Game machine
The gaming machine addresses the challenge of improving gaming performance by using lottery means and specific gaming state control to optimize the gaming state transitions, resulting in a more advantageous normal state compared to the time-saving state.
Patent Information
- Application Number
- JP2023193957
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-14
- Publication Date
- 2025-05-26
AI Technical Summary
Conventional gaming machines face challenges in improving gaming performance, particularly in transitioning effectively between different gaming states.
The gaming machine incorporates lottery means for executing specific lotteries based on established conditions, specific gaming state control means to manage winning types and resulting gaming states, and gaming state setting means to optimize the gaming state after a specific gaming state ends, making the normal state more advantageous than the time-saving state.
This configuration enhances gaming performance by making the normal state more advantageous than the time-saving state, thereby improving player engagement and outcomes.
Smart Images

Figure 2025080661000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of causing a time-saving state to occur.
Background Art
[0002] Conventionally, a gaming machine capable of causing a time-saving state to occur has been known (see Patent Document 1). In this gaming machine, a time-saving state occurs after the end of the jackpot gaming state.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, it has been difficult to improve the gaming performance. An object of the present invention is to improve the gaming performance.
Means for Solving the Problems
[0005] In order to achieve the above object, a gaming machine according to a first invention includes lottery means capable of executing a first lottery in accordance with the establishment of a first condition and executing a second lottery in accordance with the establishment of a second condition, specific gaming state control means capable of causing a specific gaming state corresponding to a winning type selected from a plurality of winning types including a specific winning type to occur when the result of the first lottery becomes a specific result, and gaming state setting means for setting the gaming state after the end of the specific gaming state based on the gaming state at a reference time, and when the specific winning type is selected, the gaming state after the end of the specific gaming state can be made more advantageous when the gaming state at the reference time is a normal state than when the gaming state at the reference time is a time-saving state. In the gaming machine according to the first invention, when winning a specific winning category based on the first lottery, the gaming state after the end of the specific gaming state is more advantageous when the gaming state at the reference time is the normal state than when the gaming state at the reference time is the time-limited state. As a result, it becomes possible to make the normal state more advantageous than the time-limited state as the gaming state, and it becomes possible to improve the gaming performance. Here, as the first condition, the entry of the game ball into the first start port 51 described later applies. As the first lottery, the first special symbol lottery described later applies. As the second condition, the entry of the game ball into the second start port 52 described later applies. As the second lottery, the second special symbol lottery described later applies. As the lottery means, the main control board 200 (steps S9-3, S11-7, S11-8) described later applies. As the specific result, the "big win" described later applies. As the specific winning category, the "big win symbol 3" described later applies. As the specific gaming state, the big win gaming state described later applies. As the specific gaming state control means, the main control board 200 (step S13-4) described later applies. As the reference time, the time-limited determination reference time described later applies. As the gaming state setting means, the main control board 200 (step S43-2) described later applies.
[0006] The gaming machine according to the second invention includes lottery means capable of executing a first lottery with the establishment of a first condition and a second lottery with the establishment of a second condition, specific gaming state control means capable of causing a specific gaming state to occur when the result of the first lottery becomes a specific result, and gaming state setting means for setting the gaming state after the end of the specific gaming state based on the gaming state at the reference time, and when the result of the first lottery becomes the specific result, the gaming state after the end of the specific gaming state is more likely to be advantageous when the gaming state at the reference time is the normal state than when the gaming state at the reference time is the time-limited state. In the gaming machine according to the second invention, when the result of the first lottery is a specific result, the gaming state after the end of the specific gaming state is more likely to be advantageous when the gaming state at the reference time is the normal state than when the gaming state at the reference time is the time-saving state. As a result, it becomes possible to make the normal state more advantageous than the time-saving state as the gaming state, and it becomes possible to improve the gaming performance. Here, as the first condition, the entry of the game ball into the first starting port 51 described later applies. As the first lottery, the first special symbol lottery described later applies. As the second condition, the entry of the game ball into the second starting port 52 described later applies. As the second lottery, the second special symbol lottery described later applies. As the lottery means, the main control board 200 (steps S9-3, S11-7, S11-8) described later applies. As the specific result, the "big win" described later applies. As the specific gaming state, the big win gaming state described later applies. As the specific gaming state control means, the main control board 200 (step S13-4) described later applies. As the reference time, the time-saving determination reference time described later applies. As the gaming state setting means, the main control board 200 (step S43-2) described later applies.
[0007] The gaming machine according to the third invention is the gaming machine according to the first or second invention, wherein as the result of the first lottery, the specific result and a predetermined result are provided, and when winning the predetermined result by the first lottery, it is possible to cause a time-saving state without causing the specific gaming state, and the time-saving state ends as the number of executions of the first lottery reaches a predetermined number, and a normal state is caused in response to the end of the time-saving state. In the gaming machine according to the third invention, every time a predetermined number of first lotteries (first lotteries executed during the time-saving state) are executed, only once, a first lottery (first lottery executed during the normal state) in which the gaming state after the end of the specific gaming state is more likely to be advantageous when winning the specific result is executed. As a result, it becomes possible to improve the gaming performance. Here, as the predetermined result, the "time-saving" described later applies. As the predetermined number, the second time-saving number described later applies.
[0008] The gaming machine according to the fourth invention is the gaming machine according to the first or second invention, in which, as a result of the first lottery, the specific result, a predetermined result, and a losing result are provided. When winning the predetermined result by the first lottery, it is possible to cause a time shortening state without causing the specific gaming state. The time shortening state ends as the number of executions of the first lottery reaches a predetermined number, and a normal state occurs in response to the end of the time shortening state. In the gaming machine according to the fourth invention, every time a predetermined number of first lotteries (first lotteries executed during the time shortening state) are executed, until winning the predetermined result, a first lottery (first lottery executed during the normal state) in which the gaming state after the end of the specific gaming state tends to be advantageous when winning the specific result is executed. Thereby, it becomes possible to improve the gaming property. Here, as the predetermined result, "time shortening" described later corresponds. As the losing result, "losing" described later corresponds. As the predetermined number, the second time shortening number described later corresponds.
[0009] The gaming machine according to the fifth invention is the gaming machine according to the first or second invention, in which, as a result of the first lottery, the specific result and a predetermined result are included. When winning the predetermined result by the first lottery, it is possible to cause a time shortening state without causing the specific gaming state. As types of the predetermined result, a first type and a second type are included. Regarding the time shortening state that occurs when winning the first type, when winning the specific result by the first lottery executed during the time shortening state, the gaming state at the reference time is set as the time shortening state and the gaming state after the end of the specific gaming state is set. Regarding the time shortening state that occurs when winning the second type, when winning the specific result by the first lottery executed during the time shortening state, the gaming state at the reference time is set as the normal state and the gaming state after the end of the specific gaming state is set. In the gaming machine according to the fifth invention, when a time shortening state occurs due to winning the first category based on the first lottery, when winning a specific result by the first lottery executed during the time shortening state, the gaming state at the reference time is set as the time shortening state and the gaming state after the end of the specific gaming state is set. On the other hand, when a time shortening state occurs due to winning the second category based on the first lottery, when winning a specific result by the first lottery executed during the time shortening state, the gaming state at the reference time is set as the normal state and the gaming state after the end of the specific gaming state is set. Thereby, when winning a predetermined result by the first lottery, it becomes possible to change the advantage degree of the time shortening state generated according to the type of the won predetermined result, and it becomes possible to improve the gaming property. Here, as the predetermined result, "time shortening" described later applies. As the first category, "time shortening symbol 1" described later applies. As the second category, "time shortening symbol 2" described later applies.
Effect of the Invention
[0010] According to the present invention, it becomes possible to improve the gaming property.
Brief Description of the Drawings
[0011]
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Mode for Carrying Out the Invention
[0012] (First Embodiment) First, a first embodiment of the present invention will be described with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to the pachinko machine 1.
[0013] (Overall configuration of the 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 the pachinko machine. The pachinko machine 1 includes an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, the inner frame unit 3, and the front frame unit 4 are fixed to each other via a hinge mechanism. As a result, the inner frame unit 3 can be opened and closed with respect to the outer frame unit 2. Further, the front frame unit 4 can be opened and closed with respect to each of the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 includes a rectangular frame body (outer frame). The outer frame provided in the outer frame unit 2 is fixed to the island equipment in the game hall. The inner frame unit 3 includes a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The front frame unit 4 is formed in a rectangular door shape. The door unit 4 has a transparent plate 4a disposed at a substantially central portion, a decorative portion 4b disposed around the transparent plate 4a, a tray unit 5 disposed below the transparent plate 4a, and a firing handle 6 disposed on the side of the 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 portion on the upper side of the decorative portion 4b, a sound vent portion 4c in which a speaker 22 (see FIG. 3) is disposed inside is provided. Each sound vent portion 4c is provided with a plurality of sound vent holes through which the sound output from the speaker 22 passes. Further, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 includes a plurality of light emitting elements (LEDs) driven by dynamic lighting control.
[0014] The receiving unit 5 has a tray 5a for receiving game balls (loaned balls and prize balls), and a production button 5b and a rotary selector 5c arranged on the front side of the tray 5a. The production button 5b is formed in a substantially cylindrical shape and is arranged so as to protrude upward from the receiving unit 5. The production button 5b can be pressed by the player (pressed downward). Inside the receiving unit 5, a first operation detection switch 24 (see FIG. 3) for detecting the pressing operation of the production button 5b is arranged. Each time the production button 5b is pressed, the first operation detection switch 24 outputs a first operation signal to the production control board 300 (see FIG. 3). The rotary selector 5c (so-called "jog dial") is formed in a substantially cylindrical shape and is arranged so as to surround the production button 5b. The rotary selector 5c can be rotated by the player (rotated around the cylindrical axis). Inside the receiving unit 5, a second operation detection switch 25 (see FIG. 3) for detecting the rotation operation of the rotary selector 5c is arranged. Each time the rotary selector 5c is rotated by a predetermined angle (for example, 60 [°]), the second operation detection switch 25 outputs a second operation signal to the production control board 300.
[0015] Also, a lending operation unit 7 is arranged on the upper surface of the receiving unit 5. The lending operation unit 7 has a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) capable of reading and updating information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining frequency of the value medium recorded on the prepaid card inserted into the CR unit is displayed on the frequency display device 7c. Also, when the ball lending button 7a is operated with the prepaid card inserted into the CR unit, a predetermined number of game balls are dispensed onto the tray 5a. At this time, the remaining number of valuable media recorded on the prepaid card is updated according to the number of dispensed game balls, and the updated remaining number of valuable media is displayed on the number display device 7c. Furthermore, when the return button 7b is operated with a prepaid card having a remaining number of valuable media inserted into the CR unit, the prepaid card is returned from the CR unit. Here, examples of the prepaid card include a magnetic storage medium, a medium with a built-in memory IC, and the like. The firing handle 6 can be rotated by the player. Inside the firing handle 6, a firing volume 410 (see FIG. 3) for detecting the angle by which the firing handle 6 is rotated is disposed. The firing volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see FIG. 3).
[0016] (Configuration of the 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 schematically shows the parts necessary for the description. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached inside the inner frame provided in the inner frame unit 3. As a result, the game board unit 10 is disposed on the back side of the front frame unit 4. And the player can visually recognize the game board 11 (game area 30) described later through the transparent plate 4a. In the present embodiment, a game area 30 described later is configured between the back surface of the transparent plate 4a and the front surface of the game board 11. As shown in FIG. 2, the game board unit 10 includes a set plate (not shown), a game board 11 attached to the set plate, and various effect devices (main image display device 31, sub-image display device 32, movable unit, etc.) attached to the set plate. The set plate is formed in a box shape with the front side open. An opening formed of a through hole is provided at a substantially central portion of the back plate of the set plate. The game board 11 is attached to the front side of the set plate. The game board 11 is formed in a flat plate shape by resin. An opening (not shown) formed of a through hole is provided at a substantially central portion of the game board 11. And, a player can visually recognize 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 surface of the game board 11, where the game balls launched according to the rotation operation of the launch handle 6 flow down. And, in the game area 30, as a path for the game balls to flow down, a left path formed on the left side of the main image display device 31 and a right path formed on the right side of the main image display device 31 are configured. Also, a panel lamp 21 (see FIG. 3) is disposed in the game area 30 of the game board 11. The panel lamp 21 is configured to include a plurality of light emitting elements (LEDs) driven by dynamic lighting control.
[0017] The main image display device 31 is attached to the back side of the set plate. The main image display device 31 is configured by a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 is configured to include a display screen 31a capable of displaying various effect images (moving images and still images). On the display screen 31a, three first effect symbol display areas a1 to a3 (not shown) where a first effect symbol z1 (not shown) is displayed and one second effect symbol display area a4 (not shown) where a second effect symbol z2 (not shown) is displayed can be configured. The first effect symbol z1 is configured to include identification information (symbols) such as numbers, letters, symbols, and characters. In each of the first effect symbol display areas a1 to a3, variable display and stop display of the first effect symbol z1 can be executed. In this embodiment, each first effect symbol z1 is configured to include any one of the identification information from "1" to "7". That is, as the first effect symbol z1 corresponding to the first special symbol lottery, seven types of first effect symbols z1 (first effect symbols z1 that display each identification information from "1" to "7") are defined. Also, as the first effect symbol z1 corresponding to the second special symbol lottery, seven types of first effect symbols z1 (first effect symbols z1 that display each identification information from "1" to "7") are defined. The second effect symbol z2 is composed of a color bar. In the second effect symbol display area a4, it is possible to execute the variable display and the stop display of the second effect symbol z2. The variable display of the effect symbols z1 and z2 means that in each of the first effect symbol display areas a1 to a3, the first effect symbol z1 varies, and in the second effect symbol display area a4, the second effect symbol z2 varies. In this embodiment, during the variable display of the effect symbols z1 and z2, in each of the first effect symbol display areas a1 to a3, the type of the first effect symbol z1 displayed at the lottery result display position is changed, or the first effect symbol z1 is displayed while it is moving (in a moving / scroll state), and in the second effect symbol display area a4, the type of the second effect symbol z2 displayed is changed (specifically, the color represented by the color bar is sequentially changed). The stop display of the effect symbols z1 and z2 means that at the lottery result display positions in each of the first effect symbol display areas a1 to a3, the first effect symbol z1 stops, and in the second effect symbol display area a4, the second effect symbol z2 stops.
[0018] In this embodiment, during the stop display of the effect symbols z1 and z2, at the lottery result display positions in each of the first effect symbol display areas a1 to a3, one type of the first effect symbol z1 stops, and in the second effect symbol display area a4, one type of the second effect symbol z2 stops (specifically, the color bar represents a predetermined color). Then, the result of a special symbol lottery (the first special symbol lottery or the second special symbol lottery) is displayed by the combination of the first effect symbol z1 stopped and displayed in the three first effect symbol display areas a1 to a3 and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4. In addition, the display screen 31a can be configured to include hold symbol display areas b1 to b3 (not shown) where hold symbols h (not shown) are displayed. In the hold symbol display area b1, a hold symbol h corresponding to the game information during the notification display (variable display and stop display of special symbols) is displayed. In the hold symbol display area b2, a hold symbol h corresponding to the special figure 1 start information for which the start determination (notification display) described later is held is displayed. In the hold symbol display area b3, a hold symbol h corresponding to the special figure 2 start information for which the start determination (notification display) is held is displayed.
[0019] The sub-image display device 32 is disposed at a position on the front side of the main image display device 31. The sub-image display device 32 is constituted by a variable display device such as a liquid crystal display or a CRT display. The sub-image display device 32 has a display screen 32a capable of displaying effect images. The sub-image display device 32 can be displaced (moved) along the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including the origin position (see FIG. 2) and an effect position below the origin position (not shown). The sub-image display device 32 disposed at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed at the effect position is disposed on the front side of the display screen 31a of the main image display device 31 and covers a part of the display screen 31a.
[0020] In the left path, a first starting port 51 is provided. The first starting port 51 is an inlet port (so-called "umbilicus") that opens upward, and it is always possible for game balls to enter. The first starting port 51 allows game balls flowing down the left path to enter (game balls flowing down the right path cannot enter). Inside the first starting port 51, a special figure 1 starting port switch 101 (see Fig. 3) is disposed. The special figure 1 starting port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball that has entered the first starting port 51 (the entry of a game ball into the first starting port 51). The main control board 200 executes a first special symbol lottery in response to the input of the detection signal from the special figure 1 starting port switch 101.
[0021] To the left of the first starting port 51 in the left path, an upper left other winning port 57a, a middle left other winning port 57b, and a lower left other winning port 57c are provided. Each of the other winning ports 57a - 57c is an inlet port that opens upward, and it is always possible for game balls to enter. Each of the other winning ports 57a - 57c allows game balls flowing down the left path to enter (game balls flowing down the right path cannot enter). On the game board 11, a left winning port switch 106 (see Fig. 3) is disposed. The left winning port switch 106 outputs a detection signal to the main control board 200 in response to the detection of a game ball that has entered the other winning ports 57a - 57c (the entry of a game ball into the other winning ports 57a - 57c). The main control board 200 causes the game ball payout device 440 to execute a payout operation of prize balls in response to the input of the detection signal from the left winning port switch 106.
[0022] At the uppermost stream of the right path, a large winning port 55 is provided. In the large winning port 55, there is a special electric device (special electric component) 55a that can be displaced between a closed state that makes it impossible (difficult) for game balls to enter the large winning port 55 and an open state that makes it possible (easy) for game balls to enter the large winning port 55. The special electric device 55a is opened and closed by a special electric device solenoid 65 (see Fig. 3). The big winning opening 55 is, in normal times, in a state where the special electric device 55a is closed, making it impossible (difficult) for game balls to enter. However, when a small win gaming state or a big win gaming state occurs, the special electric device 55a is opened, making it possible (easy) for game balls to enter. The big winning opening 55 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). Inside the big winning opening 55, a count switch 103 (see Fig. 3) is disposed. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball that has entered the big winning opening 55 (the entry of a game ball into the big winning opening 55). The main control board 200 causes the game ball payout device 440 to execute a prize ball payout operation in response to the input of the detection signal from the count switch 103. Also, inside the big winning opening 55, a V region (not shown), a discharge region (not shown), and a sorting means (not shown) for sorting game balls that have entered the big winning opening 55 into either the V region or the discharge region are provided. In the V region, a V region switch 110 (see Fig. 3) is disposed. The V region switch 110 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the V region (the passing of a game ball through the V region). The main control board 200 sets a "1" in the V winning flag region of the RAM 230 described later in response to the input of the detection signal from the V region switch 110. The sorting means can be displaced between a V passing state in which game balls that have entered the big winning opening 55 are sorted into the V region and a non-V passing state in which game balls that have entered the big winning opening 55 are sorted into the discharge region. That is, when the sorting means is displaced to the V passing state, game balls that have entered the big winning opening 55 are sorted into the V region. As a result, it becomes impossible for game balls that have entered the big winning opening 55 to pass through the discharge region. On the other hand, when the sorting means is displaced to the non-V passing state, game balls that have entered the big winning opening 55 are sorted into the discharge region. As a result, it becomes impossible for game balls that have entered the big winning opening 55 to pass through the V region. The distribution means is displaced by the V-region solenoid 66 (see FIG. 3). The game balls that enter the large winning opening 55 first are detected by the count switch 103, and then are distributed by the distribution means to either the V region or the discharge region. After passing through the relevant region, they are discharged into the discharge path. At this time, the game balls distributed to the V region are detected by the V-region switch 110.
[0023] A second start opening 52 is provided on the downstream side of the large winning opening 55 in the right path. The second start opening 52 is provided with a normal electric accessory (normal electric accessory) 52a that can be displaced between a closed state that makes it impossible (difficult) for game balls to enter the second start opening 52 and an open state that makes it possible (easy) for game balls to enter the second start opening 52. The normal electric accessory 52a is opened and closed by the normal electric accessory solenoid 64 (see FIG. 3). The second start opening 52 is normally in a state where the normal electric accessory 52a is closed, making it impossible (difficult) for game balls to enter. However, when a game state per general diagram occurs, the normal electric accessory 52a is set to the open state, making it possible for game balls to enter. The second start opening 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). Inside the second start opening 52, a special FIG. 2 start opening switch 102 (see FIG. 3) is arranged. The special FIG. 2 start opening switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball that has entered the second start opening 52 (the entry of a game ball into the second start opening 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special FIG. 2 start opening switch 102.
[0024] A start gate 41 is provided on the downstream side of the second start opening 52 in the right path. The start gate 41 is always formed so as to allow passage by game balls. The start gate 41 allows passage by game balls flowing down the right path (passage by game balls flowing down the left path is impossible). A gate switch 104 (see FIG. 3) is disposed at the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the start gate 41 (passage of the start gate 41 by the game ball). The main control board 200 executes a normal symbol lottery in response to the input of the detection signal from the gate switch 104.
[0025] A right other winning opening 56 is provided downstream of the start gate 41 in the right path. The right other winning opening 56 is a ball entry opening that opens upward, and game balls can always enter. The right other winning opening 56 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A right winning opening switch 105 (see FIG. 3) is disposed in the right other winning opening 56. The right winning opening switch 105 outputs a detection signal to the main control board 200 in response to detection of a game ball entering the right other winning opening 56 (entry of a game ball into the right other winning opening 56). The main control board 200 causes the game ball payout device 440 to execute a prize ball payout operation in response to the input of the detection signal from the right winning opening switch 105.
[0026] An out port 58 for discharging game balls that have not entered (won) any of the winning openings 51, 52, 55, 56, 57a to 57c is provided at the most downstream of the game area 30. Here, the inner frame unit 3 includes a discharge path (not shown) through which game balls discharged from the game area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame included in the inner frame unit 3. In the pachinko machine 1, all game balls launched into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the discharge path. That is, the game balls launched into the game area 30 are discharged from the game area 30 and flow into the discharge path by entering any of the winning openings 51, 52, 55, 56, 57a to 57c or by passing through the out port 58. Specifically, the game balls that enter the winning openings 51, 52, 55, 56, 57a to 57c are detected by the switches 101, 102, 103, 105, 106, 110 disposed in the respective winning openings and then guided to the discharge path. Also, the game balls discharged from the out-opening 58 are guided to the discharge path. An out-switch 109 (see FIG. 3) is disposed in the inner frame unit 3. The out-switch 109 outputs a detection signal to the main control board 200 in response to detection of a game ball passing through the discharge path (a game ball discharged from the game area 30). Thus, all the game balls discharged from the game area 30 are detected by the out-switch 109. Furthermore, a plurality of pins (not shown) are arranged in the game area 30 so as to guide game balls to the respective winning openings 51, 52, 55, 56, 57a to 57c and the start gate 41.
[0027] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is constituted by a light-emitting element (in this embodiment, an LED). Information regarding the game is displayed on the main display device 60. The main display device 60 is configured to include a special drawing 1 display device, a special drawing 2 display device, a normal drawing display device, a special drawing 1 hold display device, a special drawing 2 hold display device, a normal drawing hold display device, a round display device, a right-handed display device, a probability variable display device, and a time shortening display device. Note that, in this embodiment, the probability variable display device is not used. Specifically, the main display device 60 is configured to include 32 lighting elements (LED1 to LED32). And in the main display device 60, LEDs 1 to 8 constitute the special figure 1 display device, LEDs 7 to 16 constitute the special figure 2 display device, LEDs 17 and 18 constitute the general figure display device, LEDs 19 to 23 constitute the round display device, LED 24 constitutes the right-handed display device, LEDs 25 and 26 constitute the special figure 1 hold display device, LEDs 27 and 28 constitute the special figure 2 hold display device, LEDs 29 and 30 constitute the general figure hold display device, LED 31 constitutes the sure change display device, and LED 32 constitutes the time reduction display device.
[0028] The special figure 1 display device can perform variable display and stop display of the first special symbol consisting of numbers, symbols, etc. And in the special figure 1 display device, the result of the first special symbol lottery is displayed by the stopped first special symbol. The special figure 2 display device can perform variable display and stop display of the second special symbol consisting of numbers, symbols, etc. And in the special figure 2 display device, the result of the second special symbol lottery is displayed by the stopped second special symbol. Here, the display of the first special symbol in the special figure 1 display device is associated with the display of the effect symbols a1 and a2 in the special figure mini symbol display area A1 and the special figure 1 fourth symbol display area A2 in terms of the timing when the variable display starts, the timing when the variable display ends, the timing when the stop display starts, and the lottery result indicated by the stopped symbol. Also, the display of the second special symbol in the special figure 2 display device is associated with the display of the effect symbols a1 and a3 in the special figure mini symbol display area A1 and the special figure 2 fourth symbol display area A3 in terms of the timing when the variable display starts, the timing when the variable display ends, the timing when the stop display starts, and the lottery result indicated by the stopped symbol. And when the first special symbol (stopped symbol) stopped in the special figure 1 display device becomes a specific symbol (big win symbol), or when the second special symbol (stopped symbol) stopped in the special figure 2 display device becomes a specific symbol (big win symbol), a big win gaming state, which is a gaming state advantageous to the player, occurs. In addition, when the second special symbol (stop symbol) stopped and displayed on the special symbol 2 display device becomes a specific symbol (small win symbol), a small win gaming state, which is a gaming state advantageous to the player, is generated. The normal symbol display device can perform variable display and stop display of normal symbols composed of numbers, symbols, and the like. And in the normal symbol display device, the result of the normal symbol lottery is displayed by the normal symbol that is stopped and displayed. Here, the display of the normal symbol on the normal symbol display device and the display of the effect symbols a4 and a5 in the normal symbol mini symbol display area A4 and the normal symbol fourth symbol display area A5 are associated with respect to the timing when the variable display starts, the timing when the variable display ends, the timing when the stop display starts, and the lottery result indicated by the symbol that is stopped and displayed. And when the normal symbol stopped and displayed on the normal symbol display device becomes a specific symbol (normal win symbol), a normal win gaming state, which is a gaming state advantageous to the player, is generated.
[0029] On the special symbol 1 hold display device, the number of times (special symbol 1 hold number) that the display of the lottery result of the first special symbol lottery is held is displayed. On the special symbol 2 hold display device, the number of times (special symbol 2 hold number) that the display of the lottery result of the second special symbol lottery is held is displayed. On the normal symbol hold display device, the number of times (normal symbol hold number) that the display of the lottery result of the normal symbol lottery is held is displayed. On the round display device, the number of times of the round game (type of the big win gaming state) executed during the big win gaming state is displayed. On the right shot display device, the path (left path or right path) along which the game ball should be shot is displayed. As described above, in this embodiment, the sure change display device is not used. On the time shortening display device, the current gaming state (during or stopped during the execution of the time shortening state (time shortening state 1 or time shortening state 2 to be described later)) is displayed.
[0030] In addition, one or more movable unit(s) (not shown) are disposed in the pachinko machine 1. In the present embodiment, one or more movable unit(s) are disposed in the front frame unit 4, and one or more movable unit(s) are also disposed in the game board unit 10. Each movable unit of the front frame unit 4 is disposed on the front surface of the decoration part 4b, the upper surface of the tray unit 5, etc., and can perform a predetermined effect operation. Each movable unit of the game board unit 10 is attached to the front side of the set plate. Specifically, each movable unit is disposed in a space (hereinafter referred to as "effect space") between the game board 11 and the main image display device 31 (display screen 31a). And each movable unit can perform a predetermined effect operation in the effect space. Each movable unit includes an effect member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In the present 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 effect member can be displaced along a predetermined direction by the drive mechanism. Specifically, the effect member can be displaced to a plurality of positions including an initial position and an effect position. The effect member is driven (displaced) by the motor 23.
[0031] The position detection sensor 26 is constituted by a photosensor or the like. The position detection sensor 26 detects the position of the effect member. Specifically, the position detection sensor 26 includes a light projecting part and a light receiving part that receives the light projected from the light projecting part. And the position detection sensor 26 outputs a detection signal to the effect control board 300 according to the reception (detection) of the light projected from the light projecting part by the light receiving part. On the other hand, when the light receiving part does not receive (detect) the light projected from the light projecting part, the position detection sensor 26 stops the output of the detection signal to the effect control board 300. In addition, a shielding plate is provided at a predetermined position of the effect member. When the effect member is disposed at the initial position, the shielding plate is disposed between the light projecting unit and the light receiving unit of the position detection sensor 26, blocking the incidence of light to the light receiving unit. As a result, when the effect member is disposed at the initial position, the output of the detection signal from the position detection sensor 26 to the effect control board 300 is stopped. On the other hand, when the effect member is not disposed at the initial position, a detection signal is output from the position detection sensor 26 to the effect control board 300. Accordingly, the effect control board 300 can detect whether or not the effect member is disposed at the initial position based on the input status of the detection signal from the position detection sensor 26.
[0032] In addition, detection sensors for detecting various abnormal states are disposed in the pachinko machine 1. In the present embodiment, as the detection sensors, a glass frame opening sensor 107 (see FIG. 3), an inner frame opening sensor 108 (see FIG. 3), a vibration detection sensor 113 (see FIG. 3), a radio wave detection sensor 114 (see FIG. 3), a magnetic detection sensor 115 (see FIG. 3), etc. are disposed. The glass frame opening sensor 107 detects the opening of the front frame unit 4 with respect 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 payout control board 400 in response to the opening of the front frame unit 4 with respect to the inner frame unit 3. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 with respect 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 payout control board 400 in response to the opening of the inner frame unit 3 with respect to the outer frame unit 2. The vibration detection sensor 113 detects the vibration of the game board 11. In the present 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 the detection of the vibration of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In the present embodiment, two radio wave detection sensors 114 are disposed on the game board 11. And each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of radio waves. The magnetic detection sensor 115 detects magnetism generated around the game board 11. In the present embodiment, three magnetic detection sensors 115 are disposed. Specifically, one magnetic detection sensor 115 is disposed in the inner frame unit 3 (discharge path). Also, two magnetic detection sensors 115 are disposed on the game board 11. And the magnetic detection sensor 115 disposed 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. Also, each magnetic detection sensor 115 disposed on the game board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0033] (Configuration of the control system) 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. The pachinko machine 1 includes various control boards. Specifically, as shown in FIG. 3, the pachinko machine 1 includes a plurality of control boards such as 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 the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The plurality of control boards 200, 300, 400, 600 are independent (separate) circuit boards. Also, each control board 200, 300, 400, 600 is housed in an individual board case (main board case 250 etc. to be described later). 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 payout control board 400 is included in the inner frame unit 3. Specifically, the payout control board 400 is attached to the back side of the inner frame provided in the inner frame unit 3.
[0034] (Configuration of the 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 configured to include a one-chip microcomputer (one-chip microcontroller), a clock generation circuit 202, a random number generation 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, source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, registers, a semiconductor memory, etc. Specifically, the one-chip microcomputer is configured to include a CPU 210, a ROM 220, a RAM 230, etc.
[0035] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) assigned to the ROM 220 and a memory area (F000H to F3FFH) assigned to the RAM 230. The ROM 220 (memory area of the ROM 220) is configured to include a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 is configured to include a program area, an unused area, and a data area. A program (program code) for controlling the progress of the game is stored in the program area. Data (program data) for controlling the progress of the game is stored in the data area. Note that the used area m1 may be configured without including the unused area. The unused area m2 is configured to include a program area and a data area. The program area stores a program (program code) for executing processes related to the tests defined by the gaming machine rules 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 processes related to the tests defined by the gaming machine rules and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and the 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 title and version of the program. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. Also, between the used area m1 and the unused area m2 of the ROM 220, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided. 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 an unused area M2 (F300H to F3FFH). The used area M1 is configured to include a work area and a stack area. The work area is used as an area for temporarily storing various data during the execution of the program (a program for controlling the progress of the game) stored in the used area m1. On the other hand, the stack area is used as an area for temporarily storing various data during the execution of the program (a program for controlling the progress of the game) stored in the used area m1. Note that the used area M1 may be configured without including an unused area. Specifically, the work area is configured to include a setting value area, a gaming machine state 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. In the set value area, set values are stored. In the gaming machine status flag area, gaming machine status flags are stored. In the checksum area, checksums are stored. In the backup flag area, backup flags are stored. In the error-related area, information related to errors is stored. In the normal gaming-related area 1, sub-command pointers and the like are stored. In the normal gaming-related area 2, input / output data in the main control board 200, data for arithmetic processing, various counters (random number counters, timer counters, etc.), lottery results, and flags for managing the gaming state are stored. In particular, the normal gaming-related area 2 is an area (a gaming information storage area described later) that stores gaming information obtained when detection signals are input from the special figure 1 start port switch 101, the special figure 2 start port switch 102, and the gate switch 104, and includes a special figure 1 display symbol counter, a special figure 2 display symbol counter, a normal figure display symbol counter, and the like.
[0037] The unused area M2 is composed of a work area and a stack area. The work area is used as an area for temporarily storing various data during the execution of a program (a program for executing processes related to tests defined by the gaming machine rules or a program for controlling the display of the performance display device 206) stored in the unused area m2. On the other hand, the stack area is used as an area for temporarily storing various data during the execution of a program (a program for executing processes related to tests defined by the gaming machine rules or a program for controlling the display of the performance display device 206) stored in the unused area m2. Specifically, the work area is composed of a performance display-related area. The performance display-related area is used as an area for temporarily storing various data during the execution of a program for controlling the display of the performance display device 206. Also, in the RAM 230, 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. This clarifies the boundary between the used area M1 and the unused area M2.
[0038] In this embodiment, in the process based on the program stored in the used area m1 (the program for controlling the progress of the game), it is permitted to refer to the data stored in the unused area M2. On the other hand, it is prohibited to rewrite (change) the data stored in the unused area M2 by the process based on the program stored in the used area m1 (the program for controlling the progress of the game). Also, in the process based on the program stored in the unused area m2 (the program for executing the process related to the test defined by the game machine rules or the program for controlling the display of the performance display device 206), it is permitted to refer to the data stored in the used area M1. On the other hand, it is prohibited to rewrite (change) the data stored in the used area M1 by the process based on the program stored in the unused area m2 (the program for executing the process related to the test defined by the game machine rules or the program for controlling the display of the performance display device 206). And the game in the pachinko machine 1 can be advanced (completed) by the program stored in the used area m1 (the program for controlling the progress of the game).
[0039] The clock generation circuit 202 generates a clock (synchronous signal) at a predetermined clock frequency (12 [MHz] in this embodiment) and outputs this clock to each of the CPU 210 and the random number generation circuit 203. The random number generation circuit 203 includes a first loop counter for generating a winning random number for the normal symbol lottery, a second loop counter for generating a jackpot random number for the first special symbol lottery, a third loop counter for generating a jackpot random number for the second special symbol lottery, and a fourth loop counter for generating a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by incrementing the value of the loop counter by one 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, 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 incrementing the value of the loop counter by one 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, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).
[0040] The third loop counter generates a jackpot random number for the second special symbol lottery by incrementing the value of the loop counter by one 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, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The fourth loop counter generates a reach group random number by incrementing the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 10006) each time 32 clocks are input from the clock generation circuit 202 (once every 32 - division of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz] = 2.666 [μs]).
[0041] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to input port 3). To input port 0, detection signals from the glass frame opening sensor 107, detection signals from the inner frame opening sensor 108, detection signals from the vibration detection sensor 113, detection signals from one of the radio wave detection sensors 114, detection signals from the magnetic detection sensor 115, etc. are inputted. To input port 1, a RAM clear signal from the RAM clear switch 207, detection signals from the setting key switch 208, etc. are inputted. To input port 2, detection signals from the count switch 103, detection signals from the right winning port switch 105, detection signals from the left winning port switch 106, detection signals from the out switch 109, detection signals from the other radio wave detection sensor 114, etc. are inputted. To input port 3, detection signals from the special figure 1 start port switch 101, detection signals from the special figure 2 start port switch 102, detection signals from the gate switch 104, detection signals from the V region switch 110, etc. are inputted. To each input port (input ports 0 to 3), a reception memory area corresponding to each switch / sensor (detection signal) is provided. In the reception memory area corresponding to each switch / sensor, 1-bit data indicating the reception state of the detection signal from the switch / sensor is set. Specifically, in the reception memory area corresponding to each switch / sensor, "1" is set when the detection signal from the switch / sensor is inputted (at a high level), and "0" is set when the detection signal from the switch / sensor is not inputted (at a low level).
[0042] Output port 205 is configured to include a plurality of output ports (in this embodiment, output ports 0 to 4). Output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. Then, the data signals outputted from output port 0 are inputted to the source driver 250a. 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 output port 1 are input to the sink driver 240. Output port 2 outputs an external signal. At this time, the external signal output from output port 2 is input to the host computer via the payout control board 400 and the external terminal board 450. Output port 3 outputs control signals for controlling the drive of the normal electric actuator solenoid 64, control signals for controlling the drive of the special electric actuator solenoid 65, control signals for controlling the V-region solenoid 66, and the like. Output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. Then, the data signals output from output port 4 are input to the source driver 250b.
[0043] Also, the main control board 200 includes a command output port 1 and a command output port 2. The CPU 210 transmits control commands (sub-commands) to the effect control board 300 from the command output port 1 and transmits control commands (payout commands) to the payout control board 400 from the command output port 2. The command output port 1 and the command output port 2 each have 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 the sub-command transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is composed of a plurality of registers and can store a plurality of 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 are input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the effect control board 300 or the payout control board 400.
[0044] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is composed of a light-emitting element (in this embodiment, an LED). Note that since the performance display device 206 is disposed on the back side of the game board 11, it cannot be visually recognized by the player. As will be described later, in the pachinko machine 1, as the state of the gaming machine (hereinafter referred to as "gaming machine state"), a playable state, a setting change state, a setting confirmation state, a setting abnormality state, a RAM abnormality state, and a backup abnormality state are defined. Then, the information displayed on the performance display device 206 changes according to the generated gaming machine state.
[0045] The performance display device 206 is configured to include four (4-digit) display units (not shown). Each display unit is composed of eight lighting elements. That is, each display unit is composed of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot segment LED capable of displaying dots such as a decimal point. Specifically, the performance display device 206 is configured to include 32 lighting elements (LEDs 33 to 64). In the performance display device 206, LEDs 33 to 40 form the first digit display unit, LEDs 41 to 48 form the second digit display unit, LEDs 49 to 56 form the third digit display unit, and LEDs 57 to 64 form the fourth digit display unit.
[0046] During the occurrence of the playable state, the progress of the game becomes possible. And during the occurrence of the playable state, the base ratio is displayed on the performance display device 206. In this embodiment, during the occurrence of the playable state, on the performance display device 206, the first base ratio and the second base ratio are alternately displayed every predetermined time (in this embodiment, 5.0 [s]). The "first base ratio" is the base ratio for the current period (the base ratio calculated for the period from the start of the current period to the current time). The "second base ratio" is the base ratio for the previous period (the final base ratio calculated for the previous period). Specifically, in the performance display device 206, among the four-digit display parts, information for identifying the type of base ratio (the first base ratio or the second base ratio) is displayed by the upper two-digit display part, and the number indicating the base ratio (percentage) is displayed by the lower two-digit display part.
[0047] During the occurrence of the setting change state, the setting value can be changed. And during the occurrence of the setting change state, in the performance display device 206, the setting value stored (set) in the setting value area of the RAM 230 is displayed. Specifically, in the performance display device 206, among the four-digit display parts, information indicating that the setting change state is occurring (specifically, "r" in the first upper digit, "n." in the second upper digit, and "-" in the third upper digit) is displayed by the upper three-digit display part, and the number indicating the setting value stored in the setting value area is displayed by the lowest one-digit display part. During the occurrence of the setting confirmation state, the setting value can be confirmed. And during the occurrence of the setting confirmation state, in the performance display device 206, the setting value stored (set) in the setting value area of the RAM 230 is displayed. Specifically, in the performance display device 206, among the four-digit display parts, information indicating that the setting confirmation state is occurring (specifically, "r" in the first upper digit, "n." in the second upper digit, and no display in the third upper digit) is displayed by the upper three-digit display part, and the number indicating the setting value stored in the setting value area is displayed by the lowest one-digit display part.
[0048] During the occurrence of the game stop state (setting abnormality state, RAM abnormality state, and backup abnormality state), the progress of the game becomes impossible. And during the occurrence of the game stop state, in the performance display device 206, an error code corresponding to the occurred abnormality is displayed. Specifically, in the performance display device 206, among the four-digit display units, information indicating that the game stop state is occurring (specifically, "E" in the uppermost first digit, "r." in the uppermost second digit, and no display in the uppermost third digit) is displayed by the uppermost three display units, and a number indicating an error code corresponding to the generated abnormality (setting abnormality state, RAM abnormality state, or backup abnormality state) is displayed by the lowermost one display unit.
[0049] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. And 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 includes an operation unit provided with a keyhole. The operation unit is unlocked when a dedicated key is inserted into the keyhole and can be rotated (switched) from the OFF state to the ON state. And when the operation unit is in the ON state, the setting key switch 208 outputs a detection signal to the input port 1.
[0050] The sink driver 240 controls the output of the common signal to each of the display devices 60 and 206 according to the common signal ("COM0" to "COM3") output from the output port 1. The source driver 250a controls the output of the data signal to the main display device 60 according to the data signal ("SEGDATA0" to "SEGDATA7") output from the output port 0. The source driver 250b controls the output of the data signal to the performance display device 206 according to the data signal ("7SEGDATA0" to "7SEGDATA7") output from the output port 4. Thereby, the lighting of the lighting elements (LED1 to LED32) included in the main display device 60 is controlled by the source driver 250a and the sink driver 240. Further, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LEDs 33 to 64) included in the performance display device 206.
[0051] Further, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (such as the jackpot gaming state, the execution state of time shortening control, the probability state of special symbol lottery, etc.), and stores the generated test signal in the 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 predetermined output port. Then, the test signal output from the predetermined output port is input to the interface board of a test computer (not shown) via the test signal output circuit. Further, in the main control board 200, detection signals from the special figure 1 start port switch 101, the special figure 2 start port switch 102, the gate switch 104, the count switch 103, the right winning port switch 105, the left winning port switch 106, the out switch 109, etc. are input to the input port 204, and are also 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 driving of each solenoid (ordinary electric accessory solenoid 64, special electric accessory solenoid 65, V-region solenoid 66, etc.) output from the output port 3 are input to each solenoid 64, 65, 66, and are also input to the interface board of the test computer via the test signal output circuit.
[0052] (Configuration of the payout control board 400) Next, the configuration of the payout control board 400 will be described. The payout control board 400 controls the launching of game balls into the game area 30 and the payout of game balls. The payout 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 command received from the main control board 200 and the ball lending instruction signal received from the CR unit. Also, the payout control board 400 controls the game ball launching operation by the game ball launching device 430 based on the detection signal input from the launch volume 410. Specifically, the game ball launching operation by the game ball launching device 430 is controlled so as to launch the game ball into the game area 30 with a strength corresponding to the detection signal input from the launch volume 410.
[0053] (Configuration of the effect control board 300) Next, the configuration of the effect control board 300 will be described. The effect control board 300 controls effects. The effect control board 300 is composed of including 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 including a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. The effect control board 300 controls the display of effect images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound by various speakers 22, the driving of a motor 23 that drives various movable units, etc. based on the control command received from the main control board 200.
[0054] In the ROM of the effect control board 300, programs related to the progress of effects, data necessary for the progress of effects, etc. are stored. In the RAM of the effect control board 300, the control command received from the main control board 200, data for performing arithmetic processing, etc. are temporarily stored. 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 signal) according to the performance program (performance control table) set by the CPU, and outputs the generated display control data to various image display devices 31, 32. The sound processor generates sound control data (sound control signal) according to the performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). Then, the digital audio power amplifier generates a control signal corresponding to various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signal to various speakers 22 via the sub-connection board 320. The lighting controller generates lamp control data (lamp control signal) according to the 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 signal) according to the performance program (performance control table) set by the CPU, and outputs the generated motor control data to each of the driver board 310 and the sub-connection board 320.
[0055] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of an excitation signal (drive current) to various motors 23 (such as the motors 23 constituting the movable unit) disposed 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 (lighting) of each group of light-emitting elements that make up the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of the excitation signal (driving current) to various motors 23 (such as the motors 23 that make up the movable unit) arranged in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (lighting) of each group of light-emitting elements that make up the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0056] (Regarding the game machine state) In the pachinko machine 1, six states (specifically, playable state, setting change state, setting confirmation state, setting abnormality state, RAM abnormality state, and backup abnormality state) are defined as the game machine states. In the RAM 230 of the main control board 200, a game machine state flag area is provided. In the game machine state flag area, as the game machine state flag, a value corresponding to any one of the six game machine states (specifically, playable state, setting change state, setting confirmation state, setting abnormality state, RAM abnormality state, and backup abnormality state) is stored (set). And in the pachinko machine 1, the game machine state corresponding to the value stored in the game machine state flag area is generated. The "playable state" is a game machine state in which the progress of the game is possible. During the occurrence of the playable state, the execution of the processes in steps S4-9 to S4-18 described later is permitted. As a result, the progress of the game (ordinary game and special game) becomes possible. Also, during the occurrence of a playable state, the base ratio is displayed on the performance display device 206. Also, information related to the game is displayed on the main display device 60.
[0057] The "setting change state" is a gaming machine state in which it is possible to change the setting values stored in the setting value area of the RAM 230. The setting change state occurs when the setting change conditions are satisfied. In the present embodiment, at the time of power-on, a detection signal from the inner frame opening sensor 108 is input, and a detection signal from the setting key switch 208 is input, and a detection signal from the RAM clear switch 207 is input. When this is the case, the setting change conditions are satisfied. That is, at the time of power-on, when the inner frame unit 3 is open, and the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, the setting change state occurs. During the occurrence of the setting change state, the execution of the processes in steps S4-9 to S4-18 described later is prohibited. As a result, the game (specifically, the normal game and the special game) is stopped. Also, during the occurrence of the setting change state, the setting values stored in the setting value area are displayed on the performance display device 206. Also, all the lighting elements constituting the main display device 60 are turned off. Further, security information (external information) is output to an external device. Furthermore, during the occurrence of the setting change state, it becomes possible to change the setting values 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 during the occurrence of the setting change state, a playable state occurs instead of the setting change state. As a result, the setting values stored in the setting value area are determined.
[0058] The "setting confirmation state" is a gaming machine state in which it is possible to confirm the setting values stored in the setting value area of the RAM 230. The setting confirmation state occurs when the setting confirmation conditions are met. In this embodiment, at power-on, if a detection signal from the inner frame opening sensor 108 is input, and a detection signal from the setting key switch 208 is input, and a detection signal from the RAM clear switch 207 is not input, the setting confirmation conditions are met. That is, at power-on, when the inner frame unit 3 is open, and 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 occurrence of the setting confirmation state, the execution of the processes in steps S4-9 to S4-18 described later is prohibited. As a result, the game (specifically, the normal game and the special game) is stopped. Also, during the occurrence of the setting confirmation state, in the performance display device 206, the set values stored in the set value area are displayed. As a result, it becomes possible to confirm the set values stored in the set value area. Also, all the lighting elements constituting the main display device 60 are turned off. Further, security information (external information) is output to an external device. Note that during the occurrence of the setting confirmation state, the set values stored in the set value area cannot be changed. Then, during the occurrence of the setting confirmation state, if the key switch 208 is rotated to the OFF state, a playable state occurs instead of the setting confirmation state.
[0059] The "setting abnormal state" is a state of the gaming machine in which a setting abnormality has occurred. The setting abnormal state occurs when it is determined that the set values set in the set value area are not within the specified range during the occurrence of the playable state. During the occurrence of the setting abnormal state, the execution of the processes in steps S4-9 to S4-18 described later is prohibited. As a result, the game (specifically, the normal game and the special game) is stopped. Also, during the occurrence of the setting abnormality state, an error code indicating the occurrence of the setting abnormality is displayed on the performance display device 206. Also, all the lighting elements constituting the main display device 60 are turned off. Further, security information (external information) is output to an external device. In order to return from the setting abnormality state, it is necessary to execute power-off and power-on to cause a setting change state.
[0060] The "RAM abnormality state" is a state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormality state occurs when it is determined at power-on that a read / write abnormality of the RAM 230 has occurred. During the occurrence of the RAM abnormality state, the execution of the processes in steps S4-9 to S4-18 described later is prohibited. As a result, the game (specifically, the normal game and the special game) is stopped. Also, during the occurrence of the RAM abnormality state, an error code indicating the occurrence of the RAM abnormality is displayed on the performance display device 206. Also, all the lighting elements constituting the main display device 60 are turned off. Further, security information (external information) is output to an external device. In order to return from the RAM abnormality state, it is necessary to execute power-off and power-on to cause a setting change state.
[0061] The "backup abnormality state" is a state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined at power-on that a backup abnormality (specifically, an abnormality of the backup flag or an abnormality of the checksum) of the RAM 230 has occurred. During the occurrence of the backup abnormality state, the execution of the processes in steps S4-9 to S4-18 described later is prohibited. As a result, the game (specifically, the normal game and the special game) is stopped. Also, during the occurrence of the backup abnormal state, an error code for specifying the occurrence of the backup abnormality is displayed on the performance display device 206. Also, all the lighting elements constituting the main display device 60 are turned off. Further, security information (external information) is output to an external device. In order to return from the backup abnormal state, it is necessary to execute power-off and power-on to cause a setting change state.
[0062] (Regarding setting values) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "setting value" is information for specifying the winning probability of the special symbol lottery (the first special symbol lottery and the second special symbol lottery). In the present embodiment, values from "0" to "5" are defined as the setting values. A setting value area is provided in the RAM 230 of the main control board 200. In the setting value area, one value among "0" to "5" is stored (set) as the setting value. And the winning probability of the special symbol lottery is set to a probability corresponding to the value set in the setting value area. In the present embodiment, the probability of winning the "big win" by the special symbol lottery (the first special symbol lottery and the second special symbol lottery) changes according to the value set in the setting value area. The winning probabilities of the special symbol lottery corresponding to each setting value (the probability of winning the "big win") are, in order from the highest winning probability, the winning probability corresponding to the setting value = "5", the winning probability corresponding to the setting value = "4", the winning probability corresponding to the setting value = "3", the winning probability corresponding to the setting value = "2", the winning probability corresponding to the setting value = "1", and the winning probability corresponding to the 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 occurrence of the setting change state. Here, the change of the setting value is executed by the administrator of the pachinko machine 1 (such as an employee of the game parlor where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, 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 occurs. During the occurrence of the setting change state, in the performance display device 206, the set value stored in the set value area is displayed. Also, each time the RAM clear switch 207 is pressed, the set value stored in the set value area is changed. At this time, when the set value set in the set value area is changed, accordingly, the set value displayed on the performance display device 206 is also changed. Then, during the occurrence of the setting change state, when the key switch 208 is rotated to the OFF state, a playable state occurs instead of the setting change state. As a result, the set value stored in the set value area is determined.
[0064] (Regarding the base ratio) In the pachinko machine 1, during the occurrence of the playable state, the CPU 210 calculates the base ratio (base value). In the present embodiment, the base ratio is calculated only during the occurrence of a predetermined game state (specifically, during the occurrence of the special figure low probability state and during the stop of the time shortening control). Then, during the occurrence of the 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 launched into the game area 30 and the number of prize balls paid out in response to the entry of game balls into a predetermined entry port (in the present embodiment, the start ports 51, 52 and the other winning ports 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of payout balls (the number of prize balls paid out) to the number of out balls (the number of game balls launched). In this embodiment, a base ratio for each predetermined interval (period) is calculated. And as the predetermined interval, an interval in which a predetermined number (in this embodiment, 60,000 [balls]) of out balls are detected (discharged) is defined. That is, each interval starts in response to the end of the previous interval and ends in response to the fact that the number of out balls detected during the current interval has reached the predetermined number (60,000 [balls]). And 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 interval. That is, the CPU 210 may be configured to calculate the base ratio at each predetermined time. The "number of out balls" refers to the number of out balls. An "out ball" refers to a game ball discharged from the game area 30. Specifically, the out ball is a game ball that has passed through the discharge path (a game ball detected by the out switch 109). Note that the game ball discharged from the out port 58 may be regarded as an out ball. Specifically, the out switch 109 may be configured to detect only the game ball discharged from the out port 58, and the game ball detected by the out switch 109 may be regarded as an out ball. The "payout number" refers to the total number of prize balls paid out in response to the entry of game balls into the start ports 51, 52 and the other winning ports 56, 57a to 57c.
[0065] (Regarding the game state) Next, the game states defined in the pachinko machine 1 will be described. In the pachinko machine 1, as auxiliary controls advantageous to the player, it is possible to execute time shortening control 1 and time shortening control 2. In the following description, the game state during the stop of time shortening control 1 and during the stop of time shortening control 2 is referred to as the "normal state" or the "C time state". Also, the game state during the execution of time shortening control 1 is referred to as the "time shortening state 1" or the "low base state". Further, the game state during the execution of time shortening control 2 is referred to as the "time shortening state 2" or the "high base state". During the occurrence of the normal state (C time state) (excluding the occurrence of the jackpot gaming state described later), information designating the left path is displayed on the right hitting display device as the path along which the game ball should be hit. And during the occurrence of the normal state, the game progresses when a game ball is launched towards the left path. During the occurrence of the short-time state 1 (low base state), information designating the left path is displayed on the right hitting display device as the path along which the game ball should be hit. And during the occurrence of the short-time state 1, the game progresses when a game ball is launched towards the left path. During the occurrence of the short-time state 2 (high base state), information designating the right path is displayed on the right hitting display device as the path along which the game ball should be hit. And during the occurrence of the short-time state 2, the game progresses when a game ball is launched towards the right path. In particular, during the occurrence of the short-time state 2, when winning the "ordinary symbol win" by the ordinary symbol lottery, as the opening pattern of the ordinary electric accessory 52a, the probability of selecting the "long opening pattern" described later is higher compared to the occurrence of the normal state and the occurrence of the short-time state 1 respectively. On the other hand, in the present embodiment, when winning the "ordinary symbol win" by the ordinary symbol lottery during the occurrence of the normal state and during the occurrence of the short-time state 1, the probability of selecting the "long opening pattern" as the opening pattern of the ordinary electric accessory 52a is the same. Also, in the present embodiment, during the occurrence of the short-time state 1, the base ratio (ball output rate) is lower compared to the occurrence of the normal state. On the other hand, in the present embodiment, the probability of winning the "ordinary symbol win" by the ordinary symbol lottery does not change according to the gaming state. That is, the probability of winning the "ordinary symbol win" by the ordinary symbol lottery is the same during the execution of the short-time control (short-time control 1 or short-time control 2) (during the occurrence of the short-time state 1 or the short-time state 2) and during the stop of the short-time control (short-time control 1 and short-time control 2) (during the occurrence of the normal state). Also, the probability of winning the "ordinary symbol win" by the ordinary symbol lottery is the same during the execution of the short-time control 1 (during the occurrence of the short-time state 1) and during the execution of the short-time control 2 (during the occurrence of the short-time state 2). In addition, in the present embodiment, the probability of winning a "big win" or a "small win" in the special symbol lottery does not change according to the game state.
[0066] (Regarding various lotteries) Next, various lotteries executed in the pachinko machine 1 will be described. FIG. 4 is a diagram showing the winning probabilities of various lotteries. FIG. 5 is a diagram showing the winning types of the normal symbol lottery. FIG. 6 is a diagram showing the winning types of the special symbol lottery. Note that FIG. 4(a) shows the winning probability of the normal symbol lottery, FIG. 4(b) shows the winning probability of the first special symbol lottery, and FIG. 4(c) shows the winning probability of the second special symbol lottery. Further, FIG. 5 shows the winning type (type of "normal symbol winning symbol") selected when winning a "normal symbol win" in the normal symbol lottery. Furthermore, FIG. 6(a) shows the winning type (type of "big win symbol") selected when winning a "big win" in the first special symbol lottery, FIG. 6(b) shows the winning type (type of "time-saving symbol") selected when winning a "time-saving" in the first special symbol lottery, FIG. 6(c) shows the winning type (type of "big win symbol") selected when winning a "big win" in the second special symbol lottery, and FIG. 6(d) shows the winning type (type of "small win symbol") selected when winning a "small win" in the second special symbol lottery.
[0067] (Normal symbol lottery) In the pachinko machine 1, the normal symbol lottery is executed when the game ball passes through the start gate 41. In the present embodiment, only a "normal symbol win" is defined as the result of the normal symbol lottery. Note that the configuration may be such that a "normal symbol win" and a "loss" are defined as the results of the normal symbol lottery. As shown in FIG. 4(a), in the normal symbol lottery (ordinary symbol winning or losing determination), the probability of winning the "ordinary symbol win" is 1 / 1. In this embodiment, the probability of winning the "ordinary symbol win" by the normal symbol lottery does not change according to the game state. Note that the probability of winning the "ordinary symbol win" by the normal symbol lottery executed during the occurrence of the normal state may be configured to be higher than the probability of winning the "ordinary symbol win" by the normal symbol lottery executed during the occurrence of the time shortening state (time shortening state 1 or time shortening state 2).
[0068] As shown in FIG. 5, in the pachinko machine 1, as the winning type (type of "ordinary symbol win symbol") selected when winning the "ordinary symbol win" by the normal symbol lottery, "ordinary symbol win symbol 1" and "ordinary symbol win symbol 2" are defined. In the normal symbol lottery (ordinary symbol stop symbol determination), when winning the "ordinary symbol win", the probability of winning the "ordinary symbol win symbol 1" is 65000 / 65536, and the probability of winning the "ordinary symbol win symbol 2" is 536 / 65536. When winning the "ordinary symbol win symbol 1", in the ordinary symbol display device, the normal symbol is stopped and displayed as the stop symbol corresponding to the "ordinary symbol win symbol 1". On the other hand, when winning the "ordinary symbol win symbol 2", in the ordinary symbol display device, the normal symbol is stopped and displayed as the stop symbol corresponding to the "ordinary symbol win symbol 2".
[0069] When winning the "ordinary symbol win" (either "ordinary symbol win symbol 1" or "ordinary symbol win symbol 2"), the ordinary symbol win game state is generated. In the ordinary symbol win game state, the ordinary electric accessory 52a is displaced from the closed state to the open state, and it becomes possible (easy) for the game balls to enter the second start port 52. In this embodiment, as the types of the opening patterns (opening modes, opening and closing modes) of the ordinary electric accessory 52a during the occurrence of the ordinary symbol win game state, a "short opening pattern" and a "long opening pattern" are defined. The "short open pattern" is an open pattern (open mode, open / close mode) in which it is difficult for game balls to enter the second start port 52 during the occurrence of a game state per normal symbol. In the "short open pattern", compared with the "long open pattern", the time during which the normal electric accessory 52a is in the open state during the occurrence of a game state per normal symbol becomes shorter. Specifically, in the "short open pattern", the number of times the normal electric accessory 52a is opened is set to 1 [time], and the opening time of the normal electric accessory 52a in each time is set to 0.1 [s]. The "long open pattern" is an open pattern (open mode, open / close mode) in which it is easy for game balls to enter the second start port 52 during the occurrence of a game state per normal symbol. In the "long open pattern", compared with the "short open pattern", the time during which the normal electric accessory 52a is in the open state during the occurrence of a game state per normal symbol becomes longer. Specifically, in the "long open pattern", the number of times the normal electric accessory 52a is opened is set to 1 [time], and the opening time of the normal electric accessory 52a in each time is set to 5.0 [s].
[0070] As shown in FIG. 5, when winning on "Normal Symbol Winning Symbol 1" based on the normal symbol lottery executed during the occurrence of the normal state, the "short open pattern" is selected and set as the open pattern of the normal electric accessory 52a during the occurrence of the game state per normal symbol. On the other hand, when winning on "Normal Symbol Winning Symbol 2" based on the normal symbol lottery executed during the occurrence of the normal state, the "short open pattern" is selected and set as the open pattern of the normal electric accessory 52a during the occurrence of the game state per normal symbol. Thus, when winning on "Normal Symbol" based on the normal symbol lottery executed during the occurrence of the normal state, the "short open pattern" is selected and set with a probability of 1 / 1. On the one hand, when winning "Normal Symbol Winning Symbol 1" based on the normal symbol lottery executed during the occurrence of the short-time state 1, as the opening pattern of the normal electric accessory 52a during the occurrence of the normal symbol winning game state, the "Short Opening Pattern" is selected and set. On the other hand, when winning "Normal Symbol Winning Symbol 2" based on the normal symbol lottery executed during the occurrence of the short-time state 1, as the opening pattern of the normal electric accessory 52a during the occurrence of the normal symbol winning game state, the "Short Opening Pattern" is selected and set. Thus, when winning "Normal Symbol Winning" based on the normal symbol lottery executed during the occurrence of the short-time state 1, the "Short Opening Pattern" is selected and set with a probability of 1 / 1. On the one hand, when winning "Normal Symbol Winning Symbol 1" based on the normal symbol lottery executed during the occurrence of the short-time state 2, as the opening pattern of the normal electric accessory 52a during the occurrence of the normal symbol winning game state, the "Long Opening Pattern" is selected and set. On the other hand, when winning "Normal Symbol Winning Symbol 2" based on the normal symbol lottery executed during the occurrence of the short-time state 2, as the opening pattern of the normal electric accessory 52a during the occurrence of the normal symbol winning game state, the "Long Opening Pattern" is selected and set. Thus, when winning "Normal Symbol Winning" based on the normal symbol lottery executed during the occurrence of the short-time state 2, the "Long Opening Pattern" is selected and set with a probability of 1 / 1.
[0071] (Special Symbol Lottery) Also, in the pachinko machine 1, when a game ball enters the first start port 51, the first special symbol lottery is executed, and when a game ball enters the second start port 52, the second special symbol lottery is executed. In this embodiment, as the result of the first special symbol lottery, "Big Win" and "Short Time" are defined. On the other hand, as the result of the second special symbol lottery, "Big Win", "Small Win", and "Loss" are defined. Note that in this embodiment, there is no winning of "Small Win" in the first special symbol lottery, and only in the second special symbol lottery can one win "Small Win". However, it is also possible to configure it such that in the first special symbol lottery, one can win "Small Win" with a lower probability than in the second special symbol lottery. As shown in FIGS. 4(b) and 4(c), in the special symbol lottery (the first special symbol lottery or the second special symbol lottery), the probability of winning a "big hit" is 1 / 319 (which varies according to the set value). Also, in the first special symbol lottery, the probability of winning a "time-saving" is 318 / 319. Further, in the second special symbol lottery, the probability of winning a "small hit" is 1 / 80. In the present embodiment, the probability of winning a "big hit" or a "small hit" by the special symbol lottery does not change according to the gaming state. Also, in the present embodiment, the probability of winning a "big hit" by the special symbol lottery changes according to the set value. On the other hand, the probability of winning a "small hit" by the special symbol lottery does not change according to the set value. Note that the configuration may be such that the probability of winning a "big hit" by the special symbol lottery does not change according to the set value.
[0072] As shown in FIG. 6(a), in the pachinko machine 1, as the winning types (the types of "big hit symbols") selected when winning a "big hit" by the first special symbol lottery, "big hit symbol 1", "big hit symbol 2", and "big hit symbol 3" are defined. In the first special symbol lottery (special symbol determination), when winning a "big hit", the probability of winning "big hit symbol 1" is 5 / 100, the probability of winning "big hit symbol 2" is 10 / 100, and the probability of winning "big hit symbol 3" is 85 / 100. When winning "big hit symbol 1", in the special symbol 1 display device, the stop symbol corresponding to "big hit symbol 1" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1 and z2) corresponding to the "continuous win symbol" are stopped and displayed. The "continuous win symbol" is, for example, such that the first effect symbol z1 stopped and displayed at the lottery result display positions in the three first effect symbol display areas a1 to a3 shows the same odd number such as "1, 1, 1" as the "number symbol", and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. When winning on the "Big Hit Symbol 2", in the special figure 1 display device, the stop symbol corresponding to the "Big Hit Symbol 2" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1 and z2) corresponding to the "Single Shot Symbol" are stopped and displayed. The "Single Shot Symbol" is, for example, such that the first effect symbol z1 stopped and displayed at the lottery result display positions in the three first effect symbol display areas a1 to a3 consists of "digit symbols" showing the same even number such as "2, 2, 2", and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. When winning on the "Big Hit Symbol 3", in the special figure 1 display device, the stop symbol corresponding to the "Big Hit Symbol 3" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1 and z2) corresponding to the "Continuous Win Symbol" or the "Single Shot Symbol" are stopped and displayed. At this time, when the game state at the time of executing the game state preliminary setting process (step S12-6) described later is the normal state, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1 and z2) corresponding to the "Continuous Win Symbol" are stopped and displayed. On the other hand, when the game state at the time of executing the game state preliminary setting process (step S12-6) is the time-limited state (time-limited state 1 or time-limited state 2), in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1 and z2) corresponding to the "Single Shot Symbol" are stopped and displayed.
[0073] As shown in FIG. 6(b), in the pachinko machine 1, as the winning types (types of the "time-limited symbol") selected when winning on the "time-limited" in the first special symbol lottery, "time-limited symbol 1" and "time-limited symbol 2" are defined. In the first special symbol lottery (special figure symbol determination), when winning on the "time-limited", the probability of winning on the "time-limited symbol 1" is 60 / 100, and the probability of winning on the "time-limited symbol 2" is 40 / 100. When winning the "Short-Time Symbol 1", in the special figure 1 display device, the stop symbol corresponding to the "Short-Time Symbol 1" is stopped and displayed. Also, when winning the "Short-Time Symbol 1" based on the first special symbol lottery executed during the occurrence of the normal state, in the effect symbol display areas a1 to a4, the stop symbol corresponding to the "Falling Symbol" (display mode of the effect symbols z1, z2) is stopped and displayed. On the other hand, when winning the "Short-Time Symbol 1" based on the first special symbol lottery executed during the occurrence of the short-time state (short-time state 1 or short-time state 2), in the effect symbol display areas a1 to a4, the stop symbol corresponding to the "Losing Symbol" (display mode of the effect symbols z1, z2) is stopped and displayed. The "Falling Symbol" is, for example, such that the first effect symbol z1 stopped and displayed at the lottery result display positions in the three first effect symbol display areas a1 to a3 becomes a "Number Symbol" in a predetermined combination such as "3, 2, 1", and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. The "Losing Symbol" is, for example, such that among the first effect symbols z1 stopped and displayed at the lottery result display positions in the three first effect symbol display areas a1 to a3, at least one first effect symbol z1 has a combination that displays identification information different from that of the other first effect symbols z1, and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a predetermined color. When winning the "Short-Time Symbol 2", in the special figure 1 display device, the stop symbol corresponding to the "Short-Time Symbol 2" is stopped and displayed. Also, when winning the "Short-Time Symbol 2" based on the first special symbol lottery executed during the occurrence of the normal state, in the effect symbol display areas a1 to a4, the stop symbol corresponding to the "Chance Symbol" (display mode of the effect symbols z1, z2) is stopped and displayed. On the other hand, when winning the "Short-Time Symbol 2" based on the first special symbol lottery executed during the occurrence of the short-time state (short-time state 1 or short-time state 2), in the effect symbol display areas a1 to a4, the stop symbol corresponding to the "Losing Symbol" (display mode of the effect symbols z1, z2) is stopped and displayed. The "chance symbol" is, for example, such that the first effect symbol z1 stopped and displayed at the lottery result display positions in the three first effect symbol display areas a1 to a3 becomes a "numeric symbol" in a predetermined combination such as "1, 2, 3", and the second effect symbol z2 stopped and displayed in the second effect symbol display area a4 shows a display mode of a predetermined color.
[0074] As shown in FIG. 6(c), in the pachinko machine 1, a "big win symbol 4" is defined as a winning type (type of "big win symbol") selected when winning a "big win" in the second special symbol lottery. In the second special symbol lottery (special symbol determination), when winning a "big win", the probability of winning the "big win symbol 4" is 100 / 100. When winning the "big win symbol 4", in the special symbol 2 display device, the stop symbol corresponding to the "big win symbol 4" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1, z2) corresponding to the "single-shot symbol" are stopped and displayed.
[0075] As shown in FIG. 6(d), in the pachinko machine 1, a "small win symbol 1" is defined as a winning type (type of "small win symbol") selected when winning a "small win" in the second special symbol lottery. In the second special symbol lottery (special symbol determination), when winning a "small win", the probability of winning the "small win symbol 1" is 100 / 100. When winning the "small win symbol 1", in the special symbol 2 display device, the stop symbol corresponding to the "small win symbol 1" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1, z2) corresponding to the "single-shot symbol" are stopped and displayed.
[0076] On the other hand, when losing the second special symbol lottery (in the case of "non-winning"), in the special symbol 2 display device, the stop symbol corresponding to the "non-winning symbol" is stopped and displayed. Also, in the effect symbol display areas a1 to a4, the stop symbols (display modes of the effect symbols z1, z2) corresponding to the "non-winning symbol" are stopped and displayed.
[0077] When winning on any of "Big Win Symbol 1" to "Big Win Symbol 4", a big win gaming state is triggered. In the big win gaming state, the special electric accessory 55a is displaced from the closed state to the open state, enabling (facilitating) the entry of game balls into the big winning opening 55. During the occurrence of the big win gaming state, a predetermined number of rounds of gaming are executed. When winning on any of "Big Win Symbol 1" to "Big Win Symbol 4", the number of rounds of gaming is set to 10 [times]. Also, when winning on any of "Big Win Symbol 1" to "Big Win Symbol 4", the longest opening time of the special electric accessory 55a in each round of gaming is set to a predetermined time (in this embodiment, 29.0 [s]). And each round of gaming ends in response to the fulfillment of either (1) the elapse of the longest opening time since the special electric accessory 55a was set to the open state, or (2) the number of game balls entering the big winning opening 55 during the execution of the round of gaming reaching a predetermined upper limit number (in this embodiment, 10 [balls]).
[0078] At the end of the big win gaming state, predetermined short-time counts (first short-time count, second short-time count, third short-time count) are set. Then, in response to the end of the big win gaming state, short-time control (short-time control 1 or short-time control 2) is started according to the set short-time counts. As a result, in response to the end of the big win gaming state, a short-time state (short-time state 1 or short-time state 2) is started. In this embodiment, as types of short-time control (short-time state), short-time control 1 (short-time state 1, low base state) and short-time control 2 (short-time state 2, high base state) are defined. And in short-time control 1 (short-time state 1, low base state) and short-time control 2 (short-time state 2, high base state), the probability of selecting a "long opening pattern" when winning on a "normal symbol win" in the normal symbol lottery is different. At this time, compared to short-time control 1 (short-time state 1, low base state), short-time control 2 (short-time state 2, high base state) has a higher probability of selecting a "long opening pattern" when winning on a "normal symbol win" in the normal symbol lottery, which is advantageous to the player. In this embodiment, as the end conditions for the time reduction control (time reduction control 1 and time reduction control 2) (hereinafter referred to as "time reduction end conditions"), "time reduction end condition 1", "time reduction end condition 2", "time reduction end condition 3", and "time reduction end condition 4" are defined.
[0079] "Time reduction end condition 1" is a condition based on the second special symbol lottery (judgment per special symbol based on special figure 2 game information). That is, time reduction end condition 1 is a condition based on the number of times of the variable display of the second special symbol. In this embodiment, when the number of times of variable display of special figure 2 during time reduction reaches the first time reduction number (prescribed number) set at the end of the big win game state, time reduction end condition 1 is satisfied. "The number of times of variable display of special figure 2 during time reduction" is the number of times of the variable display of the second special symbol executed (started) during time reduction control. When time reduction end condition 1 is satisfied, at the end of the variable display of the second special symbol that triggers the satisfaction of time reduction end condition 1, the time reduction control (time reduction control 1 or time reduction control 2) is ended. Specifically, the main control board 200 is configured with a first short-time counter that counts the number of fluctuations in the special figure 2 during the short-time period. When the start of the big win gaming state occurs, the CPU 210 sets, as the value of the first short-time counter, the first short-time count corresponding to the combination of the gaming state after the execution of the subsequent count cut-off management process (step S12-5) (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (the type of the winning symbol). Also, when winning the "short-time", at the end of the stop display of the special symbol, the CPU 210 sets, as the value of the first short-time counter, the first short-time count corresponding to the combination of the gaming state after the execution of the count cut-off management process (step S12-5) (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (the type of the winning symbol). Furthermore, every time a start determination (special figure winning or losing determination) based on the special figure 2 gaming information is executed (every time the variable display of the second special symbol ends), "1" is subtracted from the value of the first short-time counter. Then, in response to the value of the first short-time counter being subtracted from "1" to "0", the short-time end condition 1 is satisfied, and the short-time control is stopped. As a result, when the number of start determinations (special figure winning or losing determinations) based on the special figure 2 gaming information executed during the short-time control (the first short-time control or the second short-time control) reaches the first short-time count (prescribed count) set at the start of the short-time control, the short-time end condition 1 is satisfied.
[0080] The "short-time end condition 2" is a condition based on the special symbol lottery (special figure winning or losing determination). That is, the short-time end condition 2 is a condition based on the number of variable displays of the special symbol. In the present embodiment, when the number of fluctuations in the special figure during the short-time period reaches the second short-time count set at the end of the big win gaming state, the short-time end condition 2 is satisfied. The "number of fluctuations in the special figure during the short-time period" is the total number of variable displays of the first special symbol executed during the short-time control (short-time control 1 or short-time control 2) and the total number of variable displays of the second special symbol executed during the short-time control (short-time control 1 or short-time control 2). When the short-time end condition 2 is satisfied, the short-time control (short-time control 1 or short-time control 2) ends at the end of the variable display of the special symbol that triggered the satisfaction of the short-time end condition 2. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of fluctuations in the special figure during time-saving. When the start of the big win gaming state occurs, the CPU 210 sets, as the value of the second time-saving counter, the second time-saving count corresponding to the combination of the gaming state after the execution of the count cut management process (step S12-5) (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (the type of winning symbol). Also, when winning the "time-saving", at the end of the stop display of the special symbol, the CPU 210 sets, as the value of the second time-saving counter, the second time-saving count corresponding to the combination of the gaming state after the execution of the count cut management process (step S12-5) (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (the type of winning symbol). Furthermore, every time a start determination (special figure winning or losing determination) based on the special figure gaming information (special figure 1 gaming information or special figure 2 gaming information) is executed (every time the variable display of the first special symbol or the second special symbol ends), "1" is subtracted from the value of the second time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0", the time-saving end condition 2 is satisfied, and the time-saving control is stopped. As a result, when the number of start determinations (special figure winning or losing determinations) based on the special figure gaming information (special figure 1 gaming information or special figure 2 gaming information) executed during the time-saving control (the first time-saving control or the second time-saving control) reaches the second time-saving count (specified count) set at the start of the time-saving control, the time-saving end condition 2 is satisfied.
[0081] The "time-saving end condition 3" is a condition based on winning a "big win" or a "small win" by the special symbol lottery (the first special symbol lottery or the second special symbol lottery). That is, the time-saving end condition 3 is a condition based on the number of times of winning a "big win" or a "small win" by the special symbol lottery (the first special symbol lottery or the second special symbol lottery). In this embodiment, when the number of winning times during time-saving reaches the third time-saving count (specified count) set at the start of the time-saving control, the time-saving end condition 3 is satisfied. The "number of wins during time shortening" is the number of times of winning a "big win" or "small win" in a special symbol lottery (the first special symbol lottery or the second special symbol lottery) executed (started) during time shortening control (the number of times of determining a "big win" or "small win" by a special symbol win / loss determination based on special symbol 1 game information or special symbol 2 game information executed during time shortening control). When time shortening end condition 3 is satisfied, at the end of the variable display of the special symbol (the first special symbol or the second special symbol) that triggered the satisfaction of the time shortening end condition 3, the time shortening control is terminated. Specifically, the main control board 200 is configured with a third time shortening counter that counts the number of wins during time shortening. When the big win game state ends, the CPU 210 sets, as the value of the third time shortening counter, the third time shortening count corresponding to the combination of the game state after the execution of the count cut management process (step S12-5) (when the game state preliminary setting process (step S12-6) is executed) and the winning type (the type of the winning symbol). Also, when winning a "time shortening", at the end of the stop display of the special symbol, the CPU 210 sets, as the value of the third time shortening counter, the third time shortening count corresponding to the combination of the game state after the execution of the count cut management process (step S12-5) (when the game state preliminary setting process (step S12-6) is executed) and the winning type (the type of the winning symbol). Furthermore, every time a "big win" or "small win" is determined by a start determination (special symbol win / loss determination) based on special symbol 1 game information or special symbol 2 game information, "1" is subtracted from the value of the third time shortening counter. Then, in response to the value of the third time shortening counter being subtracted from "1" to "0", the time shortening end condition 3 is satisfied and the time shortening control is stopped. As a result, when the number of times of determining a "big win" or "small win" by a start determination (special symbol win / loss determination) based on special symbol 1 game information or special symbol 2 game information executed during time shortening control (the first time shortening control or the second time shortening control) reaches the third time shortening count (specified count) set at the start of the time shortening control, the time shortening end condition 3 is satisfied.
[0082] Here, in the present embodiment, separately from the above time-saving end conditions 1 to 3, when winning a "big hit" (when a big hit gaming state occurs), at the start of the big hit gaming state, the time-saving control (first time-saving control or second time-saving control) is terminated. Also, when winning a "small hit" and when the passage of the V region by the game ball is detected during the occurrence of the small hit gaming state, at the start of the big hit gaming state, the time-saving control (first time-saving control or second time-saving control) is terminated.
[0083] In the pachinko machine 1, first, start determination (special figure winning / losing determination, special figure stop symbol determination, special figure variation pattern determination, etc.) is executed, and then, by the count expiration management process (step S12-5), it is determined whether to end the time-saving state. After that, by the gaming state preliminary setting process (step S12-6), the gaming state after the end of the big hit gaming state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count) is preliminarily set. And when the big hit gaming state occurs, at the end of the big hit gaming state, the gaming state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count) preliminarily set in the gaming state preliminary setting process (step S12-6) is definitely set as the gaming state after the end of the big hit gaming state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count). As a result, regarding the gaming state after the end of the big hit gaming state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count), regardless of the gaming state (normal state or time-saving state) at the time of execution of the start determination (special figure winning / losing determination), it is set according to the gaming state (normal state or time-saving state) at the time of execution of the gaming state preliminary setting process (step S12-6). For example, in the special figure variation waiting process based on the special figure 1 game information, regarding the start determination (special figure winning or losing determination, special figure stop symbol determination, special figure variation pattern determination, etc.), even if it is executed during the occurrence of the time-saving state 1, when the time-saving state 1 ends due to the count cut-off management process (step S12-5), the game state preliminary setting process (step S12-6) will be executed during the occurrence of the normal state. As a result, when winning a "big win" based on the special figure variation waiting process and a big win game state occurs, even though the start determination was executed during the occurrence of the time-saving state, based on the fact that it is during the occurrence of the normal state, the game state after the end of the big win game state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count) is set. On the other hand, in the special figure variation waiting process based on the special figure 1 game information, regarding the start determination (special figure winning or losing determination, special figure stop symbol determination, special figure variation pattern determination, etc.), if it is executed during the occurrence of the time-saving state 1 and the time-saving state 1 does not end due to the count cut-off management process (step S12-5), the game state preliminary setting process (step S12-6) will also be executed during the occurrence of the time-saving state 1. As a result, when winning a "big win" based on the special figure variation waiting process and a big win game state occurs, the start determination is executed during the occurrence of the time-saving state, and also based on the fact that it is during the occurrence of the time-saving state, the game state after the end of the big win game state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count) will be set. In the following description, the execution time of the game state preliminary setting process (step S12-6) is defined as the "time-saving determination reference time". That is, in this embodiment, the time-saving determination reference time is the timing immediately after the count cut-off management process (step S12-5) executed at the end of the variable display of the special symbol. And in the pachinko machine 1, based on the game state at the time-saving determination reference time, at the end of the big win game state, the game state after the end of the big win game state (presence or absence of the time-saving state, first time-saving count, second time-saving count, third time-saving count) is set.
[0084] As shown in FIG. 6(a), when the "big win symbol 1" is won and the game state at the time limit determination reference time is the "normal state", 10,000 [times] is set as the first time limit count, 10,000 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the game state after the end of the big win game state becomes the time limit state 2. As a result, as the time limit end conditions, a time limit end condition 1 (the first time limit count = 10,000 [times]) and a time limit end condition 2 (the second time limit count = 10,000 [times]) are set, and the time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the other hand, when the "big win symbol 1" is won and the game state at the time limit determination reference time is the "time limit state", 10,000 [times] is set as the first time limit count, 10,000 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the game state after the end of the big win game state becomes the time limit state 2. As a result, as the time limit end conditions, a time limit end condition 1 (the first time limit count = 10,000 [times]) and a time limit end condition 2 (the second time limit count = 10,000 [times]) are set, and the time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the other hand, when the "big win symbol 2" is won and the game state at the time limit determination reference time is the "normal state", 100 [times] is set as the first time limit count, 100 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the game state after the end of the big win game state becomes the time limit state 2. As a result, as the time limit end conditions, a time limit end condition 1 (the first time limit count = 100 [times]) and a time limit end condition 2 (the second time limit count = 100 [times]) are set, and the time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the one hand, when winning on the "big win symbol 2" and the gaming state at the time limit determination reference time is the "time limit state", 100 [times] is set as the first time limit count, 100 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the gaming state after the end of the big win gaming state becomes the time limit state 2. As a result, as the time limit end conditions, time limit end condition 1 (the first time limit count = 100 [times]) and time limit end condition 2 (the second time limit count = 100 [times]) are set, and time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the one hand, when winning on the "big win symbol 3" and the gaming state at the time limit determination reference time is the "normal state", 10,000 [times] is set as the first time limit count, 10,000 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the gaming state after the end of the big win gaming state becomes the time limit state 2. As a result, as the time limit end conditions, time limit end condition 1 (the first time limit count = 10,000 [times]) and time limit end condition 2 (the second time limit count = 10,000 [times]) are set, and time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the one hand, when winning on the "big win symbol 3" and the gaming state at the time limit determination reference time is the "time limit state", 100 [times] is set as the first time limit count, 100 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the gaming state after the end of the big win gaming state becomes the time limit state 2. As a result, as the time limit end conditions, time limit end condition 1 (the first time limit count = 100 [times]) and time limit end condition 2 (the second time limit count = 100 [times]) are set, and time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the other hand, as shown in FIG. 6(c), when the "big win symbol 4" is won and the game state at the time limit determination reference time is the "normal state", 100 [times] is set as the first time limit count, 100 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the game state after the end of the big win game state becomes the time limit state 2. As a result, as the time limit end conditions, time limit end condition 1 (the first time limit count = 100 [times]) and time limit end condition 2 (the second time limit count = 100 [times]) are set, and time limit end condition 3 (the third time limit count = 0 [times]) is not set. On the other hand, when the "big win symbol 4" is won and the game state at the time limit determination reference time is the "time limit state", 100 [times] is set as the first time limit count, 100 [times] is set as the second time limit count, 0 [times] is set as the third time limit count, and the game state after the end of the big win game state becomes the time limit state 2. As a result, as the time limit end conditions, time limit end condition 1 (the first time limit count = 100 [times]) and time limit end condition 2 (the second time limit count = 100 [times]) are set, and time limit end condition 3 (the third time limit count = 0 [times]) is not set.
[0085] When the "small win symbol 1" is won, a small win game state occurs. In the small win game state, the special electric accessory 55a is displaced from the closed state to the open state, and it becomes possible (easy) for game balls to enter the big winning opening 55. During the occurrence of the small win game state, a predetermined number of small win games are executed. When the "small win symbol 1" is won, the number of small win games is set to 1 [time]. Also, when the "small win symbol 1" is won, the longest opening time of the special electric accessory 55a in each small win game is set to a predetermined time (in this embodiment, 29.0 [s]). And each small win game ends in response to the fulfillment of either condition (1) that the longest opening time has elapsed since the special electric accessory 55a was set to the open state, or (2) that the number of game balls entering the big winning opening 55 during the execution of the small win game has reached the predetermined upper limit number (in this embodiment, 10 [balls]). Also, in each small winning game, the distribution means is displaced from the non-V passing state to the V passing state. At this time, in each small winning game, the distribution means is displaced from the non-V passing state to the V passing state in such a manner that it becomes easy (possible) for the game balls that enter the big winning opening 55 during the execution of the small winning game to pass through the V area. As a result, when winning on the "small winning symbol 1", it becomes easy (possible) for the game balls to pass through the V area during the occurrence of the small winning game state. Note that, as a type of "small winning symbol", a type in which it becomes difficult (impossible) for the game balls to pass through the V area during the occurrence of the small winning game state may be defined.
[0086] When it is detected that a game ball has passed through the V area during the occurrence of the small winning game state (when it is detected that a game ball that has entered the big winning opening 55 during the execution of the small winning game has passed through the V area), the big winning game state is caused to occur in response to the end of the small winning game state. At this time, when winning on the "small winning symbol 1" and it is detected that a game ball has passed through the V area during the occurrence of the small winning game state, the number of rounds of the round game is set to 9 [times]. As a result, with the small winning game as the first round game, 10 [times] of rounds will be executed. Also, when winning on the "small winning symbol 1" and it is detected that a game ball has passed through the V area during the occurrence of the small winning game state, the longest opening time of the special electric accessory 55a in each round game is set to a predetermined time (in this embodiment, 29.0 [s]). And each round game ends in response to the establishment of any one of the following conditions: (1) the longest opening time has elapsed since the special electric accessory 55a was opened, and (2) the number of game balls that have entered the big winning opening 55 during the execution of the round game has reached the predetermined upper limit number (in this embodiment, 10 [balls]). On the other hand, when it is not detected that a game ball has passed through the V area during the occurrence of the small winning game state (when it is not detected that a game ball that has entered the big winning opening 55 during the execution of the small winning game has passed through the V area = when a small winning failure occurs), the big winning game state does not occur.
[0087] As shown in FIG. 6(d), when winning on the "Small Prize Symbol 1", detecting the passage of the game ball through the V region during the occurrence of the small prize game state, and the game state at the short-time determination reference time being the "Normal State", at the end of the big prize game state, 100 [times] is set as the first short-time count, 100 [times] is set as the second short-time count, 0 [times] is set as the third short-time count, and the game state after the end of the big prize game state becomes the short-time state 2. As a result, as short-time end conditions, short-time end condition 1 (the first short-time count = 100 [times]) and short-time end condition 2 (the second short-time count = 100 [times]) are set, and short-time end condition 3 (the third short-time count = 0 [times]) is not set. On the other hand, when winning on the "Small Prize Symbol 1", detecting the passage of the game ball through the V region during the occurrence of the small prize game state, and the game state at the short-time determination reference time being the "Short-Time State", at the end of the big prize game state, 100 [times] is set as the first short-time count, 100 [times] is set as the second short-time count, 0 [times] is set as the third short-time count, and the game state after the end of the big prize game state becomes the short-time state 2. As a result, as short-time end conditions, short-time end condition 1 (the first short-time count = 100 [times]) and short-time end condition 2 (the second short-time count = 100 [times]) are set, and short-time end condition 3 (the third short-time count = 0 [times]) is not set.
[0088] The short-time (the "Short-Time Symbol 1" and the "Short-Time Symbol 2") is a winning symbol in a game state where it is not easy for the game ball to enter the variable ball entrance (specifically, the big winning port 55), that is, a game state where a game state (specifically, the big prize game state or the small prize game state) that facilitates the entry of the game ball into the variable ball entrance is not given. That is, even if winning on the "Short-Time Symbol 1" and the "Short-Time Symbol 2", the opening and closing operation of the variable ball entrance (specifically, the special electric accessory 55a) is not executed (given) due to this winning. When winning on the "Short-Time" (the "Short-Time Symbol 1" or the "Short-Time Symbol 2") and the game state at the short-time determination reference time is the "Normal State", a new short-time state (in this embodiment, the short-time state 1) is started due to this winning. On the one hand, if a win occurs for "Time Reduction" ("Time Reduction Symbol 1" or "Time Reduction Symbol 2") and the game state at the time of the time reduction determination criterion is the "time reduction state", the time reduction state at the time of the time reduction determination criterion is continued, and based on this win, a new time reduction state is not started. In other words, if a win occurs for "Time Reduction" ("Time Reduction Symbol 1" or "Time Reduction Symbol 2") and the game state at the time of the time reduction determination criterion is the "time reduction state", the number of times of time reduction at the time of the time reduction determination criterion (the first time reduction count, the second time reduction count, the third time reduction count) is continued, and based on this win, a new number of times of time reduction (the first time reduction count, the second time reduction count, the third time reduction count) is not set. In this embodiment, if a win occurs for "Time Reduction" ("Time Reduction Symbol 1" or "Time Reduction Symbol 2") and the game state at the time of the time reduction determination criterion is the "time reduction state", the win for "Time Reduction" is invalidated (treated in the same way as a "loss"). Note that in the first special symbol lottery executed during the occurrence of the time reduction state, it may be configured not to win for "Time Reduction". As described above, when the game state at the time of the time reduction determination criterion is the normal state, "Time Reduction" ("Time Reduction Symbol 1" and "Time Reduction Symbol 2") becomes one of the winning symbols. On the other hand, when the game state at the time of the time reduction determination criterion is the time reduction state (time reduction state 1 or time reduction state 2), "Time Reduction" ("Time Reduction Symbol 1" and "Time Reduction Symbol 2") becomes one of the losing symbols.
[0089] As shown in FIG. 6(b), if a win occurs for "Time Reduction Symbol 1" and the game state at the time of the time reduction determination criterion is the "normal state", at the end of the stop display of the special symbol, as the first time reduction count, 50 [times] is set, as the second time reduction count, 50 [times] is set, and as the third time reduction count, 0 [times] is set (a new number of times of time reduction is reset), and in response to the end of the stop display of the special symbol, a new time reduction state 1 is started. As a result, as time reduction end conditions, time reduction end condition 1 (the first time reduction count = 50 [times]) and time reduction end condition 2 (the second time reduction count = 50 [times]) are set, and time reduction end condition 3 (the third time reduction count = 0 [times]) is not set. On the one hand, when winning in the "Shortened Time Symbol 2" and the gaming state at the time of the shortened time determination criterion is the "Normal State", at the end of the stop display of the special symbol, 20 [times] is set as the first shortened time count, 20 [times] is set as the second shortened time count, and 1 [time] is set as the third shortened time count (the new shortened time count is reset), and in response to the end of the stop display of the special symbol, the shortened time state 1 is newly started. As a result, as the shortened time end conditions, the shortened time end condition 1 (the first shortened time count = 20 [times]), the shortened time end condition 2 (the second shortened time count = 20 [times]), and the shortened time end condition 3 (the third shortened time count = 1 [time]) are set.
[0090] (Regarding the game time counter) In the pachinko machine 1, when the total number of special symbol variation times reaches a predetermined game time number without the occurrence of a big win gaming state, the shortened time control (shortened time state) is started. The "total number of special symbol variations" is the total number of the variation display times of the first special symbol and the variation display times of the second special symbol. Specifically, on the main control board 200, a game time counter for counting the total number of special symbol variations is configured. The CPU 210 sets a predetermined game time number (in this embodiment, 600 [times]) as the value of the game time counter in the RAM clear time initialization process (step S1-30) described later. Also, every time the variation display of the special symbol (the first special symbol or the second special symbol) ends, "1" is subtracted from the value of the game time counter. Then, in response to the value of the game time counter being subtracted from "1" to "0", the shortened time control is started. Also, when a big win gaming state occurs, at the end of the big win gaming state, a predetermined game time number (in this embodiment, 600 [times]) is set as the value of the game time counter. In this embodiment, in response to the value of the play time counter being decremented from "1" to "0", 1 [time] is set as the first time shortening count, 1 [time] is set as the second time shortening count, and time shortening control 1 (time shortening state 1 · low base state) is started. Note that, in response to the value of the play time counter being decremented from "1" to "0", 1 [time] may be set as the first time shortening count, 1 [time] may be set as the second time shortening count, and a configuration may be adopted in which time shortening control 2 (time shortening state 2 · high base state) is started.
[0091] (Regarding the progress of the game) Next, the progress of the game in the pachinko machine 1 will be described. FIG. 7 is a diagram showing the transition of the game state. In the pachinko machine 1, when winning a "big win" by a special symbol lottery (the first special symbol lottery or the second special symbol lottery), a big win game state in which it is possible (easy) for a game ball to enter the big winning opening 55 is generated. Also, when winning a "small win" by the second special symbol lottery, a small win game state in which it is possible (easy) for a game ball to enter the big winning opening 55 is generated. Further, when it is detected that a game ball that has entered the big winning opening 55 passes through the V region during the occurrence of the small win game state, a big win game state in which it is possible (easy) for a game ball to enter the big winning opening 55 is generated. And the player can obtain a large number of prize balls by causing a game ball to enter the big winning opening 55. In particular, in the pachinko machine 1, the probability of generating a big win game state based on the second special symbol lottery is higher than the probability of generating a big win game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, since "small win" is not set as the lottery result, a big win game state is generated only when winning a "big win". And the probability of winning a "big win" by the first special symbol lottery is set to 1 / 319 (probability according to the set value). On the other hand, in the second special symbol lottery, since "big win" and "small win" are set as the lottery results, when winning the "big win", a big win gaming state is generated. Also, when winning the "small win" and when the passage of the game ball through the V area is detected during the occurrence of the small win gaming state, a big win gaming state is generated. In particular, the probability of winning the "big win" or "small win" by the second special symbol lottery is set to 399 / 25520. In this way, in the second special symbol lottery, since the big win gaming state can be generated via the small win gaming state, the probability of the occurrence of the big win gaming state is higher compared to the first special symbol lottery. As a result, in the pachinko machine 1, it is more likely for the big win gaming state to occur when obtaining the opportunity of the second special symbol lottery than when obtaining the opportunity of the first special symbol lottery, which is advantageous to the player.
[0092] In order to obtain the opportunity of the second special symbol lottery, it is necessary to win the "normal symbol win" by the normal symbol lottery and, during the occurrence of the normal symbol gaming state, when the normal electric accessory 52a is in the open state, insert the game ball into the second start port 52. Here, in the pachinko machine 1, as the opening patterns of the normal electric accessory 52a during the occurrence of the normal symbol win gaming state, a "short opening pattern" and a "long opening pattern" are defined. When the "short opening pattern" is selected, it becomes difficult to insert the game ball into the second start port 52 during the occurrence of the normal symbol win gaming state. On the other hand, when the "long opening pattern" is selected, it becomes easy to insert the game ball into the second start port 52 during the occurrence of the normal symbol win gaming state. In particular, during the occurrence of the normal state (C time state), when winning the "normal symbol win" by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of the normal state, when winning the "normal symbol win" by the normal symbol lottery, with a probability of 1 / 1, it becomes difficult to insert the game ball into the second start port 52 (it becomes difficult to obtain the opportunity of the second special symbol lottery). On the other hand, during the occurrence of the short-time state 1 (low base state), when winning the "normal symbol win" in the normal symbol lottery, the "short release pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of the short-time state 1, when winning the "normal symbol win" in the normal symbol lottery, the entry of the game ball into the second start port 52 becomes difficult (it becomes difficult to obtain the opportunity for the second special symbol lottery) with a probability of 1 / 1. On the other hand, during the occurrence of the short-time state 2 (high base state), when winning the "normal symbol win" in the normal symbol lottery, the "long release pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of the short-time state 2, when winning the "normal symbol win" in the normal symbol lottery, the entry of the game ball into the second start port 52 becomes easy (it becomes easy to obtain the opportunity for the second special symbol lottery) with a probability of 1 / 1.
[0093] In this way, during the normal state (C time state) or during the occurrence of the short-time state 1 (low base state), when winning the "normal symbol win" in the normal symbol lottery, the "short release pattern" is selected with a probability of 1 / 1. As a result, even if winning the "normal symbol win" in the normal symbol lottery, it becomes virtually impossible to obtain the opportunity for the second special symbol lottery. Therefore, the player will aim to obtain the opportunity for the first special symbol lottery and proceed with the game in order to shift the game state to the short-time state 2. That is, the player will proceed with the game by shooting the game ball into the left path aiming for the entry of the game ball into the first start port 51. On the other hand, during the occurrence of the short-time state 2 (high base state), when winning the "normal symbol win" in the normal symbol lottery, the "long release pattern" is selected with a probability of 1 / 1. As a result, if winning the "normal symbol win" in the normal symbol lottery, it becomes easy to obtain the opportunity for the second special symbol lottery. Therefore, the player will aim to win the "long release pattern" based on the normal symbol lottery in order to obtain the opportunity for the second special symbol lottery and proceed with the game. That is, the player will proceed with the game by shooting the game ball into the right path aiming for the passage of the start gate 41 by the game ball.
[0094] As shown in FIG. 7, in the pachinko machine 1, as game stages (game sections), a "C time", a "lower stage", an "upper stage", and a "rush stage" are defined (set). The "C time" is a game section consisting of the period during which the normal state (C time state) occurs. During the C time, since the game state is the normal state, the game mainly progresses by executing the first special symbol lottery. For the "lower stage", as the first time shortening count, 50 [times] is set, as the second time shortening count, 50 [times] is set, and as the third time shortening count, 0 [times] is set, and it is a game section consisting of the period during which the time shortening state 1 starts to occur. During the lower stage, since the game state is the time shortening state 1, the game mainly progresses by executing the first special symbol lottery. For the "upper stage", as the first time shortening count, 20 [times] is set, as the second time shortening count, 20 [times] is set, and as the third time shortening count, 1 [time] is set, and it is a game section consisting of the period during which the time shortening state 1 starts to occur. During the upper stage, since the game state is the time shortening state 1, the game mainly progresses by executing the first special symbol lottery. The "rush stage" is a game section consisting of the period during which the time shortening state 2 (high base state) occurs. During the rush stage, since the game state is the time shortening state 2, the game mainly progresses by executing the second special symbol lottery.
[0095] In the following description, in response to the end of the big win game state, a big win game state in which the first time shortening count = 100 [times], the second time shortening count = 100 [times], the third time shortening count = 0 [times] are set and the time shortening state 2 is started is referred to as a "single-shot bonus". On the other hand, in response to the end of the big win game state, a big win game state in which the first time shortening count = 10000 [times], the second time shortening count = 10000 [times], the third time shortening count = 0 [times] are set and the time shortening state 2 is started is referred to as a "continuous win bonus". Also, the probability of the continuous win bonus occurring when winning a "big win" in the first special symbol lottery is referred to as the "continuous win bonus probability". That is, when winning the single-shot bonus, after the end of the big win gaming state, the first short-time count = 100 [times] is set, and the short-time state 2 occurs. Considering that the probability of winning a "big win" or "small win" based on the second special symbol lottery is 399 / 25520, when winning the single-shot bonus, before winning a "big win" or "small win" by the second special symbol lottery after the end of the single-shot bonus (during the occurrence of the short-time state 2), the probability of depleting the first short-time count becomes high. Therefore, the single-shot bonus is a type of big win gaming state where the next win ("big win" or "small win") is not guaranteed. On the other hand, when winning the consecutive-win bonus, after the end of the big win gaming state, the first short-time count = 10000 [times] is set, and the short-time state 2 occurs. Considering that the probability of winning a "big win" or "small win" based on the second special symbol lottery is 399 / 25520, when winning the consecutive-win bonus, before depleting the first short-time count after the end of the consecutive-win bonus (during the occurrence of the short-time state 2), the probability of winning a "big win" or "small win" by the second special symbol lottery becomes high. Therefore, the consecutive-win bonus is a type of big win gaming state where the next win ("big win" or "small win") is guaranteed.
[0096] During the lower stage, the third short-time count = 0 [times] is set. As a result, when winning a "big win" by the first special symbol lottery executed during the lower stage, since the gaming state does not change in the count cut-off management process (step S12-5), the gaming state at the short-time determination reference time becomes the short-time state (short-time state 1). Thus, when winning a "big win" by the first special symbol lottery executed during the lower stage, when "big win symbol 1" is selected, the consecutive-win bonus occurs, and when "big win symbol 2" or "big win symbol 3" is selected, the single-shot bonus occurs. Therefore, during the lower stage, the consecutive-win bonus probability = 5 [%]. On the other hand, in the upper stage, the third short time count = 1 [time] is set. As a result, when winning a "big win" in the first special symbol lottery executed during the upper stage, the short time state (short time state 1) is ended by the count cut management process (step S12-5), and the game state at the short time determination reference time becomes the normal state. Accordingly, when winning a "big win" in the first special symbol lottery executed during the upper stage, if "big win symbol 1" or "big win symbol 3" is selected, a consecutive win bonus occurs, and if "big win symbol 2" is selected, a single win bonus occurs. Therefore, during the upper stage, the consecutive win bonus probability = 90 [%]. On the other hand, during C-time, the normal state occurs. As a result, when winning a "big win" in the first special symbol lottery executed during C-time, the game state at the short time determination reference time becomes the normal state. Accordingly, when winning a "big win" in the first special symbol lottery executed during C-time, if "big win symbol 1" or "big win symbol 3" is selected, a consecutive win bonus occurs, and if "big win symbol 2" is selected, a single win bonus occurs. Therefore, during C-time, the consecutive win bonus probability = 90 [%]. As described above, the degree of advantage of the game stage (the degree of being advantageous to the player) is, in order from the highest degree of advantage, "rush stage", "C-time", "upper stage", "lower stage" (high degree of advantage → low degree of advantage).
[0097] In the pachinko machine 1, when the RAM clear time initialization process (step S1-30) described later is executed, C-time (normal state) occurs. Here, in the present embodiment, only "big win" and "short time" are provided as the results of the first special symbol lottery, and "loss" is not provided. As a result, when the first special symbol lottery is executed during the occurrence of C-time, it will always shift to the short time state (short time state 1 or short time state 2). Therefore, C-time ends based on the execution of one [time] of the first special symbol lottery (variable display and stop display of the first special symbol). Accordingly, C-time is a chance state in which the consecutive win bonus probability is higher compared to the lower stage, only for one [time] of the first special symbol lottery. In particular, in the first special symbol lottery executed during C-time, the probability of winning the "big win" is 1 / 319, and the probability of winning the "time shortening" is 318 / 319. And when winning the "big win", it is possible to shift to the rush stage with a probability of 100 / 100. On the other hand, when winning the "time shortening", with a probability of 60 / 100, it shifts to the lower stage (winning the "time shortening symbol 1"), and with a probability of 40 / 100, it shifts to the upper stage (winning the "time shortening symbol 2").
[0098] During the lower stage, when winning the "time shortening" in the first special symbol lottery, it is treated in the same way as a "loss". Therefore, during the lower stage, it is only possible to shift to the rush stage when winning the "big win" in the first special symbol lottery. As a result, in the first special symbol lottery executed during the lower stage, it is possible to shift to the rush stage with a probability of 1 / 319. Also, during the lower stage, when the number of special symbol fluctuations during time shortening reaches the second time shortening number (50 [times]) without winning the "big win" (without the occurrence of the big win gaming state) (when the time shortening number is exhausted), it shifts to C-time.
[0099] During the upper stage, when winning the "time shortening" in the first special symbol lottery, it is treated in the same way as a "loss". Therefore, during the upper stage, it is only possible to shift to the rush stage when winning the "big win" in the first special symbol lottery. As a result, in the first special symbol lottery executed during the upper stage, it is possible to shift to the rush stage with a probability of 1 / 319. Also, during the upper stage, when the number of special symbol fluctuations during time shortening reaches the second time shortening number (20 [times]) without winning the "big win" (without the occurrence of the big win gaming state) (when the time shortening number is exhausted), it shifts to C-time.
[0100] During the rush stage, by winning the "big win" or "small win" in the second special symbol lottery, it is possible to continue the rush stage while causing the big win gaming state. On the other hand, during the rush stage, if the number of fluctuations of the special symbol 2 in the short-time period reaches the first short-time number (when the short-time number is exhausted) without winning the "big win" or "small win" in the second special symbol lottery, it will shift to the C time.
[0101] As described above, in the pachinko machine 1, usually, the game mainly progresses in the lower mode. And every time the second short-time number (50 times) related to the lower mode is exhausted, it shifts to the C time, and based on the first special symbol lottery related to the C time, with a probability of 60 / 100, it shifts to the lower mode and with a probability of 40 / 100, it shifts to the upper mode. At this time, when shifting to the upper mode, the probability of consecutive bonus is higher than when shifting to the lower mode, which is advantageous to the player. In particular, when the lower mode (short-time state 1) occurs due to winning the "short-time symbol 1" based on the first special symbol lottery executed during the C time, when winning the "big win" by the first special symbol lottery executed during the lower mode (short-time state 1), the game state at the short-time determination reference time is set as the short-time state, and the game state after the end of the big win game state is set. On the other hand, when the upper mode (short-time state 1) occurs due to winning the "short-time state 2" based on the first special symbol lottery executed during the C time, when winning the "big win" by the first special symbol lottery executed during the upper mode (short-time state 1), the game state at the short-time determination reference time is set as the normal state, and the game state after the end of the big win game state is set. Thus, when winning the "short-time" by the first special symbol lottery, it is possible to change the advantage degree of the generated short-time state (short-time state 1) according to the type of the winning "short-time symbol", and it is possible to improve the game performance.
[0102] (Regarding control commands) Next, the control commands transmitted from the main control board 200 to the effect control board 300 and the control commands transmitted and received between the main control board 200 and the payout control board 400 will be described. The main control board 200 and the effect control board 300 are connected to each other via a harness for serial communication. Here, the communication between the main control board 200 and the effect control board 300 is performed only in one direction from the main control board 200 to the effect control board 300, and no communication is performed from the effect control board 300 to the main control board 200. Each control command transmitted from the main control board 200 to the effect control board 300 is composed of 1-byte upper data indicating the type of the control command and 1-byte lower data indicating the content of the control command. Then, the main control board 200 transmits, by serial communication, a control command composed of upper data and lower data to the effect control board 300. When the effect 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 predetermined area of the RAM by this interrupt process.
[0103] In the pachinko machine 1, as control commands transmitted from the main control board 200 to the effect control board 300, a special figure symbol type designation command, a special figure variation mode designation command, a special figure variation pattern designation command, a special figure stop designation command, a normal figure symbol type designation command, a normal figure variation pattern designation command, a normal figure stop designation command, a game state designation command, a special figure hold number designation command, a normal figure hold number designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a V non-winning designation command, a first prediction designation command, a second prediction designation command, a third prediction designation command, an error designation command, a demo designation command, a set value designation command, etc. are set. The special figure symbol type designation command is a command for designating the type of the stop symbol of the special symbol (any one of "losing symbol", "big win symbol 1" to "big win symbol 4", "small win symbol 1", and "time-saving symbol 1" to "time-saving symbol 2"). The special figure symbol type designation command is transmitted at the start of the variable display of the special symbol. Here, the special figure symbol type designation command is defined for each of the first special symbol (special figure 1 game information) and the second special symbol (special figure 2 game information).
[0104] The special figure variation mode designation command is a command for designating the type (variation mode number) of the variation mode of the special symbol. By designating the variation mode number, the special figure variation mode designation command designates the variation time associated with the variation mode number. The special figure variation mode designation command designates the variation time (the mode of the first half period of the variation presentation) of the first half period in the variation display (variation presentation) of the special symbol. In the present embodiment, as the types of the variation modes of the special symbol, m (a plurality of) types are set, each of which is associated with a different variation time. Then, the special figure variation mode designation command designates one of the m types of variation mode types (variation mode numbers) ( "variation mode m"). The special figure variation pattern designation command is a command for designating the type (variation pattern number) of the variation pattern of the special symbol. By designating the variation pattern number, the special figure variation pattern designation command designates the variation time associated with the variation pattern number. The special figure variation pattern designation command designates the variation time (the mode of the second half period of the variation presentation) of the second half period in the variation display (variation presentation) of the special symbol. In the present embodiment, as the types of the variation patterns of the special symbol, n (a plurality of) types are set, each of which is associated with a different variation time. Then, the special figure variation pattern designation command designates one of the n types of variation pattern types (variation pattern numbers) ( "variation pattern n"). The special figure variation mode designation command and the special figure variation pattern designation command are transmitted at the start of the variation display of the special symbol.
[0105] The special figure stop designation command is a command for designating the stop display of the special symbol. The special figure stop designation command is transmitted at the start of the stop display of the special symbol. Here, the special figure stop designation command is defined for each of the first special symbol (special figure 1 game information) and the second special symbol (special figure 2 game information). The general symbol type designation command is a command for designating the type of the stop symbol of the general symbol (either "symbol 1 per general symbol" or "symbol 2 per general symbol"). The general symbol type designation command is transmitted at the start of the variable display of the general symbol. The general symbol variation pattern designation command is a command for designating the type of the variation pattern of the general symbol (variation pattern number). By designating the variation pattern number, the general symbol variation pattern designation command designates the variation time associated with the variation pattern number. The general symbol stop designation command is a command for designating the stop display of the general symbol. The general symbol stop designation command is transmitted at the start of the stop display of the general symbol. The game state designation command is a command for designating the game state (game state offset value). Here, the "game state offset value" is information for designating the game state. In the present embodiment, as the game state offset value, numerical values corresponding to each combination of the value of the time shortening control flag, the value of the previous jackpot symbol flag, and the value of the post-jackpot rotation count are set. And the game state designation command designates one game state offset value. The game state designation command is transmitted at the time of power-on, at the time of changing a special game phase described later, etc.
[0106] The special symbol hold count designation command is a command for designating the hold count of the special symbol. In the present embodiment, the special symbol hold count designation command designates that the hold count (either the hold count of special symbol 1 or the hold count of special symbol 2) has increased by "1", that the hold count (either the hold count of special symbol 1 or the hold count of special symbol 2) has decreased by "1", the hold count (either the hold count of special symbol 1 or the hold count of special symbol 2), etc. Here, the "hold count of special symbol 1" refers to the number of times the notification display (variable display and stop display) of the first special symbol on the special symbol 1 display device is held. In other words, the hold count of special symbol 1 refers to the number of pieces of special symbol 1 game information for which the start determination is held. Also, the "hold count of special symbol 2" refers to the number of times the notification display (variable display and stop display) of the second special symbol on the special symbol 2 display device is held. In other words, the hold count of special symbol 2 refers to the number of pieces of special symbol 2 game information for which the start determination is held. The special figure 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, the special figure reserved number designation commands corresponding to the first special symbol (special figure 1 game information) and the second special symbol (special figure 2 game information) are defined respectively. The normal figure reserved number designation command is a command for designating the reserved number of the normal figure. In this embodiment, the special figure reserved number designation command designates that the reserved number of the normal figure has increased by "1", that the reserved number of the normal figure has decreased by "1", the reserved number of the normal figure, etc. Here, the "reserved number of normal figures" refers to the number of notifications and displays (variable display and stop display) of the normal figure in the normal figure display device that are reserved. In other words, the reserved number of normal figures refers to the number of normal figure game information for which the normal figure win / loss determination is reserved. The normal figure reserved number designation command is transmitted when the power is turned on, when game information is stored, when the variable display of the normal figure starts, etc.
[0107] The opening designation command is a command for designating the start of the opening period (the start of the small win game state or the big win game state). The opening designation command designates the type of the small win game state or the big win game state to start (the type of the stop symbol (specifically, any one of "small win symbol 1" and "big win symbol 1" to "big win symbol 4")). The opening designation command is transmitted at the start of the opening period (the start of the small win game state or the big win game state). The round start designation command is a command for designating the start of a round (a small win game or a round game). The round start designation command is transmitted at the start of the round (a small win game or a round game). The round end designation command is a command for designating the end of a round (a small win game or a round game). The round end designation command is transmitted at the end of the round (a small win game or a round game). The ending designation command is a command for designating the start of the ending period. The ending designation command is transmitted at the start of the ending period. The V winning designation command is a command that designates the detection of passage through the V area by a game ball. The V winning designation command is transmitted when passage through the V area by a game ball is detected. The V non-winning designation command is a command that designates that passage through the V area by a game ball has not been detected during the occurrence of a small win game state. The V non-winning designation command is transmitted at the end of the ending period of the small win game state.
[0108] The first prediction designation command is a command that designates the type of the stop symbol of the special symbol (any one of "losing symbol", "big win symbol 1" to "big win symbol 4", "small win symbol 1", and "time-saving symbol 1" to "time-saving symbol 2"). Here, the first prediction designation commands corresponding to the first special symbol (special figure 1 game information) and the second special symbol (special figure 2 game information) are defined. The second prediction designation command is a command that designates the content of the variation mode of the special symbol. Specifically, the second prediction designation command designates that the type of the variation mode is indefinite ("indefinite value"), or one of m types of variation modes (variation mode number) ("variation mode m"). The second prediction designation command is transmitted when game information is stored. The third prediction designation command is a command that designates the content of the variation pattern of the special symbol. Specifically, the third prediction designation command designates that the type of the variation pattern is indefinite ("indefinite value"), or one of n types of variation patterns (variation pattern number) ("variation pattern n"). The third prediction designation command is transmitted when game information is stored.
[0109] The error designation command is a command that designates the occurrence of various errors. In the present embodiment, the error designation command designates the occurrence of a vibration error, the occurrence of a magnetic error, the occurrence of a radio wave error, or the occurrence of a right hit 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 the customer waiting state. The demo designation command is transmitted at the start of the 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.
[0110] 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.
[0111] 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.
[0112] (Processing executed by the 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 pachinko machine 1 is powered on, the random number generation circuit 203 starts the hardware random number update process. In the hardware random number update process, every time one clock is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]), the values of the first to third loop counters are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535). Also, in the hardware random number update process, every time 32 clocks are input from the clock generation circuit 202 (in this embodiment, every 2.666 [μs]), 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). Then, by the hardware random number update process, the winning random number for the normal symbol lottery, the big winning random number for the first special symbol lottery, the big winning random number for the second special symbol lottery, and the reach group random number are each updated. Note that the hardware random number update process is executed as a function of the random number generation circuit 203 (hardware) and is executed independently of the process executed by the CPU 210 described later based on software. Also, when the pachinko machine 1 is powered on, the transmission shift registers of the command output ports 1 and 2 start the control command transmission process of transmitting the control commands stored in the FIFO buffer to the effect control board 300 or the payout control board 400. Note that 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 described later based on software.
[0113] Next, the game control process executed by the CPU 210 of the main control board 200 based on the program (software) stored in the ROM 220 will be described. (CPU initialization process) First, the CPU initialization process executed by the CPU 210 will be described. FIG. 8 is a flowchart showing the CPU initialization process. When the pachinko machine 1 is powered on, the CPU 210 starts the CPU initialization process shown in FIG. 8. The CPU initialization process is a process based on a program for controlling the progress of the game. That is, the CPU initialization process is a process based on the program stored in the used area m1 (program area) of the ROM 220. When the CPU initialization process is started, first, the process proceeds to step S1-1. In step S1-1, the initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, the startup program is read from the ROM 220, and the settings necessary for executing various processes such as the register settings are performed. Also, 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 release sensor 108 are read.
[0114] Specifically, the value set in the reception storage area corresponding to the RAM clear switch 207 is read 2 times, and based on the 2 read results, it is determined whether the RAM clear switch 207 is in the on state. Then, the determination result is stored as the switch information of the RAM clear switch 207. At this time, when 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 when 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. Also, read the value set in the reception memory area corresponding to the setting key switch 208 twice, and based on the two read results, determine whether the on state has occurred for the setting key switch 208. Then, save the determination result 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 saved 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 saved as the switch information. Furthermore, read the value set in the reception memory area corresponding to the inner frame opening sensor 108 twice, and based on the two read results, determine whether the on state has occurred for the inner frame opening sensor 108. Then, if it is determined that the on state has not occurred, rewrite the switch information of the setting key switch 208 to a value indicating that the on state has not occurred (in this embodiment, "0"). On the other hand, if it is determined that the on state has occurred, do not rewrite the switch information of the setting key switch 208.
[0115] In step S1-2, execute the wait processing time setting process and proceed to step S1-3. In the wait processing time setting process, set a predetermined wait processing time (in this embodiment, 3.1 [s]) in the timer counter. Thereby, the measurement of the set wait processing time by the timer counter is started. In step S1-3, determine whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), proceed to step S1-4. If it is determined that the wait processing time has not elapsed (No), repeat the process of step S1-3. In step S1-4, execute the RAM access permission process and proceed to step S1-5. In the RAM access permission process, execute the processes necessary to permit access to the work area of the RAM 230. Specifically, in the RAM access permission process, in the RAM access protection area of the RAM 230, a value corresponding to access permission is stored as the RAM protection value. As a result, the CPU 210 is permitted to access the RAM 230.
[0116] In step S1-5, the gaming machine state flag acquisition process is executed, and the process proceeds to step S1-6. In the gaming machine state flag acquisition process, the gaming machine state flag is acquired. Specifically, in the gaming machine state flag acquisition process, the value (gaming machine state flag) stored in the gaming machine state flag area of the RAM 230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup enable flag is normal. If it is determined that the backup enable flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup enable flag is not normal (No), the process proceeds to step S1-18. Here, if the value (backup enable flag) stored in the backup enable flag area of the RAM 230 is a predetermined valid value, it is determined that the backup enable flag is normal. If the value stored in the backup enable flag area is not a predetermined valid value, it is determined that the backup enable flag is not normal.
[0117] In step S1-7, the 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~F1FFH) of the RAM 230 among the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of the RAM 230 among the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is normal. 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, when both conditions of "the value of the checksum of the used area M1 calculated in step S1-7 matches the value of the checksum of the used area M1 stored in the checksum area of RAM230" and "the value of the checksum of the unused area M2 calculated in step S1-7 matches the value of the checksum of the unused area M2 stored in the checksum area" are satisfied, it is determined that the checksum is normal. On the other hand, when at least one of the conditions of "the value of the checksum of the used area M1 calculated in step S1-7 matches the value of the checksum of the used area M1 stored in the checksum area of RAM230" and "the value of the checksum of the unused area M2 calculated in step S1-7 matches the value of the checksum of the unused area M2 stored in the checksum area" is not satisfied, it is determined that the checksum is not normal.
[0118] In step S1-9, the power-on clear target area setting process is executed, and the process proceeds to step S1-10. In the power-on clear target area setting process, as the range for clearing (initializing) the used area M1 of RAM230, other areas excluding the setting value area and the game machine state 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) are set. In step S1-10, it is determined whether the RAM clear switch 207 is in the on state. If it is determined that the on state has not occurred (No), the process proceeds to step S1-11. If it is determined that the on state has occurred (Yes), the process proceeds to step S1-21. Here, based on the switch information of the RAM clear switch 207 saved in step S1-1, it is determined whether the RAM clear switch 207 is in an on state. At this time, as the switch information, if a value indicating that the on state has occurred is saved, it is determined that the on state has occurred, and if a value indicating that the on state has not occurred is saved, it is determined that the on state has not occurred.
[0119] In step S1-11, it is determined whether a playable state has occurred (been set). If it is determined that the playable state has occurred (Yes), the process proceeds to step S1-12, and if it is determined that the playable state has not occurred (No), the process proceeds to step S1-14. Here, based on the gaming machine state flag saved in the D register, it is determined whether a playable state has occurred. At this time, if the gaming machine state flag saved in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred, and if it is not a value corresponding to the playable state, it is determined that the playable state has not occurred.
[0120] In step S1-12, it is determined whether the setting confirmation condition is satisfied. If it is determined that the setting confirmation condition is satisfied (Yes), the process proceeds to step S1-13, and if it is determined that the setting confirmation condition is not satisfied (No), the process proceeds to step S1-14. The "setting confirmation condition" is satisfied when the playable state has occurred, and the RAM clear switch 207 is not in an on state, and the setting key switch 208 is in an on state, and the inner frame opening sensor 108 is in an on state. Here, in step S1-1, for the inner frame opening sensor 108, when the on state has not occurred, 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, for both the setting key switch 208 and the inner frame opening sensor 108, when the on state has occurred, a value indicating that the on state has occurred is stored as the switch information of the setting key switch 208. On the other hand, when the on state has not occurred for at least one of the setting key switch 208 and the inner frame opening sensor 108, a value indicating that the on state has not occurred is stored as the switch information of the setting key switch 208. Therefore, in step 1-12, based on the switch information of the setting key switch 208 saved in step S1-1, it is determined whether the setting confirmation condition is satisfied. At this time, if a value indicating that the on state has occurred is stored as the switch information, it is determined that the setting confirmation condition is satisfied, and if a value indicating that the on state has not occurred is stored, it is determined that the setting confirmation condition is not satisfied.
[0121] In step S1-13, setting confirmation state setting processing is executed, and the process proceeds to step S1-14. In the setting confirmation state setting processing, in the D register, as the game machine state flag, a value corresponding to the setting value confirmation state is set. In step S1-14, power-on reset target area setting processing is executed, and the process proceeds to step S1-15. In the power-on reset target area setting processing, as the range for clearing (initializing) the used area M1 of the RAM 230, other areas excluding the setting value area, the game machine state flag area, the normal game related area 2, and 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.
[0122] In step S1-15, power-on reset initialization processing is executed, and the process proceeds to step S1-16. In the power-on reset initialization processing, the range set in step S1-14 in the used area M1 of the RAM 230 is cleared (initialized). In step S1-16, the sub-command transmission process at power-on recovery is executed, and the process proceeds to step S1-17. In the sub-command transmission process at power-on recovery, a sub-command specifying the recovery from power-off is stored in the sub-command output request buffer of the RAM 230. In step S1-17, the payout command transmission process at power-on recovery is executed, and the process proceeds to step S1-32. In the payout command transmission process at power-on recovery, a payout command specifying the recovery from power-off is stored in the payout command output request buffer of the RAM 230.
[0123] In step S1-18, the backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, in the D register, a value corresponding to the backup abnormal state is set as the gaming machine state flag. In step S1-19, the read / write check process for unused areas is executed, and the process proceeds to step S1-20. In the read / write check process for unused areas, the unused area M2 of the RAM 230 is cleared (initialized) and a read / write check is performed. In step S1-20, the setting process for the area to be cleared in case of abnormality is executed, and the process proceeds to step S1-21. In the setting process for the area to be cleared in case of abnormality, all areas (specifically, the setting value area, the gaming machine state 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 for clearing (initializing) the used area M1 of the RAM 230.
[0124] In step S1-21, the read / write check process for the used area is executed, and the process proceeds to step S1-22. In the read / write check process for the used area, the range set in step S1-20 within the used area M1 of the RAM 230 is cleared (initialized) and a read / write check is performed. Specifically, in the usage area read / write check process, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup enable flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) in the usage area M1 of the RAM 230 are cleared (initialized). As a result, for the special drawing 1 display symbol counter, the special drawing 2 display symbol counter, and the general drawing display symbol counter, predetermined initial values are set as the values of the respective counters.
[0125] In step S1-22, it is determined whether the results of the read / write check performed in steps S1-19 and S1-21 are normal. If it is determined that the results of the read / write check are not normal (No), the process proceeds to step S1-23. If it is determined that the results of the read / write check are normal (Yes), the process proceeds to step S1-24. In step S1-23, the RAM abnormal state setting process is executed, and the process proceeds to step S1-28. In the RAM abnormal state setting process, in the D register, a value corresponding to the RAM abnormal state is set as the gaming machine status flag. In step S1-24, it is determined whether the setting confirmation state has occurred (been set). If it is determined that the setting confirmation state has occurred (Yes), the process proceeds to step S1-25. If it is determined that the setting confirmation state has not occurred (No), the process proceeds to step S1-26. Here, based on the gaming machine status flag stored in the D register, it is determined whether the setting confirmation state has occurred. At this time, if the gaming machine status 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. If it is not a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, the playable state setting process is executed, and the process proceeds to step S1-26. In the playable state setting process, in the D register, a value corresponding to the playable state is set as the gaming machine status flag.
[0126] In step S1-26, it is determined whether the setting change condition is satisfied. If it is determined that the setting change condition is satisfied (Yes), the process proceeds to step S1-27. If it is determined that the setting change condition is not satisfied (No), the process proceeds to step S1-28. The "setting change condition" is satisfied when the RAM clear switch 207 is in the on state, the setting key switch 208 is in the on state, and the inner frame release sensor 108 is in the on state. Here, as described above, when the on state occurs for both the setting key switch 208 and the inner frame release sensor 108, a value indicating that the on state has occurred is stored as the switch information of the setting key switch 208. On the other hand, when the on state does not occur for at least one of the setting key switch 208 and the inner frame release sensor 108, a value indicating that the on state has not occurred is stored as the switch information of the setting key switch 208. Therefore, in step 1-26, it is determined whether the setting change condition is satisfied based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 saved in step S1-1. At this time, if values indicating that the 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 satisfied. On the other hand, if a value indicating that the 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 satisfied.
[0127] In step S1-27, setting change state setting processing is executed, and the process proceeds to step S1-28. In the setting change state setting processing, in the D register, a value corresponding to the setting change state is set as the game machine state flag. In step S1-28, the gaming machine state flag saving process is executed, and the process proceeds to step S1-29. In the gaming machine state flag saving process, the gaming machine state flag set in the D register is saved (stored) in the gaming machine state flag area of the RAM 230. In step S1-29, the sub-command transmission process at the time of RAM clearing is executed, and the process proceeds to step S1-30. In the sub-command transmission process at the time of RAM clearing, a sub-command specifying that RAM clearing has been executed is stored in the sub-command output request buffer of the RAM 230.
[0128] In step S1-30, the initialization process at the time of RAM clearing is executed, and the process proceeds to step S1-31. In the initialization process at the time of RAM clearing, the initial settings of the RAM 230 are performed. In the initialization process at the time of RAM clearing, the range set in step S1-9 in the used area M1 of the RAM 230 is cleared (initialized). Specifically, in the initialization process at the time of RAM clearing, among the used area M1 of the RAM 230, other areas excluding the set value area and the gaming machine state 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) are cleared (initialized). As a result, for the special figure 1 display symbol counter, the special figure 2 display symbol counter, and the normal figure display symbol counter, predetermined initial values are set as the values of the respective counters. In particular, a predetermined initial value (in this embodiment, "600") is set as the value of the game time counter. Also, the left hitting period (left hitting state) is set. Further, in the time shortening control flag area of the RAM 230, a value corresponding to the normal state (morning state) (in this embodiment, "0") is set, and "0" is set as the value of each time shortening counter (the first time shortening counter and the second time shortening counter). In step S1-31, the payout command transmission process at the time of RAM clearing is executed, and the process proceeds to step S1-32. In the payout command transmission process at the time of RAM clearing, a payout command specifying that RAM clearing has been executed is stored in the payout command output request buffer of the RAM 230.
[0129] In step S1-32, sub-command setting processing is executed, and the process proceeds to step S1-33. In the sub-command setting processing, a power-on gaming machine state designation command for designating the current gaming machine state is stored in the sub-command output request buffer of the RAM 230. Specifically, in the sub-command setting processing, a power-on gaming machine state designation command for designating the gaming machine state flag (gaming machine state) stored in the gaming machine state flag area of the RAM 230 is stored in the sub-command output request buffer of the RAM 230. In step S1-33, sub-command group setting processing is executed, and the process proceeds to step S1-34. In the sub-command group setting processing, the sub-command group is stored in the sub-command output request buffer of the RAM 230. Here, the sub-command group includes a sub-command for designating the power recovery phase, a sub-command for designating the gaming state (gaming state offset value), a sub-command for designating the firing position, a sub-command for designating the stop symbol of the first special symbol, a sub-command for designating the stop symbol of the second special symbol, a sub-command for designating the number of reserved special drawings 1, a sub-command for designating the number of reserved special drawings 2, a sub-command for designating the value of the time shortening counter, a sub-command for designating the set value stored in the set value area of the RAM 230, and the like.
[0130] In step S1-34, initial display time setting processing is executed, and the process proceeds to step S1-35. In the initial display time setting processing, the initial display time of the performance display device 206 is set in the initial display timer. In step S1-35, interrupt setting processing is executed, and the process proceeds to the main loop processing (step S2-1). In the interrupt setting processing, initial setting of the CTC (counter / timer circuit), which is a peripheral device, is performed. Specifically, in the interrupt setting processing, the interrupt vector register is set, and an interrupt count value (in this embodiment, 4.0 [ms]) is set in the CTC.
[0131] (Main loop processing) Next, the main loop processing executed by the CPU 210 will be described. FIG. 9 is a flowchart showing the main loop process. When the CPU initialization process (step S1-35) shown in FIG. 8 ends, the CPU 210 starts the main loop process shown in FIG. 9. The main loop process is a process based on a program for controlling the progress of the game. That is, the main loop process is a process based on the program stored in the used area m1 (program area) of the ROM 220. When the main loop process is started, first, the process proceeds to step S2-1. In step S2-1, an interrupt inhibition process is executed, and the process proceeds to step S2-2. In the interrupt inhibition process, an interrupt inhibition state for inhibiting interrupts of other processes is set. As a result, during the period in which the interrupt inhibition state is set, the execution of the power-off save process, the timer interrupt process, etc., 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 the loop counter for generating the initial value random number is updated. Here, the "initial value random number" is a random number for determining the initial value and the end value of a software random number (a winning symbol random number, a reach mode random number, a variation pattern random number, etc.), which is a random number generated in the program. That is, the value of the loop counter for generating the software random number is updated within a range from a preset initial value to an end value. And the initial value and the end value of the loop counter for generating the software random number are changed each time the value of the loop counter reaches the end value. At this time, the initial value and the end value of the loop counter are determined based on the initial value random number.
[0132] In step S2-3, a main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the payout control board 400 (a control command transmitted from the payout control board 400 to the main control board 200) is analyzed, and a process corresponding to the analysis result is executed. In step S2-4, sub-command transmission processing is executed, and the process proceeds to step S2-5. In the sub-command transmission processing, the sub-commands stored in the sub-command output request buffer of the RAM 230 are 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 (stashed) in the FIFO buffer. Then, the sub-commands stored in the FIFO buffer are transmitted to the effect control board 300 in a predetermined order by the transmission shift register. In step S2-5, interrupt permission processing is executed, and the process proceeds to step S2-6. In the interrupt permission processing, the interrupt prohibited state is released. As a result, the period from when the interrupt permission processing in step S2-5 is executed until the interrupt prohibition processing in step S2-1 is executed becomes an interrupt permission period in which execution of power-off save processing, timer interrupt processing, etc. is permitted. In step S2-6, other random number update processing is executed, and the process returns to step S2-1. In the other random number update processing, updates are performed on those among the software random numbers excluding the winning symbol random number (specifically, reach mode random number, variation pattern random number, etc.).
[0133] (Power-off save processing) Next, the power-off save processing executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the power-off save processing. The main control board 200 is configured to include a power-off detection circuit (not shown). The power-off detection circuit monitors the power supply voltage supplied from the power supply board 600, and when the value of the power supply voltage falls below a predetermined reference value, outputs a power-off warning signal to the input port 204. When the CPU 210 receives the power-off warning signal, during the interrupt permission period of the main loop processing, it starts the power-off save processing shown in FIG. 10. The power-off save processing is a process based on a program for controlling the progress of the game. That is, the power-off save processing is a process based on the program stored in the used area m1 (program area) of the ROM 220. When the power-off backup process is started, first, the process proceeds to step S3-1. In step S3-1, the register backup process is executed, and the process proceeds to step S3-2. In the register backup process, the values of the registers used during the execution of the main loop process are backed up to the backup area of the RAM 230. In step S3-2, the power-off warning signal reading process is executed, and the process proceeds to step S3-3. In the power-off warning signal reading process, the power-off warning signal from the power-off detection circuit is read. Specifically, in the power-off warning signal reading process, the value ("1" or "0") set in the reception storage area corresponding to the power-off warning signal of the input port 204 is read. In step S3-3, based on the value read in step S3-2 (the value set in the reception storage area corresponding to the power-off warning signal), it is determined whether a power-off warning signal has been input from the power-off detection circuit. If it is determined that a power-off warning signal has been input (Yes), the process proceeds to step S3-4. If it is determined that no power-off warning signal has been input (No), the process proceeds to step S3-13.
[0134] In step S3-4, the output port stop process is executed, and the process proceeds to step S3-5. In the output port stop process, the output of the control signal and the control command by the output port 205 (output ports 0 to 4) is stopped. Specifically, in the output port stop process, the values of all bits included in the port register of the output port 205 (output ports 0 to 4) are initialized. As a result, the output of the control signal and the control command by the output port 205 (output ports 0 to 4) is stopped. In step S3-5, the backup enable flag setting process is executed, and the process proceeds to step S3-6. In the backup enable flag setting process, a predetermined valid value is saved (stored) in the backup enable flag area of the RAM 230.
[0135] In step S3-6, checksum saving processing is executed and the process proceeds to step S3-7. In the checksum saving processing, the checksum is calculated and saved. Specifically, in the checksum saving processing, first, based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230, the checksum is calculated. Then, the calculated checksum value is saved in the checksum area of the RAM 230. Next, based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230, the checksum is calculated. Then, the calculated checksum value is saved in the checksum area. In step S3-7, RAM access prohibition processing is executed and the process proceeds to step S3-8. In the RAM access prohibition processing, processing for prohibiting access to the RAM 230 is executed. Specifically, in the RAM access prohibition processing, in the RAM access protection area of the RAM 230, a value corresponding to access prohibition is stored as the RAM protection value. As a result, access by the CPU 210 to the RAM 230 is prohibited.
[0136] In step S3-8, loop counter setting processing is executed and the process proceeds to step S3-9. In the loop counter setting processing, a predetermined number of power-off warning signal read times is set as the value of the loop counter for return determination. In step S3-9, power-off warning signal reading processing is executed and the process proceeds to step S3-10. In the power-off warning signal reading processing, the power-off warning signal from the power-off detection circuit is read. Specifically, in the power-off warning signal reading processing, the value ("1" or "0") set in the reception storage area corresponding to the power-off warning signal of the input port 204 is read. In step S3-10, based on the value read in step S3-9 (the value set in the reception memory area corresponding to the power-off warning signal), it is determined whether a power-off warning signal is input from the power-off detection circuit. If it is determined that the power-off warning signal is not input (No), the process proceeds to step S3-11. If it is determined that the power-off warning signal is input (Yes), the process proceeds to step S3-8.
[0137] In step S3-11, the 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 return determination loop counter is "0". If it is determined that the value of the return determination loop counter is "0" (Yes), the process proceeds to the CPU initialization process (step S1-1). If it is determined that the value of the return determination loop counter is not "0" (No), the process proceeds to step S3-9. In step S3-13, the register return process is executed, and a series of processes are terminated and the process returns to the original process. In the register return process, the value of the register saved in step S3-1 is restored. Then, after the end of the register return process, the process returns to the main loop process (the program address indicated by the stack pointer).
[0138] (Timer interrupt process) Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 11 is a flowchart showing the timer interrupt process. The clock generation circuit 202 generates an interrupt request signal every predetermined interrupt period (4.0 [ms] in this embodiment). In response to the generation of an interrupt request signal, CPU 210 starts the timer interrupt process shown in FIG. 11 during the interrupt permission period of the main loop process. The main loop process is a process based on a program for controlling the progress of the game. That is, the main loop process is a process based on the program stored in the used area m1 (program area) of ROM 220. When the timer interrupt process is started, first, the process 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 the registers used during the execution of the main loop process are saved in the save area of 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, interrupts are permitted.
[0139] In step S4-3, a dynamic port output process is executed, and the process proceeds to step S4-4. The dynamic port output process will be described later. In step S4-4, a port input process is executed, and the process proceeds to step S4-5. In the port input process, the states of the respective switch sensors are acquired. RAM 230 is provided with an on-state storage area corresponding to each switch sensor connected to input port 204 (input ports 0 to 3). In the port input process, for each switch sensor connected to input port 204 (input ports 0 to 3), it is determined whether or not an on-state has occurred. Here, the "on-state" refers to a state in which the detection signal has changed from a state where no detection signal is input (low level) to a state where a detection signal is input (high level). At this time, based on the information set in the reception storage area corresponding to each switch sensor, it is determined whether or not the on-state of the switch sensor has occurred. And for each switch sensor, if it is determined that the on state has occurred, a "1" is set in the on state memory area corresponding to the switch sensor. On the other hand, for each switch sensor, if it is determined that the on state has not occurred, a "0" is set in the on state memory area corresponding to the switch sensor. In the following description, the value stored in the on state memory area corresponding to each switch sensor is referred to as the "switch bit data" of the switch sensor.
[0140] In step S4-5, a game machine state flag acquisition process is executed, and the process proceeds to step S4-6. In the game machine state flag acquisition process, the game machine state flag stored in the game machine state flag area of the RAM 230 is acquired. In step S4-6, it is determined whether a playable state has occurred (been set). If it is determined that the playable state has not occurred (No), the process proceeds to step S4-7. If it is determined that the playable state has occurred (Yes), the process proceeds to step S4-9. Here, based on the game machine state flag acquired in step S4-5, it is determined whether a playable state has occurred. At this time, if the acquired game machine state flag is a value corresponding to the playable state, it is determined that the playable state has occurred. If it is not a value corresponding to the playable state, it is determined that the playable state has not occurred.
[0141] In step S4-7, it is determined whether an abnormal state has occurred (been set). If it is determined that the abnormal state has not occurred (No), the process proceeds to step S4-8. If it is determined that the abnormal state has occurred (Yes), the process proceeds to step S4-19. Here, based on the gaming machine state flag acquired in step S4-5, it is determined whether an abnormal state has occurred. At this time, if the acquired gaming machine state flag is a value corresponding to any one 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 state flag is not a value corresponding to any one of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that no abnormal state has occurred.
[0142] In step S4-8, setting-related processing is executed, and the process proceeds to step S4-19. The setting-related processing will be described later. In step S4-9, timer update processing is executed, and the process proceeds to step S4-10. In the timer update processing, various timers are updated. Specifically, in the timer update processing, the values of various timer counters (special game timer, normal game timer, security timer, etc.) are updated. In step S4-10, initial value random number update processing is executed, and the process proceeds to step S4-11. The initial value random number update processing in step S4-10 is the same as the initial value random number update processing in step S2-2. Specifically, in the initial value random number update processing, the value of the loop counter for generating the initial value random number is updated. In step S4-11, winning symbol random number update processing is executed, and the process proceeds to step S4-12. In the winning symbol random number update processing, among the software random numbers, the value of the loop counter for generating the winning symbol random number is updated. In step S4-12, switch management processing is executed, and the process proceeds to step S4-13. In the switch management processing, processing (acquisition of various random numbers, etc.) corresponding to the states (detection of on state or not) of each switch 101, 102, 104, 110 is executed. The switch management processing will be described later.
[0143] In step S4-13, special game management processing is executed, and the process proceeds to step S4-14. In the special game management processing, the operations of the special figure display devices (special figure 1 display device and special figure 2 display device) and the operation of the special electric accessory 55a are managed. The special game management processing will be described later. In step S4-14, normal game management processing is executed, and the process proceeds to step S4-15. In the normal game management processing, the operations of the normal figure display device and the operation of the normal electric accessory 52a are managed. The normal game management processing will be described later. In step S4-15, state management processing is executed, and the process proceeds to step S4-16. In the state management processing, various errors (abnormal states) are determined, and settings are made according to the determination results.
[0144] In step S4-16, winning port switch processing is executed, and the process proceeds to step S4-17. In the winning port switch processing, processing (updating of various counters, etc.) according to the states (detection of on states) of the switches 101, 102, 103, 105, 106 is executed. In the present embodiment, as the prize ball control counters, there are set a prize ball control counter 1 in which the number of game balls that have entered the big winning port 55 is stored, a prize ball control counter 2 in which the number of game balls that have entered the left other winning ports 57a to 57c is stored, a prize ball control counter 3 in which the number of game balls that have entered the right other winning port 56 is stored, a prize ball control counter 4 in which the number of game balls that have entered the first start port 51 is stored, and a prize ball control counter 5 in which the number of game balls that have entered the second start port 52 is stored. In the winning port switch processing, for each of the switches 101, 102, 103, 105, 106, it is determined whether the on state has been detected. If it is determined that the on state has been detected, "1" is added to the values of the prize ball control counters 1 to 5 corresponding to the switch.
[0145] In step S4-17, payout control management processing is executed, and the process proceeds to step S4-18. In the payout control management processing, based on the values of the prize ball control counters set in step S4-16, a payout command is generated, and the generated payout command is transmitted. Specifically, in the payout control management process, first, it is determined whether the value of the bonus ball control counter 1 is 1 or more. And when it is determined that the value of the bonus ball control counter 1 is 1 or more, a payout command for specifying the payout of a predetermined number (in this embodiment, 15 [balls]) of bonus balls is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command for specifying the payout of a predetermined number of bonus balls is transmitted to the payout control board 400. After that, when the payout of the bonus balls by the game ball payout device 440 is completed, the payout control board 400 transmits a main command for specifying the completion of the payout to the main control board 200. And in response to the reception of the main command for specifying the completion of the payout, 1 is subtracted from the value of the bonus ball control counter 1.
[0146] Next, it is determined whether the value of the bonus ball control counter 2 is 1 or more. And when it is determined that the value of the bonus ball control counter 2 is 1 or more, a payout command for specifying the payout of a predetermined number (in this embodiment, 4 [balls]) of bonus balls is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command for specifying the payout of a predetermined number of bonus balls is transmitted to the payout control board 400. After that, in response to the reception of the main command for specifying the completion of the payout, 1 is subtracted from the value of the bonus ball control counter 2.
[0147] Next, it is determined whether the value of the bonus ball control counter 3 is 1 or more. And when it is determined that the value of the bonus ball control counter 3 is 1 or more, a payout command for specifying the payout of a predetermined number (in this embodiment, 4 [balls]) of bonus balls is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command for specifying the payout of a predetermined number of bonus balls is transmitted to the payout control board 400. After that, in response to the reception of the main command for specifying the completion of the payout, 1 is subtracted from the value of the bonus ball control counter 3. Next, it is determined whether or not the value of the bonus ball control counter 4 is 1 or more. When it is determined that the value of the bonus ball control counter 4 is 1 or more, a payout command for designating the payout of a predetermined number (4 [balls] in this embodiment) of bonus balls is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. Thereby, a payout command for designating the payout of a predetermined number of bonus balls is transmitted to the payout control board 400. Thereafter, in response to the reception of the main command designating the completion of the payout, 1 is subtracted from the value of the bonus ball control counter 4.
[0148] Next, it is determined whether or not the value of the bonus ball control counter 5 is 1 or more. When it is determined that the value of the bonus ball control counter 5 is 1 or more, a payout command for designating the payout of a predetermined number (1 [ball] in this embodiment) of bonus balls is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. Thereby, a payout command for designating the payout of a predetermined number of bonus balls is transmitted to the payout control board 400. Thereafter, in response to the reception of the main command designating the completion of the payout, 1 is subtracted from the value of the bonus ball control counter 5.
[0149] In step S4-18, the 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 changing from a state of designating the launch of a game ball to the left path to a state of designating the launch of a game ball to the right path (such as at the start of a small win game state or a big win game state), "1" is set in the launch position designation flag area of the RAM 230, and a subcommand for designating the launch of a game ball to the right path is stored in the subcommand output request buffer of the RAM 230. Thereby, the subcommand for designating the launch of a game ball to the right path is transmitted to the effect control board 300. When changing from a state that designates launching a game ball to the right path to a state that designates launching a game ball to the left path (such as at the end of time reduction control 2), "0" is set in the launch position designation flag area of the RAM 230. In the present embodiment, while "normal state" or "time reduction state 1" is occurring, "0" is set in the launch position designation flag area, and information designating the left path is displayed on the right launch display device as the path along which the game ball should be launched. On the other hand, while "time reduction state 2", "small win game state", or "big win game state" is occurring, "1" is set in the launch position designation flag area, and information designating the right path is displayed on the right launch display device as the path along which the game ball should be launched.
[0150] In step S4-19, external information management processing is executed, and the process proceeds to step S4-20. In the external information management processing, external information (external signal) to be output to the hall computer (or data display device) is set. In the present embodiment, as external information output from the pachinko machine 1 to an external device (electronic devices such as a hall computer and a data display device), symbol determination count information, start port information, big win information, security information, out port payout count information, error occurrence information, etc. are defined. The "symbol determination count information" is external information regarding the number of executions of the special symbol lottery (variable display and stop display of the special symbol). The CPU 210 outputs an external signal corresponding to the symbol determination count information to the hall computer (or data display device) each time the number of executions of the stop display of the special symbol reaches a predetermined number. The "start port information" is external information regarding the entry of game balls into the start ports 51 and 52. The CPU 210 outputs an external signal corresponding to the start port information to the hall computer (or data display device) each time the on state of the detection signal input from the start port switches 101 and 102 is detected. "Big win information" is external information regarding the occurrence of a big win gaming state. Each time a big win gaming state occurs, the main control board 200 outputs an external signal corresponding to the big win information to the hall computer (or data display device). "Outlet payout information" is external information regarding the number of game balls discharged from the discharge path (or the number of game balls discharged from the outlet 58). Each time the value of the external information out ball counter reaches a predetermined value, the CPU 210 outputs an external signal corresponding to the outlet payout number information to the hall computer. "Security information" is external information indicating that a setting change state is occurring, a setting confirmation state is occurring, or various errors (abnormalities) are occurring. When the value of the security timer is "1" or more, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.
[0151] In the external information management process, it is determined whether the value of the external information confirmation count counter has reached a predetermined value (in this embodiment, 1 [time]). When it is determined that the value of the external information confirmation count counter has reached the predetermined value, the symbol confirmation count information (external signal) is stored in the port output request buffer of the RAM 230. Thereafter, the predetermined value (in this embodiment, 1 [time]) is subtracted from the value of the external information confirmation count counter. As a result, the symbol confirmation count information (external signal) is output to the hall computer. Also, in the external information management process, it is determined whether the value of the external information start port ball entry counter has reached a predetermined value (in this embodiment, 1 [time]). When it is determined that the value of the external information start port ball entry counter has reached the predetermined value, the start port information (external signal) is stored in the port output request buffer of the RAM 230. Thereafter, the predetermined value (in this embodiment, 1 [time]) is subtracted from the value of the external information start port ball entry counter. As a result, the start port information (external signal) is output to the hall computer. In the external information management process, it is determined whether the value of the jackpot count counter for external information has reached a predetermined value (in this embodiment, 1 [time]). When it is determined that the value of the jackpot count counter for external information has reached the predetermined value, jackpot information (external signal) is stored in the port output request buffer of the RAM 230. Thereafter, the predetermined value (in this embodiment, 1 [time]) is subtracted from the value of the jackpot count counter for external information. As a result, the jackpot information (external signal) is output to the hall computer. 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 (in this embodiment, 10 [balls]). When it is determined that the value of the out ball count counter for external information has reached the predetermined value, out port payout information (external signal) is stored in the port output request buffer of the RAM 230. Thereafter, the predetermined value (in this embodiment, 10 [balls]) 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 the external information management process, it is determined whether the value (game machine status flag) stored in the game machine status flag area of the RAM 230 is a value corresponding to a playable state. When it is determined that the value stored in the game machine status flag area is not a value corresponding to a playable state (it is determined that it is a value corresponding to a setting change state, a setting confirmation state, a setting abnormality state, a RAM abnormality state, or a backup abnormality state), 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 1 or more. When it is determined that the value of the security timer is 1 or more, security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer.
[0152] In step S4-20, LED display setting processing is executed, and the process proceeds to step S4-21. In the LED display setting processing, display data to be output to the main display device 60 or the performance display device 206 is set. In the RAM 230, 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) are provided. In the LED display setting processing, first, the common 2 output request buffer is cleared (initialized), and the common 3 output request buffer is 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 state flag stored in the gaming machine state flag area of the RAM 230 is acquired. And when the acquired gaming machine state flag is a value corresponding to the playable state, the normal-time display data setting processing described later is executed. On the other hand, when the acquired gaming machine state flag is a value corresponding to the setting change state, the display data setting processing at the time of setting change described later is executed. On the other hand, when the acquired gaming machine state flag is a value corresponding to the setting confirmation state, the display data setting processing at the time of setting confirmation described later is executed. On the other hand, when the acquired gaming machine state flag is a value corresponding to the abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), the display data setting processing at the time of abnormality described later is executed.
[0153] In the normal-time display data setting processing, first, the value of the special figure 1 display symbol counter is acquired, and the display data (8 bits) corresponding to the acquired value of the special figure 1 display symbol counter is set in the common 0 output request buffer. Thereby, among the light-emitting elements constituting the main display device 60, the first special symbol is displayed by the LEDs 1 to 8. Next, the value of the special figure 2 display symbol counter is acquired, and the display data (8 bits) corresponding to the acquired value of the special figure 2 display symbol 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 second special symbol is displayed by the LEDs 9 to 16. Next, the value of the general drawing display symbol counter is acquired, and the display data corresponding to the acquired value of the general drawing display symbol counter is set as output data a.
[0154] Next, it is determined whether the value set in the special game phase flag area of the RAM 230 is a value specifying any of the special game phases among "state before opening of the first large winning opening", "control state for opening of the first large winning opening", "valid state for closing of the first large winning opening", "wait state after completion of opening of the first large winning opening", "state before opening of the second large winning opening", "control state for opening of the second large winning opening", "valid state for closing of the second large winning opening", and "wait state after completion of opening of the second large winning opening". And when it is determined that the value set in the special game phase flag area is a value specifying any of the special game phases among "state before opening of the first large winning opening", "control state for opening of the first large winning opening", "valid state for closing of the first large winning opening", "wait state after completion of opening of the first large winning opening", "state before opening of the second large winning opening", "control state for opening of the second large winning opening", "valid state for closing of the second large winning opening", and "wait state after completion of opening of the second large winning opening", the value set in the special symbol determination flag area of the RAM 230 (the value corresponding to the type of jackpot symbol) is acquired, and the display data corresponding to the acquired 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 is not a value specifying any of the special game phases among "state before opening of the first large winning opening", "control state for opening of the first large winning opening", "valid state for closing of the first large winning opening", "wait state after completion of opening of the first large winning opening", "state before opening of the second large winning opening", "control state for opening of the second large winning opening", "valid state for closing of the second large winning opening", and "wait state after completion of opening of the second large winning opening", output data b is not set.
[0155] Next, the value set in the launch position designation flag area of the RAM 230 is acquired, and the display data corresponding to the acquired value is set as output data c. Next, the display data (8 bits) obtained by taking the logical sum of output data a to output data c is set in the common 2 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the normal symbol is displayed by LEDs 17 and 18, the number of rounds of the round game executed during the big win gaming state (the type of big win gaming state) is displayed by LEDs 19 to 23, and the path (left path or right path) through which the game ball should be launched is displayed by LED 24. Next, the value of the special drawing 1 reserved number counter is acquired, and the display data corresponding to the acquired value is set as output data d. Next, the value of the special drawing 2 reserved number counter is acquired, and the display data corresponding to the acquired value is set as output data e. Next, the value of the normal drawing reserved number counter is acquired, and the display data corresponding to the acquired value is set as output data f.
[0156] Next, it is determined whether or not it is the time of power supply restoration. If it is determined that it is the time of power supply restoration, the value set in the time shortening control 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 it is not the time of power supply restoration, output data g is not set. Next, the value set in the time shortening control flag area of the RAM 230 is acquired, and the display data corresponding to the acquired value is set as output data h. Next, the display data (8 bits) obtained by taking the logical sum of output data d to output data h is set in the common 3 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the special drawing 1 reserved number is displayed by LEDs 25 and 26, the special drawing 2 reserved number is displayed by LEDs 27 and 28, the normal drawing reserved number is displayed by LEDs 29 and 30, the gaming state at the time of power supply restoration (during execution or stop of time shortening control) is displayed by LED 31, and the current gaming state (during execution or stop of time shortening control) is displayed by LED 32.
[0157] In the display data setting process at the time of setting change, information indicating that the 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 set value stored in the set value area of the RAM230 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 set value stored in the set value area of the RAM230 is set in the common 3 output request buffer. As a result, among the light-emitting elements constituting the performance display device 206, the character "r" is displayed by the LEDs 33 to 40, the character "n." is displayed by the LEDs 41 to 48, the character "-" is displayed by the LEDs 49 to 56, and the numbers indicating the set value are displayed by the LEDs 57 to 64.
[0158] In the display data setting process at the time of 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 set value stored in the set value area of the RAM230 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 set value stored in the set value area of the RAM230 is set in the common 3 output request buffer. Note that for the common 2 output request buffer, no display data is set (it remains at the clear value). As a result, among the light-emitting elements constituting the performance display device 206, the character "r" is displayed by the LEDs 33 to 40, the character "n." is displayed by the LEDs 41 to 48, and the numbers indicating the set value are displayed by the LEDs 57 to 64. Note that the LEDs 49 to 56 are turned off.
[0159] In the abnormal state 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 occurred abnormality is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "E" is set in the common 0 output request buffer, the display data (8 bits) of "r." is set in the common 1 output request buffer, and the display data (error code) corresponding to the occurred abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state) is set in the common 3 output request buffer. Note that for the common 2 output request buffer, no display data is set (it remains the clear value). As a result, among the light-emitting elements constituting the performance display device 206, the characters "E" are displayed by LEDs 33 to 40, the characters "r." are displayed by LEDs 41 to 48, and the numbers indicating the error code are displayed by LEDs 57 to 64. Note that LEDs 49 to 56 are turned off.
[0160] In step S4-21, solenoid data setting processing is executed, and the process proceeds to step S4-22. In the solenoid data setting processing, the control data (drive data) output to each of the solenoids 64, 65, and 66 is stored (set) in the port output request buffer of the RAM 230. In step S4-22, port output processing is executed, and the process proceeds to step S4-23. In the port output processing, various signals are output to the hall computer, each of the solenoids 64, 65, 66, etc. Specifically, in the port output processing, various types of 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 signal set in the port output request buffer is output to the hall computer. Also, based on the drive signal set in the port output request buffer, each of the solenoids 64, 65, and 66 is drive-controlled. In step S4-23, an interrupt prohibition process is executed and the process proceeds to step S4-24. In the interrupt prohibition process, an interrupt prohibition state for prohibiting interrupts of other processes is set. As a result, execution of a power-off save process, a timer interrupt process, etc., which will be described later, is prohibited during the period in which the interrupt prohibition state is set.
[0161] In step S4-24, a test signal output process is executed and the process proceeds to step S4-25. In the test signal output process, test information (test signal) is set. The test signal output process is a process based on a program for executing a process related to a test defined by the game machine rules. That is, the test signal output process is a process based on a program stored in an unused area m2 (program area) of the ROM220. The test signal tube is called during execution of the timer interrupt process. Specifically, in the test signal output process, test information (test signal) indicating an internal state (such as a jackpot game state, the execution status of time shortening control, etc.) is stored in the port output request buffer of the RAM230. In step S4-25, a performance display device control process is executed and the process proceeds to step S4-26. The performance display device control process will be described later. In step S4-26, a register restoration process is executed, and a series of processes are terminated and the process returns to the original process. In the register restoration process, the value of the register saved in step S4-1 is restored. Then, after the register restoration process ends, the process returns to the main loop process (program address indicated by the stack pointer).
[0162] (Dynamic port output process) Next, the dynamic port output process in step S4-3 will be described. FIG. 12 is a flowchart showing the dynamic port output process. When the dynamic port output process is executed in step S4-3, as shown in FIG. 12, first, the process proceeds to step S29-1. In step S29-1, an output data clearing process is executed, and the process proceeds to step S29-2. In the output data clearing process, the A register is cleared (initialized). Specifically, as each bit value of the A register, "0" is set. 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 becomes 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. As a result, output port 4 is cleared (initialized), and each data signal ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206 becomes low level.
[0163] In step S29-4, a common selection process is executed, and the process proceeds to step S29-5. In the common selection process, the value of the common counter is updated. Specifically, in the common selection process, it is determined whether the value of the common counter has reached the upper limit value (in this embodiment, "3"). And when 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, when 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, the 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 = "0", output data with "COM0" at a high level and "COM1", "COM2", "COM3" at a low level is output to output port 1. As a result, among "COM0" to "COM3", "COM0" is selected (output). On the other hand, when the value of the common counter = "1", output data with "COM1" at a high level and "COM0", "COM2", "COM3" at a low level is output to output port 1. As a result, among "COM0" to "COM3", "COM1" is selected (output). On the other hand, when the value of the common counter = "2", output data with "COM2" at a high level and "COM0", "COM1", "COM3" at a low level is output to output port 1. As a result, among "COM0" to "COM3", "COM2" is selected (output). On the other hand, when the value of the common counter = "3", output data with "COM3" at a high level and "COM0", "COM1", "COM2" at a low level is output to output port 1. As a result, among "COM0" to "COM3", "COM3" is selected (output).
[0164] In step S29-6, it is determined whether a playable state has occurred (been set). If it is determined that a playable state has occurred (Yes), the process proceeds to step S29-7. If it is determined that a playable state has not occurred (No), the process proceeds to step S29-11. Here, based on the value (game machine state flag) stored in the game machine state flag area of RAM230, it is determined whether a playable state has occurred. 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 a playable state has occurred. If it is not a value corresponding to the playable state, it is determined that a playable state has not occurred.
[0165] In step S29-7, the 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, among the common 0 output request buffer to the common 3 output request buffer of the RAM 230, the display data set in the output request buffer corresponding to the confirmed value of the common counter is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter = "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 = "1", the display data set in the common 1 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 = "2", the display data set in the common 2 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 = "3", the display data set in the common 3 output request buffer is acquired, and the acquired 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 the common 3 output request buffer in the LED display setting process (specifically, the normal display data setting process) of step S4-20 included in the previous timer interrupt process.
[0166] In step S29-8, the main display device data output process is executed, and the process proceeds to step S29-9. In the main display device data output process, the display data set in the A register in step S29-7 is output to the output port 0. Accordingly, data signals ("SEGDATA0" to "SEGDATA7") based on the display data set in the output request buffer (one of the common 0 output request buffer to the common 3 output request buffer) 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 the common 3 output request buffer).
[0167] In step S29-9, an interrupt prohibition process is executed and the process proceeds to step S29-10. In the interrupt prohibition process, an interrupt prohibition state for prohibiting interrupts of other processes is set. As a result, during the period in which the interrupt prohibition state is set, execution of a power-off save process, a timer interrupt process, etc., which will be described later, is prohibited. In step S29-10, a performance display device output process is executed, a series of processes are terminated, and the process proceeds to the next process (step S4-4). The performance display device output process will be described later.
[0168] In step S29-11, a performance display device data acquisition process is executed and the process proceeds to step S29-12. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, first, the value of the common counter is confirmed. Then, the display data set in the output request buffer corresponding to the confirmed value of the common counter 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, when the value of the common counter = "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, when the value of the common counter = "1", the display data set in the common 1 output request buffer is acquired, and the acquired display data is set in the A register. On the one hand, when the value of the common counter = "2", the display data set in the common 2 output request buffer is acquired, and the acquired display data is set in the A register. On the one hand, when the value of the common counter = "3", the display data set in the common 3 output request buffer is acquired, and the acquired 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 the common 3 output request buffer in the LED display setting process (specifically, the display data setting process at the time of setting change, the display data setting process at the time of setting confirmation, or the display data setting process at the time of abnormality) included in the previous timer interrupt process.
[0169] In step S29-12, the performance display device data output process is executed, a series of processes are 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. Thereby, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (one of the common 0 output request buffer to the common 3 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 (one of the common 0 output request buffer to the common 3 output request buffer).
[0170] (Performance display device output process) Next, the performance display device output process of step S29-10 will be described. FIG. 13 is a flowchart showing the performance display device output process. The performance display device output process is a process based on a program for controlling the display of the performance display device 206. That is, the performance display device output process is a process 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 the execution of the dynamic port output process. When the performance display device output process is called in step S29-10, as shown in FIG. 13, first, the process proceeds to step S30-1. 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 the execution of the process based on the program stored in the used area m1 are saved in the save area of the RAM. Also, the values of all stack pointers used during the execution of the process based on the program stored in the used area m1 are saved in the save area of the RAM.
[0171] In step S30-2, a performance display device data acquisition process is executed, and the process proceeds to step S30-3. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, first, the value of the common counter is confirmed. Then, among the identification segment output request buffer and the ratio segment output request buffer of the RAM 230, the display data set in the area corresponding to the confirmed value of the common counter is acquired, and the acquired display data is set in the A register. At this time, when the value of the common counter = "0", the display data set in the upper 8 bits of the identification segment output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, when the value of the common counter = "1", the display data set in the lower 8 bits of the identification segment output request buffer is acquired, and the acquired display data is set in the A register. On the one hand, when the value of the common counter = "2", obtain the display data set in the upper 8 bits of the ratio segment output request buffer, and set the obtained display data in the A register. On the one hand, when the value of the common counter = "3", obtain the display data set in the lower 8 bits of the ratio segment output request buffer, and set the obtained display data in the A register. Here, the display data obtained in the performance display device data acquisition process is the display data set in the identification segment output request buffer or the ratio segment output request buffer in the performance display device control process of step S4-25 included in the previous timer interrupt process.
[0172] In step S30-3, execute the performance display device data output process and proceed to step S30-4. In the performance display device data output process, output the display data set in the A register in step S30-2 to output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (identification segment output request buffer or ratio segment output request buffer) are output to the source driver 250b. That is, based on the display data set in the output request buffer (identification segment output request buffer or ratio segment output request buffer), the display of the performance display device 206 is controlled.
[0173] In step S30-4, execute the register restoration process and proceed to step S30-5. In the register restoration process, restore the value of the register saved in step S30-1 (the value of the register used during the execution of the process based on the program stored in the usage area m1) and the value of the stack pointer saved in step S30-1 (the value of the stack pointer used during the execution of the process based on the program stored in the usage area m1). In step S30-5, an interrupt permission process is executed, a series of processes are terminated, and the process proceeds to the next process (step S4-4). In the interrupt permission process, the interrupt prohibition state is released. As a result, execution of a power-off time evacuation process, a timer interrupt process, etc. is permitted.
[0174] (Setting-related process) Next, the setting-related process in step S4-8 will be described. FIG. 14 is a flowchart showing the setting-related process. When the setting-related process is executed in step S4-8, as shown in FIG. 14, first, the process proceeds to step S37-1. In step S37-1, it is determined whether a setting change state has occurred (been set). If it is determined that the setting change state has occurred (Yes), the process proceeds to step S37-2. If it is determined that the setting change state has not occurred (No), the process proceeds to step S37-8. Here, based on the value (game machine state flag) stored in the game machine state flag area of the RAM 230, it is determined whether a setting change state has occurred. 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. If the value is not a value corresponding to the setting change state, it is determined that the setting change state has not occurred.
[0175] In step S37-2, a setting value acquisition process is executed, and the process proceeds to step S30-3. In the setting value acquisition process, the setting value stored in the setting value area of the RAM 230 is acquired (loaded), and the acquired setting value is stored in a register. In step S37-3, it is determined whether 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, regarding the RAM clear switch 207, when the on state occurs, it is determined that the RAM clear switch 207 has been pressed, and when the on state does not occur, it is determined that the RAM clear switch 207 has not been pressed. In step S37-4, the set value update process is executed, and the process proceeds to step S37-5. In the set value update process, "1" is added to the set value stored in the register.
[0176] In step S37-5, it is determined whether the set value stored in the register is less than a predetermined set comparison value (in this embodiment, "6"). If it is determined that the set value stored in the register is not less than the predetermined set comparison value (the set value is greater than or equal to the predetermined set comparison value) (No), the process proceeds to step S37-6. If it is determined that the set value stored in the register is less than the predetermined set comparison value (Yes), the process proceeds to step S37-7. In step S37-6, the set value initialization process is executed, and the process proceeds to step S37-7. In the set value initialization process, a predetermined initial value (in this embodiment, "0") is overwritten as the set value stored in the register. In step S37-7, the set value save process is executed, and the process proceeds to step S37-8. In the set value save process, the set value stored in the register is saved (stored) in the set value area of the RAM 230.
[0177] In step S37-8, it is determined whether the set key switch 208 is in the ON state. If it is determined that the set 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 set key switch 208 is in the ON state (Yes), the series of processes is terminated and the next process (step S4-19) is entered. Here, regarding the set key switch 208, when the on state occurs, it is determined that the set key switch 208 is in the ON state, and when the on state does not occur, it is determined that the set key switch 208 is not in the ON state. In step S37-9, sub-command setting processing is executed, and the process proceeds to step S37-10. In the sub-command setting processing, a setting-related end designation command (sub-command) is stored in the sub-command output request buffer of the RAM 230.
[0178] In step S37-10, sub-command group setting processing is executed, and the process proceeds to step S37-11. In the sub-command group setting processing, a sub-command group is stored in the sub-command output request buffer of the RAM 230. Here, the sub-command group includes a sub-command for designating a game state (game state offset value), a sub-command for designating a firing position, a sub-command for designating a stop symbol of the first special symbol, a sub-command for designating a stop symbol of the second special symbol, a sub-command for designating the number of holds of special figure 1, a sub-command for designating the number of holds of special figure 2, a sub-command for designating the value of the time shortening counter, a sub-command for designating a set value stored in the set value area of the RAM 230, and the like. In step S37-11, RAM set processing is executed, a series of processing is terminated, and the process proceeds to the next processing (step S4-19). In the RAM set processing, a playable state is set as the gaming machine state. Specifically, a value corresponding to the playable state is saved (stored) as the value (gaming machine state flag) in the gaming machine state flag area of the RAM 230.
[0179] (Switch management processing) Next, the switch management processing in step S4-12 will be described. FIG. 15 is a flowchart showing the switch management processing. When the switch management processing is executed in step S4-12, as shown in FIG. 15, first, the process proceeds to step S5-1. In step S5-1, it is determined whether the on state of the gate switch 104 is detected. If it is determined that the on state of the gate switch 104 is detected (Yes), the process proceeds to step S5-2. If it is determined that the on state of the gate switch 104 is not detected (No), the process proceeds to step S5-3. In step S5-2, the general drawing start ball detection process is executed, and the process proceeds to step S5-3. The general drawing start ball detection process will be described later.
[0180] In step S5-3, it is determined whether the on state of the special drawing 1 start port switch 101 is detected. If it is determined that the on state of the special drawing 1 start port switch 101 is detected (Yes), the process proceeds to step S5-4. If it is determined that the on state of the special drawing 1 start port switch 101 is not detected (No), the process proceeds to step S5-5. In step S5-4, the special drawing 1 start ball detection process is executed, and the process proceeds to step S5-5. The special drawing 1 start ball detection process will be described later. In step S5-5, it is determined whether the on state of the special drawing 2 start port switch 102 is detected. If it is determined that the on state of the special drawing 2 start port switch 102 is detected (Yes), the process proceeds to step S5-6. If it is determined that the on state of the special drawing 2 start port switch 102 is not detected (No), the process proceeds to step S5-7.
[0181] In step S5-6, the special drawing 2 start ball detection process is executed, and the process proceeds to step S5-7. The special drawing 2 start ball detection process will be described later. In step S5-7, it is determined whether the on state of the V region switch 110 is detected. If it is determined that the on state of the V region switch 110 is detected (Yes), the process proceeds to step S5-8. If it is determined that the on state of the V region switch 110 is not detected (No), the series of processes is terminated and the process proceeds to the next process (step S4-13). In step S5-8, the V passage detection process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-13). In the V passage detection process, first, it is determined whether it is during the V valid period. Here, the "V valid period" is the period from the start of the first small win gaming state executed during either "small win symbol 1" or "small win symbol 2" to the elapse of the large winning port closing valid time (interval time) after the end of the first small win gaming. If it is determined that it is during the V valid period, a "1" is set in the V winning flag area of the RAM 230, and the V winning designation command is stored in the sub-command output request buffer. On the other hand, if it is determined that it is not during the V valid period, the process is terminated.
[0182] (General drawing start ball detection process) Next, the general drawing start ball detection process in step S5-2 will be described. FIG. 16 is a flowchart showing the general drawing start ball detection process. When the general drawing start ball detection process is executed in step S5-2, as shown in FIG. 16, first, the process proceeds to step S6-1. In step S6-1, a general drawing random number acquisition process is executed, and the process proceeds to step S6-2. In the general drawing random number acquisition process, a winning random number and various random numbers (random number values) such as a general drawing winning symbol random number are acquired (loaded) from the loop counter corresponding to each lottery. In step S6-2, it is determined whether the value of the general drawing hold number counter is the upper limit value (in this embodiment, "4"). If it is determined that the value of the general drawing hold number counter is not the upper limit value (No), the process proceeds to step S6-3. If it is determined that the value of the general drawing hold number counter is the upper limit value (Yes), the series of processes is terminated and the process proceeds to the next process (step S5-3). In step S6-3, a general drawing hold number counter update process is executed, and the process proceeds to step S6-4. In the general drawing hold number counter update process, a value obtained by adding "1" to the value set in the general drawing hold number counter is newly set in the general drawing hold number counter.
[0183] In step S6-4, a general drawing random number storage process is executed, the series of processes is terminated, and the process proceeds to the next process (step S5-3). In the general drawing random number storage process, the winning random number and the general drawing winning symbol random number acquired in step S6-1 are stored as general drawing game information in the general drawing game information storage area of the RAM 230. The RAM 230 is configured to include a general drawing game information storage area in which general drawing game information is stored. The general drawing game information storage area is configured to include storage areas 0 to 4 as storage areas capable of storing general drawing game information. During the execution of the game, the general drawing game information during the execution of the game is stored in storage area 0. On the other hand, in storage areas 1 to 4, the general drawing game information for which the general drawing win / loss determination is pending is stored. The priority order of each storage area is defined as storage area 1, storage area 2, storage area 3, storage area 4 (from highest to lowest) in order from the one with the highest priority. Then, for the general drawing game information stored in storage areas 1 to 4, the general drawing win / loss determination is executed in order from the one stored in the storage area with the higher priority. Also, in the general drawing random number storage process, a general drawing reserved number designation command specifying that the general drawing reserved number has increased by "1" is stored in the sub-command output request buffer of RAM230.
[0184] (Special drawing 1 starting ball detection process) Next, the special drawing 1 starting ball detection process in step S5-4 will be described. FIG. 17 is a flowchart showing the special drawing 1 starting ball detection process. When the special drawing 1 starting ball detection process is executed in step S5-4, as shown in FIG. 17, first, the process proceeds to step S7-1. 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, in the special symbol identification value setting area of RAM230, a special symbol identification value corresponding to the first special symbol lottery is set. Also, "1" is added to the value of the starting port ball entry count counter for external information. 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, in the reserved number counter address setting area of RAM230, the address of the special drawing 1 reserved number counter is set. In step S7-3, a special symbol random number acquisition process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-5). The special symbol random number acquisition process will be described later.
[0185] (Special Figure 2 Starting Ball Detection Process) Next, the special figure 2 starting ball detection process in step S5-6 will be described. FIG. 18 is a flowchart showing the special figure 2 starting ball detection process. When the special figure 2 starting ball detection process is executed in step S5-6, as shown in FIG. 18, first, the process proceeds to step S8-1. In step S8-1, the special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, in the special symbol identification value setting area of the RAM 230, the special symbol identification value corresponding to the second special symbol lottery is set. Also, "1" is added to the value of the starting port ball entry count counter for external information. In addition, in the special symbol identification value setting process, it is determined whether it is during the right hitting period. If it is determined that it is not during the right hitting period (i.e., during the left hitting period), "1" is added to the value of the right hitting error counter. In step S8-2, the reserved number counter address setting process is executed, and the process proceeds to step S8-3. In the reserved number counter address setting process, in the reserved number counter address area of the RAM 230, the address of the special figure 2 reserved number counter is set. In step S8-3, the special symbol random number acquisition process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-7). The special symbol random number acquisition process will be described later.
[0186] (Special Symbol Random Number Acquisition Process) Next, the special symbol random number acquisition processes in steps S7-3 and S8-3 will be described. FIG. 19 is a flowchart showing the special symbol random number acquisition process. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, as shown in FIG. 19, first, the process proceeds to step S9-1. In step S9-1, the 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, the special figure reserved number acquisition process is executed, and the process proceeds to step S9-3. In the special figure reserved number acquisition process, the value (special figure 1 reserved number or special figure 2 reserved number) of the special figure reserved number counter (special figure 1 reserved number counter or special figure 2 reserved number counter) specified by the address set in the reserved number counter address area is acquired (loaded).
[0187] In step S9-3, the special figure random number acquisition process is executed, and the process proceeds to step S9-4. In the special figure random number acquisition process, various random numbers (random number values) such as jackpot random number, winning symbol random number, reach group random number, reach mode random number, variation pattern random number, etc. are acquired (loaded) from the loop counter 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 special figure reserved number (special figure 1 reserved number or special figure 2 reserved number) acquired in step S9-2 is the upper limit value (in this embodiment, the upper limit value of the special figure 1 reserved number = "4", the upper limit value of the special figure 2 reserved number = "1"). If it is determined that the special figure reserved number is not the upper limit value (No), the process proceeds to step S9-5. If it is determined that the special figure reserved number is the upper limit value (Yes), the series of processes is terminated and the process proceeds to the next process (step S5-5 or S5-7). In this embodiment, the upper limit value of the special figure 2 reserved number is set to "1". However, the upper limit value of the special figure 2 reserved number may be set to "0". In step S9-5, the special figure reserved number counter update process is executed, and the process proceeds to step S9-6. In the special figure reserved number counter update process, the value obtained by adding "1" to the value set in the special figure reserved number counter (special figure 1 reserved number counter or special figure 2 reserved number counter) specified by the address set in the reserved number counter address area is newly set in the corresponding special figure reserved number counter.
[0188] In step S9-6, the special drawing random number storage process is executed, and the process proceeds to step S9-7. In the special drawing random number storage process, various random numbers obtained in step S9-3 are stored as special drawing game information (special drawing 1 game information or special drawing 2 game information) in the special drawing game information storage area (special drawing 1 game information storage area or special drawing 2 game information storage area) of the RAM 230. The RAM 230 includes a special drawing 1 game information storage area in which the special drawing 1 game information is stored and a special drawing 2 game information storage area in which the special drawing 2 game information is stored. The special drawing 1 game information storage area includes storage areas 0 to 4 as storage areas capable of storing the special drawing 1 game information. In storage area 0, the special drawing 1 game information during the execution of the game is stored. On the other hand, in storage areas 1 to 4, the special drawing 1 game information for which the start determination is pending is stored. The priority order of each storage area is defined as storage area 1, storage area 2, storage area 3, storage area 4 (from the highest priority to the lowest priority) in order from the one with the highest priority. Then, the special drawing 1 game information stored in storage areas 1 to 4 is subjected to the start determination in order from the one stored in the storage area with the highest priority. The special drawing 2 game information storage area includes storage areas 0 to 1 as storage areas capable of storing the special drawing 2 game information. In storage area 0, the special drawing 2 game information during the execution of the game is stored. On the other hand, in storage area 1, the special drawing 2 game information for which the start determination is pending is stored.
[0189] In the special drawing random number storage process, when the special symbol identification value obtained in step S9-1 is a value corresponding to the first special symbol lottery, the various random numbers obtained in step S9-3 are stored as the special drawing 1 game information in the special drawing 1 game information storage area. At this time, the various random numbers obtained in step S9-3 are stored in the available storage area (the storage area with the highest priority among the available storage areas) among storage areas 1 to 4. That is, when the value of the current special figure 1 hold count counter = "1", the various random numbers obtained in step S9-3 are stored in storage area 1. On the other hand, when the value of the current special figure 1 hold count counter = "2", the various random numbers obtained in step S9-3 are stored in storage area 2. When the value of the current special figure 1 hold count counter = "3", the various random numbers obtained in step S9-3 are stored in storage area 3. When the value of the current special figure 1 hold count counter = "4", the various random numbers obtained in step S9-3 are stored in storage area 4. On the other hand, when the special symbol identification value obtained in step S9-1 is a value corresponding to the second special symbol lottery, the various random numbers obtained in step S9-3 are stored in the special figure 2 game information storage area as special figure 2 game information. At this time, the various random numbers obtained in step S9-3 are stored in storage area 1. That is, when the value of the current special figure 2 hold count counter = "0", the various random numbers obtained in step S9-3 are stored in storage area 1.
[0190] In step S9-7, a hold count designation command setting process is executed, and the process proceeds to step S9-8. In the hold count designation command setting process, a special figure hold count designation command designating that the special figure hold count (special figure 1 hold count or special figure 2 hold count) has increased by "1" is stored in the sub-command output request buffer of RAM230. At this time, when the special symbol identification value obtained in step S9-1 is a value corresponding to the first special symbol lottery, a special figure hold count designation command designating that the special figure 1 hold count has increased by "1" is stored in the sub-command output request buffer of RAM230, and when it is a value corresponding to the second special symbol lottery, a special figure hold count designation command designating that the special figure 2 hold count has increased by "1" is stored in the sub-command output request buffer of RAM230.
[0191] In step S9-8, a pre-determination process is executed, and a series of processes are terminated to proceed to the next process (step S5-5 or S5-7). In the pre-determination process, various lottery results are pre-determined based on the game information (special figure 1 game information or special figure 2 game information) stored (memorized) in the special figure game information storage area (special figure 1 game information storage area or special figure 2 game information storage area) in step S9-6 (hereinafter referred to as "pre-determination target game information"). In this embodiment, for all game information (special figure 1 game information and special figure 2 game information), pre-determination of various lottery results is executed. Note that, regarding the game information acquired (memorized) during the occurrence of a big win game state, it may be configured such that pre-determination of various lottery results is not executed. Also, regarding the special figure 2 game information acquired (memorized) during the stop of time shortening control, pre-determination of various lottery results is not executed, and regarding the special figure 1 game information acquired (memorized) during the execution of time shortening control, it may be configured such that pre-determination of various lottery results is not executed.
[0192] In the pre-determination process, first, a pre-special figure per determination process is executed. In the pre-special figure per determination process, the result of the special symbol lottery ("big win", "small win", "time shortening", or "loss") is determined (pre-special figure per determination). In the ROM220, a special figure big win lottery table in which the big win value of the special symbol lottery is registered, a special figure small win lottery table in which the small win value of the special symbol lottery is registered, and a special figure time shortening lottery table in which the time shortening value of the special symbol lottery is registered are stored. Also, as the special figure small win lottery table, a special figure small win lottery table corresponding to the special figure 1 game information and a special figure small win lottery table corresponding to the special figure 2 game information are stored. Further, as the special figure time shortening lottery table, a special figure time shortening lottery table corresponding to the special figure 1 game information and a special figure time shortening lottery table corresponding to the special figure 2 game information are stored. In the pre-special figure per determination process, first, a pre-special figure big win determination process is executed. In the pre-determined special symbol jackpot determination process, a special symbol jackpot lottery table is read. Then, based on the jackpot random number included in the game information subject to pre-determination and the read special symbol jackpot lottery table, it is determined whether a "jackpot" has been won (pre-determined special symbol jackpot determination). At this time, if the jackpot random number included in the game information subject to pre-determination matches the jackpot value registered in the special symbol jackpot lottery table, it is determined that a "jackpot" has been won (the result of the special symbol lottery is determined as a "jackpot"). On the other hand, if the jackpot random number included in the game information subject to pre-determination does not match the jackpot value registered in the special symbol jackpot lottery table, it is determined that a "jackpot" has not been won.
[0193] If it is determined by the pre-determined special symbol jackpot determination process that a "jackpot" has not been won, next, the pre-determined special symbol minor jackpot determination process is executed. In the pre-determined special symbol minor jackpot determination process, a special symbol minor jackpot lottery table corresponding to the type of the game information subject to pre-determination (special symbol 1 game information or special symbol 2 game information) is read. Then, based on the jackpot random number included in the game information subject to pre-determination and the read special symbol minor jackpot lottery table, it is determined whether a "minor jackpot" has been won (pre-determined special symbol minor jackpot determination). At this time, if the jackpot random number included in the game information subject to pre-determination matches the minor jackpot value registered in the special symbol minor jackpot lottery table, it is determined that a "minor jackpot" has been won (the result of the special symbol lottery is determined as a "minor jackpot"). On the other hand, if the jackpot random number included in the game information subject to pre-determination does not match the minor jackpot value registered in the special symbol minor jackpot lottery table, it is determined that a "minor jackpot" has not been won. If it is determined by the pre-determined special symbol jackpot determination process that a "minor jackpot" has not been won, next, the pre-determined special symbol short-time determination process is executed. In the pre-determined special symbol short-time determination process, a special symbol short-time lottery table corresponding to the type of the game information subject to pre-determination (special symbol 1 game information or special symbol 2 game information) is read. Then, based on the jackpot random number included in the game information subject to pre-determination and the read special symbol short-time lottery table, it is determined whether a "short-time" has been won (pre-determined special symbol short-time determination). At this time, if the jackpot random number included in the pre-judgment target game information matches the short-time value registered in the special drawing short-time lottery table, it is determined that "short-time" has been won (the result of the special symbol lottery is determined as "short-time"). On the other hand, if the jackpot random number included in the pre-judgment target game information does not match the short-time value registered in the special drawing short-time lottery table, it is determined that "short-time" has not been won. When it is determined by the pre-special drawing small win determination process that "short-time" has not been won, the result of the special symbol lottery is determined as "loss". At this time, as described above, when the hold type of the pre-judgment target game information is special drawing 1 game information, either "big win" or "short-time" is determined (it is never determined as "small win" or "loss"). On the other hand, when the hold type of the pre-judgment target game information is special drawing 2 game information, any one of "big win", "small win", and "loss" is determined (it is never determined as "short-time").
[0194] In the pre-judgment process, next, the pre-special drawing symbol determination process is executed. In the pre-special drawing symbol determination process, the type of the stopped symbol of the special symbol is determined (pre-special drawing symbol determination). In the pre-special drawing symbol determination process, when it is determined as "big win" (winning) by the pre-special drawing win determination, the type of the "big win symbol" is determined (pre-special drawing symbol determination). The ROM 220 stores a big win symbol lottery table in which the correspondence between the win symbol random number and the type of the "big win symbol" is registered. Also, as the big win symbol lottery table, a first big win symbol lottery table corresponding to the special drawing 1 game information and a second big win symbol lottery table corresponding to the special drawing 2 game information are stored. In the first big win symbol lottery table, "big win symbol 1" to "big win symbol 3" are registered as the types of the "big win symbol". On the other hand, in the second big win symbol lottery table, "big win symbol 4" is registered as the type of the "big win symbol". In the process of determining the type of "big win symbol", when the game information to be pre-determined is special figure 1 game information, the first big win symbol lottery table is read. Then, based on the winning symbol random number included in the game information to be pre-determined and the read first big win symbol lottery table, the type of the big win symbol is determined. On the other hand, when the game information to be pre-determined is special figure 2 game information, the second big win symbol lottery table is read. Then, based on the winning symbol random number included in the game information to be pre-determined and the read second big win symbol lottery table, the type of the big win symbol is determined.
[0195] On the other hand, in the pre-special figure symbol determination process, when it is determined as "small win" (winning) by the pre-special figure win determination, the type of the "small win symbol" is determined (pre-special figure symbol determination). In ROM220, a small win symbol lottery table in which the correspondence between the winning symbol random number and the type of the "small win symbol" ("small win symbol 1") is registered is stored. In the process of determining the type of the "small win symbol", the small win symbol lottery table is read. Then, based on the winning symbol random number included in the game information to be pre-determined and the read small win symbol lottery table, the type of the smal...
Claims
1. Lottery means capable of executing a first lottery in accordance with the establishment of a first condition and executing a second lottery in accordance with the establishment of a second condition; Specific game state control means capable of generating a specific game state corresponding to a winning type selected from among a plurality of winning types including a specific winning type when the result of the first lottery becomes a specific result; Game state setting means for setting the game state after the end of the specific game state based on the game state at the reference time, comprising: The gaming machine is characterized in that when the specific winning type is selected, the game state after the end of the specific game state can be made more advantageous when the game state at the reference time is a normal state than when the game state at the reference time is a time-limited state.
2. Lottery means capable of executing a first lottery in accordance with the establishment of a first condition and executing a second lottery in accordance with the establishment of a second condition; Specific game state control means capable of generating a specific game state when the result of the first lottery becomes a specific result; Game state setting means for setting the game state after the end of the specific game state based on the game state at the reference time, comprising: The gaming machine is characterized in that when the result of the first lottery becomes the specific result, the game state after the end of the specific game state is more likely to be advantageous when the game state at the reference time is a normal state than when the game state at the reference time is a time-limited state.
Citation Information
Patent Citations
Game machine
JP2020130774A