 is detected.

[0151] 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.

[0152] 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.

[0153] 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.

[0154] 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. Next, it is determined whether the value set in the special game phase flag area of ​​RAM230 when a win occurs is a value that specifies one of the special game phases among "state before opening of large prize entry port upon jackpot", "state of controlling opening of large prize entry port upon jackpot", "state of enabling closing of large prize entry port upon jackpot", and "waiting state until end of opening of large prize entry port upon jackpot". Then, if it is determined that the value set in the special game phase flag area when winning is a value specifying any of the special game phases among "state before opening of large prize entry port on jackpot", "state of controlling opening of large prize entry port on jackpot", "state of enabling closing of large prize entry port on jackpot" and "waiting state until end of opening of large prize entry port on jackpot", 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, when it is determined that the value set in the special game phase flag area at the time of winning is a value designating the "special electric device non-operating state", the output data b is not set. 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. Next, it is determined whether the power supply has been restored. Then, when it is determined that the power has been restored, the value set in the special chart high probability state flag area is acquired, and the display data corresponding to the acquired value is set as 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 the power is restored (when a high probability state for special charts is occurring or when a low probability state for special charts is occurring), and LED 32 displays the current game status (time-saving control is being executed or stopped).

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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, 65a, 65b, 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, etc. 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 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.

[0159] 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, probability state of special pattern lottery, etc.) is stored in the port output request buffer of 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).

[0160] (Dynamic port output processing) Next, the dynamic port output process in step S4-3 will be described. FIG. 15 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.

[0161] 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".

[0162] 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.

[0163] 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.

[0164] 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).

[0165] 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.

[0166] 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).

[0167] 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).

[0168] (Performance display device output processing) Next, the performance display device output process in step S29-10 will be described. FIG. 16 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.

[0169] 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.

[0170] 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).

[0171] 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.

[0172] (Settings related processing) Next, the setting-related processing in step S4-8 will be described. FIG. 17 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.

[0173] 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.

[0174] 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.

[0175] 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.

[0176] 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).

[0177] (Switch management process) Next, the switch management process in step S4-12 will be described. FIG. 18 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.

[0178] In step S5-3, it is determined whether or not the on state of the first special chart 1 start port switch 101a has been detected. If it is determined that the on state of the first special chart 1 start port switch 101a has been detected (Yes), the process proceeds to step S5-4. If it is determined that the on state of the first special chart 1 start port switch 101a 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 second special chart 1 start port switch 101b has been detected. If it is determined that the on state of the second special chart 1 start port switch 101b has been detected (Yes), the process proceeds to step S5-6. If it is determined that the on state of the second special chart 1 start port switch 101b has not been detected (No), the process proceeds to step S5-7. In step S5-6, a special drawing 1 starting ball detection process is executed, and the process proceeds to step S5-7. The special drawing 1 starting ball detection process will be described later. In step S5-7, 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 S5-8. If it is determined that the on state of the special diagram 2 start port switch 102 has not been detected (No), the series of processes is terminated and the process proceeds to the next process (step S4-13). In step S5-8, the special drawing 2 starting ball detection process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-13). The special drawing 2 starting ball detection process will be described later.

[0179] (Normal starting ball detection processing) Next, the normal starting ball detection process in step S5-2 will be described. FIG. 19 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. 19, the process first proceeds to step S6-1. In step S6-1, a normal random number acquisition process is executed, and the process proceeds to step S6-2. In the normal random number acquisition process, a winning random number (random number value) is acquired (loaded) from a loop counter corresponding to the normal pattern 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, "1"), 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.

[0180] In step S6-4, a normal random number storage process is executed, and the process is terminated to move to the next process (step S5-3). In the normal random number storage process, the winning random number obtained in step S6-1 is 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.

[0181] (Special Figure 1 Starting ball detection process) Next, the special chart 1 starting ball detection process in steps S5-4 and S5-6 will be explained. FIG. 20 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 steps S5-4 and S5-6, 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 processes (steps S5-5 and S5-7). The special symbol random number acquisition process will be described later.

[0182] (Special diagram 2 starting ball detection processing) Next, the special chart 2 starting ball detection process in step S5-8 will be explained. FIG. 21 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 S5-8, it first proceeds to step S8-1, as shown in FIG. 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 S5-9). The special symbol random number acquisition process will be described later.

[0183] (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. 22 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. 22, 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).

[0184] 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 value (in this embodiment, "4"), and if it is determined that the number of reserved special drawings is not the upper limit value (No), the process proceeds to step S9-5, and if it is determined that the number of reserved special drawings is the upper limit value (Yes), the series of processes is terminated and the process proceeds to the next process (step S4-13 or S5-5). 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.

[0185] 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 4 as memory areas capable of storing special chart 2 game information. The memory area 0 stores the special game information of the currently executed game. Meanwhile, the memory areas 1 to 4 store the special game information of the currently executed game for which the start judgment is pending. The priority of each memory area is specified as follows, from the highest priority: memory area 1, memory area 2, memory area 3, memory area 4 (highest to lowest). Then, the start judgment is executed for the special game information of the currently executed game stored in the memory area 1 to memory area 4, starting from the one stored in the memory area with the highest priority.

[0186] 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 is a value corresponding 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 an empty storage area (the storage area with the highest priority among the empty storage areas) among the storage areas 1 to 4. That is, if the current value of the special drawing 2 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 2 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 2 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 2 reserved number counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4.

[0187] 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 that designates that the reserved number of special symbols (reserved number of special symbols 1 or reserved number of special symbols 2) has increased by "1" is stored in the subcommand output request buffer of the RAM 230. At this time, if the special symbol identification value acquired in step S9-1 is a value corresponding to the first special symbol lottery, a reserved number designation command that designates that the reserved number of special symbols 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 symbol lottery, a reserved number designation command that designates that the reserved number of special symbols 2 has increased by "1" is stored in the subcommand output request buffer of the RAM 230.

[0188] 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 S4-13 or S5-5). 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.

[0189] In the preliminary judgment process, first, a preliminary special drawing hit judgment process is executed. In the advance special pattern hit determination process, the result of the special pattern lottery ("jackpot" or "miss") is determined (advance special pattern hit determination). The ROM 220 stores a special symbol jackpot lottery table in which jackpot values ​​for special symbol lotteries are registered. In addition, special chart jackpot lottery tables corresponding to each combination of the setting value ("1" to "6") and the game state ("special chart low probability state" or "special chart high probability state") 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 chart jackpot determination process, the value (set value) set in the set value area and the current game state ("special chart high probability state" or "special chart low probability state") are confirmed, and the special chart jackpot lottery table corresponding to this confirmation result is read. Then, based on the jackpot random number included in the pre-determination target game information and the read special chart jackpot lottery table, it is determined whether or not a "jackpot" has been won (pre-special chart 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. If the advance special pattern jackpot determination process determines that the player has not won a jackpot, the result of the special pattern lottery is determined to be a miss.

[0190] 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). If the pre-special pattern hit determination determines a "jackpot" (win), the pre-special pattern determination process determines the type of "jackpot pattern" (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 addition, in the first jackpot symbol selection table, "jackpot symbol 1" is registered as the type of "jackpot symbol." On the other hand, in the second jackpot symbol selection table, "jackpot symbol 2" is registered as the type of "jackpot symbol." Then, when 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. If the preliminary special pattern hit judgment determines that the winning pattern is a "miss" (failed), the preliminary special pattern judgment process judges the type of the stopping pattern to be a "miss pattern" (preliminary special pattern judgment).

[0191] 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.

[0192] In the preliminary judgment process, next, a preliminary special chart change mode judgment process is executed. In the advance 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 a "jackpot" is determined by the pre-special chart hit determination, 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.

[0193] 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 fluctuation mode determination table, a winning time fluctuation mode determination table corresponding to each combination of the reserved type (special chart 1 game information or special chart 2 game information), game state ("normal state", "preparation state" or "best state"), type of stopped pattern ("jackpot pattern 1" or "jackpot pattern 2"), and value of the special fluctuation counter 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 pending 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," "preparation state," or "best state"), the type of the stopped pattern determined by the pre-special chart pattern determination, and the current value of the special fluctuation counter are confirmed, and the winning fluctuation mode determination table corresponding to this 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.

[0194] 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 (step S11-12) based on the game information 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".

[0195] 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.

[0196] 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.

[0197] 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, reserved type (special chart 1 game information or special chart 2 game information), reserved number (special chart 1 reserved number or special chart 2 reserved number), game state ("normal state," "preparation state," or "best state"), and special fluctuation counter value 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 fluctuation 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), the current game status ("normal status", "preparation status" or "best status"), and the current value of the special fluctuation counter are confirmed, and the pre-fluctuating 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 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.

[0198] 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.

[0199] 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.

[0200] (Special game management processing) Next, the special game management process in step S4-13 will be described. FIG. 23 is a flowchart showing the special game management process. In this embodiment, the following situations (hereinafter referred to as "special chart 1 special game phase") related to the game based on the special chart 1 display device (first special pattern) are defined: "special chart 1 waiting for change state," "special chart 1 changing state," and "special chart 1 stopped pattern display state." In addition, as game situations based on the special chart 2 display device (second special pattern) (hereinafter referred to as the "special chart 2 special game phase"), a "special chart 2 waiting for change state," a "special chart 2 changing state," and a "special chart 2 stopped pattern display state" are specified. Furthermore, as phases (hereinafter referred to as "special game phases when winning") related to the game based on the special electric device 54a (jackpot game state), the following are defined: "state before the large prize entry port is opened when a jackpot is hit", "state of controlling the opening of the large prize entry port when a jackpot is hit", "state of enabling the closing of the large prize entry port when a jackpot is hit", "waiting state until the opening of the large prize entry port is completed when a jackpot is hit", and "state of the special electric device not operating".

[0201] In addition, the RAM 230 is provided with a special game phase flag area for special chart 1, a special game phase flag area for special chart 2, and a special game phase flag area when a winning combination is selected. In the special game phase flag area of ​​the special game phase 1, a value (special game phase flag of the special game phase 1) corresponding to one of the special game phases of the special game phase 1 among "waiting for the special game phase 1", "changing state of the special game phase 1" and "displaying state of the special game phase 1" is set (stored). This allows the special game phase of the special game phase 1 to be specified (determined) based on the value set in the special game phase flag area of ​​the special game phase 1. In the special game phase flag area of ​​the special game phase 2, a value (special game phase flag of the special game phase 2) corresponding to one of the special game phases of the special game phase 2 among "waiting for the special game phase 2", "changing state of the special game phase 2" and "displaying state of the special game phase 2" is set (stored). This allows the special game phase of the special game phase 2 to be specified (determined) based on the value set in the special game phase flag area of ​​the special game phase 2. In the winning special game phase flag area, a value (winning special game phase flag) corresponding to one of the winning special game phases, among "state before opening the large prize entry port at the time of a jackpot", "state of controlling the opening of the large prize entry port at the time of a jackpot", "state of enabling closing of the large prize entry port at the time of a jackpot", "state of waiting for the end of opening of the large prize entry port at the time of a jackpot" and "state of non-operation of the special electric device", is set (stored). This makes it possible to specify (determine) the winning special game phase based on the value set in the winning special game phase flag area.

[0202] Furthermore, ROM220 stores special game control modules (programs) for controlling (executing) special games, including a special game control module corresponding to each special game phase of special chart 1, a special game control module corresponding to each special game phase of special chart 2, and a special game control module corresponding to each special game phase upon winning (excluding the "special electric device not in operation state"). In the special game management process, a special game control module corresponding to the value set in the special game phase flag area (special game phase flag area for special chart 1, special game phase flag area for special chart 2, special game phase flag area when winning) of RAM 230 is selected, and processing based on the selected special game control module is executed. 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 management process for the special game 2 is executed, and the process proceeds to step S10-2. The special game management process for the special game 2 will be described later. In step S10-2, a special game management process for special game number 1 is executed, and the process proceeds to step S10-3. The special game management process for special game number 1 will be described later. In step S10-3, a special game management process when a prize is won is executed, and the process ends and the process proceeds to the next process (step S4-14). The special game management process when a prize is won will be described later.

[0203] (Special Figure 2 Special Game Management Processing) Next, the special game management process for special chart 2 executed in step S10-1 will be described. FIG. 24 is a flowchart showing the special game management processing for special chart 2. When the special game management process for special game number 2 is executed in step S10-1, as shown in FIG. 24, the process first proceeds to step S40-1. In step S40-1, it is determined whether or not the special electric device is not in operation. If it is determined that the special electric device is not in operation (Yes), the process proceeds to step S40-2. If it is determined that the special electric device is not in operation (No), the process ends and the process proceeds to the next process (step S10-2). ...

Claims

1. a game information acquiring means for acquiring first game information when a first condition is satisfied and acquiring second game information when a second condition is satisfied; a game determination means for executing a game determination based on the first game information or the second game information; A variable game control means for executing a first variable game according to a result of the game judgment based on the first game information, and executing a second variable game according to a result of the game judgment based on the second game information; a special game control means for executing a special game when a special result is determined by the game determination; a game state control means capable of generating any one of a plurality of game states including a first game state, a second game state, and a third game state; The first variable game and the second variable game can be executed in parallel, In the first gaming state, a first control that increases the probability that the specific result is determined by the gaming judgment is not executed, and a second control that makes it easier for the first condition to be established is not executed; In the second gaming state, the first control is executed and the second control is executed; In the third gaming state, the first control is executed and the second control is not executed; When the specific result is determined by the game determination based on the first game information executed during the occurrence of the first game state, the second game state can be caused to occur upon completion of the specific game; When the specific result is determined by the game determination based on the second game information executed during the occurrence of the second game state, the third game state can be caused to occur upon the end of the specific game; The average time of the second variable game during the occurrence of the first game state is longer than the average time of the first variable game during the occurrence of the first game state; The average time of the first variable game during the occurrence of the second game state is shorter than the average time of the first variable game during the occurrence of the first game state; The average time of the second variable game during the occurrence of the second game state is shorter than the average time of the first variable game during the occurrence of the first game state; The average time of the first variable game during the occurrence of the third game state is longer than the average time of the first variable game during the occurrence of the first game state; A gaming machine characterized in that the average time of the second variable game during the occurrence of the third game state is shorter than the average time of the first variable game during the occurrence of the first game state, and is longer than the average time of the second variable game during the occurrence of the second game state.

2. 2. The gaming machine according to claim 1, characterized in that an average time of the first variable game during the occurrence of the second gaming state is substantially the same as an average time of the second variable game during the occurrence of the second gaming state.

Citation Information

Patent Citations

  • Game machine

    JP2016150101A