Game machine
By allowing different starting positions for music pieces and incorporating a selection prohibition period, the gaming machine enhances entertainment value through varied and continuous music output, addressing the predictability issue in conventional systems.
Patent Information
- Application Number
- JP2024031188
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-01
- Publication Date
- 2025-09-11
AI Technical Summary
Conventional gaming machines risk reducing entertainment value due to predictable music output, which can lead to decreased player engagement.
The gaming machine allows for different starting positions of predetermined music pieces based on different periods, with a selection prohibition period in between, enabling continuous music output and enhancing entertainment value.
This approach increases player interest by providing varied and engaging music presentations, enhancing the overall entertainment experience.
Smart Images

Figure 2025133312000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that allows a player to select a piece of music to be output in response to an operation of an operating device. [Background technology]
[0002] Conventionally, there is known a gaming machine that allows a player to select a musical piece to be output in response to an operation of an operating means (see Patent Document 1). In this gaming machine, the musical piece selected by the player can be output when an advantageous state occurs. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2023-92904 Summary of the Invention [Problem to be solved by the invention]
[0004] However, with conventional gaming machines, there is a risk that the entertainment value of the presentation will be reduced. An object of the present invention is to improve the entertainment value of the performance. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming machine of the first invention is provided with a music selection means that can select the music to be output in response to operation of the operating means, and it is possible to make the position at which output of the predetermined music different when a predetermined music is selected during a first period from when the predetermined music is selected during a second period. In the gaming machine according to the first aspect of the present invention, it is possible to start outputting a predetermined music piece from different positions when the predetermined music piece is selected during a first period and when the predetermined music piece is selected during a second period. This makes it possible to appropriately set the position at which the output of the predetermined music piece starts depending on the length of each period (first period and second period). This makes it possible to enhance the entertainment value of the presentation.
[0006] The gaming machine according to the second invention is the gaming machine according to the first invention, in which a period (hereinafter referred to as the "selection prohibited period") is provided between the first period and the second period during which selection of a song to be output is prohibited. In the gaming machine of the second invention, it is possible to continue outputting music during the first period even during the selection prohibition period, making it possible to present the first period through the second period as a continuous period. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase the interest of the performance. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing the overall configuration of a pachinko machine. [Figure 2] FIG. 2 is a diagram showing the front of the game board, and is a schematic diagram showing parts particularly necessary for explanation. [Figure 3] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 4] FIG. 10 is a diagram showing the winning probabilities of various lotteries. [Figure 5] A diagram showing the types of winnings in the regular pattern lottery. [Figure 6] A diagram showing the types of winnings in the special pattern lottery. [Figure 7] FIG. 10 is a diagram showing the transition of game states. [Figure 8] 10 is a flowchart showing a CPU initialization process. [Figure 9]10 is a flowchart showing a main loop process. [Figure 10] 10 is a flowchart showing a save process when power is cut off. [Figure 11] 10 is a flowchart showing a timer interrupt process. [Figure 12] 10 is a flowchart illustrating a dynamic port output process. [Figure 13] 10 is a flowchart showing a performance display device output process. [Figure 14] 10 is a flowchart showing a setting-related process. [Figure 15] 10 is a flowchart illustrating a switch management process. [Figure 16] 10 is a flowchart showing the normal starting ball detection process. [Figure 17] Special Figure 1 is a flowchart showing the starting ball detection process. [Figure 18] This is a flowchart showing the starting ball detection process for Special Figure 2. [Figure 19] 10 is a flowchart showing a special pattern random number acquisition process. [Figure 20] 10 is a flowchart showing a special game management process. [Figure 21] 10 is a flowchart showing a special chart change waiting process. [Figure 22] 10 is a flowchart showing processing during special chart change. [Figure 23] 10 is a flowchart showing a number of cutoff management process; [Figure 24] 10 is a flowchart showing processing during special chart stop. [Figure 25] This is a flowchart showing the processing before opening the first large prize opening. [Figure 26] 10 is a flowchart showing the first large prize opening opening control process. [Figure 27] This is a flowchart showing the first large prize opening closure validity process. [Figure 28] This is a flowchart showing the waiting process for the end of the first large prize opening. [Figure 29]This is a flowchart showing the processing before the second large prize opening is opened. [Figure 30] A flowchart showing the second large prize opening control process. [Figure 31] A flowchart showing the second large prize opening closure validity process. [Figure 32] This is a flowchart showing the waiting process for the end of the second large prize opening. [Figure 33] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 34] 10 is a flowchart showing a normal game management process. [Figure 35] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 36] 10 is a flowchart showing the processing during normal map fluctuation. [Figure 37] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 38] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 39] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 40] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 41] This is a flowchart showing the normal electric device closure validity process. [Figure 42] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 43] 10 is a flowchart showing a performance display device control process. [Figure 44] 1A and 1B are diagrams showing the structure of a song and the structure of an audio file. [Figure 45] FIG. 10 is a diagram showing the relationship between the progress of a game and music playback specifications. [Figure 46] FIG. 10 is a diagram showing a method for playing a music file. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a gaming machine according to the present invention is applied to a pachinko machine 1.
[0010] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to one another via a hinge mechanism, which allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. Furthermore, the front frame unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2.
[0011] The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The front frame unit 4 is formed in the shape of a rectangular door. The door unit 4 has a transparent plate 4a disposed in the approximate center, a decorative portion 4b disposed around the transparent plate 4a, a tray unit 5 disposed below the transparent plate 4a, and a launch handle 6 disposed to 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 out toward the front. At each corner on the upper side of the decorative portion 4b, a sound vent 4c is provided, inside which a speaker 22 (see FIG. 3) is disposed. Each sound vent 4c is provided with a plurality of sound vent holes that allow the sound output by the speaker 22 to pass through. In addition, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0012] The tray unit 5 includes a tray 5a for receiving game balls (loan balls and prize balls) and various operating means disposed in front of the tray 5a. The various operating means can be operated by the player. In this embodiment, the various operating means include an effect button 5b, a rotary selector 5c, a light intensity adjustment button (not shown), a volume adjustment button (not shown), a cross key button (not shown), and the like. The effect button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The effect button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see Figure 3) that detects the pressing of the effect button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the effect control board 300 (see Figure 3) each time the effect button 5b is pressed. The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is arranged so as to surround the effect button 5b. The rotary selector 5c can be rotated by the player (by rotating it around the cylindrical axis). A second operation detection switch 25 (see Figure 3) that detects the rotation of the rotary selector 5c is arranged inside the tray unit 5. The second operation detection switch 25 outputs a second operation signal to the effect control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60°). The light intensity adjustment button is configured to include two operation parts (a first operation part and a second operation part) that can be pressed by the player, and a light intensity adjustment switch (not shown) that detects the pressing of each operation part. The light intensity adjustment switch outputs a first detection signal to the performance control board 300 each time the first operation part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operation part is pressed. The volume adjustment button is configured to include two operation parts (a first operation part and a second operation part) that can be pressed by the player, and a volume adjustment switch (not shown) that detects the pressing of each operation part. The volume adjustment switch outputs a first detection signal to the performance control board 300 each time the first operation part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operation part is pressed. The cross key button is configured to include four operation units (up button, down button, left button, and right button) that can be pressed by the player, and a cross key switch (not shown) that detects the pressing of each operation unit. The cross key switch outputs a first detection signal to the performance control board 300 each time the up button is pressed, outputs a second detection signal to the performance control board 300 each time the down button is pressed, outputs a third detection signal to the performance control board 300 each time the left button is pressed, and outputs a fourth detection signal to the performance control board 300 each time the right button is pressed.
[0013] A loan operation unit 7 is disposed on the top surface of the tray unit 5. The loan operation unit 7 has a ball loan button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit is displayed on the point display device 7c. When the ball loan button 7a is operated while the prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining number of points of the valuable medium recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining credits of the valuable medium is inserted into the CR unit, the prepaid card is returned from the CR unit. Here, examples of prepaid cards include magnetic storage media, media with built-in storage ICs, and the like. The firing handle 6 can be rotated by the player. Inside the firing handle 6, there is a firing volume 410 (see Figure 3) that detects the angle at which the firing handle 6 is rotated. The firing volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).
[0014] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. FIG. 2 shows the front of the game board, and is a diagram that shows in schematic form parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be positioned on the back side of the front frame unit 4. A player can then view the game board 11 (play area 30), which will be described later, through the transparent plate 4a. In this embodiment, the play area 30, which will be described later, is configured between the back side of the transparent plate 4a and the front side of the game board 11. As shown in Figure 2, the game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various presentation devices (main image display device 31, sub-image display device 32, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate.
[0015] The gaming board 11 is attached to the front side of the set board. The gaming board 11 is made of resin and is formed into a flat plate. An opening (not shown) consisting of a through-hole is provided in the approximate center of the gaming board 11. The player can view the display screen 31a of the main image display device 31 through the opening provided in the gaming board 11 and the opening provided in the set board. A game area 30 is formed around the opening on the front of the game board 11, through which game balls flow down when the launch handle 6 is rotated. The game area 30 is configured with two paths for 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. Furthermore, a board lamp 21 (see FIG. 3) is disposed in the play area 30 of the game board 11. The board lamp 21 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0016] The main image display device 31 is attached to the rear side of the set board and is configured by a variable display device such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 includes a display screen 31a capable of displaying various types of effect images (moving images and still images). The display screen 31a can be configured to have three first performance pattern display areas a1 to a3 (not shown) in which the first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 (not shown) in which the second performance pattern z2 (not shown) is displayed. The first effect symbol z1 is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In each of the first effect symbol display areas a1 to a3, it is possible to execute a variable display and a stationary display of the first effect symbol z1. In this embodiment, each first effect symbol z1 is configured to include any one of the identification information of "1" to "7." That is, seven types of first effect symbols z1 (first effect symbols z1 displaying each of the identification information of "1" to "7") are defined as first effect symbols z1 corresponding to the first special symbol lottery. Also, seven types of first effect symbols z1 (first effect symbols z1 displaying each of the identification information of "1" to "7") are defined as first effect symbols z1 corresponding to the second special symbol lottery. 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 stationary display of the second effect symbol z2.
[0017] The display of the changing performance symbols z1 and z2 is such that the first performance symbol z1 changes in each of the first performance symbol display areas a1 to a3, and the second performance symbol z2 changes in the second performance symbol display area a4. In this embodiment, while the display of the changing performance patterns z1 and z2 is in progress, the type of the first performance pattern z1 displayed at the lottery result display position in each of the first performance pattern display areas a1 to a3 is changed, or the first performance pattern z1 is displayed in a moving state (moving / scrolling state), and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (specifically, the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 means that the first performance pattern z1 stops at the lottery result display position of each of the first performance pattern display areas a1 to a3, and the second performance pattern z2 stops in the second performance pattern display area a4.
[0018] In this embodiment, while the performance patterns z1 and z2 are displayed, one type of first performance pattern z1 is stopped at the lottery result display position of each first performance pattern display area a1 to a3, and one type of second performance pattern z2 is stopped in the second performance pattern display area a4 (specifically, the color bar represents a predetermined color). The result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is displayed based on the combination of the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. Moreover, on the display screen 31a, it is possible to configure reserved symbol display areas b1 to b3 (not shown) in which reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays a reserved symbol h corresponding to the game information during the notification display (special symbol variable display and stop display). The reserved symbol display area b2 displays a reserved symbol h corresponding to the special symbol 1 start information for which the start determination (notification display) described below is pending. The reserved symbol display area b3 displays a reserved symbol h corresponding to the special symbol 2 start information for which the start determination (notification display) is pending.
[0019] The sub image display device 32 is disposed at a position on the front side of the main image display device 31 . The sub-image display device 32 is configured by a variable display device such as a liquid crystal display, a CRT display, etc. The sub-image display device 32 has a display screen 32a that can display a performance image. The sub-image display device 32 can be displaced (moved) in the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including an origin position (see FIG. 2) and a performance position (not shown) below the origin position. The sub-image display device 32 arranged (displaced) at the origin position is arranged 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 arranged (displaced) at the performance position is arranged in front of the display screen 31a of the main image display device 31 and covers part of the display screen 31a.
[0020] The left path is provided with a first starting opening 51. The first starting opening 51 is an entry opening (a so-called "navel") that opens upward, and game balls can always enter through it. The first starting opening 51 allows game balls flowing down the left path to enter (game balls flowing down the right path cannot enter through it). A special symbol 1 start port switch 101 (see FIG. 3) is disposed within the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (entry of a game ball into the first start port 51). In response to the input of the detection signal from the special symbol 1 start port switch 101, the main control board 200 executes a first special symbol lottery.
[0021] To the left of the first starting opening 51 on the left side path, there are provided an upper left other winning opening 57a, a middle left other winning opening 57b, and a lower left other winning opening 57c. Each of the other winning openings 57a-57c is an opening that opens upward and allows game balls to enter at all times. Each of the other winning openings 57a-57c allows game balls that flow down the left side path to enter (game balls that flow down the right side path cannot enter). A left prize opening switch 106 (see FIG. 3) is disposed on the gaming board 11. The left prize opening switch 106 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering one of the other prize openings 57a to 57c (entry of a gaming ball into one of the other prize openings 57a to 57c). In response to the input of the detection signal from the left prize opening switch 106, the main control board 200 causes the gaming ball payout device 440 to perform a payout operation of the prize balls.
[0022] At the most upstream of the right-hand path, there is provided a large prize opening 55. The large prize opening 55 is provided with a special electric device (special electric device) 55a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the large prize opening 55 and an open state that makes it possible (easy) for a game ball to enter the large prize opening 55. The special electric device 55a is opened and closed by a special electric device solenoid 65 (see FIG. 3). Normally, the special electric device 55a is closed, making it impossible (difficult) for game balls to enter the large prize opening 55, but when a small win game state or a large win game state occurs, the special electric device 55a is opened, making it possible (easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A count switch 103 (see FIG. 3) is disposed inside the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 55 (entry of a game ball into the large prize opening 55). In response to the input of the detection signal from the count switch 103, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls. In addition, within the large prize opening 55, there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 55 to either the V area or the discharge area. A V-area switch 110 (see FIG. 3) is disposed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). In response to the input of the detection signal from the V-area switch 110, the main control board 200 sets "1" in the V winning flag area of the RAM 230, which will be described later. The distribution means can be switched between a V-passing state in which the game balls entering the big winning opening 55 are distributed to the V area, and a non-V-passing state in which the game balls entering the big winning opening 55 are distributed to the discharge area. That is, when the distribution means is displaced to the V-passing state, the game ball that has entered the big winning opening 55 is distributed to the V-area. This makes it impossible for the game ball that has entered the big winning opening 55 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-V-passing state, the game ball that has entered the big prize opening 55 is distributed to the discharge area. This makes it impossible for the game ball that has entered the big prize opening 55 to pass through the V area. The distribution means is displaced by a V-zone solenoid 66 (see FIG. 3). A gaming ball that enters the big winning opening 55 is first detected by the count switch 103, then sorted by the sorting means into either the V area or the discharge area, and after passing through that area, is discharged into the discharge path. At this time, the gaming ball sorted into the V area is detected by the V area switch 110.
[0023] A second starting opening 52 is provided downstream of the big winning opening 55 on the right path. The second starting opening 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the second starting opening 52 and an open state that makes it possible (easy) for a game ball to enter the second starting opening 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). Normally, the second starting opening 52 has the normal electric device 52a in a closed state, making it impossible (difficult) for game balls to enter, but when a normal winning game state occurs, the normal electric device 52a is opened, making it possible for game balls to enter. The second starting opening 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A special symbol 2 start port switch 102 (see FIG. 3) is disposed within the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special symbol 2 start port switch 102.
[0024] A start gate 41 is provided downstream of the second start port 52 on the right path. The start gate 41 is formed so that game balls can always pass through. The start gate 41 allows game balls flowing down the right path to pass through (but does not allow game balls flowing down the left path to pass through). A gate switch 104 (see FIG. 3) is provided on the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the start gate 41 (passage of the gaming ball through the start gate 41). In response to the input of the detection signal from the gate switch 104, the main control board 200 executes a normal symbol lottery.
[0025] A right other winning opening 56 is provided downstream of the start gate 41 on the right path. The right other winning opening 56 is an opening that opens upward and allows game balls to enter at all times. The right other winning opening 56 allows game balls that flow down the right path to enter (game balls that flow down the left path cannot enter). A right prize opening switch 105 (see FIG. 3) is disposed inside the right other prize opening 56. The right prize opening switch 105 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the right other prize opening 56 (entry of a game ball into the right other prize opening 56). In response to the input of the detection signal from the right prize opening switch 105, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls.
[0026] An outlet 58 is provided at the most downstream side of the gaming area 30 to discharge gaming balls that do not enter (win) any of the winning holes 51, 52, 55, 56, 57a to 57c. Here, the inner frame unit 3 includes a discharge path (not shown) through which game balls discharged from the play area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. The pachinko machine 1 is configured so that all game balls shot into the play area 30 (all game balls discharged from the play area 30) pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51, 52, 55, 56, 57a to 57c or by passing through the outlet 58, and then flow into the discharge path. Specifically, the game balls that enter the winning holes 51, 52, 55, 56, 57a to 57c are detected by the switches 101, 102, 103, 105, 106, 110 disposed in the winning holes, and then guided to the discharge path. In addition, the game balls that are discharged from the outlet 58 are also 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 the detection of a gaming ball passing through the discharge path (a gaming ball discharged from the gaming area 30). As a result, all gaming balls discharged from the gaming area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51, 52, 55, 56, 57a to 57c and the start gate 41.
[0027] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is configured to include a special chart 1 display device, a special chart 2 display device, a normal chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a normal chart reserve display device, a round display device, a right-hand hit display device, a probability variation display device, and a time-saving display device. In this embodiment, the probability variation display device is not used. Specifically, the main display device 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17 and 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25 and 26 constitute the special chart 1 reserve display device, LED27 and 28 constitute the special chart 2 reserve display device, LED29 and 30 constitute the normal chart reserve display device, LED31 constitutes the probability change display device, and LED32 constitutes the time-saving display device.
[0028] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern, which consists of numbers, patterns, etc. Then, the special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol, which consists of numbers, symbols, etc. The special symbol 2 display device then displays the result of the second special symbol lottery based on the stopped second special symbol. Here, the display of the first special pattern on the special chart 1 display device and the display of the performance patterns a1 and a2 in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. In addition, the display of the second special pattern on the special chart 2 display device and the display of the performance patterns a1 and a3 in the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created. In addition, when the second special pattern (stop pattern) displayed in a stopped state on the special pattern 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is generated. The regular symbol display device is capable of displaying the fluctuations and stopping of regular symbols consisting of numbers, symbols, etc. The regular symbol display device then displays the results of the regular symbol lottery based on the regular symbol that is displayed in a stopped state. Here, the display of the normal pattern on the normal map display device and the display of the performance patterns a4, a5 in the normal map mini pattern display area A4 and the normal map fourth pattern display area A5 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stop display starts, and the lottery result indicated by the stop-displayed pattern. When the normal symbol displayed on the normal symbol display device becomes a specific symbol (normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is generated.
[0029] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery has been pending (special pattern 1 pending number). The special pattern 2 reserved display device displays the number of times the display of the lottery results of the second special pattern lottery has been reserved (special pattern 2 reserved number). The regular symbol reserved display device displays the number of times the display of the lottery result of the regular symbol lottery has been reserved (regular symbol reserved number). The round display device displays the number of rounds of play executed during the jackpot game state (type of jackpot game state). The right-hand shot display device displays the path (left-hand path or right-hand path) along which the game ball should be shot. As described above, in this embodiment, a probability change display device is not used. The time-saving display device displays the current game state (time-saving state (time-saving state 1 or time-saving state 2 described later) is running or stopped).
[0030] In addition, one or more movable body units (not shown) are arranged in the pachinko machine 1. In this embodiment, one or more movable body units are arranged in the front frame unit 4, and one or more movable body units are arranged in the game board unit 10. Each movable body unit of the front frame unit 4 is disposed in front of the decorative part 4b, on the top surface of the tray unit 5, etc., and is capable of performing predetermined performance operations. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space (hereinafter referred to as "performance space") between the game board 11 and the main image display device 31 (display screen 31a). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit includes a performance member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In this embodiment, a motor 23 (see FIG. 3) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may also be used as the drive source. The effect member can be displaced in a predetermined direction by a 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 a motor 23.
[0031] The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the position of a performance component. Specifically, the position detection sensor 26 includes a light-projecting unit and a light-receiving unit that receives light projected from the light-projecting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 26 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Furthermore, a shielding plate is provided at a predetermined position of the performance member. When the performance member is placed in its initial position, the shielding plate is placed between the light-emitting portion and the light-receiving portion of the position detection sensor 26, blocking light from entering the light-receiving portion. As a result, when the performance member is placed in its initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed in its initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance component is placed in the initial position depending on the input status of the detection signal from the position detection sensor 26.
[0032] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, the detection sensors provided include a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), and a magnetic detection sensor 115 (see Figure 3). The glass frame opening sensor 107 detects the opening of the front frame unit 4 relative to the inner frame unit 3. Then, in response to the opening of the front frame unit 4 relative to the inner frame unit 3, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, in response to the opening of the inner frame unit 3 relative to the outer frame unit 2, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detecting vibrations of the game board 11. The radio wave detection sensors 114 detect radio waves generated around the gaming board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the gaming board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the gaming board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided in the gaming board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. Each magnetic detection sensor 115 provided on the gaming board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0033] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 3 is a block diagram showing the configuration of the control system of the pachinko machine. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 3, the pachinko machine 1 is equipped with multiple 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 each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and are housed in individual board cases (such as the main board case 250, which will 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 dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame that the inner frame unit 3 has.
[0034] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is configured to include a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer 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) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated 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. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. Note that the used area m1 may be configured without including an unused area. The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined in the Gaming Machine Regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined in the Gaming Machine Regulations, and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and unused area m2, the ROM 220 is also provided with an unused area, a ROM comment area, a program management area, and the like. The ROM comment area stores arbitrary data such as the program title, version, etc. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.
[0036] The RAM 230 (memory area of the RAM 230) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The used area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of the program (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 saving various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. Note that the used area M1 does not have to be configured to include an unused area. Specifically, the work area is composed of a set value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores set values. The gaming machine status flag area stores gaming machine status flags. The checksum area stores checksums. The backup flag area stores backup flags. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for arithmetic processing, various counters (random number counters, timer counters, etc.), flags for managing lottery results and gaming status, etc. In particular, the normal game-related area 2 includes an area (a game information storage area described later) for storing game information acquired in response to the input of detection signals from the special chart 1 start gate switch 101, the special chart 2 start gate switch 102, and the gate switch 104, a special chart 1 display pattern counter, a special chart 2 display pattern counter, a normal chart display pattern counter, etc.
[0037] The unused area M2 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 execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Additionally, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.
[0038] In this embodiment, processing based on a program (a program for controlling the progress of the game) stored in the use area m1 is permitted to refer to data stored in the non-use area M2. On the other hand, data stored in the unused area M2 is prohibited from being rewritten (changed) by processing based on the program (program for controlling the progress of the game) stored in the used area m1. In addition, in processing based on a program stored in the unused area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, it is prohibited for data stored in the use area M1 to be rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). The game in the pachinko machine 1 can be progressed (completed) by a program (a program for controlling the progress of the game) stored in the use area m1.
[0039] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter that generates a winning random number for the normal symbol lottery, a second loop counter that generates a jackpot random number for the first special symbol lottery, a third loop counter that generates a jackpot random number for the second special symbol lottery, and a fourth loop counter that generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every 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 updating the loop counter value by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every 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 updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every 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 updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once for each 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 μs (32 s / 12 MHz = 2.666 μs).
[0041] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from the RAM clear switch 207, a detection signal from the setting key switch 208, etc. are input. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, and the other radio wave detection sensor 114. The input port 3 receives a detection signal from the special diagram 1 start port switch 101, a detection signal from the special diagram 2 start port switch 102, a detection signal from the gate switch 104, a detection signal from the V region switch 110, etc. Each input port (input port 0 to input port 3) has a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, one bit of data is set that indicates the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal is input from the switch / sensor (high level), and is set to "0" when a detection signal is not input from the switch / sensor (low level).
[0042] The output port 205 is configured to include a plurality of output ports (output port 0 to output port 4 in this embodiment). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are input to the source driver 250a. The output port 1 outputs common signals (“COM0” to “COM3”) for controlling the lighting of the main display device 60 and the performance display device 206. The common signals output from the output port 1 are input to the sink driver 240. The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. The output port 3 outputs a control signal for controlling the operation of the normal electric role solenoid 64, a control signal for controlling the operation of the special electric role solenoid 65, a control signal for controlling the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are input to the source driver 250b.
[0043] Furthermore, the main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispensing command) from the command output port 2 to the dispensing control board 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The 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 performance control board 300 or the payout control board 400.
[0044] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the back side of the game board 11, so that it cannot be seen by the player. As will be described later, the following gaming machine states (hereinafter referred to as "gaming machine states") are defined for the pachinko machine 1: a playable state, a setting change state, a setting check state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state. The information displayed on the performance display device 206 changes depending on the gaming machine state that has occurred.
[0045] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is made up of eight lighting elements. That is, each display unit is made up of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are the display unit for the first digit, LED41 to LED48 are the display unit for the second digit, LED49 to LED56 are the display unit for the third digit, and LED57 to LED64 are the display unit for the fourth digit.
[0046] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, while a playable state is occurring, the performance display device 206 alternately displays the first base ratio and the second base ratio every predetermined time (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous section (the final base ratio calculated for the previous section). Specifically, in the performance display device 206, the top two digits of the four-digit display section display information to identify the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).
[0047] When the setting change state is occurring, the setting value can be changed. When the setting change state is occurring, the setting value stored (set) in the setting value area of RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a setting change state is occurring (specifically, the top one digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the bottom digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to check the setting values. During the setting confirmation state, the performance display device 206 displays the setting values stored (set) in the setting value area of the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that the setting confirmation state is occurring (specifically, the top one digit displays "r", the second digit displays "n.", and the top three digit displays no display), and the bottom digit displays a number indicating the setting value stored in the setting value area.
[0048] During a game stop state (setting abnormal state, RAM abnormal state, or backup abnormal state), game progress becomes impossible. During a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top digit displays no display), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0049] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and can be rotated (switched) from the OFF state to the ON state. When the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.
[0050] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in accordance with the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in accordance with the data signals (“SEGDATA0” to “SEGDATA7”) output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in accordance with the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LED33 to LED64) included in the performance display device 206.
[0051] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In a test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol lottery, etc.) and stores the generated test signal in a port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a predetermined output port. Then, the test signal output from the predetermined output port is input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, in the main control board 200, detection signals from the special diagram 1 start port switch 101, the special diagram 2 start port switch 102, the gate switch 104, the count switch 103, the right prize port switch 105, the left prize port switch 106, the out switch 109, etc. are input to the input port 204 and are input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric feature solenoid 64, special electric feature solenoid 65, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, 66, and also input to the interface board of the test computer via the test signal output circuit.
[0052] (Configuration of dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on the control command received from the main control board 200 and the ball lending instruction signal received from the CR unit. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 so that the game ball is launched into the game area 30 with a strength according to the detection signal input from the launch volume 410.
[0053] (Configuration of performance control board 300) Next, the configuration of the performance control board 300 will be described. The performance control board 300 controls the performance. The performance control board 300 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. Based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound from various speakers 22, and the driving of motors 23 that drive various movable body units.
[0054] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, etc. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the performance content to be executed based on the control command received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated display control data to the various image display devices 31 and 32. The sound processor generates sound control data (sound control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to the various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The illumination controller generates lamp control data (lamp control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated lamp control data to the driver board 310 and the sub-connection board 320, respectively. The motor controller generates motor control data (motor control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated motor control data to the driver board 310 and the sub-connection board 320, respectively.
[0055] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that constitute the movable body units) arranged in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that 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 excitation signals (drive currents) to the various motors 23 (such as the motors 23 that make up the movable body units) arranged in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that make up the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0056] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. A gaming machine state flag area is provided in the RAM 230 of the main control board 200. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated. The "playable state" is a gaming machine state in which game progress is possible. While the game-playable state is occurring, execution of the processes of steps S4-9 to S4-18, which will be described later, is permitted, thereby allowing the game (normal game and special game) to proceed. Furthermore, while the game is in a playable state, the base ratio is displayed on the performance display device 206. Furthermore, 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 the setting values stored in the setting value area of RAM 230 can be changed. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, the setting change state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on. While the setting change state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting 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 while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting values stored in the setting value area are confirmed.
[0058] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be confirmed. The setting confirmation state is established when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are established when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207. In other words, at power-on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state is established. While the setting confirmation state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 206. This makes it possible to check the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key switch 208 is turned to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0059] The "setting abnormality state" is the state of the gaming machine in which a setting abnormality has occurred. The abnormal setting state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a setting abnormality state occurs, an error code specifying the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to turn the power off and on again to cause a setting change state.
[0060] "RAM abnormal state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 at power-on. While the RAM abnormal state occurs, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a RAM abnormality state is occurring, an error code specifying the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the RAM abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0061] The "backup abnormality state" is the state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, when a backup abnormality occurs, an error code specifying the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the backup abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0062] (About the setting value) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "setting value" is information that specifies the winning probability of the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is defined as a value of "0" to "5". A set value area is provided in the RAM 230 of the main control board 200. In the set value area, one of values "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is determined to be the probability according to the value set in the set value area. In this embodiment, the probability of winning a "jackpot" through the special symbol lotteries (first special symbol lotteries and second special symbol lotteries) varies depending on the value set in the set value area. The winning probability of the special pattern lottery corresponding to each setting value (probability of winning the "jackpot") is, in order from highest to lowest, as follows: winning probability corresponding to setting value = "5", winning probability corresponding to setting value = "4", winning probability corresponding to setting value = "3", winning probability corresponding to setting value = "2", winning probability corresponding to setting value = "1", winning probability corresponding to setting value = "0" (winning probability "high" → winning probability "low").
[0063] In particular, in the pachinko machine 1, it is possible to change (select) the setting values stored in the setting value area while the setting change state is occurring. Here, the change of the setting value is executed by the manager of the pachinko machine 1 (such as an employee of the gaming parlor where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. While the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is turned to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting value stored in the setting value area is confirmed.
[0064] (Base ratio) In the pachinko machine 1, while a playable state is occurring, a base ratio (base value) is calculated by the CPU 210. In this embodiment, the base ratio is calculated only while a predetermined play state is occurring (specifically, while a special low probability state is occurring and while time-saving control is stopped). Then, while the game is in a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry ports (in this embodiment, the start ports 51, 52 and other prize entry ports 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of payouts (number of prize balls paid out) to the number of out balls (number of game balls shot out). In this embodiment, a base ratio for each predetermined interval (period) is calculated. The predetermined interval is defined as an interval during which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval begins when the previous interval ends, and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio as needed (in real time) during each interval. Note that a predetermined time may be defined as the predetermined section, and the CPU 210 may be configured to calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been discharged from the game area 30. Specifically, out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). It is also possible to use the gaming ball discharged from outlet 58 as the out ball. Specifically, out switch 109 may be configured to detect only gaming balls discharged from outlet 58, and the gaming ball detected by out switch 109 may be used as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to game balls entering the start holes 51, 52 and the other prize holes 56, 57a to 57c.
[0065] (Regarding game status) Next, the game states defined in the pachinko machine 1 will be explained. In the pachinko machine 1, it is possible to execute time-saving control 1 and time-saving control 2 as auxiliary controls that are advantageous to the player. In the following explanation, the gaming state while time-saving control 1 is stopped and while time-saving control 2 is stopped will be referred to as the "normal state" or "C-time state." Furthermore, the gaming state while time-saving control 1 is being executed will be referred to as the "time-saving state 1" or the "low base state." Furthermore, the gaming state while time-saving control 2 is being executed will be referred to as the "time-saving state 2" or the "high base state." During the normal state (C-time state) (excluding the jackpot game state described later), the right-hand hit display device displays information specifying the left path as the path from which the game ball should be shot. During the normal state, the game progresses by shooting the game ball along the left path. During the occurrence of the time-saving state 1 (low base state), the right-hand hit display device displays information specifying the left path as the path to shoot the game ball. Then, during the occurrence of the time-saving state 1, the game progresses by shooting the game ball along the left path. During the occurrence of the time-saving state 2 (high base state), the right-hand hit display device displays information specifying the right-hand path as the path to which the game ball should be shot. Then, during the occurrence of the time-saving state 2, the game progresses by shooting the game ball along the right-hand path. In particular, when the time-saving state 2 is occurring, the probability that a "long opening pattern" (described later) will be selected as the opening pattern of the normal electric device 52a when a "normal symbol hit" is won by the normal symbol lottery is higher than when the normal state is occurring and when the time-saving state 1 is occurring. On the other hand, in this embodiment, when a "normal symbol hit" is won by the normal symbol lottery during the normal state and when the time-saving state 1 is occurring, the probability that a "long opening pattern" will be selected as the opening pattern of the normal electric device 52a is the same. In addition, in this embodiment, the base ratio is configured to be the same or approximately the same during the occurrence of the normal state and the occurrence of the time-saving state 1. On the other hand, the base ratio is configured to be higher during the occurrence of the time-saving state 2 than during the occurrence of the normal state and the time-saving state 1. On the other hand, in this embodiment, the probability of winning a "normal symbol win" through a normal symbol lottery does not change depending on the game state. That is, the probability of winning a "normal symbol win" through a normal symbol lottery is the same when the time-saving control (time-saving control 1 or time-saving control 2) is being executed (when time-saving state 1 or time-saving state 2 is occurring) and when the time-saving control (time-saving control 1 and time-saving control 2) is stopped (when the normal state is occurring). Also, the probability of winning a "normal symbol win" through a normal symbol lottery is the same when time-saving control 1 is being executed (when time-saving state 1 is occurring) and when time-saving control 2 is being executed (when time-saving state 2 is occurring). In addition, in this embodiment, the probability of winning a "big win" or a "small win" through the special symbol lottery does not change depending on the gaming state.
[0066] (About 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, and Fig. 6 is a diagram showing the winning types of the special symbol lottery. 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. Also, FIG. 5 shows the winning type (type of "normal symbol winning") that will be selected when a "normal symbol winning" is won in the normal symbol lottery. Furthermore, Figure 6(a) shows the winning type (type of "jackpot pattern") that will be selected if a "jackpot" is won in the first special pattern lottery, Figure 6(b) shows the winning type (type of "time-saving pattern") that will be selected if a "time-saving" is won in the first special pattern lottery, Figure 6(c) shows the winning type (type of "jackpot pattern") that will be selected if a "jackpot" is won in the second special pattern lottery, and Figure 6(d) shows the winning type (type of "small hit pattern") that will be selected if a "small hit" is won in the second special pattern lottery.
[0067] (Regular design lottery) In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, only "normal winning" is defined as the result of the normal symbol lottery. However, it is also acceptable to have a configuration in which "normal winning" and "losing" are defined as the result of the normal symbol lottery. As shown in FIG. 4(a), in the normal symbol lottery (normal symbol win / lose determination), the probability of winning a "normal symbol win" is 1 / 1. In this embodiment, the probability of winning a "normal symbol win" through the normal symbol lottery does not change depending on the game state. Note that the configuration may be such that the probability of winning a "normal symbol win" through the normal symbol lottery executed during the time-saving state (time-saving state 1 or time-saving state 2) is higher than the probability of winning a "normal symbol win" through the normal symbol lottery executed during the normal state.
[0068] As shown in Figure 5, in pachinko machine 1, "normal winning pattern 1" and "normal winning pattern 2" are specified as the winning types (types of "normal winning pattern") to be selected when a "normal winning pattern" is won in the normal pattern lottery. In the regular pattern lottery (regular pattern stop determination), if you win a "regular pattern hit," the probability of winning "regular pattern hit 1" is 65,000 / 65,536, and the probability of winning "regular pattern hit 2" is 536 / 65,536. If you win "Normal winning pattern 1", the normal pattern will be displayed as a stopped pattern corresponding to "Normal winning pattern 1" on the normal pattern display device. On the other hand, if you win "Normal winning pattern 2", the normal pattern will be displayed as a stopped pattern corresponding to "Normal winning pattern 2" on the normal pattern display device.
[0069] When a "normal winning" ("normal winning symbol 1" or "normal winning symbol 2") is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the second starting hole 52. In this embodiment, a "short opening pattern" and a "long opening pattern" are defined as the types of opening patterns (opening mode, opening / closing mode) of the normal electric device 52a during the normal winning game state. The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In the "short opening pattern," the time that the normal electric device 52a is in the open state during the occurrence of a normal winning game state is shorter than in the "long opening pattern." Specifically, in the "short opening pattern," the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 0.1 [s]. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it easier for a game ball to enter the second starting hole 52 during the occurrence of a normal winning game state. In the "long opening pattern," the time that the normal electric device 52a is in the open state during the occurrence of a normal winning game state is longer than in the "short opening pattern." Specifically, in the "long opening pattern," the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 5.0 [s].
[0070] As shown in Figure 5, when "normal winning symbol 1" is won based on the normal symbol lottery executed during the normal state, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. On the other hand, when "normal winning symbol 2" is won based on the normal symbol lottery executed during the normal state, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. As a result, when a "normal winning symbol" is won based on the normal symbol lottery executed during the normal state, the "short opening pattern" is selected and set with a probability of 1 / 1. On the other hand, if "normal winning symbol 1" is won based on the normal symbol lottery executed while time-shortened state 1 is occurring, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed while time-shortened state 1 is occurring, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. As a result, if "normal winning symbol" is won based on the normal symbol lottery executed while time-shortened state 1 is occurring, a "short opening pattern" is selected and set with a 1 / 1 probability. On the other hand, if "normal winning symbol 1" is won based on the normal symbol lottery executed while time-shortened state 2 is occurring, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed while time-shortened state 2 is occurring, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the normal winning game state. As a result, if a "normal winning symbol" is won based on the normal symbol lottery executed while time-shortened state 2 is occurring, a "long opening pattern" is selected and set with a 1 / 1 probability.
[0071] (Special design lottery) In addition, in the pachinko machine 1, a first special pattern lottery is executed when a game ball enters the first starting hole 51, and a second special pattern lottery is executed when a game ball enters the second starting hole 52. In this embodiment, the results of the first special symbol lottery are defined as "big win" and "time reduction." On the other hand, the results of the second special symbol lottery are defined as "big win," "small win," and "miss." In this embodiment, it is configured so that a "small win" cannot be won in the first special symbol lottery, and a "small win" can be won only in the second special symbol lottery. However, it is also acceptable to configure so that a "small win" can be won in the first special symbol lottery with a lower probability than in the second special symbol lottery. As shown in Figures 4(b) and (c), in the special symbol lottery (first special symbol lottery or second special symbol lottery), the probability of winning a "big win" is 1 / 300 (varies depending on the setting value). Also, in the first special symbol lottery, the probability of winning a "time-saving" is 299 / 300. Furthermore, in the second special symbol lottery, the probability of winning a "small win" is 1 / 10. In this embodiment, the probability of winning a "big win" or a "small win" through a special symbol lottery does not change depending on the game state. Also, in this embodiment, the probability of winning a "big win" through a special symbol lottery changes depending on a set value. On the other hand, the probability of winning a "small win" through a special symbol lottery does not change depending on a set value. Note that it is also acceptable for the probability of winning a "big win" through a special symbol lottery to be configured not to change depending on a set value.
[0072] As shown in Figure 6(a), in pachinko machine 1, "jackpot pattern 1" and "jackpot pattern 2" are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won in the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win the "jackpot," the probability of winning "jackpot pattern 1" is 50 / 100, and the probability of winning "jackpot pattern 2" is 50 / 100. When the "jackpot symbol 1" is won, the stop symbol corresponding to the "jackpot symbol 1" is stopped and displayed on the special symbol 1 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed. A "winning pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same numbers, such as "1, 1, 1," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "jackpot symbol 2" is won, the stop symbol corresponding to the "jackpot symbol 2" is stopped and displayed on the special symbol 1 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed.
[0073] As shown in Figure 6(b), in the pachinko machine 1, "Time-saving pattern 1" and "Time-saving pattern 2" are specified as the winning types (types of "time-saving pattern") to be selected when "time-saving" is won in the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win "Time-saving", the probability of winning "Time-saving pattern 1" is 20 / 100, and the probability of winning "Time-saving pattern 2" is 80 / 100. When "time-saving symbol 1" is won, a stop symbol corresponding to "time-saving symbol 1" is stopped and displayed on the special symbol 1 display device. Also, when "time-saving symbol 1" is won based on the first special symbol lottery executed while the normal state is occurring, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "chance symbol" is stopped and displayed in the effect symbol display areas a1 to a4. On the other hand, when "time-saving symbol 1" is won based on the first special symbol lottery executed while the time-saving state (time-saving state 1 or time-saving state 2) is occurring, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "loss symbol" is stopped and displayed in the effect symbol display areas a1 to a4. A "chance pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 becomes a "number pattern" of a predetermined combination such as "1, 2, 3," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. A "losing pattern" is, for example, a combination in which at least one of the first performance patterns z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 displays identification information different from that of the other first performance patterns z1, and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "time-saving symbol 2" is selected, the stop symbol corresponding to the "time-saving symbol 2" is displayed in a stopped state on the special symbol 1 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "missing symbol" is displayed in a stopped state.
[0074] As shown in Figure 6(c), in pachinko machine 1, "jackpot pattern 3" and "jackpot pattern 4" are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won in the second special pattern lottery. In the second special symbol lottery (special symbol determination), if you win the "jackpot," the probability of winning "jackpot symbol 3" is 80 / 100, and the probability of winning "jackpot symbol 4" is 20 / 100. When the "jackpot symbol 3" is won, the stop symbol corresponding to the "jackpot symbol 3" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed. When the "jackpot symbol 4" is won, the stop symbol corresponding to the "jackpot symbol 4" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed.
[0075] As shown in Figure 6(d), in the pachinko machine 1, "small win pattern 1" and "small win pattern 2" are specified as the winning types (types of "small win pattern") to be selected when a "small win" is won in the second special pattern lottery. In the second special pattern lottery (special pattern determination), if you win a "small win", the probability of winning "small win pattern 1" is 80 / 100, and the probability of winning "small win pattern 2" is 20 / 100. When the "small winning symbol 1" is won, the stop symbol corresponding to the "small winning symbol 1" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed. When the "small winning symbol 2" is won, the stop symbol corresponding to the "small winning symbol 2" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "winning symbol" is stopped and displayed.
[0076] On the other hand, if the player loses the second special symbol lottery (in the case of a "miss"), the stop symbol corresponding to the "miss symbol" is displayed in a stopped state on the special symbol 2 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "miss symbol" is displayed in a stopped state.
[0077] When "jackpot symbol 1" to "jackpot symbol 4" are selected, a jackpot game state is generated. In the jackpot game state, the special electric device 55a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the big prize hole 55. During the jackpot game state, a predetermined number of rounds of play are executed. If "jackpot symbol 1" or "jackpot symbol 2" is won, the number of rounds of play is set to 5 [times]. On the other hand, if "jackpot symbol 3" or "jackpot symbol 4" is won, the number of rounds of play is set to 10 [times]. In addition, if the player wins "jackpot pattern 1" to "jackpot pattern 4," the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest open time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the round of play reaches a predetermined upper limit (10 balls in this embodiment).
[0078] At the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving times and second time-saving times) are set. Then, depending on the end of the jackpot gaming state, time-saving control (time-saving control 1 or time-saving control 2) is started according to the set number of time-saving times. As a result, depending on the end of the jackpot gaming state, the time-saving state (time-saving state 1 or time-saving state 2) is started. In this embodiment, time-saving control 1 (time-saving state 1, low base state) and time-saving control 2 (time-saving state 2, high base state) are defined as types of time-saving control (time-saving state). Time-saving control 1 (time-saving state 1, low base state) and time-saving control 2 (time-saving state 2, high base state) have different probabilities of selecting a "long release pattern" when a "normal hit" is won in the normal symbol lottery. In this case, time-saving control 2 (time-saving state 2, high base state) has a higher probability of selecting a "long release pattern" when a "normal hit" is won in the normal symbol lottery than time-saving control 1 (time-saving state 1, low base state), which is advantageous for the player. In this embodiment, the termination conditions (hereinafter referred to as "time-saving termination conditions") for the time-saving control (time-saving control 1 and time-saving control 2) are specified as "time-saving termination condition 1," "time-saving termination condition 2," "time-saving termination condition 3," and "time-saving termination condition 4."
[0079] "Time-saving end condition 1" is a condition based on the second special symbol lottery (special symbol hit determination based on special symbol 2 game information). In other words, time-saving end condition 1 is a condition based on the number of times the second special symbol changes. In this embodiment, time-saving end condition 1 is established when the number of times the special symbol 2 changes during time-saving reaches the first time-saving number (specified number) set at the end of the jackpot game state. "Number of times special symbol 2 changes during time-saving control" is the number of times the second special symbol changes and is displayed during time-saving control. When the time-saving termination condition 1 is met, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the second special pattern that triggered the time-saving termination condition 1 to be met. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. At the end of the jackpot gaming state, the CPU 210 sets the value of the first time-saving counter to a first number of times for time-saving that corresponds to the type of win (the type of winning symbol). Furthermore, each time the variable display of the second special symbol ends, "1" is subtracted from the value of the first time-saving counter. Then, in response to the value of the first time-saving counter being subtracted from "1" to "0," the time-saving termination condition 1 is established, and the time-saving control (time-saving control 1 or time-saving control 2) is stopped. As a result, when the number of times the variable display of the second special symbol executed during the time-saving control reaches the first number of times for time-saving (the specified number of times) set at the end of the jackpot gaming state, the time-saving termination condition 1 is established. In addition, the time-saving end condition 1 may be established when the number of times of special symbol hit determination (start determination) based on special symbol 2 game information executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the first time-saving number of times set at the end of the jackpot game state. Alternatively, the time-saving end condition 1 may be established when the number of times of stop display of the second special symbol executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the first time-saving number of times set at the end of the jackpot game state.
[0080] The "time-saving end condition 2" is a condition based on the special symbol lottery (special symbol winning / losing determination). In other words, the time-saving end condition 2 is a condition based on the number of times the special symbol changes. In this embodiment, the time-saving end condition 2 is established when the number of times the special symbol changes during the time-saving period reaches the second time-saving number set at the end of the jackpot game state. The "number of times special symbols change during time-saving control" is the total number of times the first special symbol change display is executed during time-saving control (time-saving control 1 or time-saving control 2) and the number of times the second special symbol change display is executed during that time-saving control (time-saving control 1 or time-saving control 2). When the time-saving termination condition 2 is met, the time-saving control (time-saving control 1 or time-saving control 2) is terminated at the end of the variable display of the special pattern that triggered the time-saving termination condition 2 to be met. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol changes during the time-saving mode. At the end of the jackpot gaming state, the CPU 210 sets the value of the second time-saving counter to the second number of times the time-saving mode is activated according to the type of win (the type of winning symbol). In addition, each time the variable display of the special symbol (first special symbol or second special symbol) ends, "1" is subtracted from the value of the 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 termination condition 2 is established, and the time-saving control (time-saving control 1 or time-saving control 2) is stopped. In addition, the time-saving end condition 2 may be established when the number of special symbol hit determinations (start determinations) executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the second time-saving number of times set at the end of the jackpot gaming state. Alternatively, the time-saving end condition 2 may be established when the number of special symbol stop displays executed during the time-saving control (time-saving control 1 or time-saving control 2) reaches the second time-saving number of times set at the end of the jackpot gaming state.
[0081] The "time-saving termination condition 3" is a condition based on winning a "jackpot" (jackpot gaming state). In this embodiment, the time-saving termination condition 3 is met when a "jackpot" is won (when a jackpot gaming state occurs). If the time-saving end condition 3 is established, the time-saving control (time-saving control 1 or time-saving control 2) is ended when the stopped display of the "jackpot pattern" ends. "Time-saving end condition 4" is a condition based on the occurrence of a small hit puncture. "Small hit puncture" means that the passage of the game ball through the V area was not detected during the occurrence of a small hit game state (a big hit game state could not be generated after the end of the small hit game state). In this embodiment, when a small hit puncture occurs, time-saving end condition 4 is established. When the time-shortening end condition 4 is established, the time-shortening control (time-shortening control 1 or time-shortening control 2) is ended at the end of the ending period of the small win gaming state.
[0082] As shown in FIG. 6(a), when "jackpot symbol 1" is hit, the first number of time-saving times is set to 100 [times] and the second number of time-saving times is set to 105 [times] at the end of the jackpot gaming state. Then, in response to the end of the jackpot gaming state, time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 2 (high base state). On the other hand, if the "jackpot pattern 2" is won, at the end of the jackpot gaming state, the first time-saving number of times is set to 1000 [times], and the second time-saving number of times is set to 1000 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 1 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 1 (low base state). On the other hand, as shown in Figure 6(c), if "jackpot symbol 3" is hit, at the end of the jackpot gaming state, the first number of time-saving times is set to 3 [times], and the second number of time-saving times is set to 8 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 2 (high base state). On the other hand, if "jackpot symbol 4" is won, at the end of the jackpot gaming state, the first time-saving number of times is set to 100 [times], and the second time-saving number of times is set to 105 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 2 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 2 (high base state).
[0083] When the "small win symbol 1" or the "small win symbol 2" is selected, a small win game state is generated. In the small win game state, the special electric device 55a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the large prize opening 55. During the small win game state, a predetermined number of small win games are executed. If "small win symbol 1" or "small win symbol 2" is won, the number of small win games is set to 1 [time]. In addition, if the "small win pattern 1" or "small win pattern 2" is won, the maximum opening time of the special electric device 55a in each small win game is set to a predetermined time (in this embodiment, 29.0 [s]). Each small win game ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the small win game reaches a predetermined upper limit (10 balls in this embodiment). Furthermore, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state. At this time, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state in such a manner that it becomes easy (possible) for a gaming ball that enters the large prize opening 55 during the execution of the small win game to pass through the V area. As a result, if "small win symbol 1" or "small win symbol 2" is won, it becomes easy (possible) for the gaming ball to pass through the V area during the occurrence of the small win game state. Note that as a type of "small win symbol," a type that makes it difficult (impossible) for the gaming ball to pass through the V area during the occurrence of the small win game state may be specified.
[0084] If the passage of a game ball through the V area is detected during the occurrence of a small win game state (if the passage of a game ball that has entered the large prize opening 55 through the V area is detected during the execution of a small win game), a large win game state is generated upon the end of the small win game state. In this case, if "small win symbol 1" or "small win symbol 2" is won and the passage of the game ball through the V area is detected during the small win game state, the number of rounds is set to 9. As a result, 10 rounds will be played, with the small win game being the first round. In addition, if the "small win pattern 1" or "small win pattern 2" is won and the passage of the game ball through the V area is detected during the small win game state, the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (in this embodiment, 29.0 [s]). Each round of play ends when one of the following conditions is met: (1) the longest open time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the round of play reaches a predetermined upper limit (10 balls in this embodiment). On the other hand, if the passage of the game ball through the V area is not detected during the occurrence of a small hit game state (if the passage of the game ball that entered the large prize opening 55 through the V area is not detected during the execution of a small hit game = when a small hit puncture occurs), the large hit game state will not occur.
[0085] As shown in Figure 6(d), if "small win symbol 1" is won and the passage of the game ball through the V area is detected during the small win gaming state, the first number of time-saving times is set to 3 [times] and the second number of time-saving times is set to 8 [times] at the end of the big win gaming state. Then, in response to the end of the big win gaming state, time-saving control 2 is started. As a result, the gaming state after the end of the big win gaming state becomes time-saving state 2 (high base state). On the other hand, if the "small win symbol 2" is won and the passage of the game ball through the V area is detected during the small win gaming state, the first time-saving number of times is set to 100 [times] and the second time-saving number of times is set to 105 [times] at the end of the big win gaming state. Then, in response to the end of the big win gaming state, time-saving control 2 is started. As a result, the gaming state after the end of the big win gaming state becomes time-saving state 2 (high base state).
[0086] The "time-saving pattern 1" and the "time-saving pattern 2" are winning patterns that do not grant a game state (specifically, a big win game state or a small win game state) that makes it easy for a game ball to enter the variable ball entrance (specifically, the big prize entrance 55). In other words, even if the "time-saving pattern 1" or the "time-saving pattern 2" is won, the opening and closing operation of the variable ball entrance (specifically, the special electric device 55a) is not executed (granted) in response to the winning. If the "time-saving pattern 1" or "time-saving pattern 2" is selected based on the start-up judgment performed during the normal state, the time-saving state (time-saving state 1 or time-saving state 2) will be initiated as a result of the selection. On the other hand, if "time-saving pattern 1" and "time-saving pattern 2" are selected based on the start determination performed while the time-saving state (time-saving state 1 or time-saving state 2) is occurring, the time-saving state (time-saving state 1 or time-saving state 2) at the time of the selection will continue, and a new time-saving state (time-saving state 1 or time-saving state 2) will not be initiated as a result of the selection. In other words, if "time-saving pattern 1" and "time-saving pattern 2" are selected based on the start determination performed while the time-saving state (time-saving state 1 or time-saving state 2) is occurring, the number of time-saving times at the time of the selection (first time-saving number of times, second time-saving number of times) will continue, and a new number of time-saving times (first time-saving number of times, second time-saving number of times) will not be set as a result of the selection. As a result of the above, when the normal state is occurring, the "time-saving" symbols ("time-saving symbol 1" and "time-saving symbol 2") are a type of winning symbol. On the other hand, when the time-saving state (time-saving state 1 or time-saving state 2) is occurring, the "time-saving" symbols ("time-saving symbol 1" and "time-saving symbol 2") are a type of losing symbol. As shown in Figure 6(b), if "time-saving symbol 1" is selected based on the start determination performed during the normal state, the first number of time-saving operations is set to 100 [times], and the second number of time-saving operations is set to 105 [times]. Then, in response to the end of the stopped display of the stop symbol corresponding to "time-saving symbol 1," time-saving control 2 is started. As a result, the game state after the end of the stopped display of the stop symbol corresponding to "time-saving symbol 1" becomes time-saving state 2 (high base state). On the other hand, if the "time-saving symbol 2" is selected based on the start determination executed during the normal state, the first time-saving number of times is set to 1000 [times], and the second time-saving number of times is set to 1000 [times]. Then, in response to the end of the stopped display of the stop symbol corresponding to "time-saving symbol 2," time-saving control 1 is started. As a result, the game state after the end of the stopped display of the stop symbol corresponding to "time-saving symbol 2" becomes time-saving state 1 (low base state). On the other hand, if you win "Time-saving symbol 1" to "Time-saving symbol 3" based on the start judgment performed while the time-saving state (Time-saving state 1 or Time-saving state 2) is occurring, the time-saving state will continue (the number of time-saving times will not be overwritten and it will be treated the same as a "miss").
[0087] (About the Yu-time counter) In the pachinko machine 1, when the total number of special chart fluctuations reaches a predetermined number of play times without a jackpot game state occurring, time-shortening control (time-shortening state) is started. The "total number of times special patterns change" is the total number of times the first special pattern changes and the number of times the second special pattern changes. Specifically, the main control board 200 is configured with a play time counter that counts the total number of times the special symbols change. In the RAM clear initialization process (step S1-30) described below, the CPU 210 sets the value of the play time counter to a predetermined number of play times (600 [times] in this embodiment). Each time the display of the special symbols (first special symbol or second special symbol) changes, "1" is subtracted from the value of the play time counter. Then, when the value of the play time counter is subtracted from "1" to "0," time-saving control is initiated. Furthermore, when a jackpot gaming state occurs, the value of the play time counter is set to a predetermined number of play times (600 [times] in this embodiment) at the end of the jackpot gaming state. In this embodiment, when the value of the Yu-time counter is subtracted from "1" to "0", the first time-saving count is set to 1 [time], the second time-saving count is set to 1 [time], and time-saving control 1 (time-saving state 1, low base state) is initiated. Note that, when the value of the Yu-time counter is subtracted from "1" to "0", the first time-saving count is set to 1 [time], the second time-saving count is set to 1 [time], and time-saving control 2 (time-saving state 2, high base state) may be initiated.
[0088] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be explained. FIG. 7 is a diagram showing the transition of the gaming state. In the pachinko machine 1, when a "jackpot" is won through the special pattern lottery (first special pattern lottery or second special pattern lottery), a jackpot game state is created in which it is possible (easy) for the game ball to enter the jackpot opening 55. Furthermore, if a "small win" is won by the second special symbol lottery, a small win gaming state is generated in which it is possible (easy) for the gaming ball to enter the large prize opening 55. Furthermore, if the passage of the gaming ball that has entered the large prize opening 55 through the V area is detected while the small win gaming state is occurring, a large win gaming state is generated in which it is possible (easy) for the gaming ball to enter the large prize opening 55. By making the game ball enter the big prize opening 55, the player can win many prize balls. In particular, in the pachinko machine 1, the probability that a jackpot gaming state will occur based on the second special symbol lottery is higher than the probability that a jackpot gaming state will occur based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, so the big win game state is triggered only when a "big win" is won. The probability of winning a "big win" through the first special symbol lottery is 1 / 300 (probability according to a set value). On the other hand, in the second special symbol lottery, the results of the lottery are set to "big hit" and "small hit," so if a "big hit" is won, a big hit gaming state is triggered, and if a "small hit" is won and the passage of the gaming ball through the V area is detected during the small hit gaming state, a big hit gaming state is triggered. In particular, the probability of winning a "big hit" or a "small hit" through the second special symbol lottery is 31 / 300. In this way, in the second special pattern lottery, it is possible to bring about a big win game state via a small win game state, so the probability of bringing about a big win game state is higher compared to the first special pattern lottery. As a result, in the pachinko machine 1, the possibility of a jackpot game state occurring is higher when a player gets a chance to draw the second special symbol than when a player gets a chance to draw the first special symbol, which is advantageous to the player.
[0089] In order to get a chance to draw the second special symbol, it is necessary to win the "normal symbol win" in the normal symbol lottery and, during the normal symbol game state, to insert the game ball into the second starting hole 52 when the normal electric device 52a is in the open state. Here, in the pachinko machine 1, a "short release pattern" and a "long release pattern" are defined as the release patterns of the normal electric device 52a during the occurrence of a normal winning game state. When the "short release pattern" is selected, it becomes difficult for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. On the other hand, when the "long release pattern" is selected, it becomes easy for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. In particular, during the normal state (C-time state), if a "normal symbol win" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the normal state, if a "normal symbol win" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 with a probability of 1 / 1 (it becomes difficult to get an opportunity to win the second special symbol lottery). On the other hand, when the time-saving state 1 (low base state) occurs, if the "normal symbol hit" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, when the time-saving state 1 occurs, if the "normal symbol hit" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 (it becomes difficult to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. On the other hand, when the time-saving state 2 (high base state) is occurring, if a "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, when the time-saving state 2 is occurring, if a "normal symbol hit" is won by the normal symbol lottery, it becomes easy for the game ball to enter the second starting hole 52 (it becomes easy to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1.
[0090] Thus, during the normal state (C-time state) or the time-saving state 1 (low base state), if a "normal symbol win" is won in the normal symbol lottery, the "short release pattern" is selected with a 1 / 1 probability. This makes it virtually impossible to win the opportunity to win the second special symbol lottery, even if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player will play with the aim of winning the opportunity to win the first special symbol lottery in order to transition the game state to the time-saving state 2. In other words, the game will proceed by shooting the game ball down the left path, aiming to get the game ball to enter the first starting hole 51. On the other hand, during the time-saving state 2 (high base state), if a "normal symbol win" is won in the normal symbol lottery, the "long opening pattern" is selected with a 1 / 1 probability. This makes it easier to win the opportunity to draw the second special symbol if the "normal symbol win" is won in the normal symbol lottery. Therefore, the player will play with the aim of winning the "long opening pattern" based on the normal symbol lottery in order to win the opportunity to draw the second special symbol. In other words, the game will proceed by shooting the game ball into the right path, aiming to pass through the start gate 41.
[0091] Also, during the normal state (C time state), if the "time-saving pattern 1" or the "jackpot pattern 1" is won, the game state can be transitioned to the time-saving state 2 (high base state). On the other hand, while the time-saving state 1 (low base state) is occurring, the game state can be transitioned to the time-saving state 2 (high base state) only if the "jackpot pattern 1" is won. This means that the probability of transitioning to time-saving state 2 (high base state), which is the most advantageous game state for the player, is higher when the normal state (C time state) is occurring than when time-saving state 1 (low base state) is occurring (in other words, if the "time-saving pattern 1" is won, it is possible to transition to time-saving state 2), which is advantageous for the player. As a result of the above, in pachinko machine 1, of the three game states, time-saving state 2 (high base state) is the game state that is most advantageous to the player, the normal state (C time state) is the game state that is next most advantageous to the player after time-saving state 2 (high base state), and time-saving state 1 (low base state) is the game state that is least advantageous to the player.
[0092] In the pachinko machine 1, when the RAM clear initialization process (step S1-30) described later is executed, the normal state (C time state) is generated. Here, as described above, the normal state (C time state) has a higher probability of transitioning to the time-saving state 2 (high base state), which is the most advantageous game state for the player, compared to the time-saving state 1 (low base state), and is therefore advantageous to the player. In other words, the normal state (C time state) has a higher probability of transitioning to the time-saving state 2 (high base state) when the "time-saving symbol 1" is won, compared to the time-saving state 1 (low base state), and is therefore advantageous to the player. Therefore, the normal state (C time state) is what is called a "morning state." During the normal state (C time state), if a "normal symbol win" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the normal state (C time state), the first special symbol lottery is mainly executed and the game progresses. Here, in this embodiment, only "jackpot" and "time-saving" are provided as the results of the first special symbol lottery, and "miss" is not provided. As a result, when the first special symbol lottery is executed during the occurrence of the normal state (C time state), the game will always transition to the time-saving state (time-saving state 1 or time-saving state 2). In other words, the normal state (C time state) is ended based on the execution of one [time] first special symbol lottery. As a result, the normal state (C time state) is a chance state in which the probability of transitioning to time-saving state 2 (high base state) is higher than that of time-saving state 1 (low base state) only in one [time] first special symbol lottery. In particular, in the first special symbol lottery, there is a 1 / 300 chance of winning the "jackpot" and a 299 / 300 chance of winning the "time-saving" symbol. If you win the "jackpot," there is a 50 / 100 chance of winning "jackpot symbol 1" and a 50 / 100 chance of winning "jackpot symbol 2." On the other hand, if you win the "time-saving" symbol, there is a 20 / 100 chance of winning "time-saving symbol 1" and an 80 / 100 chance of winning "time-saving symbol 2." If "Jackpot Symbol 1" is won, the game will transition to Time-Shortening State 2 (High Base State) upon the end of the jackpot gaming state, and if "Jackpot Symbol 2" is won, the game will transition to Time-Shortening State 1 (Low Base State) upon the end of the jackpot gaming state. In particular, during the normal state (C-time state), if "Time-Shortening Symbol 1" is won, the game will transition to Time-Shortening State 2 (High Base State) upon the stop display of the special symbol, and if "Time-Shortening Symbol 2" is won, the game will transition to Time-Shortening State 1 (Low Base State) upon the stop display of the special symbol. As a result, in the first special pattern lottery that is executed while the normal state (C time state) is occurring, there is a probability of approximately 20 / 100 that the game will transition to time-saving state 2 (high base state), and there is a probability of approximately 80 / 100 that the game will transition to time-saving state 1 (low base state). Specifically, if the "jackpot pattern 1" is won in the first special pattern lottery executed during the normal state (C time state), the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, time-saving state 2 (high base state) is initiated. On the other hand, if the "jackpot pattern 2" is selected based on the first special pattern lottery executed during the normal state (C time state), the game state after the end of the jackpot game state will be set as follows: first time reduction number = 1000 [times], second time reduction number = 1000 [times], and time reduction state 1 (low base state) will begin. On the other hand, if the "time-saving pattern 1" is selected based on the first special pattern lottery executed during the normal state (C-time state), the first time-saving number of times = 100 [times], the second time-saving number of times = 105 [times], and time-saving state 2 (high base state) is initiated according to the stop display of the special pattern. On the other hand, if the "time-saving pattern 2" is selected based on the first special pattern lottery executed during the normal state (C-time state), the first time-saving number of times = 1000 [times] and the second time-saving number of times = 1000 [times] are set, and time-saving state 1 (low base state) is initiated according to the stop display of the special pattern.
[0093] During the occurrence of time-saving state 1 (low base state), if a "normal symbol win" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of time-saving state 1 (low base state), the first special symbol lottery is mainly executed and the game progresses. Here, as described above, in the first special symbol lottery executed during the occurrence of time-saving state 1 (low base state), even if "time-saving symbol 1" is won, it is treated as a "miss" and there is no transition to time-saving state 2 (high base state). Therefore, during the occurrence of time-saving state 1 (low base state), it is possible to transition to time-saving state 2 (high base state) only if "jackpot symbol 1" is won based on the first special symbol lottery. As a result, in the first special pattern lottery that is executed while the time-saving state 1 (low base state) is occurring, it is possible to transition to the time-saving state 2 (high base state) with a probability of approximately 1 / 600. Specifically, if the "jackpot pattern 1" is won in the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, the time-saving state 2 (high base state) is initiated. On the other hand, if the "jackpot pattern 2" is won based on the first special pattern lottery executed while the time-saving state 1 (low base state) is occurring, the game state after the end of the jackpot game state will be set as follows: first time-saving number of times = 1000 [times], second time-saving number of times = 1000 [times], and time-saving state 1 (low base state) will begin. On the other hand, if "Time-saving pattern 1" or "Time-saving pattern 2" is selected based on the first special pattern lottery executed while Time-saving State 1 (low base state) is occurring, a new Time-saving state (first number of Time-saving times and second number of Time-saving times) will not be granted, and the current Time-saving State 1 (first number of Time-saving times and second number of Time-saving times) will continue. In addition, during the occurrence of time-saving state 1 (low base state), if the total number of special symbol fluctuations reaches a predetermined number of play times (600 [times] in this embodiment) without the occurrence of a jackpot game state, 1 [time] is set as the first time-saving number of times, 1 [time] is set as the second time-saving number of times, and time-saving state 1 (low base state) is started again. As a result, during the occurrence of the newly started time-saving state 1 (low base state), when the first special symbol fluctuation display for the first time-saving number of times (specifically, 1 time) is executed, the normal state (C time state) is accordingly generated.
[0094] During the occurrence of time-saving state 2 (high base state), if a "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, during the occurrence of time-saving state 2 (high base state), the second special symbol lottery is mainly executed and the game progresses. If the "jackpot pattern 3" is selected based on the second special pattern lottery, the first number of time-saving times will be set to 3 [times] and the second number of time-saving times will be set to 8 [times], and upon the end of the jackpot game state, time-saving state 2 (high base state) will begin. On the other hand, if the "jackpot pattern 4" is selected based on the second special pattern lottery, the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 105 [times], and upon the end of the jackpot game state, time-saving state 2 (high base state) is initiated. On the other hand, if the "small win pattern 1" is won based on the second special pattern lottery and the passage of the game ball through the V area is detected during the small win game state, the first number of time reductions is set to 3 [times] and the second number of time reductions is set to 8 [times], and upon the end of the big win game state, time reduction state 2 (high base state) is initiated. On the other hand, if the "small win pattern 2" is won based on the second special pattern lottery and the passage of the game ball through the V area is detected during the small win game state, the first number of time-saving times = 100 [times] and the second number of time-saving times = 105 [times] are set, and upon the end of the big win game state, time-saving state 2 (high base state) is initiated. On the other hand, if the variable display of the second special pattern is executed for the first number of time-saving times (specifically, 3 times or 100 times) without the jackpot game state occurring during the time-saving state 2 (high base state), the normal state (C time state) is accordingly generated.
[0095] Next, the progress of the game in the pachinko machine 1 will be described in detail. As shown in Figure 7, in pachinko machine 1, a normal state (C-time state / morning state) is set when the power is turned on. If "jackpot symbol 1" or "time-saving symbol 1" is selected in the first special symbol lottery executed while the normal state (C-time state / morning state) is occurring, the machine can be promoted from the normal state (C-time state) to time-saving state 2 (high base state). On the other hand, if "jackpot symbol 2" or "time-saving symbol 2" is selected in the first special symbol lottery executed while the normal state (C-time state / morning state) is occurring, the machine will fall from the normal state (C-time state) to time-saving state 1 (low base state). Typically, a player plays in Time-Saving State 1 (low base state) with the aim of progressing to Time-Saving State 2 (high base state). If the "jackpot symbol 2" is drawn in the first special symbol drawing executed while Time-Saving State 1 (low base state) is occurring, Time-Saving State 1 (low base state) continues. On the other hand, if the "jackpot symbol 1" is drawn in the first special symbol drawing executed while Time-Saving State 1 (low base state) is occurring, it becomes possible to progress from Time-Saving State 1 (low base state) to Time-Saving State 2 (high base state). In time-saving state 2 (high base state), by winning "jackpot symbol 3," "jackpot symbol 4," "small hit symbol 1," or "small hit symbol 2" in the second special symbol lottery, it is possible to continue time-saving state 2 (high base state) while generating a jackpot game state. On the other hand, in time-saving state 2 (high base state), if the number of times the second special symbol variable display reaches the first time-saving number (specifically, 3 times or 100 times) without winning "jackpot symbol 3," "jackpot symbol 4," "small hit symbol 1," or "small hit symbol 2" in the second special symbol lottery, the time-saving state 2 (high base state) will fall to the normal state (C time state). Here, in the pachinko machine 1, when "small win symbol 1" or "small win symbol 2" is won, the distribution means is shifted from the non-V passing state to the V passing state in such a manner that the game ball that entered the large prize opening 55 during the execution of the small win game can easily (possibly) pass through the V area in each small win game. As a result, when "small win symbol 1" or "small win symbol 2" is won by the second special symbol lottery executed during the occurrence of the time-saving state 2 (high base state), the game ball can easily (possibly) pass through the V area during the occurrence of the small win game state, and normally, following the end of the small win game state, a large win game state is triggered, and the time-saving state 2 (high base state) continues. However, if the "small win pattern 1" or "small win pattern 2" is won in the second special pattern lottery executed while the time-saving state 2 (high base state) is occurring, and a small win break occurs due to an irregularity, the game will fall from the time-saving state 2 (high base state) to the normal state (C time state) according to the end of the small win game state.
[0096] In this embodiment, the start determination is performed for the special symbol 2 game information stored in the special symbol 2 game information storage area in priority to the special symbol 1 game information stored in the special symbol 1 game information storage area. As a result, if there are special symbol 2 remaining reserves when the game falls from time-saving state 2 (high base state) to the normal state (C time state) (at the end of time-saving state 2 (high base state)), a second special symbol lottery based on the special symbol 2 remaining reserves is performed before the first special symbol lottery for the normal state (C time state) is performed. Then, if the "jackpot symbol 3," "jackpot symbol 4," "small hit symbol 1," or "small hit symbol 2" is selected in the second special symbol lottery based on the special symbol 2 remaining reserves, it becomes possible to return from the normal state (C time state) to time-saving state 2 (high base state). "Special chart 2 remaining reservation" refers to the special chart 2 game information (special chart 2 game information for which start determination is reserved) stored in memory area 1 of the special chart 2 game information storage area at the time when the time-saving control (specifically, time-saving control 2) is terminated in accordance with the consumption of the number of time-saving times (first time-saving times or second time-saving times). In this embodiment, since the upper limit of the number of special chart 2 reservations is "1", the upper limit of the special chart 2 remaining reservation is "1". On the other hand, if the result of the second special symbol lottery based on the remaining reserve of special symbol 2 is a "miss," the first special symbol lottery for the normal state (C-time state) is executed. Also, if there are no remaining reserves of special symbol 2 when the first time-saving count is consumed (at the end of time-saving state 2 (high base state)), the second special symbol lottery based on the remaining reserve of special symbol 2 is not executed, and the first special symbol lottery for the normal state (C-time state) is executed. Here, as described above, in the normal state (C-time state), the first special symbol lottery is executed only once. And, if the "jackpot symbol 1" or "time-saving symbol 1" is won in the first special symbol lottery, it is possible to return from the normal state (C-time state) to time-saving state 2 (high base state). On the other hand, if the first special pattern lottery results in the "jackpot pattern 2" or the "time-saving pattern 2," the player will fall from the normal state (C-time state) to the time-saving state 1 (low base state).
[0097] As a result, it is possible to define two types of game states (game intervals) in the pachinko machine 1. That is, it is possible to define, as game states (game intervals), a time-saving state 1 (low base state) and a RUSH state that is more advantageous to the player than the time-saving state 1 (low base state). The RUSH state begins when "Jackpot Symbol 1" is drawn in the first special symbol drawing executed during Time-Saving State 1 (low base state) and is triggered by the start of the jackpot gaming state ("initial win"), and continues unless the game falls back to Time-Saving State 1 (low base state). In other words, the RUSH state continues as long as either Time-Saving State 2 (high base state) or the normal state (C-time state) remains in play. The RUSH state ends when "Time-Saving Symbol 2" is drawn in the first special symbol drawing executed during the normal state (C-time state) and the stopped symbol corresponding to "Time-Saving Symbol 2" stops. Alternatively, the RUSH state ends when "Jackpot Symbol 2" is drawn in the first special symbol drawing executed during the normal state (C-time state) and is triggered by the end of the jackpot gaming state. The longer the RUSH state continues, the more times the player will get into the big win game state, and the more prize balls he will get, which is advantageous to the player.
[0098] (Regarding control commands) Next, the control commands sent from the main control board 200 to the performance control board 300, and the control commands sent and received between the main control board 200 and the payout control board 400 will be explained. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Here, communication between the main control board 200 and the performance control board 300 is carried out in only one direction, from the main control board 200 to the performance control board 300, and communication from the performance control board 300 to the main control board 200 is not carried out. Each control command sent from the main control board 200 to the performance control board 300 consists of one byte of upper data indicating the type of control command and one byte of lower data indicating the content of the control command. Then, the main control board 200 transmits a control command consisting of upper and lower data via serial communication to the performance control board 300. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the control command data to be stored in a specified area of RAM.
[0099] In the pachinko machine 1, the control commands sent from the main control board 200 to the performance control board 300 include a special symbol pattern type designation command, a special symbol variation mode designation command, a special symbol variation pattern designation command, a special symbol stop designation command, a regular symbol pattern designation command, a regular symbol variation pattern designation command, a regular symbol stop designation command, a game status designation command, a special symbol reserved number designation command, a regular symbol reserved number designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a V non-winning designation command, a first look-ahead designation command, a second look-ahead designation command, a third look-ahead designation command, an error designation command, a demo designation command, a setting value designation command, etc. The special symbol type designation command is a command that designates the type of special symbol stopping pattern (one of the following types: "miss symbol," "big hit symbol 1" to "big hit symbol 4," "small hit symbol 1" to "small hit symbol 2," and "time-saving symbol 1" to "time-saving symbol 2"). The special symbol type designation command is sent when the variable display of the special symbol starts. Here, the special symbol type designation command is specified to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).
[0100] The special symbol fluctuation mode designation command is a command that designates the type of fluctuation mode (fluctuation mode number) of the special symbol. The special symbol fluctuation mode designation command designates the fluctuation time associated with the fluctuation mode number by designating the fluctuation mode number. The special symbol fluctuation mode designation command designates the fluctuation time of the first half period (the aspect of the first half period of the fluctuation performance) of the special symbol fluctuation display (fluctuation performance). In this embodiment, m (plural) types of special symbol fluctuation modes are set, each corresponding to a different fluctuation time. The special symbol fluctuation mode designation command specifies one of the m types of fluctuation modes (variation mode number) ("variation mode m"). The special symbol fluctuation pattern designation command is a command that designates the type of fluctuation pattern (fluctuation pattern number) of the special symbol. The special symbol fluctuation pattern designation command designates the fluctuation time associated with the fluctuation pattern number by designating the fluctuation pattern number. The special symbol fluctuation pattern designation command designates the fluctuation time of the latter half period (the manner of the latter half period of the fluctuation performance) of the special symbol fluctuation display (fluctuation performance). In this embodiment, n (plural) types of special symbol fluctuation patterns are set, each corresponding to a different fluctuation time. The special symbol fluctuation pattern designation command specifies one of the n types of fluctuation patterns (variation pattern number) ("variation pattern n"). The special pattern variation mode designation command and the special pattern variation pattern designation command are sent when the display of the special pattern variation starts.
[0101] The special symbol stop designation command is a command that designates the stop display of a special symbol. The special symbol stop designation command is sent when the stop display of a special symbol starts. Here, the special symbol stop designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The normal symbol type designation command is a command that designates the type of normal symbol stop symbol ("normal symbol hit symbol 1" or "normal symbol hit symbol 2"). The normal symbol type designation command is sent when the normal symbol variable display starts. The normal pattern variation pattern designation command is a command that designates the type of normal pattern variation pattern (variation pattern number). The normal pattern variation pattern designation command designates the variation time associated with the variation pattern number by designating the variation pattern number. The normal symbol stop command is a command that specifies the normal symbol stop display. The normal symbol stop command is sent when the normal symbol stop display starts. The game state designation command is a command that designates the game state (game state offset value). Here, the "game state offset value" is information that designates the game state. In this embodiment, the game state offset value is set to a numerical value that corresponds to each combination of the value of the time-saving control flag, the value of the previous jackpot pattern flag, and the value of the post-jackpot spin count counter. The game state designation command designates one game state offset value. The game state designation command is sent when the power is turned on, when the special game phase described below is changed, etc.
[0102] The special symbol reservation number designation command is a command that designates the reservation number of special symbols. In this embodiment, the special symbol reservation number designation command designates that the reservation number (special symbol 1 reservation number or special symbol 2 reservation number) has increased by "1", that the reservation number (special symbol 1 reservation number or special symbol 2 reservation number) has decreased by "1", the reservation number (special symbol 1 reservation number or special symbol 2 reservation number), etc. Here, "number of reserved special symbols 1" refers to the number of reserved notification displays (variable display and stop display) for the first special symbol on the special symbol 1 display device. In other words, the number of reserved special symbols 1 refers to the number of special symbol 1 game information for which start determination is reserved. Also, "number of reserved special symbols 2" refers to the number of reserved notification displays (variable display and stop display) for the second special symbol on the special symbol 2 display device. In other words, the number of reserved special symbols 2 refers to the number of special symbol 2 game information for which start determination is reserved. The special symbol reservation number designation command is transmitted when the power is turned on, when game information is stored, when the variable display of the special symbol starts, etc. Here, the special symbol reservation number designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The regular reserved number designation command is a command that designates the reserved number of regular patterns. In this embodiment, the special reserved number designation command designates that the regular reserved number has increased by "1", that the regular reserved number has decreased by "1", the regular reserved number, etc. Here, the "number of reserved normal symbols" refers to the number of reserved normal symbol notification displays (variable display and stop display) on the normal symbol display device. In other words, the number of reserved normal symbols refers to the number of normal symbol game information for which the normal symbol winning / losing judgment is reserved. The command to specify the number of reserved normal symbols is sent when the power is turned on, when game information is stored, when the display of changing normal symbols begins, etc.
[0103] The opening designation command is a command that designates the start of the opening period (the start of a small win gaming state or a big win gaming state). The opening designation command designates the type of small win gaming state or big win gaming state to start (the type of stopped symbol (specifically, one of the types of "small win symbol 1" to "small win symbol 2" and "big win symbol 1" to "big win symbol 4")). The opening designation command is sent at the start of the opening period (at the start of a small win gaming state or a big win gaming state). The round start designation command is a command that designates the start of a round (small win game or round game). The round start designation command is transmitted at the start of a round (small win game or round game). The round end designation command is a command that designates the end of a round (small win game or round game). The round end designation command is transmitted at the end of a round (small win game or round game). The ending designation command is a command that designates the start of an ending period and is transmitted at the start of the ending period. The V winning designation command is a command that designates the detection of the gaming ball passing through the V area. The V winning designation command is transmitted when the gaming ball passing through the V area is detected. The V non-winning command is a command that specifies that the game ball has not passed through the V area during the small win game state. The V non-winning command is sent at the end of the ending period of the small win game state.
[0104] The first look-ahead designation command is a command that designates the type of special symbol to be stopped (any of the types among "miss symbol," "big hit symbol 1" to "big hit symbol 4," "small hit symbol 1" to "small hit symbol 2," and "time-saving symbol 1" to "time-saving symbol 2"). Here, the first look-ahead designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second pre-reading designation command is a command that designates the content of the special symbol variation mode. Specifically, the second pre-reading designation command designates that the type of variation mode is indefinite ("indefinite value"), or designates one of m types of variation modes (variation mode number) ("variation mode m"). The second pre-reading designation command is transmitted when game information is stored. The third look-ahead designation command is a command that designates the content of the variation pattern of the special symbol. Specifically, the third look-ahead designation command designates that the type of variation pattern is indefinite ("indefinite value"), or designates one of n types of variation patterns (variation pattern number) ("variation pattern n"). The third look-ahead designation command is transmitted when game information is stored.
[0105] The error specification command is a command that specifies the occurrence of various errors. In this embodiment, the error specification command specifies the occurrence of a vibration error, a magnetic error, a radio wave error, or a right-hit error. The error specification command is transmitted when the occurrence of various errors is detected. The demo designation command is a command that designates the start of a customer waiting state, and is sent when the customer waiting state starts. 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 clearing the RAM, when power is restored after being turned on, when the setting change state ends, when the setting confirmation state ends, etc.
[0106] The main control board 200 and the dispensing control board 400 are connected to each other via a serial communication harness. Here, communication between the main control board 200 and the dispensing control board 400 is bidirectional. Each control command sent and received between the main control board 200 and the dispensing control board 400 consists of one byte of data. The main control board 200 then transmits a control command to the dispensing control board 400 via 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 control command data to be stored in a predetermined area of RAM. The dispensing control board 400 also transmits a control command to the main control board 200 via 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 control command data to be stored in a predetermined area of RAM 230.
[0107] In the pachinko machine 1, a command to designate the number of prize balls and the like is set as a control command to be sent from the main control board 200 to the payout control board 400. The prize ball number designation command is a command that designates the number of prize balls to be paid out. In this embodiment, the prize ball number designation command designates the payout of n (n=1 to 15) prize balls. The prize ball number designation command is sent when the payout control board 400 executes the payout operation of the prize balls. In addition, in the pachinko machine 1, control commands that specify the occurrence and cancellation of a payout error, the occurrence and cancellation of a full tank error, the occurrence and cancellation of a ball jam error, etc. are set as control commands that are transmitted from the payout control board 400 to the main control board 200. Each control command is transmitted when the occurrence and cancellation of various errors is detected.
[0108] (Processing executed on 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 power supply to the pachinko machine 1 is turned on, the random number generating circuit 203 starts the hardware random number updating process. In the hard random number update process, the values of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]). In addition, in the hard random number update process, the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (in this embodiment, every 2.666 [μs]). Then, the winning random number of the normal symbol lottery, the jackpot random number of the first special symbol lottery, the jackpot random number of the second special symbol lottery, and the reach group random number are updated by the hardware random number update process. 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 based on software, which will be described later.
[0109] Furthermore, when the power is turned on to the pachinko machine 1, the transmission shift registers of the command output ports 1 and 2 start a control command transmission process to transmit the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. The control command transmission process is executed as a function of the command output ports 1 and 2 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.
[0110] Next, a game control process that the CPU 210 of the main control board 200 executes based on a program (software) stored in the ROM 220 will be described. (CPU initialization process) First, the CPU initialization process executed by the CPU 210 will be described. FIG. 8 is a flowchart showing the CPU initialization process. When the power is turned on to the pachinko machine 1, 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. In other words, the CPU initialization process is a process based on a program stored in the use area m1 (program area) of the ROM 220.
[0111] When the CPU initialization process starts, the process first proceeds to step S1-1. In step S1-1, an initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, a boot program is read from the ROM 220, and settings required for executing various processes, such as register settings, are made. 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 open sensor 108 are read.
[0112] Specifically, the value set in the receiving storage area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the ON state of the RAM clear switch 207 has occurred. The determination result is then saved as switch information for the RAM clear switch 207. At this time, if it is determined that the ON state has occurred, a value indicating that the ON state has occurred ("1" in this embodiment) 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 ("0" in this embodiment) is saved as the switch information.
[0113] Furthermore, the value set in the receiving storage area corresponding to the setting key switch 208 is read twice, and based on the results of the two reads, it is determined whether or not the setting key switch 208 is in an ON state. The determination result is then saved as switch information for the setting key switch 208. At this time, if it is determined that the ON state is in an ON state, a value indicating that the ON state is in an ON state ("1" in this embodiment) is saved as the switch information, and if it is determined that the ON state is not in an ON state, a value indicating that the ON state is not in an ON state ("0" in this embodiment) is saved as the switch information.
[0114] Furthermore, the value set in the receiving memory area corresponding to the inner frame open sensor 108 is read twice, and based on the results of the two reads, it is determined whether or not the inner frame open sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring ("0" in this embodiment). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.
[0115] In step S1-2, a wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 [s] in this embodiment) is set in a timer counter. This causes the timer counter to start measuring the set wait processing time. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process of step S1-3 is repeated. In step S1-4, RAM access permission processing is performed, and the process proceeds to step S1-5. In the RAM access permission processing, processing required to permit access to the work area of the RAM 230 is performed. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protect value in the RAM access protection area of the RAM 230. This allows the CPU 210 to access the RAM 230.
[0116] In step S1-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S1-6. In the gaming machine status flag acquisition process, a gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of the RAM 230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup valid flag is normal or not. If it is determined that the backup valid flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup valid flag is not normal (No), the process proceeds to step S1-18. Here, if the value (backup valid flag) stored in the backup valid flag area of RAM 230 is a predetermined valid value, the backup valid flag is determined to be normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the backup valid flag is determined to be abnormal.
[0117] In step S1-7, a checksum calculation process is executed, and the process proceeds to step S1-8. In the checksum calculation process, a checksum is calculated based on the backup information. Specifically, in the checksum calculation process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230 out of the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230 out of the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is normal. If it is determined that the checksum is normal (Yes), the process proceeds to step S1-9. If it is determined that the checksum is not normal (No), the process proceeds to step S1-18. Here, if both of the following conditions are met: "The checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of RAM 230" and "The checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area," the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met: "The checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of RAM 230" and "The checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area," the checksum is determined to be abnormal.
[0118] In step S1-9, a process for setting an area to be cleared when power is turned on is executed, and the process proceeds to step S1-10. In the process for setting an area to be cleared when power is turned on, the range to be cleared (initialized) in the used area M1 of the RAM 230 is set to include areas other than the set value area and the gaming machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area). In step S1-10, it is determined whether the RAM clear switch 207 is in an ON state. If it is determined that the ON state is not occurring (No), the process proceeds to step S1-11. If it is determined that the ON state is occurring (Yes), the process proceeds to step S1-21. Here, based on the switch information of the RAM clear switch 207 saved in step S1-1, it is determined whether or not an ON state has occurred for the RAM clear switch 207. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that an ON state has occurred, and if a value indicating that an ON state has not occurred is saved, it is determined that an ON state has not occurred.
[0119] In step S1-11, it is determined whether a playable state has occurred (set), and if it is determined that a playable state has occurred (Yes), the process proceeds to step S1-12, and if it is determined that a playable state has not occurred (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not corresponding to the playable state, it is determined that the playable state has not occurred.
[0120] In step S1-12, it is determined whether the setting confirmation condition is met, and if it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13, and if it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation condition" is met when a playable state has occurred, the RAM clear switch 207 is not in the on state, the setting key switch 208 is in the on state, and the inner frame open sensor 108 is in the on state. Here, in step S1-1, if the inner frame open sensor 108 is not in an ON state, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring. As a result, if the ON state is occurring for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state is occurring is saved as the switch information of the setting key switch 208. On the other hand, if the ON state is not occurring for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state is not occurring is saved as the switch information of the setting key switch 208. Therefore, in step S1-12, it is determined whether or not the setting confirmation condition is met based on the switch information of the setting key switch 208 saved in step S1-1. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that the setting confirmation condition is met, and if a value indicating that an ON state has not occurred is saved, it is determined that the setting confirmation condition is not met.
[0121] In step S1-13, a setting confirmation state setting process is executed, and the process proceeds to step S1-14. In the setting confirmation state setting process, a value corresponding to the setting value confirmation state is set as the gaming machine state flag in the D register. In step S1-14, a process for setting an area to be cleared when the power is restored is executed, and the process proceeds to step S1-15. In the process for setting an area to be cleared when the power is restored, the range to be cleared (initialized) in the used area M1 of the RAM 230 is set to include the set value area, the gaming machine status flag area, the normal game related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1).
[0122] In step S1-15, power restoration initialization processing is executed, and the process proceeds to step S1-16. In the power restoration initialization processing, the range set in step S1-14 of the used area M1 of RAM 230 is cleared (initialized). In step S1-16, a subcommand transmission process upon power recovery is executed, and the process proceeds to step S1-17. In the subcommand transmission process upon power recovery, a subcommand specifying that power has been restored from a power outage is stored in the subcommand output request buffer of the RAM 230. In step S1-17, a dispensing command transmission process is executed when the power is restored, and the process proceeds to step S1-32. In the dispensing command transmission process when the power is restored, a dispensing command specifying that the power has been restored from a power cut is stored in the dispensing command output request buffer of RAM 230.
[0123] In step S1-18, a backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register. In step S1-19, an unused area read / write check process is executed, and the process proceeds to step S1-20. In the unused area read / write check process, the unused area M2 of the RAM 230 is cleared (initialized) and a read / write check is performed. In step S1-20, an area to be cleared in an abnormal event setting process is executed, and the process proceeds to step S1-21. In the area to be cleared in an abnormal event setting process, all areas (specifically, the set value area, gaming machine status flag area, checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are set as the range to be cleared (initialized) in the used area M1 of the RAM 230.
[0124] In step S1-21, a used area read / write check process is executed, and the process proceeds to step S1-22. In the used area read / write check process, the range of the used area M1 of RAM 230 set in step S1-20 is cleared (initialized) and a read / write check is performed. Specifically, in the used area read / write check process, all areas of the used area M1 of RAM230 (specifically, the setting value area, gaming machine status flag area, checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter.
[0125] In step S1-22, it is determined whether the results of the read / write checks performed in steps S1-19 and S1-21 are normal. If it is determined that the results of the read / write checks are not normal (No), the process proceeds to step S1-23. If it is determined that the results of the read / write checks are normal (Yes), the process proceeds to step S1-24. In step S1-23, a RAM abnormal state setting process is executed, and the process proceeds to step S1- 28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. In step S1-24, it is determined whether a setting confirmation state has occurred (set), and if it is determined that a setting confirmation state has occurred (Yes), it proceeds to step S1-25, and if it is determined that a setting confirmation state has not occurred (No), it proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred, and if the value is not corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, a game-ready state setting process is executed, and the process proceeds to step S1-26. In the game-ready state setting process, a value corresponding to the game-ready state is set as the gaming machine state flag in the D register.
[0126] In step S1-26, it is determined whether the setting change condition is met, and if it is determined that the setting change condition is met (Yes), it proceeds to step S1-27, and if it is determined that the setting change condition is not met (No), it proceeds to step S1-28. The "setting change condition" is met 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 open 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 open sensor 108, a value indicating that the ON state has occurred is saved as the switch information for 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 open sensor 108, a value indicating that the ON state has not occurred is saved as the switch information for the setting key switch 208. Therefore, in step S1-26, it is determined whether or not the setting change conditions are met 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 an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is met. On the other hand, if a value indicating that an ON state has not occurred is stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is not met.
[0127] In step S1-27, a setting change state setting process is executed, and the process proceeds to step S1-28. In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. In step S1-28, a gaming machine status flag saving process is executed, and the process proceeds to step S1-29. In the gaming machine status flag saving process, the gaming machine status flag set in the D register is saved in the gaming machine status flag area of the RAM 230. In step S1-29, a RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand specifying that RAM clear has been executed is stored in the subcommand output request buffer of RAM 230.
[0128] In step S1-30, RAM clear initialization processing is executed, and the process proceeds to step S1-31. In the RAM clear initialization processing, initial settings are made to the RAM 230. In the RAM clear initialization processing, the range set in step S1-9 of the used area M1 of the RAM 230 is cleared (initialized). Specifically, in the initialization process when RAM is cleared, the areas in the used area M1 of RAM230 other than the setting value area and the gaming machine status flag area (specifically, the checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter. In particular, a predetermined initial value ("600" in this embodiment) is set as the value of the Yu-time counter. Also, a left-hit period (left-hit state) is set. Furthermore, in the time-reduction control flag area of RAM230, a value ("0" in this embodiment) corresponding to the normal state (morning state) is set, and the values of each time-reduction counter (first time-reduction counter, second time-reduction counter) are set to "0". In step S1-31, a RAM clearing dispensing command sending process is executed, and the process proceeds to step S1-32. In the RAM clearing dispensing command sending process, a dispensing command specifying that RAM clearing has been executed is stored in the dispensing command output request buffer of RAM 230.
[0129] In step S1-32, a subcommand setting process is executed, and the process proceeds to step S1-33. In the subcommand setting process, a power-on gaming machine state designation command that designates the current gaming machine state is stored in the subcommand output request buffer of the RAM 230. Specifically, in the subcommand setting process, a power-on gaming machine state designation command that specifies the gaming machine state flag (gaming machine state) stored in the gaming machine state flag area of RAM230 is stored in the subcommand output request buffer of RAM230. In step S1-33, a sub-command group setting process is executed, and the process proceeds to step S1-34. In the sub-command group setting process, the sub-command group is stored in the sub-command output request buffer of the RAM 230. Here, the group of subcommands includes a subcommand for specifying the phase when power is restored, a subcommand for specifying the game state (game state offset value), a subcommand for specifying the launch position, a subcommand for specifying the stopping pattern of the first special pattern, a subcommand for specifying the stopping pattern of the second special pattern, a subcommand for specifying the number of reserved special patterns 1, a subcommand for specifying the number of reserved special patterns 2, a subcommand for specifying the value of the time-saving counter, a subcommand for specifying the setting value stored in the setting value area of RAM230, etc.
[0130] In step S1-34, an initial display time setting process is executed, and the process proceeds to step S1-35. In the initial display time setting process, the initial display time of the performance display device 206 is set in the initial display timer. In step S1-35, an interrupt setting process is executed, and the process proceeds to the main loop process (step S2-1). In the interrupt setting process, the CTC (counter / timer circuit), which is a peripheral device, is initialized. Specifically, in the interrupt setting process, an interrupt vector register is set, and an interrupt count value (4.0 [ms] in this embodiment) is set in the CTC.
[0131] (Main loop processing) Next, the main loop process executed by the CPU 210 will be described. FIG. 9 is a flowchart showing the main loop process. When the CPU initialization process (step S1-35) shown in Fig. 8 ends, the CPU 210 starts the main loop process shown in Fig. 9. The main loop process is based on a program for controlling the progress of the game. That is, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the main loop process starts, the process first proceeds to step S2-1. In step S2-1, an interrupt disable process is executed, and then the process proceeds to step S2-2. In the interrupt disable process, an interrupt disable state is set, which disables interrupts from other processes. As a result, while the interrupt disable state is set, the execution of the power-off save process, 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 a loop counter for generating an initial value random number is updated. Here, "initial value random number" refers to a random number used to determine the initial value and end value of software random numbers (winning pattern random number, reach mode random number, variable pattern random number, etc.), which are random numbers generated on the program. That is, the value of the loop counter that generates the soft random number is updated within a preset range from the initial value to the end value. The initial value and end value of the loop counter that generates the soft random number are changed each time the value of the loop counter reaches the end value. At this time, the initial value and 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 then the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (the control command sent from the dispensing control board 400 to the main control board 200) is analyzed, and processing according to the analysis result is executed. In step S2-4, a subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of RAM 230 is output to the transmission data register of output port 205 (command output port 1). As a result, the sub-commands input to the transmission data register are stored in the FIFO buffer. The sub-commands stored in the FIFO buffer are then transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, an interrupt enable process is executed, and the process proceeds to step S2-6. In the interrupt enable process, the interrupt disable state is released. As a result, the period from when the interrupt enable process in step S2-5 is executed until when the interrupt disable process in step S2-1 is executed becomes an interrupt enable period in which the execution of power-off save process, timer interrupt process, etc. is permitted. In step S2-6, other random number update processing is executed, and the process proceeds to step S2-1. In the other random number update processing, software random numbers excluding winning symbol random numbers (specifically, reach mode random numbers, variable pattern random numbers, etc.) are updated.
[0133] (Evacuation process when power is cut off) Next, the power-off save process executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the save process when power is cut off. The main control board 200 is configured to include a power interruption detection circuit (not shown). The power interruption detection circuit monitors the power supply voltage supplied from the power supply board 600, and outputs a power interruption warning signal to the input port 204 when the power supply voltage value falls below a predetermined reference value. When the CPU 210 receives the power cutoff warning signal, it starts the power cutoff save process shown in Fig. 10 during the interruption permitted period of the main loop process. The power cutoff save process is a process based on a program for controlling the progress of the game. In other words, the power cutoff save process is a process based on a program stored in the use area m1 (program area) of the ROM 220. When the power-off save process is started, the process first proceeds to step S3-1. In step S3-1, a register save process is executed, and the process proceeds to step S3-2. In the register save process, the values of the registers used during the execution of the main loop process are saved in a save area of the RAM 230. In step S3-2, a power cutoff notice signal is read, and the process proceeds to step S3-3. In the power cutoff notice signal read process, the power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff notice signal reading process, the value ("1" or "0") set in the reception storage area of the input port 204 corresponding to the power cutoff notice signal is read. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cutoff warning signal), it is determined whether or not a power cutoff warning signal has been input from the power cutoff detection circuit. If it is determined that a power cutoff warning signal has been input (Yes), the process proceeds to step S3-4; if it is determined that a power cutoff warning signal has not been input (No), the process proceeds to step S3-13.
[0134] In step S3-4, output port stop processing is executed, and the process proceeds to step S3-5. In the output port stop processing, the output of control signals and control commands by the output ports 205 (output ports 0 to 4) is stopped. Specifically, in the output port stopping process, the values of all bits included in the port registers of the output ports 205 (output ports 0 to 4) are initialized, thereby stopping the output of control signals and control commands by the output ports 205 (output ports 0 to 4). In step S3-5, a backup valid flag setting process is executed, and the process proceeds to step S3-6. In the backup valid flag setting process, a predetermined valid value is saved in the backup valid flag area of the RAM 230.
[0135] In step S3-6, a checksum storage process is executed, and the process proceeds to step S3-7. In the checksum storage process, a checksum is calculated and stored. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area of the RAM 230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230. Then, the calculated checksum value is saved in the checksum area. In step S3-7, 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 process, a value corresponding to the access prohibition is stored as a RAM protect value in the RAM access protection area of the RAM 230. As a result, access to the RAM 230 by the CPU 210 is prohibited.
[0136] In step S3-8, a loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of times the power cutoff notice signal has been read is set as the value of the loop counter for determining recovery. In step S3-9, a power cutoff notice signal is read, and the process proceeds to step S3-10. In the power cutoff notice signal read process, the power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff notice signal reading process, the value ("1" or "0") set in the reception storage area of the input port 204 corresponding to the power cutoff notice signal is read. In step S3-10, based on the value read in step S3-9 (the value set in the receiving memory area corresponding to the power cutoff warning signal), it is determined whether or not a power cutoff warning signal has been input from the power cutoff detection circuit.If it is determined that a power cutoff warning signal has not been input (No), the process proceeds to step S3-11; if it is determined that a power cutoff warning signal has been input (Yes), the process proceeds to step S3-8.
[0137] In step S3-11, a loop counter update process is executed, and the process proceeds to step S3-12. In the loop counter update process, "1" is subtracted from the value set in the return determination loop counter. In step S3-12, it is determined whether the value of the loop counter for determining recovery is "0" or not. If it is determined that the value of the loop counter for determining recovery is "0" (Yes), the process proceeds to CPU initialization processing (step S1-1). If it is determined that the value of the loop counter for determining recovery is not "0" (No), the process proceeds to step S3-9. In step S3-13, register restoration processing is executed, the series of processing is terminated, and the program returns to the original processing. In the register restoration processing, the register values saved in step S3-1 are restored. Then, after the register restoration processing is completed, the program returns to the main loop processing (the program address indicated by the stack pointer).
[0138] (Timer interrupt processing) Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 11 is a flowchart showing the timer interrupt process. The clock generation circuit 202 generates an interrupt request signal at a predetermined interrupt period (4.0 ms in this embodiment). In response to the generation of an interrupt request signal, the 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 based on a program for controlling the progress of the game. In other words, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the timer interrupt process is started, the process first proceeds to step S4-1. In step S4-1, a register save process is executed, and the process proceeds to step S4-2. In the register save process, the values of all registers used during execution of the main loop process are saved in a save area in the RAM 230. In step S4-2, an interrupt permission process is executed, and the process proceeds to step S4-3. In the interrupt permission process, an interrupt is permitted.
[0139] In step S4-3, dynamic port output processing is executed, and the process proceeds to step S4-4, which will be described later. In step S4-4, port input processing is executed, and the process proceeds to step S4-5. In the port input processing, the status of each switch and sensor is acquired. The RAM 230 is provided with an ON state storage area corresponding to each switch / sensor connected to the input port 204 (input port 0 to input port 3). In the port input process, it is determined whether or not an ON state has occurred for each switch / sensor connected to the input port 204 (input port 0 to input port 3). Here, "ON state" refers to a state in which a detection signal has changed from a state in which no detection signal is being input (low level) to a state in which a detection signal is being input (high level). At this time, it is determined whether or not the ON state of the switch / sensor has occurred based on the information set in the reception memory area corresponding to each switch / sensor. If it is determined that an ON state has occurred for each switch / sensor, "1" is set in the ON state storage area corresponding to that switch / sensor. On the other hand, if it is determined that an ON state has not occurred for each switch / sensor, "0" is set in the ON state storage area corresponding to that switch / sensor. In the following explanation, the value stored in the ON state storage area corresponding to each switch / sensor is referred to as the "switch bit data" of that switch / sensor.
[0140] In step S4-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S4-6. In the gaming machine status flag acquisition process, the gaming machine status flag stored in the gaming machine status flag area of the RAM 230 is acquired. In step S4-6, it is determined whether a playable state has occurred (set), and if it is determined that a playable state has not occurred (No), the process proceeds to step S4-7, and if it is determined that a playable state has occurred (Yes), the process proceeds to step S4-9. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag acquired in step S4-5. At this time, if the acquired gaming machine state flag has a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value does not correspond to the playable state, it is determined that the playable state has not occurred.
[0141] In step S4-7, it is determined whether an abnormal condition has occurred (set), and if it is determined that an abnormal condition has not occurred (No), the process proceeds to step S4-8, and if it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, it is determined whether an abnormal state has occurred based on the gaming machine status flag acquired in step S4-5. At this time, if the acquired gaming machine status flag is a value corresponding to any of the setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has occurred. If the acquired gaming machine status flag is not a value corresponding to any of the setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has not occurred.
[0142] In step S4-8, a setting-related process is executed, and the process proceeds to step S4-19, which will be described later. In step S4-9, a timer update process is executed, and the process proceeds to step S4-10. In the timer update process, various timers are updated. Specifically, the timer update process updates the values of various timer counters (special game timer, normal game timer, security timer, etc.). In step S4-10, an initial value random number update process is executed, and the process proceeds to step S4-11. The initial value random number update process in step S4-10 is the same process as the initial value random number update process in step S2-2. Specifically, in the initial value random number update process, the value of the loop counter for generating the initial value random number is updated. In step S4-11, a winning symbol random number update process is executed, and the process proceeds to step S4-12. In the winning symbol random number update process, the value of the loop counter for generating the winning symbol random number among the software random numbers is updated. In step S4-12, a switch management process is executed, and the process proceeds to step S4-13. In the switch management process, processes (such as obtaining various random numbers) are executed according to the state (whether or not an ON state is detected) of each switch 101, 102, 104, 110. The switch management process will be described later.
[0143] In step S4-13, a special game management process is executed, and the process proceeds to step S4-14. In the special game management process, the operation of the special symbol display device (special symbol 1 display device and special symbol 2 display device) and the operation of the special electric accessory 55a are managed. The special game management process will be described later. In step S4-14, a normal game management process is executed, and the process proceeds to step S4-15. In the normal game management process, the operation of the normal map display device and the operation of the normal electric accessory 52a are managed. The normal game management process will be described later. In step S4-15, a state management process is executed, and the process proceeds to step S4-16. In the state management process, various errors (abnormal states) are judged, and settings are made according to the judgment results.
[0144] In step S4-16, a prize opening switch process is executed, and the process proceeds to step S4-17. In the prize opening switch process, processes (such as updating various counters) are executed according to the state of each switch 101, 102, 103, 105, 106 (whether or not the on state is detected). In this embodiment, the prize ball control counters include prize ball control counter 1, which stores the number of game balls that have entered the large prize opening 55; prize ball control counter 2, which stores the number of game balls that have entered the left other prize openings 57a to 57c; prize ball control counter 3, which stores the number of game balls that have entered the right other prize opening 56; prize ball control counter 4, which stores the number of game balls that have entered the first start opening 51; and prize ball control counter 5, which stores the number of game balls that have entered the second start opening 52. In the prize slot switch processing, it is determined whether or not an on state has been detected for each switch 101, 102, 103, 105, and 106, and if it is determined that an on state has been detected, "1" is added to the value of the prize ball control counter 1 to 5 corresponding to that switch.
[0145] In step S4-17, the payout control management process is executed, and the process proceeds to step S4-18. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-16, and the generated payout command is sent. Specifically, in the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is equal to or greater than "1". If it is determined that the value of the prize ball control counter 1 is equal to or greater than "1", a payout command specifying the payout of a predetermined number of prize balls (15 balls in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, a payout command specifying the payout of the predetermined number of prize balls is transmitted to the payout control board 400. Thereafter, when the payout of the prize balls by the game ball payout device 440 is completed, the payout control board 400 transmits a main command specifying the completion of the payout to the main control board 200. Then, in response to receiving the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.
[0146] Next, it is determined whether the value of the prize ball control counter 2 is "1" or greater. If it is determined that the value of the prize ball control counter 2 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 2 in response to the reception of a main command specifying the completion of the payout.
[0147] Next, it is determined whether the value of the prize ball control counter 3 is "1" or greater. If it is determined that the value of the prize ball control counter 3 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 3 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 4 is "1" or greater. If it is determined that the value of the prize ball control counter 4 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 4 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 4 in response to the reception of a main command specifying the completion of the payout.
[0148] Next, it is determined whether the value of the prize ball control counter 5 is "1" or greater. If it is determined that the value of the prize ball control counter 5 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 1 [ball]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 5 in response to receiving a main command specifying the completion of the payout.
[0149] In step S4-18, a launch position designation management process is executed, and the process proceeds to step S4-19. In the launch position designation management process, processing related to the designation of the launch position is executed. Specifically, in the launch position designation management process, when the state changes from designating the launch of the game ball to the left path to designating the launch of the game ball to the right path (such as when a small win game state or a big win game state starts), the launch position designation flag area of RAM 230 is set to "1", and a subcommand designating the launch of the game ball to the right path is stored in the subcommand output request buffer of RAM 230. As a result, the subcommand designating the launch of the game ball to the right path is transmitted to the performance control board 300. On the other hand, when the state changes from specifying the launch of the game ball onto the right path to specifying the launch of the game ball onto the left path (such as when time-saving control 2 ends), the launch position designation flag area of RAM 230 is set to "0". In this embodiment, when the "normal state" or "time-saving state 1" occurs, "0" is set in the launch position designation flag area, and information specifying the left-hand path as the path from which the game ball should be shot is displayed on the right-hand hit display device. On the other hand, when the "time-saving state 2," "small hit game state," or "big hit game state" occurs, "1" is set in the launch position designation flag area, and the right-hand hit display device displays information specifying the right-hand path as the path along which the game ball should be shot.
[0150] In step S4-19, an external information management process is executed, and the process proceeds to step S4-20. In the external information management process, external information (external signals) to be output to the hall computer (or data display device) is set. In this embodiment, the external information output from the pachinko machine 1 to an external device (electronic device such as a hall computer or data display device) includes information on the number of times a pattern has been determined, information on the starting port, information on a jackpot, security information, information on the number of payouts from the outlet, information on error occurrence, etc. The "information on the number of times that the symbol has been determined" is external information on the number of times that the special symbol lottery (variable display and stop display of the special symbol) has been executed. The CPU 210 outputs an external signal corresponding to the information on the number of times that the symbol has been determined to the hall computer (or data display device) every time the number of times that the special symbol has been stopped has reached a predetermined number. The "start gate information" is external information relating to the entry of game balls into the start gates 51 and 52. Every time the CPU 210 detects the on state of the detection signal input from the start gate switches 101 and 102, it outputs an external signal corresponding to the start gate information to the hall computer (or data display device). The "jackpot information" is external information relating to the occurrence of a jackpot gaming state. Each time a jackpot gaming state occurs, the main control board 200 outputs an external signal corresponding to the jackpot information to the hall computer (or data display device). The "outlet payout information" is external information relating to 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 number counter reaches a predetermined value, the CPU 210 outputs an external signal corresponding to the outlet payout number information to the hall computer. The "security information" is external information indicating that a setting change state, a setting confirmation state, or various errors (abnormalities) are occurring. When the value of the security timer is "1" or greater, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.
[0151] In the external information management process, it is determined whether the value of the external information determination number counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information determination number counter has reached the predetermined value, the symbol determination number information (external signal) is stored in the port output request buffer of RAM 230. Then, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information determination number counter. As a result, the symbol determination number information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the external information start gate ball scoring count counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information start gate ball scoring count counter has reached the predetermined value, the start gate information (external signal) is stored in the port output request buffer of RAM 230. Then, a predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information start gate ball scoring count counter. As a result, the start gate information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the external information jackpot count counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information jackpot count counter has reached the predetermined value, the jackpot information (external signal) is stored in the port output request buffer of RAM 230. After that, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information jackpot count counter. As a result, the jackpot information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the out balls counter for external information has reached a predetermined value (10 [balls] in this embodiment). If it is determined that the value of the out balls counter for external information has reached the predetermined value, the out port payout information (external signal) is stored in the port output request buffer of RAM 230. Then, the predetermined value (10 [balls] in this embodiment) is subtracted from the value of the out balls counter for external information. As a result, the out port payout information (external signal) is output to the hall computer. In addition, in the external information management process, it is determined whether or not the value (gaming machine state flag) stored in the gaming machine state flag area of the RAM 230 is a value corresponding to a playable state. If it is determined that the value stored in the gaming machine status flag area is not a value corresponding to a playable status (i.e., it is determined that the value corresponds to a setting change status, a setting confirmation status, a setting abnormal status, a RAM abnormal status, or a backup abnormal status), the security information is stored in the port output request buffer of the RAM 230. As a result, the security information (external signal) is output to the hall computer. Furthermore, in the external information management process, it is determined whether the value of the security timer is equal to or greater than "1." If it is determined that the value of the security timer is equal to or greater than "1," the security information is stored in the port output request buffer of RAM 230. As a result, the security information (external signal) is output to the hall computer.
[0152] In step S4-20, an LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, display data to be output to the main display device 60 or the performance display device 206 is set. The RAM 230 is provided with a common 0 output request buffer (8 bits), a common 1 output request buffer (8 bits), a common 2 output request buffer (8 bits), and a common 3 output request buffer (8 bits). In the LED display setting process, first, the common 2 output request buffer is cleared (initialized), and then 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 status flag stored in the gaming machine status flag area of the RAM 230 is obtained. Then, if the acquired gaming machine status flag is a value corresponding to a playable state, a normal time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting change state, a setting change time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to a setting confirmation state, a setting confirmation time display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag is a value corresponding to an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), an abnormal time display data setting process described later is executed.
[0153] In the normal display data setting process, first, the value of the special chart 1 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 1 display pattern counter is set in the common 0 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, LED1 to LED8 display the first special symbol. Next, the value of the special chart 2 display pattern counter is obtained, and the display data (8 bits) corresponding to the obtained value of the special chart 2 display pattern counter is set in the common 1 output request buffer. As a result, among the light-emitting elements constituting the main display device 60, the LED9 to LED16 display the second special symbol. Next, the value of the normal map display pattern counter is acquired, and the display data corresponding to the acquired value of the normal map display pattern counter is set as output data a.
[0154] Next, it is determined whether the value set in the special game phase flag area of RAM230 when a prize is won is a value that specifies one of the special game phases among ``state before opening of first large prize opening,'' ``state controlled to open first large prize opening,'' ``state effective to close first large prize opening,'' ``state waiting for completion of opening of first large prize opening,'' ``state before opening of second large prize opening,'' ``state controlled to open second large prize opening,'' ``state effective to close second large prize opening,'' and ``state waiting for completion of opening of second large prize opening.'' Then, if it is determined that the value set in the special game phase flag area when winning is a value that specifies one of the special game phases among "state before first large prize opening," "state controlled to open first large prize opening," "state enabled to close first large prize opening," "state waiting to finish opening first large prize opening," "state before opening second large prize opening," "state controlled to open second large prize opening," "state enabled to close second large prize opening," and "state waiting to finish opening second large prize opening," the value set in the special pattern determination flag area of RAM230 (a value corresponding to the type of jackpot pattern) is obtained, and the display data corresponding to the obtained value is set as output data b. On the other hand, if it is determined that the value set in the special game phase flag area when winning is not a value specifying any of the special game phases among ``state before opening of first large prize opening,'' ``state controlled to open first large prize opening,'' ``state enabled to close first large prize opening,'' ``state waiting to finish opening first large prize opening,'' ``state before opening second large prize opening,'' ``state controlled to open second large prize opening,'' ``state enabled to close second large prize opening,'' and ``state waiting to finish opening second large prize opening,'' output data b is not set.
[0155] Next, the value set in the launch position designation flag area of the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data c. Next, the display data (8 bits) obtained by logically ORing the output data a to output data c is set in the common 2 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 17 and 18 display normal symbols, LEDs 19 to 23 display the number of rounds of play to be performed during the jackpot game state (type of jackpot game state), and LED 24 displays the path (left path or right path) along which the game ball should be shot. Next, the value of the special chart 1 reserved number counter is obtained, and the display data corresponding to the obtained value is set as output data d. Next, the value of the special chart 2 reserved number counter is obtained, and the display data corresponding to the obtained value is set as output data e. Next, the value of the normal map reservation number counter is obtained, and the display data corresponding to the obtained value is set as output data f.
[0156] Next, it is determined whether the power supply has been restored. If it is determined that the power supply has been restored, the value set in the time-shortening control flag area is acquired, and the display data corresponding to the acquired value is set as the output data g. On the other hand, if it is determined that the power supply has not been restored, the output data g is not set. Next, the value set in the time-shortening control flag area of the RAM 230 is obtained, and the display data corresponding to the obtained value is set as the output data h. Next, the display data (8 bits) obtained by logically ORing the output data d to output data h is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the main display device 60, LEDs 25 and 26 display the number of reserved special chart 1, LEDs 27 and 28 display the number of reserved special chart 2, LEDs 29 and 30 display the number of reserved regular charts, LED 31 displays the game status when power is restored (time-saving control is in progress or stopped), and LED 32 displays the current game status (time-saving control is in progress or stopped).
[0157] In the display data setting process when the setting is changed, information indicating that a setting change state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, the display data (8 bits) of "-" is set in the common 2 output request buffer, and the display data corresponding to the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. As a result, of the light-emitting elements that make up the performance display device 206, LED33 to LED40 display the letter "r", LED41 to LED48 display the letter "n.", LED49 to LED56 display the letter "-", and LED57 to LED64 display numbers indicating the set value.
[0158] In the display data setting process during setting confirmation, information indicating that the setting confirmation state is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and information indicating the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Specifically, the display data (8 bits) of "r" is set in the common 0 output request buffer, the display data (8 bits) of "n." is set in the common 1 output request buffer, and the display data corresponding to the setting value stored in the setting value area of RAM 230 is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains cleared). As a result, of the light-emitting elements that make up the performance display device 206, LED33 to LED40 display the letter "r," LED41 to LED48 display the letter "n," and LED57 to LED64 display numbers that indicate the set value. Note that LED49 to LED56 are turned off.
[0159] In the abnormality display data setting process, information indicating that an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state) is occurring is set in the common 0 output request buffer to the common 2 output request buffer, and an error code corresponding to the abnormality that has occurred is set in the common 3 output request buffer. Specifically, the display data (8 bits) for "E" is set in the common 0 output request buffer, the display data (8 bits) for "r." is set in the common 1 output request buffer, and the display data (error code) corresponding to the abnormal state that has occurred (setting abnormal state, RAM abnormal state, or backup abnormal state) is set in the common 3 output request buffer. Note that no display data is set for the common 2 output request buffer (it remains cleared). As a result, among the light-emitting elements that make up the performance display device 206, LED33 to LED40 display the letter "E," LED41 to LED48 display the letter "r," and LED57 to LED64 display numbers that indicate an error code. Note that LED49 to LED56 are turned off.
[0160] In step S4-21, a solenoid data setting process is executed, and the process proceeds to step S4-22. In the solenoid data setting process, the control data (drive data) to be output to each of the solenoids 64, 65, 66 is stored (set) in the port output request buffer of the RAM 230. In step S4-22, a port output process is executed, and the process proceeds to step S4-23. In the port output process, various signals are output to the hall computer, the solenoids 64, 65, 66, and the like. Specifically, in the port output process, various information (external signals, control signals, etc.) set in the port output request buffer is output to the output port 205 (output port 2, output port 3). As a result, the external signals set in the port output request buffer are output to the hall computer. Also, the solenoids 64, 65, 66 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, an interrupt disable process is executed, and the process proceeds to step S4-24. In the interrupt disable process, an interrupt disable state is set, which disables interrupts from other processes. As a result, while the interrupt disable state is set, execution of the power-off save process, timer interrupt process, etc., which will be described later, is prohibited.
[0161] In step S4-24, a test signal output process is executed, and the process proceeds to step S4-25. In the test signal output process, information for testing (test signal) is set. The test signal output process is based on a program for executing test-related processes stipulated in the gaming machine regulations. That is, the test signal output process is based on a program stored in the unused area m2 (program area) of the ROM 220. The test signal output process is called during execution of the timer interrupt process. Specifically, in the test signal output process, test information (test signal) indicating the internal state (jackpot game state, execution status of time-saving control, etc.) is stored in the port output request buffer of the RAM 230. In step S4-25, a performance display device control process is executed, and the process proceeds to step S4-26, which will be described later. In step S4-26, register restoration processing is executed, the series of processing is terminated, and the program returns to the original processing. In the register restoration processing, the register values saved in step S4-1 are restored. After the register restoration processing is completed, the program returns to the main loop processing (the program address indicated by the stack pointer).
[0162] (Dynamic port output processing) Next, the dynamic port output process in step S4-3 will be described. FIG. 12 is a flowchart showing the dynamic port output process. When the dynamic port output process is executed in step S4-3, the process first proceeds to step S29-1 as shown in FIG. In step S29-1, an output data clear process is executed, and the process proceeds to step S29-2. In the output data clear process, the A register is cleared (initialized). Specifically, each bit value of the A register is set to "0." In step S29-2, a main display device data output process is executed, and the process proceeds to step S29-3. In the main display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 0. This clears (initializes) output port 0, and each data signal ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60 goes low. In step S29-3, a performance display device data output process is executed, and the process proceeds to step S29-4. In the performance display device data output process, the value of the A register (the value cleared in step S29-1) is output to output port 4. This clears (initializes) output port 4, and each data signal ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206 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 an upper limit value ("3" in this embodiment). If it is determined that the value of the common counter has not reached the upper limit value, "1" is added to the value of the common counter. On the other hand, if it is determined that the value of the common counter has reached the upper limit value, a predetermined initial value ("0" in this embodiment) is set as the value of the common counter. In step S29-5, a common output process is executed, and the process proceeds to step S29-6. In the common output process, output data corresponding to the value of the common counter is output to output port 1. Specifically, in the common output process, when the value of the common counter is "0", output data in which "COM0" is at high level and "COM1", "COM2", and "COM3" are at low level is output to output port 1. As a result, "COM0" is selected (output) from among "COM0" to "COM3". On the other hand, if the value of the common counter is "1", output data that sets "COM1" to high level and "COM0", "COM2", and "COM3" to low level is output to output port 1. As a result, "COM1" is selected (output) from among "COM0" to "COM3". On the other hand, if the value of the common counter is "2", output data that sets "COM2" to high level and "COM0", "COM1", and "COM3" to low level is output to output port 1. As a result, "COM2" is selected (output) from among "COM0" to "COM3". On the other hand, if the value of the common counter is "3", output data that sets "COM3" to high level and "COM0", "COM1", and "COM2" to low level is output to output port 1. As a result, "COM3" is selected (output) from among "COM0" to "COM3".
[0164] In step S29-6, it is determined whether a playable state has occurred (set), and if it is determined that a playable state has occurred (Yes), the process proceeds to step S29-7, and if it is determined that a playable state has not occurred (No), the process proceeds to step S29-11. Here, it is determined whether or not a playable state has occurred based on the value (gaming machine state flag) stored in the gaming machine state flag area of the RAM 230. At this time, if the value stored in the gaming machine state flag area is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not a value corresponding to the playable state, it is determined that the playable state has not occurred.
[0165] In step S29-7, a main display device data acquisition process is executed, and the process proceeds to step S29-8. In the main display device data acquisition process, display data for the main display device 60 is acquired, and the acquired display data is set in the A register. Specifically, in the main display device data acquisition process, first, the value of the common counter is confirmed, and then the display data set in the output request buffer corresponding to the confirmed common counter value among the common 0 output request buffer to the common 3 output request buffer in the RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the common 0 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is 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 common 3 output request buffer in the LED display setting process (specifically, the normal display data setting process) in step S4-20 included in the previous timer interrupt process.
[0166] In step S29-8, a 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 output port 0. As a result, data signals ("SEGDATA0" to "SEGDATA7") based on the display data set in the output request buffer (one of the common 0 to common 3 output request buffers) are output to the source driver 250a. That is, the display on the main display device 60 is controlled based on the display data set in the output request buffer (one of the common 0 output request buffer to common 3 output request buffer).
[0167] In step S29-9, an interrupt disable process is executed, and the process proceeds to step S29-10. In the interrupt disable process, an interrupt disable state is set, which disables interrupts from other processes. As a result, while the interrupt disable state is set, execution of the power-off save process, timer interrupt process, etc., which will be described later, is prohibited. In step S29-10, a performance display device output process is executed, and the series of processes ends, and the process moves 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, and then the display data set in the output request buffer corresponding to the confirmed common counter value among the common 0 output request buffer to the common 3 output request buffer in the RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the common 0 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is 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 common 3 output request buffer in the LED display setting process of step S4-20 included in the previous timer interrupt process (specifically, the display data setting process when changing settings, the display data setting process when checking settings, or the display data setting process when an abnormality occurs).
[0169] In step S29-12, a performance display device data output process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-4). In the performance display device data output process, the display data set in the A register in step S29-11 is output to output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (one of the common 0 output request buffer to 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 common 3 output request buffer).
[0170] (Performance display device output processing) Next, the performance display device output process in step S29-10 will be described. FIG. 13 is a flowchart showing the performance display device output process. The performance display device output process is based on a program for controlling the display of the performance display device 206. In other words, the performance display device output process is based on a program stored in the unused area m2 (program area) of the ROM 220. The performance display device output process is called during execution of the dynamic port output process. When the performance display device output process is called in step S29-10, the process first proceeds to step S30-1 as shown in FIG. In step S30-1, a register save process is executed, and the process proceeds to step S30-2. In the register save process, the values of all registers used during execution of the processing based on the program stored in the usage area m1 are saved to a save area in RAM. In addition, the values of all stack pointers used during execution of the processing based on the program stored in the usage area m1 are saved to a save area in RAM.
[0171] In step S30-2, a performance display device data acquisition process is executed, and the process proceeds to step S30-3. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, the value of the common counter is first confirmed, and then the display data set in the area corresponding to the confirmed common counter value in the identification segment output request buffer and the ratio segment output request buffer of RAM 230 is acquired, and the acquired display data is set in the A register. At this time, if the value of the common counter is "0", the display data set in the upper 8 bits of the identification segment output request buffer is acquired, and the acquired display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the 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 other hand, if the value of the common counter is "2", the display data set in the upper 8 bits of the ratio segment output request buffer is obtained, and the obtained display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the lower 8 bits of the ratio segment output request buffer is 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 identification segment output request buffer or 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, a performance display device data output process is executed, and the process proceeds to step S30-4. In the performance display device data output process, the display data set in the A register in step S30-2 is output to output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (the discrimination segment output request buffer or the ratio segment output request buffer) are output to the source driver 250b. That is, the display of the performance display device 206 is controlled based on the display data set in the output request buffer (the discrimination segment output request buffer or the ratio segment output request buffer).
[0173] In step S30-4, a register restoration process is executed, and the process proceeds to step S30-5. In the register restoration process, the register values saved in step S30-1 (register values used during execution of the processing based on the program stored in the usage area m1) and the stack pointer value saved in step S30-1 (stack pointer value used during execution of the processing based on the program stored in the usage area m1) are restored. In step S30-5, interrupt permission processing is executed, the series of processing is terminated, and the process proceeds to the next processing (step S4-4). In the interrupt permission processing, the interrupt prohibition state is released, and the execution of power-off save processing, timer interrupt processing, etc. is permitted.
[0174] (Settings related processing) Next, the setting-related processing in step S4-8 will be described. FIG. 14 is a flowchart showing the setting-related processing. When the setting-related processing is executed in step S4-8, the processing first proceeds to step S37-1 as shown in FIG. In step S37-1, it is determined whether a setting change state has occurred (set), and if it is determined that a setting change state has occurred (Yes), it proceeds to step S37-2, and if it is determined that a setting change state has not occurred (No), it proceeds to step S37-8. Here, it is determined whether or not a setting change state has occurred based on the value (gaming machine state flag) stored in the gaming machine state flag area of the RAM 230. At this time, if the value stored in the gaming machine state flag area is a value corresponding to the setting change state, it is determined that the setting change state has occurred, and if the value is not a value corresponding to the setting change state, it is determined that the setting change state has not occurred.
[0175] In step S37-2, a setting value acquisition process is executed, and the process proceeds to step S30-3. In the setting value acquisition process, the setting values stored in the setting value area of RAM 230 are acquired (loaded), and the acquired setting values are stored in a register. In step S37-3, it is determined whether the RAM clear switch 207 has been pressed or not, and if it is determined that the RAM clear switch 207 has been pressed (Yes), the process proceeds to step S37-4, and if it is determined that the RAM clear switch 207 has not been pressed (No), the process proceeds to step S37-5. Here, if the RAM clear switch 207 is in an on state, it is determined that the RAM clear switch 207 has been pressed, and if the on state is not occurring, it is determined that the RAM clear switch 207 has not been pressed. In step S37-4, a 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 setting value stored in the register is less than a predetermined setting comparison value (in this embodiment, "6"), and if it is determined that the setting value stored in the register is not less than the predetermined setting comparison value (the setting value is greater than or equal to the predetermined setting comparison value) (No), it proceeds to step S37-6, and if it is determined that the setting value stored in the register is less than the predetermined setting comparison value (Yes), it proceeds to step S37-7. In step S37-6, a set value initialization process is executed, and the process proceeds to step S37-7. In the set value initialization process, the set values stored in the registers are overwritten with predetermined initial values ("0" in this embodiment). In step S37-7, a setting value save process is executed, and the process proceeds to step S37-8. In the setting value save process, the setting values stored in the registers are saved in the setting value area of the RAM 230.
[0177] In step S37-8, it is determined whether the setting key switch 208 is in the ON state, and if it is determined that the setting key switch 208 is not in the ON state (is in the OFF state) (No), the process proceeds to step S37-9, and if it is determined that the setting key switch 208 is in the ON state (Yes), the process ends and the process proceeds to the next process (step S4-19). Here, if the setting key switch 208 is in an ON state, it is determined that the setting key switch 208 is in an ON state, and if the ON state is not occurring, it is determined that the setting key switch 208 is not in an ON state. In step S37-9, a subcommand setting process is executed, and the process proceeds to step S37-10. In the subcommand setting process, a setting-related end designation command (subcommand) is stored in the subcommand output request buffer of RAM 230.
[0178] In step S37-10, a sub-command group setting process is executed, and the process proceeds to step S37-11. In the sub-command group setting process, the sub-command group is stored in the sub-command output request buffer in RAM 230. Here, the group of subcommands includes a subcommand for specifying the game state (game state offset value), a subcommand for specifying the launch position, a subcommand for specifying the stopping pattern of the first special pattern, a subcommand for specifying the stopping pattern of the second special pattern, a subcommand for specifying the number of reserved special patterns 1, a subcommand for specifying the number of reserved special patterns 2, a subcommand for specifying the value of the time-saving counter, a subcommand for specifying the setting value stored in the setting value area of RAM230, etc. In step S37-11, RAM set processing is executed, the series of processing is terminated, and the process proceeds to the next processing (step S4-19). In the RAM set processing, the gaming machine state is set to a playable state. Specifically, a value corresponding to the playable state is saved as the value of the gaming machine state flag area of the RAM 230 (gaming machine state flag).
[0179] (Switch management process) Next, the switch management process in step S4-12 will be described. FIG. 15 is a flowchart showing the switch management process. When the switch management process is executed in step S4-12, the process first proceeds to step S5-1 as shown in FIG. In step S5-1, it is determined whether or not the on state of the gate switch 104 has been detected. If it is determined that the on state of the gate switch 104 has been detected (Yes), the process proceeds to step S5-2. If it is determined that the on state of the gate switch 104 has not been detected (No), the process proceeds to step S5-3. In step S5-2, a normal starting ball detection process is executed, and the process proceeds to step S5-3. The normal starting ball detection process will be described later.
[0180] In step S5-3, it is determined whether the on state of the special diagram 1 start port switch 101 has been detected, and if it is determined that the on state of the special diagram 1 start port switch 101 has been detected (Yes), it proceeds to step S5-4, and if it is determined that the on state of the special diagram 1 start port switch 101 has not been detected (No), it proceeds to step S5-5. In step S5-4, a special drawing 1 starting ball detection process is executed, and the process proceeds to step S5-5. The special drawing 1 starting ball detection process will be described later. In step S5-5, it is determined whether the on state of the special diagram 2 start port switch 102 has been detected, and if it is determined that the on state of the special diagram 2 start port switch 102 has been detected (Yes), the process proceeds to step S5-6, and if it is determined that the on state of the special diagram 2 start port switch 102 has not been detected (No), the process proceeds to step S5-7.
[0181] In step S5-6, a special drawing 2 starting ball detection process is executed, and the process proceeds to step S5-7. The special drawing 2 starting ball detection process will be described later. In step S5-7, it is determined whether the on state of the V region switch 110 has been detected, and if it is determined that the on state of the V region switch 110 has been detected (Yes), the process proceeds to step S5-8, and if it is determined that the on state of the V region switch 110 has not been detected (No), the series of processes is terminated and the process proceeds to the next process (step S4-13). In step S5-8, V-passing detection processing is executed, the series of processing is ended, and the process moves to the next processing (step S4-13). In the V passage detection process, first, it is determined whether or not the V is valid. Here, the "V valid period" is the period from the start of the first small win game, which is executed during the occurrence of either the "small win pattern 1" or the "small win pattern 2" small win game state, to the elapse of the effective time (interval time) for closing the large prize opening after the end of the first small win game. If it is determined that the V valid period is in progress, the V winning flag area of RAM 230 is set to "1" and the V winning designation command is stored in the subcommand output request buffer. On the other hand, if it is determined that the V valid period is not in progress, the process is terminated.
[0182] (Normal starting ball detection processing) Next, the normal starting ball detection process in step S5-2 will be described. FIG. 16 is a flowchart showing the normal starting ball detection process. When the normal starting ball detection process is executed in step S5-2, as shown in FIG. 16, the process first proceeds to step S6-1. In step S6-1, a random number acquisition process for the normal drawing is executed, and the process proceeds to step S6-2. In the random number acquisition process, various random numbers (random value values) such as the winning random number and the normal winning pattern 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 regular map reserve counter is the upper limit (in this embodiment, "4"), and if it is determined that the value of the regular map reserve counter is not the upper limit (No), it proceeds to step S6-3, and if it is determined that the value of the regular map reserve counter is the upper limit (Yes), it terminates the series of processes and proceeds to the next process (step S5-3). In step S6-3, the process executes a general map reservation counter update process, and then proceeds to step S6-4. In the general map reservation counter update process, the value set in the general map reservation counter is increased by "1" and set as a new general map reservation counter.
[0183] In step S6-4, the normal random number storage process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-3). In the normal random number storage process, the winning random number and the normal winning symbol random number obtained in step S6-1 are stored as normal game information in the normal game information storage area of RAM 230. The RAM 230 is configured to include a regular game information storage area in which regular game information is stored. The regular game information storage area includes storage areas 0 to 4 as storage areas capable of storing regular game information. Memory area 0 stores regular game information currently being played. Meanwhile, memory areas 1 to 4 store regular game information for which regular win / loss judgment is pending. The priority of each memory area is specified to be memory area 1, memory area 2, memory area 3, and memory area 4 (highest to lowest) in descending order of priority. Then, regular game information stored in memory areas 1 to 4 is subjected to regular win / loss judgment in order of priority, starting with that stored in the memory area with the highest priority. In addition, in the general map random number saving process, a general map reservation number designation command specifying that the general map reservation number has increased by "1" is stored in the subcommand output request buffer of RAM 230.
[0184] (Special Figure 1 Starting ball detection process) Next, the special chart 1 starting ball detection process in step S5-4 will be explained. Figure 17 is a flowchart showing the special chart 1 starting ball detection process. When the special chart 1 starting ball detection process is executed in step S5-4, it first proceeds to step S7-1 as shown in FIG. In step S7-1, a special symbol identification value setting process is executed, and the process proceeds to step S7-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the first special symbol lottery is set in the special symbol identification value setting area of RAM 230. Also, "1" is added to the value of the external information starting hole ball entry count counter. In step S7-2, a reserved number counter address setting process is executed, and the process proceeds to step S7-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 1 is set in the reserved number counter address setting area of RAM 230. In step S7-3, a special symbol random number acquisition process is executed, and the series of processes is ended, 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 Processing) Next, the special chart 2 starting ball detection process in step S5-6 will be explained. Figure 18 is a flowchart showing the special chart 2 starting ball detection process. When the special chart 2 starting ball detection process is executed in step S5-6, it first proceeds to step S8-1 as shown in FIG. In step S8-1, a special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the second special symbol lottery is set in the special symbol identification value setting area of RAM 230. Also, "1" is added to the value of the external information starting hole ball entry count counter. In addition, in the special symbol identification value setting process, it is determined whether or not it is during the right-hand hit period. If it is determined that it is not during the right-hand hit period (it is during the left-hand hit period), "1" is added to the value of the right-hand hit error counter. In step S8-2, a reserved number counter address setting process is executed, and the process proceeds to step S8-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 2 is set in the reserved number counter address area of RAM 230. In step S8-3, a special symbol random number acquisition process is executed, and the series of processes is ended, and the process proceeds to the next process (step S5-7). The special symbol random number acquisition process will be described later.
[0186] (Special pattern random number acquisition process) Next, the special symbol random number acquisition process in steps S7-3 and S8-3 will be described. FIG. 19 is a flowchart showing the special symbol random number acquisition process. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, as shown in FIG. 19, the process first proceeds to step S9-1. In step S9-1, a special symbol identification value acquisition process is executed, and the process proceeds to step S9-2. In the special symbol identification value acquisition process, the special symbol identification value set in the special symbol identification value setting area of the RAM 230 is acquired (loaded). In step S9-2, a special drawing reservation number acquisition process is executed, and the process proceeds to step S9-3. In the special drawing reservation number acquisition process, the value (special drawing 1 reservation number or special drawing 2 reservation number) of the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area is acquired (loaded).
[0187] In step S9-3, a special symbol random number acquisition process is executed, and the process proceeds to step S9-4. In the special symbol random number acquisition process, various random numbers (random value values) such as a jackpot random number, a winning symbol random number, a reach group random number, a reach mode random number, and a variable pattern random number are acquired (loaded) from the loop counters corresponding to each lottery. At this time, the corresponding loop counter is selected based on the special symbol identification value acquired in step S9-1. In step S9-4, it is determined whether the number of reserved special drawings (number of reserved special drawings 1 or number of reserved special drawings 2) obtained in step S9-2 is the upper limit (in this embodiment, the upper limit value for the number of reserved special drawings 1 = "4", and the upper limit value for the number of reserved special drawings 2 = "1"), and if it is determined that the number of reserved special drawings is not the upper limit (No), it proceeds to step S9-5, and if it is determined that the number of reserved special drawings is the upper limit (Yes), it terminates the series of processes and proceeds to the next process (step S5-5 or S5-7). In this embodiment, the upper limit of the number of reserved special drawings 2 is set to "1". However, the upper limit of the number of reserved special drawings 2 may be set to "0". In step S9-5, a special drawing reservation number counter update process is executed, and the process proceeds to step S9-6. In the special drawing reservation number counter update process, the value set in the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area is added with "1" and the value is set in the special drawing reservation number counter.
[0188] In step S9-6, a special random number saving process is executed, and the process proceeds to step S9-7. In the special random number saving process, the various random numbers acquired in step S9-3 are stored as special game information (special game information 1 or special game information 2) in the special game information storage area (special game information 1 or special game information storage area) of RAM 230. RAM230 is configured to include a special chart 1 game information storage area in which special chart 1 game information is stored, and a special chart 2 game information storage area in which special chart 2 game information is stored. The special chart 1 game information storage area is configured to include memory areas 0 to 4 as storage areas capable of storing special chart 1 game information. Memory area 0 stores special game information for the currently playing game. Meanwhile, memory areas 1 to 4 store special game information for which start determination is pending. The priority of each memory area is specified as follows, from highest to lowest priority: memory area 1, memory area 2, memory area 3, and memory area 4 (highest to lowest). Then, for the special game information for the currently playing game stored in memory areas 1 to 4, start determination is performed in order from the information stored in the memory area with the highest priority. The special chart 2 game information storage area is configured to include memory area 0 to memory area 1 as a memory area capable of storing special chart 2 game information. The memory area 0 stores special game information for the game being played. On the other hand, the memory area 1 stores special game information for the game whose start determination is pending.
[0189] In the special symbol random number saving process, if the special symbol identification value acquired in step S9-1 is a value corresponding to the first special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 1 game information storage area as special symbol 1 game information. At this time, the various random numbers acquired in step S9-3 are stored in an empty storage area among storage areas 1 to 4 (the storage area with the highest priority among the empty storage areas). That is, if the current value of the special drawing 1 reserved number counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. On the other hand, if the current value of the special drawing 1 reserved number counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the special drawing 1 reserved number counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the special drawing 1 reserved number counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4. On the other hand, if the special symbol identification value acquired in step S9-1 is a value corresponding to the second special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 2 game information storage area as special symbol 2 game information. At this time, the various random numbers acquired in step S9-3 are stored in memory area 1. That is, if the value of the current special drawing 2 reserved number counter is "0", the various random numbers obtained in step S9-3 are stored in memory area 1.
[0190] In step S9-7, a reserved number designation command setting process is executed, and the process proceeds to step S9-8. In the reserved number designation command setting process, a reserved number designation command for special symbols (reserved number of special symbols 1 or reserved number of special symbols 2) that specifies that the reserved number of special symbols has increased by "1" is stored in the subcommand output request buffer of RAM 230. At this time, if the special symbol identification value acquired in step S9-1 is a value corresponding to the first special symbol lottery, a reserved number designation command for special symbols that specifies that the reserved number of special symbols 1 has increased by "1" is stored in the subcommand output request buffer of RAM 230, and if it is a value corresponding to the second special symbol lottery, a reserved number designation command for special symbols that specifies that the reserved number of special symbols 2 has increased by "1" is stored in the subcommand output request buffer of RAM 230.
[0191] In step S9-8, a pre-determination process is executed, the series of processes is terminated, and the process proceeds to the next process (step S5-5 or S5-7). In the pre-determination process, various lottery results are pre-determined based on the game information (special game information 1 or special game information 2) (hereinafter referred to as "game information to be pre-determined") saved (stored) in the special game information storage area (special game information 1 storage area or special game information 2 storage area) in step S9-6. In this embodiment, various lottery results are pre-determined for all game information (special chart 1 game information and special chart 2 game information). In addition, for the game information acquired (stored) during the occurrence of a jackpot game state, a configuration may be adopted in which a pre-determination of various lottery results is not performed. Also, for the special chart 2 game information acquired (stored) while the time-saving control is stopped, a pre-determination of various lottery results is not performed, and for the special chart 1 game information acquired (stored) while the time-saving control is being executed, a configuration may be adopted in which a pre-determination of various lottery results is not performed.
[0192] In the preliminary determination process, first, a preliminary special drawing hit determination process is executed. In the advance special symbol hit determination process, the result of the special symbol lottery ("big hit", "small hit", "time reduction" or "miss") is determined (advance special symbol hit determination). The ROM 220 stores a special symbol big win lottery table in which the big win value of the special symbol lottery is registered, a special symbol small win lottery table in which the small win value of the special symbol lottery is registered, and a special symbol time-saving lottery table in which the time-saving value of the special symbol lottery is registered. Also, as the special symbol small win lottery table, a special symbol small win lottery table corresponding to the special symbol 1 game information and a special symbol small win lottery table corresponding to the special symbol 2 game information are stored. Furthermore, as the special symbol time-saving lottery table, a special symbol time-saving lottery table corresponding to the special symbol 1 game information and a special symbol time-saving lottery table corresponding to the special symbol 2 game information are stored. In the preliminary special chart hit determination process, first, the preliminary special chart big hit determination process is executed. In the preliminary special jackpot determination process, the special jackpot lottery table is read out. Then, based on the jackpot random number included in the preliminary determination target game information and the read special jackpot lottery table, it is determined whether or not a "jackpot" has been won (preliminary special jackpot determination). At this time, if the jackpot random number included in the pre-determined game information matches the jackpot value registered in the special jackpot lottery table, it is determined that a "jackpot" has been won (the result of the special symbol lottery is determined to be a "jackpot"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the jackpot value registered in the special symbol jackpot lottery table, it is determined that a "jackpot" has not been won.
[0193] If the preliminary special chart big win determination process determines that the player has not won a "big win," the preliminary special chart small win determination process is then executed. In the preliminary special chart small win determination process, a special chart small win lottery table corresponding to the type of pre-determined game information (special chart 1 game information or special chart 2 game information) is read out. Then, based on the jackpot random number included in the pre-determined game information and the read special chart small win lottery table, it is determined whether or not a "small win" has been won (pre-determined special chart small win determination). At this time, if the jackpot random number included in the pre-determined game information matches the small jackpot value registered in the special symbol small jackpot lottery table, it is determined that a "small jackpot" has been won (the result of the special symbol lottery is determined to be a "small jackpot"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the small jackpot value registered in the special symbol small jackpot lottery table, it is determined that a "small jackpot" has not been won. If the preliminary special chart big win determination process determines that the player has not won a "small win," the preliminary special chart time reduction determination process is then executed. In the pre-special time-saving determination process, a special time-saving lottery table corresponding to the type of pre-determination target game information (special time-saving 1 game information or special time-saving 2 game information) is read out. Then, based on the jackpot random number included in the pre-determination target game information and the read special time-saving lottery table, it is determined whether or not the "time-saving" has been won (pre-special time-saving determination). At this time, if the jackpot random number included in the pre-determined game information matches the time-saving value registered in the special symbol time-saving lottery table, it is determined that the "time-saving" has been won (the result of the special symbol lottery is determined to be "time-saving"). On the other hand, if the jackpot random number included in the pre-determined game information does not match the time-saving value registered in the special symbol time-saving lottery table, it is determined that the "time-saving" has not been won. If the preliminary special pattern small win determination process determines that the player has not won the "time reduction," the result of the special pattern lottery is determined to be a "miss." In this case, as described above, if the reserved type of the game information to be pre-determined is special chart 1 game information, either a "big hit" or a "time reduction" will be determined (a "small hit" or a "miss" will not be determined). On the other hand, if the reserved type of the game information to be pre-determined is special chart 2 game information, it will be determined as either a "big hit," a "small hit," or a "miss" ("time reduction" will not be determined).
[0194] In the preliminary determination process, next, a preliminary special symbol determination process is executed. In the preliminary special symbol determination process, the type of the stopping symbol of the special symbol is determined (preliminary special symbol determination). In the advance special symbol pattern determination process, if the advance special symbol hit determination determines a "jackpot" (win), the type of "jackpot symbol" is determined (advance special symbol pattern determination). A jackpot symbol lottery table in which the correspondence between the winning symbol random number and the type of "jackpot symbol" is registered is stored in the ROM 220. In addition, as the jackpot symbol lottery table, a first jackpot symbol lottery table corresponding to the special symbol 1 game information and a second jackpot symbol lottery table corresponding to the special symbol 2 game information are stored. In the first jackpot symbol lottery table, "jackpot symbol 1" and "jackpot symbol 2" are registered as the types of "jackpot symbol." On the other hand, in the second jackpot symbol lottery table, "jackpot symbol 3" and "jackpot symbol 4" are registered as the types of "jackpot symbol." In the process of determining the type of "jackpot symbol," if the pre-determined game information is special game information 1, the first jackpot symbol lottery table is read out. Then, the type of jackpot symbol is determined based on the winning symbol random number included in the pre-determined game information and the read first jackpot symbol lottery table. On the other hand, if the pre-determined game information is the special game information 2, the second jackpot symbol lottery table is read out. Then, the type of the jackpot symbol is determined based on the winning symbol random number included in the pre-determined game information and the read second jackpot symbol lottery table.
[0195] On the other hand, in the advance special symbol pattern determination process, if the advance special symbol hit determination determines a "small hit" (win), the type of "small hit symbol" is determined (advance special symbol pattern determination). ROM220 stores a small win symbol lottery table in which the correspondence between the winning symbol random number and the type of "small win symbol" ("small win symbol 1" or "small win symbol 2") is registered. In the process of determining the type of the "small win symbol," the small win symbol lottery table is read out, and the type of the small win symbol is determined based on the winning symbol random number included in the pre-determined game information and the read small win symbol lottery table. On the other hand, in the advance special symbol pattern determination process, if the advance special symbol hit determination determines that there is a "time-saving" (winning) effect, the type of "time-saving symbol" is determined (advance special symbol pattern determination). The ROM 220 stores a time-saving symbol lottery table in which the correspondence between the winning symbol random number and the type of "time-saving symbol" ("time-saving symbol 1" or "time-saving symbol 2") is registered. In the process of determining the type of the "time-saving symbol," a time-saving symbol lottery table is read out, and the type of the time-saving symbol is determined based on the winning symbol random number included in the pre-determined game information and the read-out time-saving symbol lottery table. On the other hand, in the advance special pattern determination process, if the advance special pattern hit determination determines that the winning symbol is a "miss" (failed), the type of the stopping symbol is determined to be a "missing symbol" (advance special pattern determination). In the preliminary determination process, next, a first pre-read designation command setting process is executed. In the first pre-reading designation command setting process, a first pre-reading designation command that designates the type of the stop symbol determined by the advance special symbol determination is stored in a sub-command output request buffer of the RAM 230.
[0196] In the preliminary determination process, next, a preliminary special chart variation mode determination process is executed. In the preliminary special chart fluctuation mode determination process, a fluctuation mode number (type of fluctuation mode) and a fluctuation pattern number (type of fluctuation pattern) are determined. In the pre-special chart fluctuation mode determination process, if the pre-special chart hit determination determines a "big hit," "small hit," or "time reduction," the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined by the pre-winning fluctuation pattern determination process described below. On the other hand, if the preliminary special drawing hit judgment determines that the winning ticket is a "miss," the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined by the preliminary fluctuation pattern judgment process for when the ticket is lost, which will be described later.
[0197] In the pre-winning fluctuation pattern determination process, first, the fluctuation mode number (type of fluctuation mode) is determined (pre-winning fluctuation mode determination). The ROM 220 stores a winning time variation mode determination table in which correspondence between reach mode random numbers and variation mode numbers (variation mode types) is registered. In addition, as a winning time change mode determination table, a winning time change mode determination table corresponding to each combination of the hold type (special chart 1 game information or special chart 2 game information), game state ("normal state", "time-saving state 1" or "time-saving state 2"), and type of stopping pattern ("jackpot pattern 1" to "jackpot pattern 4", "small win pattern 1" to "small win pattern 2" or "time-saving pattern 1" to "time-saving pattern 2") is stored. In each winning fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a winning fluctuation pattern determination table (information specifying the winning fluctuation pattern determination table) are associated with each reach mode random number. As a result, the fluctuation mode number (type of fluctuation mode) and the winning fluctuation pattern determination table are simultaneously selected based on each winning fluctuation mode determination table. In the preliminary variable mode determination upon winning, first, the hold type of the game information to be pre-determined (special chart 1 game information or special chart 2 game information), the current game state ("normal state," "time-shortened state 1," or "time-shortened state 2"), and the type of the stopped pattern determined by the preliminary special chart pattern determination are confirmed, and the winning variable mode determination table corresponding to this confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the read-out winning time fluctuation mode determination table, the fluctuation mode number (type of fluctuation mode) and the winning time fluctuation pattern determination table are determined. In the pre-winning fluctuation pattern determination process, the fluctuation pattern number (type of fluctuation pattern) is next determined (pre-winning fluctuation pattern determination). The ROM 220 stores a winning fluctuation pattern determination table in which the correspondence between the fluctuation pattern random number and the fluctuation pattern number (type of fluctuation pattern) is registered. In addition, as the winning time fluctuation pattern determination table, a plurality of winning time fluctuation pattern determination tables with mutually different contents are stored. In the preliminary fluctuation pattern determination at the time of winning, first, the winning fluctuation pattern determination table determined by the preliminary fluctuation mode determination at the time of winning is read out. Then, the fluctuation pattern number (type of fluctuation pattern) is determined based on the fluctuation pattern random number included in the pre-determined game information and the read-out winning fluctuation pattern determination table.
[0198] In the pre-variation pattern determination process when losing, first, the type of reach group random number included in the pre-determined game information ("indefinite value" or "fixed value") is determined (pre-random number type determination). In this embodiment, the types of reach group random numbers are defined as "indefinite value" and "fixed value." An "indeterminate value" is a type of reach group random number in which the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) are not determined when the game information (special chart 1 game information or special chart 2 game information) is acquired (stored), and the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) are determined based on the number of reserved balls at that time (special chart 1 reserved number or special chart 2 reserved number) when the start judgment (steps S11-7, S11-8, S11-11) based on the game information is executed. The "fixed value" is a type of reach group random number that determines the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) when game information (special chart 1 game information or special chart 2 game information) is acquired (stored). In this embodiment, the value of the reach group random number is updated within the range of "0" to "10006." Of the "0" to "10006," "0" to "8499" are set as "indefinite values," and "8500" to "10006" are set as "fixed values." Therefore, in the preliminary random number type determination, if the value of the reach group random number contained in the pre-determined game information is less than "8500", it is determined to be an "indeterminate value", and if it is "8500" or greater, it is determined to be a "fixed value".
[0199] In the pre-fluctuating pattern determination process when losing, if the pre-random number type determination determines that the value is "indeterminate," the process proceeds to the next step without performing the pre-reach group determination, pre-fluctuating mode determination when losing, and pre-fluctuating pattern determination when losing, which will be described later. On the other hand, if the preliminary random number type determination determines that the value is a "fixed value," preliminary reach group determination, preliminary fluctuation mode determination when losing, and preliminary fluctuation pattern determination when losing are performed.
[0200] In the preliminary reach group determination, the reach group number (type of reach group) is determined. The ROM 220 stores a reach group determination table in which correspondence between reach group random numbers and reach group numbers (reach group types) is registered. Further, as reach group determination tables, a reach group determination table corresponding to an "indefinite value" and a reach group determination table corresponding to a "fixed value" are stored. In the reach group determination table corresponding to "indefinite values", reach group numbers corresponding to "indefinite values" (hereinafter referred to as "indefinite value reach groups") are registered as reach group numbers. On the other hand, in the reach group determination table corresponding to "fixed values", reach group numbers corresponding to "fixed values" (hereinafter referred to as "fixed value reach groups") are registered as reach group numbers. In the advance reach group determination, a reach group determination table corresponding to the "fixed value" is read out. Then, the reach group number (the type of reach group) is determined based on the reach group random number included in the advance determination target game information and the read reach group determination table.
[0201] In the pre-fluctuating mode determination when losing the election, the fluctuating mode number (type of fluctuating mode) is determined (pre-fluctuating mode determination when losing the election). The ROM 220 stores a loss-time fluctuation mode determination table in which correspondence between reach mode random numbers and fluctuation mode numbers (types of fluctuation modes) is registered. In addition, as a loss-time fluctuation mode determination table, a loss-time fluctuation mode determination table corresponding to each combination of reach group number, hold type (special chart 1 game information or special chart 2 game information), hold number (special chart 1 hold number or special chart 2 hold number), and game state ("normal state," "time-saving state 1," or "time-saving state 2") is stored. In each loss-time fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a loss-time fluctuation pattern determination table (information specifying the loss-time fluctuation pattern determination table) are associated with each reach mode random number. As a result, the fluctuation mode number (type of fluctuation mode) and the loss-time fluctuation pattern determination table are simultaneously selected based on each loss-time fluctuation mode determination table. In the pre-fluctuating mode determination when a player loses, first, the reach group number determined by the pre-reach group determination, the hold type of the game information to be pre-determined (special chart 1 game information or special chart 2 game information), the hold number corresponding to the hold type of the game information to be pre-determined (special chart 1 hold number or special chart 2 hold number), and the current game status ("normal status," "time-saving status 1," or "time-saving status 2") are confirmed, and the pre-fluctuating mode determination table when a player loses corresponding to the confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the read-out loss-time fluctuation mode determination table, the fluctuation mode number (type of fluctuation mode) and the loss-time fluctuation pattern determination table are determined.
[0202] In the pre-determination of fluctuation pattern when losing the election, the fluctuation pattern number (type of fluctuation pattern) is determined (pre-determination of fluctuation pattern when losing the election). The ROM 220 stores a fluctuation pattern determination table for when the winner is not selected, in which correspondence between fluctuation pattern random numbers and fluctuation pattern numbers (types of fluctuation patterns) is registered. In addition, as the unsuccessful election fluctuation pattern determination table, a plurality of unsuccessful election fluctuation pattern determination tables with mutually different contents are stored. In the pre-fluctuating pattern determination at the time of losing, first, the fluctuation pattern determination table at the time of losing determined by the pre-fluctuating mode determination at the time of losing is read out. Then, the fluctuation pattern number (type of fluctuation pattern) is determined based on the fluctuation pattern random number included in the pre-determined game information and the read-out fluctuation pattern determination table for when the player loses.
[0203] In the preliminary determination process, next, second and third pre-read designation command setting processes are executed. In the second and third look-ahead designation command setting processes, a second look-ahead designation command that designates the fluctuation mode number determined by the preliminary fluctuation mode determination, and a third look-ahead designation command that designates the fluctuation pattern number determined by the preliminary fluctuation pattern determination are stored in a subcommand output request buffer of RAM 230. Specifically, when the pre-winning fluctuation pattern determination process is executed, a second pre-reading designation command specifying the fluctuation mode number determined by the pre-winning fluctuation mode determination, and a third pre-reading designation command specifying the fluctuation pattern number determined by the pre-winning fluctuation pattern determination are stored in the sub-command output request buffer of RAM 230. On the other hand, when the pre-fluctuating pattern determination process is executed and the pre-random number type determination determines that the value is a "fixed value," a second pre-reading designation command specifying the fluctuation mode number determined by the pre-fluctuating mode determination process when the election is lost, and a third pre-reading designation command specifying the fluctuation pattern number determined by the pre-fluctuating pattern determination process when the election is lost are stored in the sub-command output request buffer of RAM 230. On the other hand, when the pre-fluctuating pattern determination process is executed when the result of the pre-random number type determination is "undefined value," a second pre-reading designation command specifying "undefined value" and a third pre-reading designation command specifying "undefined value" are stored in the sub-command output request buffer of RAM 230.
[0204] (Special game management processing) Next, the special game management process in step S4-13 will be described. FIG. 20 is a flowchart showing the special game management process. In this embodiment, the following situations and stages (hereinafter referred to as "special game phases") of a game (hereinafter referred to as "special game") executed based on a special pattern lottery are defined: "state waiting for special pattern change," "state during special pattern change," "state displaying special pattern stopped by special pattern," "state before first large prize opening," "state controlling opening of first large prize opening," "state enabling closure of first large prize opening," "state waiting for completion of opening of first large prize opening," "state before opening of second large prize opening," "state controlling opening of second large prize opening," "state enabling closure of second large prize opening," and "state waiting for completion of opening of second large prize opening." Then, in the special game phase flag area of the RAM 230, a value (special game phase flag) corresponding to one of the "11" special game phases is set. The ROM 220 also stores special game control modules (programs) for controlling (executing) special games, each of which corresponds to a special game phase. In the special game management process, a special game control module corresponding to the value set in the special game phase flag area of the RAM 230 is selected, and processing based on the selected special game control module is executed.
[0205] Specifically, when the special game management process is executed in step S4-13, the process first proceeds to step S10-1 as shown in FIG. In step S10-1, a special game phase acquisition process is executed, and the process proceeds to step S10-2. In the special game phase acquisition process, the value (special game phase) set in the special game phase flag area of the RAM 230 is acquired (loaded). In step S10-2, a special game control module acquisition process is executed, and the process proceeds to step S10-3. In the special game control module acquisition process, the special game control module corresponding to the value (special game phase) acquired in step S10-1 is read out. In step S10-3, a special game control module execution process is executed, and the series...
Claims
1. a music selection means for selecting a music piece to be output in response to an operation of the operation means; This gaming machine is capable of changing the position at which output of a predetermined piece of music starts depending on whether the predetermined piece of music is selected during a first period or a second period.
2. The gaming machine according to claim 1 , wherein a period during which selection of a piece of music to be output is prohibited is provided between the first period and the second period.
Citation Information
Patent Citations
Game machine
JP2023092904A