Game machine
The gaming machine maintains structural strength by using a light-transmitting base with unpainted ribs to support lenses, improving presentation through effective light emission.
Patent Information
- Application Number
- JP2024053038
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-10-09
AI Technical Summary
Conventional gaming machines face challenges in improving presentation while maintaining structural strength, as the addition of light-emitting components often compromises the integrity of the base.
The gaming machine incorporates a base made of a light-transmitting material with strategically placed hole portions and ribs, where the ribs are unpainted to support the base and ensure light emission through combined lenses, enhancing presentation without compromising structural strength.
This design maintains structural integrity while improving the visual presentation by allowing light to be emitted effectively through combined lenses, thus enhancing the overall gaming experience.
Smart Images

Figure 2025151546000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine equipped with a performance component capable of producing a light-emitting performance. [Background technology]
[0002] Conventionally, a gaming machine equipped with a performance component capable of performing a light-emitting performance has been known (see Patent Document 1). This gaming machine is equipped with a performance component including a plurality of lamps arranged in a predetermined direction. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-196069 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, it is difficult to improve the presentation while suppressing a decrease in strength. An object of the present invention is to improve presentation while suppressing a decrease in strength. [Means for solving the problem]
[0005] In order to achieve the above object, the gaming machine of the first invention comprises a base portion made of a light-transmitting material and including a first hole portion, a second hole portion, and a rib provided between the first hole portion and the second hole portion, a first lens portion inserted into the first hole portion, a second lens portion inserted into the second hole portion, and a light-emitting portion provided on the back side of the base portion, wherein the base portion has a painted portion that is painted and an unpainted portion that is not painted, and the rib is included in the unpainted portion. In the gaming machine according to the first aspect of the present invention, a rib is provided between the first hole and the second hole, which makes it possible to prevent a decrease in the strength of the base and to prevent the base from being bent. In the gaming machine according to the first invention, the base is made of a light-transmitting material. Furthermore, the rib provided between the first hole and the second hole is not painted. This allows the first lens inserted into the first hole, the rib, and the second lens inserted into the second hole to emit light as a single lens, improving the performance. As a result, the gaming machine according to the first invention can improve presentation while suppressing a decrease in strength.
[0006] The gaming machine of the second invention is the gaming machine of the first invention, characterized in that a common lens cut is applied to the first lens portion, the second lens portion, and the rib. In the gaming machine of the second invention, it is possible to increase the likelihood that the first lens portion, the rib, and the second lens portion will be recognized as a single (series) lens, thereby further improving the presentation. [Effects of the Invention]
[0007] According to the present invention, it is possible to improve the presentation while suppressing a decrease in strength. [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 first cutoff number management process. [Figure 24] 10 is a flowchart showing a second cut-off number management process. [Figure 25] 10 is a flowchart showing a third cut-off number management process. [Figure 26] 10 is a flowchart showing the probability change management process. [Figure 27] 10 is a flowchart showing processing during special chart stop. [Figure 28] This is a flowchart showing the processing before the large prize opening. [Figure 29] 10 is a flowchart showing the process for controlling the opening of the large prize opening. [Figure 30] 10 is a flowchart showing the process of validating the closing of the large prize opening. [Figure 31] A flowchart showing the waiting process for the end of the large prize opening. [Figure 32] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 33] 10 is a flowchart showing a normal game management process. [Figure 34] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 35] 10 is a flowchart showing the processing during normal map fluctuation. [Figure 36] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 37] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 38] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 39] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 40] This is a flowchart showing the normal electric device closure validity process. [Figure 41] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 42] 10 is a flowchart showing a performance display device control process. [Figure 43] FIG. 10 is a front view of the movable body unit 500 with the pair of movable members 520, 530 disposed in the closed position. [Figure 44] FIG. 10 is a front view of the movable body unit 500 in a state where the pair of movable members 520, 530 are placed in the open position. [Figure 45] FIG. 2 is a side view of the movable body unit 500. [Figure 46] FIG. 10 is a front view of the movable body unit 500 with the pair of movable members 520, 530 removed. [Figure 47] FIG. 10 is an exploded perspective view of the movable body unit 500 with the pair of movable members 520, 530 removed. [Figure 48] FIG. 10 is a front view of a front case member 540. [Figure 49] FIG. 10 is a front view of a light guide plate 560. [Figure 50] FIG. 10 is a front view of the LED substrate 570. 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. 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.
[0011] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The 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°).
[0012] 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).
[0013] (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 500, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate. The 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.
[0014] 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. 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.
[0015] 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.
[0016] 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 disposed (displaced) at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed (displaced) at the performance position is disposed in front of the display screen 31a of the main image display device 31 and covers part of the display screen 31a.
[0017] 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.
[0018] 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.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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 the game balls to each of the winning holes 51, 52, 55, 56, 57a to 57c and the start gate 41.
[0024] 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 regular chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a regular chart reserve display device, a round display device, a right-hand hit display device, a probability change display device, and a time-saving display device. 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.
[0025] 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.
[0026] 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.
[0027] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery 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 control (time-saving control 1 or time-saving control 2, which will be described later) is being executed or stopped). The probability variation display device displays the current game state (special chart high probability state or special chart low probability state).
[0028] 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.
[0029] (movable unit 500) Next, the configuration of the movable body unit 500 will be described. FIG. 43 is a front view of the movable body unit 500 with the pair of movable members 520, 530 disposed in the closed position. FIG. 44 is a front view of the movable body unit 500 with the pair of movable members 520, 530 disposed in the open position. FIG. 45 is a side view of the movable body unit 500. FIG. 46 is a front view of the movable body unit 500 with the pair of movable members 520, 530 removed. FIG. 47 is an exploded perspective view of the movable body unit 500 with the pair of movable members 520, 530 removed. FIG. 48 is a front view of the front case member 540. FIG. 49 is a front view of the light guide plate 560. FIG. 50 is a front view of the LED board 570. The movable body units 500 are arranged in the game board unit 10. The movable body units 500 are attached to the front side of the set board. Specifically, each movable body unit 500 is arranged in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). The movable body units 500 are capable of performing predetermined performance actions in the performance space.
[0030] As shown in FIGS. 43 to 45, the movable body unit 500 includes a base member 510 and a pair of movable members 520 and 530. Each of the movable members 520, 530 is formed in a flat plate shape. The front of each of the movable members 520, 530 is decorated (designed). In particular, each of the movable members 520, 530 is painted to prevent light from passing through. Each of the movable members 520, 530 is attached to the front side of the base member 510. Each of the movable members 520, 530 can be displaced in the up-down direction (specifically, diagonally up-down direction) relative to the base member 510. This allows the pair of movable members 520, 530 to open and close the space between the pair of movable members 520, 530. Specifically, the pair of movable members 520, 530 can be displaced between a closed position and an open position. As shown in Fig. 43, when the pair of movable members 520, 530 are arranged in the closed position, the upper movable member 520 is arranged in the lowered position and the lower movable member 530 is arranged in the raised position, resulting in a state in which the pair of movable members 520, 530 are closed (the pair of movable members 520, 530 are in contact with each other, there is no gap between the pair of movable members 520, 530, and the pair of movable members 520, 530 are substantially integrated). On the other hand, as shown in FIG. 44, when the pair of movable members 520, 530 are positioned in the open position, the upper movable member 520 is positioned in the raised position (a position above the lowered position) and the lower movable member 530 is positioned in the lowered position (a position below the raised position), resulting in an open state between the pair of movable members 520, 530 (the pair of movable members 520, 530 are spaced apart from each other, there is a gap between the pair of movable members 520, 530, and the pair of movable members 520, 530 are separated vertically). In particular, the pair of movable members 520, 530 can open and close the front side of a lens insertion portion 541 (lens portions L1 to L7 and ribs R1, R2), which will be described later. That is, when the pair of movable members 520, 530 are arranged in the closed position, the pair of movable members 520, 530 conceal the lens insertion portion 541 (lens portions L1 to L7 and ribs R1, R2), making it difficult (impossible) to see the lens insertion portion 541 (lens portions L1 to L7 and ribs R1, R2) when viewed from the front side. On the other hand, when the pair of movable members 520, 530 are arranged in the open position, the lens insertion portion 541 (lens portions L1 to L7 and ribs R1, R2) is exposed between the pair of movable members 520, 530, making it easy (possible) to see the lens insertion portion 541 (lens portions L1 to L7 and ribs R1, R2) when viewed from the front side.
[0031] The pair of movable members 520, 530 are driven (displaced) by a drive mechanism 541. The drive mechanism 541 includes a motor 23 and a link mechanism 541a. The motor 23 is a stepping motor. Each of the movable members 520, 530 is connected to the link mechanism 541a via a connecting shaft (not shown) provided on the rear side thereof. This makes it possible to drive (displace) the pair of movable members 520, 530 via the link mechanism 541a by driving the motor 23. The movable body unit 500 is provided with a position detection sensor 26 (see FIG. 3). The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the positions of the pair of movable members 520, 530. The performance control board 300 is then able to detect whether the performance members are positioned in the closed position based on the input status of the detection signal from the position detection sensor 26.
[0032] As shown in FIGS. 46 and 47, the base member 510 is configured to include a front case member 540, a rear case member 550, a light guide plate 560, and an LED substrate 570. The front case member 540 is configured in a box shape with an open rear side. The rear case member 550 is configured in a box shape with an open front side. The front case member 540 and the rear case 550 can be combined with each other to form a casing (box body). A light guide plate 560, an LED board 570, and a link mechanism 541a are arranged inside the combined front case member 540 and rear case 550. The motor 23 is arranged on the rear side of the rear case member 550.
[0033] As shown in FIG. 48, the front case member 540 is formed in a flat plate shape. A lens insertion section 541 is provided in the front case member 540. The lens insertion section 541 is provided so as to extend linearly (long) along the left-right direction. The lens insertion section 541 extends from the left end to the right end of the front case member 540. As a result, the front case member 540 is divided into an upper case section 542 and a lower case section 543 via the lens insertion section 541. The lens insertion portion 541 is configured to include a plurality of lens insertion holes (in this embodiment, the first lens insertion hole h1, the second lens insertion hole h2, the third lens insertion hole h3, the fourth lens insertion hole h4, the fifth lens insertion hole h5, the sixth lens insertion hole h6, and the seventh lens insertion hole h7) and one or more ribs (in this embodiment, rib R1 and rib R2). Each of the lens insertion holes h1 to h7 is a through-hole that extends linearly (long) along the left-right direction. In the lens insertion portion 541, the plurality of lens insertion holes h1 to h7 are arranged in a straight line. The ribs R1 and R2 connect the upper case portion 542 and the lower case portion 543 to each other. In this embodiment, the rib R1 is provided between the third lens insertion hole h3 and the fourth lens insertion hole h4. The rib R2 is provided between the fourth lens insertion hole h4 and the fifth lens insertion hole h5. The left-right dimension of the rib R1 is configured to be smaller than the left-right width of each of the lens insertion holes h3 and h4 adjacent to the rib R1. The left-right dimension of the rib R2 is configured to be smaller than the left-right width of each of the lens insertion holes h4 and h5 adjacent to the rib R2. The front surfaces of the ribs R1 and R2 are provided with lens cuts that are common (identical) to each of the lens portions L3 to L5 described below. The thickness of each of the ribs R1 and R2 is approximately the same as the thickness of each of the lens portions L3 to L5.
[0034] In particular, the front case member 540 is formed from a light-transmitting material (transparent or translucent resin material). In addition, the front case member 540 is provided with a painted portion and an unpainted portion. The painted portion is a portion that is painted (in this embodiment, metal plating) with a predetermined non-light-transmitting paint (paint that blocks the transmission of light). On the other hand, the unpainted portion is a portion that is not painted with the predetermined paint and in which the light-transmitting material is exposed. In this embodiment, the ribs R1 and R2 of the front case member 540 are unpainted. As a result, the front and back surfaces of the ribs R1 and R2 are not painted, and the light-transmitting material is exposed. Therefore, it is easy (possible) for the light irradiated from the back surface of each of the ribs R1 and R2 to pass through to the front surface. On the other hand, the other portions of the front case member 540, excluding the ribs R1 and R2, are painted. As a result, it is difficult (impossible) for the light irradiated from the back surface of each of the other portions to pass through to the front surface.
[0035] A pair of guide holes 542a are provided in the case upper portion 542. Each guide hole 542a is provided to extend linearly in the vertical direction (specifically, diagonally vertical). A connecting shaft provided on the back side of the upper movable member 520 is inserted into each guide hole 542a. The upper movable member 520 (connecting shaft) is capable of displacement along each guide hole 542a. A pair of guide holes 543a are provided in the case lower portion 543. Each guide hole 543a is provided to extend linearly in the vertical direction (specifically, diagonally vertical direction). A connecting shaft provided on the back side of the lower movable member 520 is inserted into each guide hole 543a. The lower movable member 520 (connecting shaft) is capable of displacement along each guide hole 543a.
[0036] 49, the light guide plate 560 is formed in a flat plate shape. The light guide plate 560 is made of a light-transmitting material (a transparent or translucent resin material). In this embodiment, the front case member 540 and the light guide plate 560 are made of the same (same) material. Lens portions corresponding to the respective lens insertion holes provided in the front case member 540 are provided on the front surface of the light guide plate 560. In this embodiment, a first lens portion L1 corresponding to the first lens insertion hole h1, a second lens portion L2 corresponding to the second lens insertion hole h2, a third lens portion L3 corresponding to the third lens insertion hole h3, a fourth lens portion L4 corresponding to the fourth lens insertion hole h4, a fifth lens portion L5 corresponding to the fifth lens insertion hole h5, a sixth lens portion L6 corresponding to the sixth lens insertion hole h6, and a seventh lens portion L7 corresponding to the seventh lens insertion hole h7 are provided on the front surface of the light guide plate 560. Each of the lens portions L1 to L7 is provided on the front surface of the light guide plate 560. Each of the lens portions L1 to L7 is provided so as to protrude from the front surface of the light guide plate 560 toward the front side. Each of the lens portions L1 to L7 is configured to easily (possibly) transmit light irradiated from the back side to the front side. The shape (outer shape) of each of the lens portions L1 to L7 approximately matches the shape (inner shape) of the lens insertion holes h1 to h7 corresponding to that lens portion. In particular, the left-right dimension of each of the lens portions L1 to L7 approximately matches the left-right dimension of the lens insertion holes h1 to h7 corresponding to that lens portion. This makes it possible for each of the lens portions L1 to L7 to be inserted into the lens insertion holes h1 to h7 corresponding to that lens portion.
[0037] As shown in FIG. 50, the LED board 570 is formed in a flat plate shape. The LED board 570 includes a board 571 and a plurality of light-emitting elements 572 mounted on the front surface of the board 571. In this embodiment, each light-emitting element 572 is made up of a full-color LED. The plurality of light-emitting elements 572 are arranged on the back side of the lens insertion section 541. In particular, the plurality of light-emitting elements 572 are arranged in a straight line along the lens insertion section 541 (along the left-right direction). The lighting of each light-emitting element 572 is controlled by the performance control board 300.
[0038] In the base member 510, the light guide plate 560 is disposed on the rear side of the front case member 540. At this time, each of the lens units L1 to L7 is inserted into the corresponding lens insertion hole h1 to h7 from the rear side of the front case member 540. As a result, the first lens unit L1 is disposed in the first lens insertion hole h1, the second lens unit L2 is disposed in the second lens insertion hole h2, the third lens unit L3 is disposed in the third lens insertion hole h3, the fourth lens unit L4 is disposed in the fourth lens insertion hole h4, the fifth lens unit L5 is disposed in the fifth lens insertion hole h5, the sixth lens unit L6 is disposed in the sixth lens insertion hole h6, and the seventh lens unit L7 is disposed in the seventh lens insertion hole h7. In particular, in the base member 510, the front surface of the third lens portion L3 inserted into the third lens insertion hole h3, the front surface of the rib R1, and the front surface of the fourth lens portion L4 inserted into the fourth lens insertion hole h4 are arranged on approximately the same plane. Furthermore, the front surface of the fourth lens portion L4 inserted into the fourth lens insertion hole h4, the front surface of the rib R2, and the front surface of the fifth lens portion L5 inserted into the fifth lens insertion hole h5 are arranged on approximately the same plane. Here, as described above, the ribs R1 and R2 are not painted with a specific paint, and the light-transmitting material is exposed. This allows the third lens portion L3, rib R1, fourth lens portion L4, rib R2, and fifth lens portion L5 to be configured as an integrated (series) lens within the lens insertion portion 541. That is, in the lens insertion portion 541, it is possible to configure the lens from the left end of the third lens portion L3 to the right end of the fifth lens L5 as an integrated (series) lens.
[0039] In addition, in the base member 510, the LED substrate 570 is disposed on the rear surface side of the light guide plate 560. In this case, a plurality of light emitting elements 572 are disposed along the lens insertion portion 541 when viewed from the front surface side. In particular, in the base member 510, when viewed from the front side, each light-emitting element 572 is arranged at a position behind each lens portion L1 to L7. That is, in the base member 510, when viewed from the front side, each light-emitting element 572 is not arranged at a position behind each rib R1, R2. In addition, in the base member 510, when viewed from the front side, each light-emitting element 572 is not arranged at a position across each rib R1, R2 and the lens portions L3 to L5 adjacent to the rib R1, R2. This makes it possible to prevent the light-emitting effect produced by the light emitted from each light-emitting element 572 from being disrupted.
[0040] The movable body unit 500 is capable of executing a predetermined performance. That is, in the initial state of the movable body unit 500, the pair of movable members 520, 530 are disposed in the closed position. Then, as a predetermined performance, after the pair of movable members 520, 530 are displaced from the closed position to the open position, each of the plurality of light-emitting elements 572 is sequentially lit, starting with the light-emitting element disposed on the left side. This allows for the execution of a movable body performance in which the pair of movable members 520, 530 are bisected vertically by the sword, and light indicating the trajectory of the sword tip flows from the left end to the right end of the lens insertion portion 541. Here, a lens insertion portion 541 extending along the left-right direction is provided in the front case member 540. A plurality of lens insertion holes h1 to h7 extending along the left-right direction are provided in the lens insertion portion 541. As a result, the strength of the lens insertion portion 541 is lower than that of other parts of the front case member 540, and there is a risk of bending starting from the lens insertion portion 541. Therefore, in this embodiment, a rib R1 is provided between the third lens insertion hole h3 and the fourth lens insertion hole h4. Also, a rib R2 is provided between the fourth lens insertion hole h4 and the fifth lens insertion hole h5. This makes it possible to prevent a decrease in strength of the lens insertion portion 541, and to prevent bending starting from the lens insertion portion 541. In particular, in this embodiment, the ribs R1 and R2 are not painted with a specific paint, and the light-transmitting material is exposed. Furthermore, the front of each of the ribs R1 and R2 has a common (identical) lens cut with each of the lens portions L3 to L5. This allows the third lens portion L3, rib R1, fourth lens portion L4, rib R2, and fifth lens portion L5 to be integrated (consecutive) into the lens insertion portion 541 to produce a light-emitting effect, improving the performance.
[0041] (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.
[0042] (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.
[0043] 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.
[0044] 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.
[0045] 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 setting 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.
[0046] 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.
[0047] 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.
[0048] 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]).
[0049] 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]).
[0050] 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).
[0051] 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).
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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).
[0057] 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.
[0058] 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).
[0059] 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.
[0060] 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.
[0061] 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.
[0062] (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.
[0063] (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.
[0064] 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.
[0065] 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.
[0066] (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.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] "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. During the occurrence of the RAM 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 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.
[0071] 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.
[0072] (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").
[0073] 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.
[0074] (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 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.
[0075] (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 as an auxiliary control. In particular, there are provided two types of time-saving control: time-saving control 1 and time-saving control 2, which is more advantageous to the player than time-saving control 1. When the time-saving control 2 is being executed, the probability that the "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 time-saving control is stopped and when the time-saving control 1 is being executed. On the other hand, in this embodiment, when the time-saving control is stopped and when the time-saving control 1 is being executed, the probability that the "long opening pattern" 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 the same. In addition, in this embodiment, when time-saving control 1 is being executed (when the ``slight time-saving state'' described below is occurring), the base ratio (ball output rate) is lower than when time-saving control is stopped (when the ``C-time state'' described below is occurring).
[0076] In addition, in the pachinko machine 1, a special symbol low probability state and a special symbol high probability state are defined as game states related to the winning probability of the special symbol lottery (first special symbol lottery and second special symbol lottery). The probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes when the special symbol low probability state is occurring and when the special symbol high probability state is occurring. That is, when a special symbol low probability state is occurring (when the probability variable control is stopped), the probability of winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery) is set to a first probability. On the other hand, when a special symbol high probability state is occurring (when the probability variable control is being executed), the probability of winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery) is set to a second probability, which is higher than the first probability.
[0077] As a result of the above, five game states (specifically, "C-time state (normal state)", "slight time-saving state", "time-saving state", "probable change state", and "latent state") are defined in the pachinko machine 1. The "C-time state (normal state)" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special symbol low probability state is occurring (probability variable control is stopped). When the "C-time state" is occurring (excluding when the jackpot game state described below is occurring), the right-hand hit display device displays information specifying the left path as the path along which the game ball should be shot. Then, when the "C-time state" is occurring, the game progresses by launching the game ball along the left path. As a result, when the "C-time state" is occurring, the game progresses mainly with the first special symbol lottery. The "micro time-saving state" is a game state in which time-saving control 1 is being executed and a special symbol low probability state is occurring (when the probability variable control is stopped). When the "micro time-saving state" is occurring (excluding when the jackpot game state described below is occurring), the right-hand hit display device displays information specifying the left path as the path from which the game ball should be shot. Then, when the "micro time-saving state" is occurring, the game progresses by launching the game ball onto the left path. As a result, when the "micro time-saving state" is occurring, the game progresses mainly with the first special symbol lottery. The "time-saving state" is a game state in which time-saving control 2 is being executed and a special symbol low probability state is occurring (probability variable control is stopped). When the "time-saving state" is occurring, the right-hand hit display device displays information specifying the right-hand path as the path the game ball should be shot out. Then, when the "time-saving state" is occurring, the game progresses by launching the game ball onto the right-hand path. As a result, when the "time-saving state" is occurring, the game progresses mainly through the lottery for the second special symbol. The "probability variable state" is a game state during which time-saving control 2 is being executed and a special symbol high probability state is occurring (probability variable control is being executed). During the "probability variable state", information specifying the right-hand path as the path along which the game ball should be shot is displayed on the right-hand hit display device. Then, during the "probability variable state", the game progresses by shooting the game ball along the right-hand path. As a result, during the "probability variable state", the game progresses mainly through the lottery for the second special symbol. The "latent state" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special chart high probability state is occurring (probability change control is being executed). When the "latent state" is occurring, the right-hand hit display device displays information specifying the left-hand path as the path the game ball should be shot out. When the "latent state" is occurring, the remaining reserve of special chart 2, which will be described later, is mainly consumed.
[0078] (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 "time-saving pattern") that will be selected if a "time-saving" is won in the second special pattern lottery.
[0079] (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 gaming state. Note that the configuration may be such that the probability of winning a "normal symbol win" through the normal symbol lottery executed while the time-saving control (time-saving control 1 and time-saving control 2) is being executed is higher than the probability of winning a "normal symbol win" through the normal symbol lottery executed while the time-saving control is stopped.
[0080] 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.
[0081] 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].
[0082] As shown in Figure 5, if "normal winning symbol 1" is won based on the normal symbol lottery executed while the time-saving control is stopped, 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 the time-saving control is stopped, 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 a "normal winning symbol" is won based on the normal symbol lottery executed while the time-saving control is stopped (during the C-time state and the latent state), 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-saving control 1 is being executed, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning gaming state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed while time-saving control 1 is being executed, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning gaming state. As a result, if "normal winning" is won based on the normal symbol lottery executed while time-saving control 1 is being executed (during the occurrence of the slight time-saving state), 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 during the execution of time-saving control 2, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. On the other hand, if "normal winning symbol 2" is won based on the normal symbol lottery executed during the execution of time-saving control 2, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, if "normal winning" is won based on the normal symbol lottery executed during the execution of time-saving control 2 (during the occurrence of the time-saving state and during the occurrence of the probability variable state), a "long opening pattern" is selected and set with a 1 / 1 probability.
[0083] (Special design lottery) In addition, in the pachinko machine 1, when a game ball enters the first start hole 51, a first special pattern lottery (start determination based on special pattern 1 game information) is executed, and when a game ball enters the second start hole 52, a second special pattern lottery (start determination based on special pattern 2 game information) is executed. In this embodiment, the results of the first special symbol lottery are defined as "jackpot," "time reduction," and "loss." On the other hand, the results of the second special symbol lottery are defined as "jackpot," "time reduction," and "loss." As shown in Figures 4(b) and (c), in the special symbol lottery (first special symbol lottery or second special symbol lottery) executed during the occurrence of a special symbol low probability state (while the probability variable control is stopped), the probability of winning a "jackpot" is 1 / 350 (varies depending on the setting value). On the other hand, in the special symbol lottery (first special symbol lottery or second special symbol lottery) executed during the occurrence of a special symbol high probability state (while the probability variable control is being executed), the probability of winning a "jackpot" is 1 / 97 (varies depending on the setting value). In addition, regardless of the game state, the probability of winning the "Time Shortening" in the first special symbol lottery is 1 / 1.01.In addition, regardless of the game state, the probability of winning the "Time Shortening" in the second special symbol lottery is 1 / 1.01. In addition, the probability of winning the "jackpot" through the special pattern lottery may be configured not to change depending on the set value.
[0084] 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 "single symbol" is stopped and displayed. A "single pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "2, 2, 2," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 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 "probability variable symbol" is stopped and displayed. A "probable change 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 odd 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.
[0085] As shown in Figure 6(b), in pachinko machine 1, "time-saving pattern 1" is specified as the winning type (type 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 Reduction", the probability of winning "Time Reduction Pattern 1" is 100 / 100. When the "time-saving symbol 1" is selected, the stop symbol corresponding to the "time-saving symbol 1" is displayed in a stopped state on the special symbol 1 display device. Also, when the "time-saving symbol 1" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described later is the "normal state (C time state)," the stop symbol (display mode of the effect symbols z1 and z2) corresponding to the "chance symbol" is displayed in the effect symbol display areas a1 to a4. On the other hand, when the "time-saving symbol 1" is selected based on the first special symbol lottery and the game state at the time of the C time-saving judgment standard described later is the "slight time-saving state," "time-saving state," "probable variable state," or "latent state," the stop symbol (display mode of the effect symbols z1 and z2) corresponding to the "loss symbol" is 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.
[0086] On the other hand, if you lose the first special symbol lottery (in the case of "losing"), the stop symbol corresponding to the "losing symbol" is stopped and displayed on the special symbol 1 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (display mode of effect symbols z1 and z2) corresponding to the "losing symbol" is stopped and displayed.
[0087] 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 20 / 100, and the probability of winning "jackpot symbol 4" is 80 / 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 areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "bonus 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 areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "bonus symbol" is stopped and displayed. A "bonus 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 specific numbers, such as "7, 7, 7," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0088] As shown in Figure 6(d), in pachinko machine 1, "time-saving pattern 2" is specified as the winning type (type of "time-saving pattern") to be selected when "time-saving" is won in the second special pattern lottery. In the second special pattern lottery (special pattern determination), if you win "Time Reduction", the probability of winning "Time Reduction Pattern 2" is 100 / 100. If the "time-saving symbol 2" is selected, a stop symbol corresponding to the "time-saving symbol 2" is displayed in a stopped state on the special symbol 2 display device. Also, if the "time-saving symbol 2" is selected based on the second special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "normal state (C time state)," a stop symbol (display mode of the effect symbols z1 and z2) corresponding to the "falling symbol" is displayed in the effect symbol display areas a1 to a4. On the other hand, if the "time-saving symbol 2" is selected based on the second special symbol lottery and the game state at the time of the C time-saving judgment standard described below is the "slight time-saving state," "time-saving state," "probable variable state," or "latent state," a stop symbol (display mode of the effect symbols z1 and z2) corresponding to the "losing symbol" is displayed in the effect symbol display areas a1 to a4. The "falling 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 "3, 2, 1," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color.
[0089] 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.
[0090] 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 3. On the other hand, if "jackpot symbol 3" or "jackpot symbol 4" is won, the number of rounds of play is set to 10. 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).
[0091] When "jackpot symbol 1" to "jackpot symbol 4" are won, the first round game among the predetermined number of round games executed during the jackpot game state becomes a "V round game." In the "V round game," the distribution means is shifted from a non-V passing state to a V passing state. At this time, if "jackpot symbol 1" is won, the distribution means is shifted from the non-V passing state to the V passing state in such a manner that it becomes difficult (effectively impossible) for the gaming ball that enters the large prize opening 55 to pass through the V area during the execution of the V-round game. As a result, if "jackpot symbol 1" is won, it becomes difficult (impossible) for the gaming ball to pass through the V area during the occurrence of the jackpot game state. On the other hand, when "jackpot symbol 2" to "jackpot symbol 4" are 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 enters the large prize opening 55 during the execution of the V round game can easily (effectively, can) pass through the V area. As a result, when "jackpot symbol 2" to "jackpot symbol 4" are won, the game ball can easily (can) pass through the V area during the occurrence of the jackpot game state. Here, among the predetermined number of round games executed during the occurrence of the jackpot game state, in round games other than the V round game, the distribution means is not shifted from the non-V passing state to the V passing state. As a result, it becomes impossible for a game ball that enters the first big prize opening 54 during the execution of other round games other than the V round game to pass through the V area. If the passage of the game ball through the V region is not detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is set to a special game low probability state. On the other hand, if the passage of the game ball through the V region is detected during the occurrence of a jackpot game state, the game state after the end of the jackpot game state is set to a special game high probability state. In other words, if the passage of the game ball through the V region is detected during the occurrence of a jackpot game state, a predetermined number of probability variations (120 in this embodiment) is set at the end of the jackpot game state, and a special game high probability state is initiated according to the set number of probability variations upon the end of the jackpot game state. As described above, when "jackpot symbol 1" is won, it becomes difficult (effectively impossible) for the game ball that enters the large prize slot 55 to pass through the V area during the V-round game. As a result, when "jackpot symbol 1" is won, the game state after the jackpot game state ends becomes a special symbol low probability state. Therefore, "jackpot symbol 1" is essentially a winning type in which a special symbol high probability state does not occur after the jackpot game state ends. On the other hand, if "jackpot symbol 2" to "jackpot symbol 4" are won, it becomes easy (substantially possible) for the game ball that enters the large prize opening 55 to pass through the V area during the V-round game. As a result, if "jackpot symbol 2" to "jackpot symbol 4" are won, the game state after the jackpot game state ends becomes a special symbol high probability state. Therefore, "jackpot symbol 2" to "jackpot symbol 4" are essentially winning types that cause a special symbol high probability state after the jackpot game state ends. The special symbol high probability state is initiated in response to the end of the jackpot game state, and is terminated in response to the establishment of one of the following conditions: (1) the number of special symbol hit determinations executed during the occurrence of the special symbol high probability state (the number of times the special symbol notification display is executed during the occurrence of the special symbol high probability state) reaches a predetermined number of times of probability change (120 times in this embodiment) (the number of times the special symbol variable display is executed during the occurrence of the special symbol high probability state reaches a predetermined number of times of probability change), and (2) the next jackpot game state starts (the stopped display of the "jackpot symbol" has ended). Here, if the condition (1) is met, the special symbol high probability state ends when the variable display of the special symbol for the predetermined number of times (when the variable time has elapsed). On the other hand, if the condition (2) is met, the special symbol high probability state ends when the stopped display of the "jackpot symbol" ends (when the stop time has elapsed). In the following explanation, among the notification displays (variation display / stop display) of special symbols executed during the occurrence of the special symbol high probability state, the notification display of the special symbol for a predetermined number of times of probability change is referred to as the "probability change final change." In other words, the special symbol high probability state ends in response to the execution of the probability change final change.
[0092] In addition, at the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving times, second time-saving times, third time-saving times) is 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. In this embodiment, time-saving control 1 and time-saving control 2 are defined as types of time-saving control. Time-saving control 1 and time-saving control 2 have different probabilities of selecting a "long opening pattern" when a "normal winning" is won by the normal symbol lottery. In this case, time-saving control 2 has a higher probabilities of selecting a "long opening pattern" when a "normal winning" is won by the normal symbol lottery than time-saving control 1, which is advantageous to 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," and "time-saving termination condition 3."
[0093] "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" is the number of times the second special symbol change display (second special symbol lottery) is executed (started) 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 the first number of times corresponding to the combination of the gaming state after the execution of the first number-cut management process (step S12-5) described later (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Also, in the case where the "time-saving mode" is won, at the end of the stopped display of the special symbol, the CPU 210 sets the value of the first time-saving counter to the first number of times corresponding to the combination of the gaming state after the execution of the second number-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on the special symbol 2 game information is executed (each time the variable display of the second special symbol is terminated), "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," time-saving end condition 1 is established and the time-saving control is stopped. As a result, when the number of start determinations (special symbol win / loss determination) based on the special symbol 2 game information executed during the time-saving control (first time-saving control or second time-saving control) reaches the first time-saving count (specified count) set at the start of the time-saving control, time-saving end condition 1 is established. In the following explanation, among the notification displays (variation display / stop display) of the second special symbol executed during the execution of the time-saving control (time-saving control 1 or time-saving control 2), the notification display of the second special symbol for the first time-saving cycle is referred to as the "final time-saving cycle." In other words, in response to the execution of the final time-saving cycle, the time-saving termination condition 1 is established, and the time-saving control (time-saving control 1 or time-saving control 2) is terminated. Also, when the time-saving control (time-saving control 1 or time-saving control 2) is terminated in response to the consumption of the first time-saving cycle, the special symbol 2 game information (special symbol 2 game information for which the start determination is reserved) stored in the special symbol 2 game information storage area at the time of the termination of the time-saving control is referred to as the "special symbol 2 remaining reserve." Also, the notification display (variation display / stop display) of the second special symbol based on the special symbol 2 remaining reserve is referred to as the "special symbol 2 remaining reserve fluctuation."
[0094] 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 (first special symbol lottery) was 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 (second special symbol lottery) was executed during the 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 corresponding to the combination of the gaming state after the execution of the first number-cut management process (step S12-5) described later (when the gaming state preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Also, in the case where the "time-saving mode" is won, at the end of the stopped display of the special symbol, the CPU 210 sets the value of the second time-saving counter to the second number of times corresponding to the combination of the gaming state after the execution of the second number-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on the special symbol game information (special symbol 1 game information or special symbol 2 game information) is executed (each time the variable display of the first special symbol or the second special symbol is terminated), "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," time-saving end condition 2 is established and the time-saving control is stopped. As a result, when the number of start determinations (special symbol win / loss determination) based on the special symbol game information (special symbol 1 game information or special symbol 2 game information) executed during the time-saving control (first time-saving control or second time-saving control) reaches the second time-saving count (specified count) set at the start of the time-saving control, time-saving end condition 2 is established.
[0095] "Time-saving termination condition 3" is a condition based on winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery). In other words, time-saving termination condition 3 is a condition based on the number of times a "jackpot" has been won through a special symbol lottery (first special symbol lottery or second special symbol lottery). In this embodiment, time-saving termination condition 3 is established when the number of times a "jackpot" has been won during the time-saving period reaches the third time-saving number (prescribed number) set at the start of time-saving control. The "number of wins during time-saving control" is the number of times a "jackpot" has been won through the special pattern lottery (first special pattern lottery or second special pattern lottery) that is executed (started) during time-saving control (the number of times a "jackpot" has been determined through the special pattern win / loss judgment based on the special pattern 1 game information or special pattern 2 game information that is executed during time-saving control). When the time-saving termination condition 3 is established, the time-saving control is terminated at the end of the variable display of the special pattern (first special pattern or second special pattern) that triggered the establishment of the time-saving termination condition 3. Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of wins during the time-saving mode. At the start of a jackpot gaming state, the CPU 210 sets the value of the third time-saving counter to the third number of times according to a combination of the gaming state after the execution of the first number-cut management process (step S12-5) described later (when the gaming state preliminary setting process (step S12-6) is executed) and the type of win (type of winning symbol). Also, in the case where the "time-saving mode" is won, at the end of the stopped display of the special symbol, the value of the third time-saving counter is set to the third number of times according to a combination of the gaming state after the execution of the second number-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the type of win (type of winning symbol). Furthermore, each time a "jackpot" is determined by the start determination (special chart hit / miss determination) based on the special chart 1 game information or the special chart 2 game information, "1" is subtracted from the value of the third time-saving counter. Then, in response to the value of the third time-saving counter being subtracted from "1" to "0," time-saving termination condition 3 is established, and the time-saving control is stopped. As a result, when the number of times a "jackpot" is determined by the start determination (special chart hit / miss determination) based on the special chart 1 game information or the special chart 2 game information executed during the time-saving control (first time-saving control or second time-saving control) reaches the third time-saving count (specified number of times) set at the start of the time-saving control, time-saving termination condition 3 is established.
[0096] Here, in this embodiment, apart from the above-mentioned time-saving termination conditions 1 to 3, if a "jackpot" is won (if a jackpot gaming state occurs), the time-saving control (first time-saving control or second time-saving control) is terminated at the start of the jackpot gaming state.
[0097] In the pachinko machine 1, first, a start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed, and then a first number-cut management process (step S12-5) determines whether or not to end the time-saving state, and then a game state preliminary setting process (step S12-6) preliminarily sets the game state after the end of the jackpot game state (whether or not time-saving control is enabled, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times).If a jackpot game state occurs, at the end of the jackpot game state, the game state preliminarily set in the game state preliminary setting process (step S12-6) (whether or not time-saving control is enabled, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times) is definitively set as the game state after the end of the jackpot game state (whether or not time-saving control is enabled, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times). As a result, the game state after the end of the jackpot game state (whether or not time-saving control is applied, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) will be set according to the game state at the time the game state preliminary setting process (step S12-6) is executed, regardless of the game state at the time the start judgment (special chart hit / miss judgment) is executed. For example, in the special chart change waiting process based on the special chart 2 game information, even if the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed during the "probability variable state" (during execution of time-saving control 2), if time-saving control 2 is terminated by the first number-off management process (step S12-5), the game state preliminary setting process (step S12-6) will be executed during the "latent state". As a result, if a "jackpot" is won based on the start judgment and the jackpot game state is generated, even if the start judgment was executed during the "probability variable state", the game state after the end of the jackpot game state (presence or absence of time-saving control, first number of time-saving times, second number of time-saving times, third number of time-saving times) is set based on the fact that the "latent state" is generated. On the other hand, in the special chart change waiting process based on the special chart 2 game information, the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "probability variable state" is occurring (while time-saving control 2 is being executed), and if time-saving control 2 is not terminated by the first number-off management process (step S12-5), the game state preliminary setting process (step S12-6) will also be executed while the "probability variable state" is occurring. As a result, if a "jackpot" is won based on the start judgment and a jackpot game state is generated, the start judgment is executed while the "probability variable state" is occurring, and based on the fact that the "probability variable state" is occurring, the game state after the end of the jackpot game state (whether or not time-saving control is active, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) will be set. As a result of the above, regardless of the game state at the time of execution of the start judgment, it is possible to change the game state after the end of the jackpot game state depending on the game state of the game state preliminary setting process, thereby improving playability. In the following description, the time when the game state preliminary setting process (step S12-6) is executed is referred to as the "post-jackpot game state determination reference time." That is, in this embodiment, the post-jackpot game state determination reference time is the timing immediately after the first number cut management process (step S12-5) executed at the end of the variable display of the special symbol. Then, in the pachinko machine 1, at the end of the jackpot game state, the game state after the end of the jackpot game state (whether or not time-saving control is performed, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times) is set based on the game state at the time of the post-jackpot game state determination reference time.
[0098] In addition, in the pachinko machine 1, first, a start judgment (a special symbol win / loss judgment, a special symbol stop symbol judgment, a special symbol change pattern judgment, etc.) is executed, and then a second cut-off management process (step S12-7) judges whether or not to terminate the time-shortening state, and then a C time-shortening activation judgment process (step S12-8) judges whether or not to activate the C time-shortening. Then, if it is judged that the C time-shortening is activated, the time-shortening control (time-shortening control 1 or time-shortening control 2) is started in accordance with the end of the stop display of the special symbol. Here, "C time reduction" refers to the time reduction control (time reduction control 1 or time reduction control 2) that is initiated upon winning "time reduction" ("time reduction pattern 1" or "time reduction pattern 2"). As a result, whether or not to activate the C time reduction will be determined based on the game state at the time the C time reduction activation determination process (step S12-8) is executed, regardless of the game state at the time the start determination (special chart win / loss determination) is executed. For example, in the special chart change waiting process based on the special chart 2 game information, even if the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "time-saving state" is occurring (while time-saving control 2 is being executed), if time-saving control 2 is terminated by the second cut-off management process (step S12-7), the C time-saving activation judgment process (step S12-8) will be executed while the "normal state" is occurring. As a result, if the "time-saving" ("time-saving pattern 2") is won based on the start judgment, even though the start judgment was executed while the "time-saving state" was occurring, it is determined whether or not to activate the C time-saving (as a result, it is determined that the C time-saving should be activated) based on the fact that the "normal state" is occurring. On the other hand, in the special chart change waiting process based on the special chart 2 game information, the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the "time-shortened state" is occurring (while time-shortened control 2 is being executed), and if time-shortened control 2 is not terminated by the second cut-off management process (step S12-7), the C time-shortened activation judgment process (step S12-8) will also be executed while the "time-shortened state" is occurring. As a result, if the "time-shortened state" is won ("time-shortened pattern 2") based on the start judgment, the start judgment is executed while the "time-shortened state" is occurring, and whether or not to activate the C time-shortened state is determined based on the fact that the "time-shortened state" is occurring (as a result, it is determined that the C time-shortened state will not be activated). As described above, in this embodiment, when the "time-saving final variation" that starts during the "time-saving state" occurs, if the "time-saving" ("time-saving pattern 2") is won, it is possible to activate the C time-saving and transition to the "slight time-saving state", thereby improving the playability. In the following description, the time when the C time-saving activation determination process (step S12-8) is executed is referred to as the "C time-saving determination reference time." That is, in this embodiment, the C time-saving determination reference time is the timing immediately after the second cut-off management process (step S12-7) that is executed when the variable display of the special symbol ends. Then, in the pachinko machine 1, it is determined whether or not to activate the C time-saving function based on the game state at the C time-saving determination reference time.
[0099] Furthermore, in the pachinko machine 1, first, a start determination (special chart success / failure determination, special chart stop chart pattern determination, special chart change pattern determination, etc.) is performed, and then a C time reduction activation determination process (step S12-8) determines whether or not to activate the C time reduction, and then a probability change management process (step S12-10) determines whether or not to end the special chart high probability state. As a result, during the occurrence of the special chart high probability state, it is determined whether or not to activate the C time reduction before determining whether or not to end the special chart high probability state. Therefore, it is possible to prevent the C time reduction from being activated for the final probability variation. That is, for the final probability variation that starts during the occurrence of the special chart high probability state, if the "time reduction" ("time reduction pattern 2") is won, the C time reduction operation determination process (step S12-8) is executed during the occurrence of the special chart high probability state, and then the end of the special chart high probability state is determined by the probability variation management process (step S12-10). This makes it possible to prevent the C time reduction from being activated for the final probability variation.
[0100] As shown in Figure 6(a), if "jackpot symbol 1" is won and the game state at the time of post-jackpot game state determination standard is "normal state" or "latent state," the first time-saving number of times is set to 500 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 1 [time], and after the jackpot game state ends, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 500 [times]), time-saving end condition 2 (second time-saving number of times = 10,000 [times]), and time-saving end condition 3 (third time-saving number of times = 1 [time]). On the other hand, if "jackpot symbol 1" is won and the game state at the time of post-jackpot game state judgment reference is "probable variable state," the first time-saving number of times is set to 500 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 0 [times], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, time-saving end condition 1 (first time-saving number of times = 500 [times]) and time-saving end condition 2 (second time-saving number of times = 10,000 [times]) are set as time-saving end conditions, and time-saving end condition 3 is not set. On the other hand, if "jackpot symbol 1" is won and the game state at the time of post-jackpot game state judgment reference is "time-shortened state" or "slightly time-shortened state," the first time-shortened number of times is set to 100 [times], the second time-shortened number of times is set to 10,000 [times], and the third time-shortened number of times is set to 0 [times], and after the end of the jackpot game state, time-shortened control 2 is executed. As a result, time-shortened end condition 1 (first time-shortened number of times = 500 [times]) and time-shortened end condition 2 (second time-shortened number of times = 10,000 [times]) are set as time-shortened end conditions, and time-shortened end condition 3 is not set.
[0101] On the other hand, if "jackpot symbol 2" is won and the game state at the time of post-jackpot game state determination standard is "normal state" or "latent state", the first time-saving number of times is set to 116 [times], the second time-saving number of times is set to 116 [times], the third time-saving number of times is set to 1 [time], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 116 [times]), time-saving end condition 2 (second time-saving number of times = 116 [times]), and time-saving end condition 3 (third time-saving number of times = 1 [time]). On the other hand, if "jackpot symbol 2" is won and the game state at the time of post-jackpot game state judgment reference is "probable variable state," "time-saving state," or "slight time-saving state," the first time-saving number of times is set to 121 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 0 [times], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 121 [times]) and time-saving end condition 2 (second time-saving number of times = 10,000 [times]), and time-saving end condition 3 is not set.
[0102] On the other hand, as shown in Figure 6 (c), if "jackpot symbol 3" is won and the game state at the time of post-jackpot game state determination standard is "normal state," "probable variable state," "latent state," "time-shortened state," or "slightly time-shortened state," the first time-shortened number of times is set to 116 [times], the second time-shortened number of times is set to 116 [times], and the third time-shortened number of times is set to 1 [time], and after the end of the jackpot game state, time-shortened control 2 is executed. As a result, time-shortened end conditions are set as time-shortened end condition 1 (first time-shortened number of times = 116 [times]), time-shortened end condition 2 (second time-shortened number of times = 116 [times]), and time-shortened end condition 3 (third time-shortened number of times = 1 [time]). On the other hand, if "jackpot symbol 4" is won and the game state at the time of post-jackpot game state determination standard is "normal state," "probable variable state," "time-saving state," or "slight time-saving state," the first time-saving number of times is set to 121 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 0 [times], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 121 [times]) and time-saving end condition 2 (second time-saving number of times = 10,000 [times]), and time-saving end condition 3 is not set. On the other hand, if "jackpot symbol 4" is won and the game state at the time of post-jackpot game state determination reference is "latent state," the first time-saving number of times is set to 116 [times], the second time-saving number of times is set to 116 [times], the third time-saving number of times is set to 1 [time], and after the end of the jackpot game state, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 116 [times]), time-saving end condition 2 (second time-saving number of times = 116 [times]), and time-saving end condition 3 (third time-saving number of times = 1 [time]).
[0103] The time-saving ("time-saving symbol 1" and "time-saving symbol 2") are winning symbols that do not grant a game state (specifically, a jackpot game state) in which it is easy for game balls to enter the variable ball entrance (specifically, the big prize entrance 55). In other words, even if "time-saving symbol 1" or "time-saving symbol 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 a "time-saving" ("time-saving symbol 1" or "time-saving symbol 2") is won and the game state at the time of C time-saving judgment standard is "normal state," the winning triggers the start of new time-saving control. In this case, if the "time-saving symbol 1" is won, the winning triggers the start of time-saving control 2. On the other hand, if the "time-saving symbol 2" is won, the winning triggers the start of time-saving control 1. On the other hand, if the "time-saving" ("time-saving symbol 1" or "time-saving symbol 2") is won and the game state at the time of the C time-saving judgment standard is "certain variable state," "latent state," "time-saving state," or "slight time-saving state," the game state at the time of the C time-saving judgment standard will continue, and new time-saving control will not be initiated as a result of the winning. In other words, if a "time-saving" ("time-saving symbol 1" or "time-saving symbol 2") is won and the game state at the time of the C time-saving judgment criterion is "high probability state", "latent state", "time-saving state" or "slightly time-saving state", the game state at the time of the C time-saving judgment criterion (if time-saving control is being executed, the number of time-saving times (first number of time-saving times, second number of time-saving times, third number of time-saving times)) will continue, and a new number of time-saving times (first number of time-saving times, second number of time-saving times, third number of time-saving times) will not be set as a result of the winning. In this embodiment, if a "time-saving" ("time-saving symbol 1" or "time-saving symbol 2") is won and the game state at the time of the C time-saving judgment criterion is "high probability state", "latent state", "time-saving state" or "slightly time-saving state", the winning of "time-saving" will be invalid (treated the same as a "loss"). As a result of the above, if the game state at the time of the C time-saving judgment standard is the "normal state," then the "time-saving" ("time-saving symbol 1" and "time-saving symbol 2") will be a type of winning symbol. On the other hand, if the game state at the time of the C time-saving judgment standard is the "probable change state," "latent state," "time-saving state," or "slight time-saving state," then the "time-saving" ("time-saving symbol 1" and "time-saving symbol 2") will be a type of losing symbol.
[0104] As shown in Figure 6(b), if "Time-saving symbol 1" is won and the game state at the time of C time-saving judgment standard is "normal state," when the special symbol stops, the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 0 [times] (a new number of time-saving times is reset), and when the special symbol stops, time-saving control 2 is newly started. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving number of times = 100 [times]) and time-saving end condition 2 (second time-saving number of times = 10,000 [times]), and time-saving end condition 3 is not set. On the other hand, if "time-saving pattern 2" is won and the game state at the time of C time-saving judgment standard is "normal state," at the end of the special pattern's stopped display, the first time-saving number of times is set to 10,000 [times], the second time-saving number of times is set to 10,000 [times], and the third time-saving number of times is set to 0 [times] (a new time-saving number is reset), and new time-saving control 1 is started in response to the end of the special pattern's stopped display. As a result, time-saving end condition 1 (first time-saving number of times = 10,000 [times]) and time-saving end condition 2 (second time-saving number of times = 10,000 [times]) are set as time-saving end conditions, and time-saving end condition 3 is not set.
[0105] (Regarding the time it takes for the special symbols to change) Next, the time for which the special symbols are selected and set during each game state ("normal state", "probable change state", "latent state", "time-saving state" and "slight time-saving state") will be explained. In this embodiment, the groups of the fluctuation modes (combinations of fluctuation modes and fluctuation patterns) of the special symbols are defined as "normal fluctuation", "long fluctuation", and "short fluctuation". "Normal fluctuation" is a group to which fluctuation modes that correspond to normal fluctuation times belong. In this embodiment, the fluctuation times (normal fluctuation times) corresponding to each fluctuation mode belonging to "normal fluctuation" are specified as 4.0 [s] to 180.0 [s]. "Long fluctuation" is a group to which fluctuation modes that are associated with a longer fluctuation time (hereinafter referred to as "long fluctuation time") than fluctuation modes that belong to other groups belong. In this embodiment, 590.0 [s] is specified as the fluctuation time (long fluctuation time) corresponding to each fluctuation mode that belongs to "long fluctuation." "Short fluctuation" is a group to which fluctuation modes that are associated with a fluctuation time (hereinafter referred to as "short fluctuation time") that is shorter than the normal fluctuation time belong. In this embodiment, the fluctuation time (short fluctuation time) corresponding to each fluctuation mode belonging to "short fluctuation" is specified to be 3.0 [s] to 10.0 [s].
[0106] In this embodiment, for the special symbol lottery (first special symbol lottery or second special symbol lottery) executed during the occurrence of the "normal state" or "slight time-saving state", regardless of the lottery result, "normal fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time is within the range of 4.0 [s] to 180.0 [s]. In addition, for the second special symbol lottery executed during the occurrence of the "probability change state," "latent state," or "time-saving state," regardless of the lottery result, "short fluctuation" is selected as the fluctuation mode. As a result, the fluctuation time becomes 3.0 [s] to 10.0 [s]. Furthermore, for the first special symbol lotteries executed during the "probability variable state," "latent state," or "time-saving state," "short fluctuation" is selected as the fluctuation mode for each first special symbol lottery up to the specified number of times, regardless of the lottery results. As a result, the fluctuation time becomes 3.0 [s] to 10.0 [s]. On the other hand, for the first special symbol lotteries executed during the "probability variable state," "latent state," or "time-saving state," "long fluctuation" is selected as the fluctuation mode for each first special symbol lottery beyond the specified number of times, regardless of the lottery results. As a result, the fluctuation time becomes 590.0 [s]. In this case, the specified number of times is set to a number equal to or greater than the upper limit of the number of reserved special symbols ("4" in this embodiment). In this embodiment, the specified number of times is set to 10 [times]. This prevents a situation in which the game is progressed based on the first special symbol lottery while the "probable change state," "latent state," or "time-saving state" is occurring, as will be described later.
[0107] (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 symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which it is possible (easy) for a game ball to enter the big prize opening 55. Then, by having a game ball enter the big prize opening 55, the player can win many prize balls. In particular, the pachinko machine 1 defines a special symbol low probability state and a special symbol high probability state as game states related to the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery). During the special symbol low probability state, the probability of winning a "jackpot" through the special symbol lottery is 1 / 350. On the other hand, during the special symbol high probability state, the probability of winning a "jackpot" through the special symbol lottery increases to 1 / 97. This gives the player an advantage when the special symbol high probability state is occurring rather than when the special symbol low probability state is occurring. Therefore, the "probability change state" and "latent state" are game states that are more advantageous to the player than the "C time state," "time-saving state," and "slight time-saving state."
[0108] Furthermore, in the pachinko machine 1, the number of rounds executed during the jackpot gaming state that is generated based on the second special symbol lottery is greater than the number of rounds executed during the jackpot gaming state that is generated based on the first special symbol lottery. As a result, in the pachinko machine 1, winning an opportunity to draw the second special symbol is more likely to result in winning more prize balls than winning an opportunity to draw the first special symbol, which is advantageous to the player. 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, when the "C-time state" is occurring (time-saving control is stopped), when the "latent state" is occurring (time-saving control is stopped), or when the "slight time-saving state" is occurring (time-saving control 1 is being executed), if a "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 "C-time state", "latent state", or "slight time-saving state" is occurring, if a "normal symbol hit" 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 "probability variable state" is occurring (while time-saving control 2 is being executed) or when the "time-saving state" is occurring (while time-saving control 2 is being executed), 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 "probability variable state" or the "time-saving state" 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. Thus, during the "C-time state," "latent state," or "slight time-saving 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 execute time-saving control 2. In other words, the player will play by shooting the gaming ball down the left path, aiming to get the gaming ball to enter the first starting hole 51. On the other hand, during the "probability change state" or "time-saving 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 win the second special symbol lottery 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 second special symbol lottery. In other words, the player will play by shooting the gaming ball down the right path, aiming for the gaming ball to pass through the starting gate 41 and enter the second starting gate 52. As a result, the player is more advantageous when time-saving control 2 is in operation than when time-saving control is stopped or when time-saving control 1 is in operation. Therefore, the "probable variable state" and "time-saving state" are more advantageous game states for the player than the "C-time state" and "slight time-saving state."
[0109] Furthermore, in the pachinko machine 1, if the "time-saving symbol 1" is selected in the first special symbol lottery executed while the "C-time state" is occurring, the time-saving control 2 is initiated in response to the completion of the stopped display of the first special symbol. On the other hand, if the "time-saving symbol 1" is selected in the first special symbol lottery executed while the "slight time-saving state" is occurring (when the game state at the time of the C-time-saving judgment standard is the "slight time-saving state"), the time-saving control 2 is not initiated in response to the completion of the stopped display of the first special symbol. As a result, the "C time state" is a game state that is more advantageous to the player than the "slight time-saving state" because time-saving control 2 is initiated when "time-saving pattern 1" is won.
[0110] In the pachinko machine 1, when the RAM clear initialization process (step S1-30) described below is executed, the "C-time state" is generated. Here, in the first special symbol lottery, the "time-saving" ("time-saving symbol 1") is won with a probability of approximately 100% (specifically, 1 / 1.01). As a result, when the first special symbol lottery is executed while the "C-time state" is occurring, the "time-saving state" is entered with a probability of approximately 100%. Therefore, the "C-time state" is ended upon execution of one first special symbol lottery (variable display and stationary display of the first special symbol). As a result, the "C-time state" is a chance state that is more advantageous to the player than the "slight time-saving state" only for one first special symbol lottery. Specifically, if the "time-saving pattern 1" is won in the first special pattern lottery executed while the "C time state" is occurring, the first time-saving number of times = 100 [times], the second time-saving number of times = 10,000 [times], and the third time-saving number of times = 0 [times] are set, and the game transitions to the "time-saving state" upon the end of the notification display of the first special pattern. On the other hand, if the "jackpot pattern 1" is won in the first special pattern lottery executed while the "C time state" is occurring, the first number of time-saving times = 500 [times], the second number of time-saving times = 10,000 [times], and the third number of time-saving times = 1 [time] are set, and upon the end of the jackpot game state, the game will transition to the "time-saving state." On the other hand, if the "jackpot pattern 2" is won in the first special pattern lottery executed while the "C time state" is occurring, the first number of time reductions = 116 [times], the second number of time reductions = 116 [times], and the third number of time reductions = 1 [time] will be set, and upon the end of the jackpot game state, the game will transition to the "probable change state."
[0111] As mentioned above, in the second special symbol lottery executed during the "time-saving state" (the game state at the time of C time-saving judgment standard = "time-saving state"), even if the "time-saving" ("time-saving symbol 2") is won, it is treated as a "miss." Therefore, during the "time-saving state," if the "jackpot symbol 3" or "jackpot symbol 4" is won based on the second special symbol lottery, or if the first time-saving number of times is consumed, the game state will change. Specifically, if the "jackpot pattern 3" is won in the second special pattern lottery executed while the "time-saving state" is occurring (if the game state at the time of determining the game state after the jackpot is "time-saving state"), the first number of time-saving times = 116 [times], the second number of time-saving times = 116 [times], and the third number of time-saving times = 1 [time] are set, and the game will transition to the "probable change state" upon the end of the jackpot game state. On the other hand, if the "jackpot pattern 4" is won in the second special pattern lottery executed while the "time-saving state" is occurring (if the game state at the time of determining the game state after the jackpot is "time-saving state"), the first number of time-saving times = 121 [times], the second number of time-saving times = 10,000 [times], and the third number of time-saving times = 0 [times] will be set, and the game will transition to the "probable change state" upon the end of the jackpot game state. On the other hand, if the number of times the second special pattern changes and is displayed reaches the first number of times for time reduction without a "jackpot" being won during the "time reduction state," the state will transition to the "C time state."
[0112] As mentioned above, in the second special symbol lottery executed during the occurrence of the "probability variable state" (the game state at the time of C time-saving judgment standard = "probability variable state"), even if the "time-saving" ("time-saving symbol 2") is won, it is treated the same as a "miss." Therefore, during the occurrence of the "probability variable state," if the "jackpot symbol 3" or "jackpot symbol 4" is won based on the second special symbol lottery, if the number of probability variable times is consumed, or if the number of first time-saving times is consumed, the game state will transition. Specifically, if the "jackpot pattern 3" is won in the second special pattern lottery executed while the "high probability state" is occurring (if the game state at the time of determining the game state after the jackpot is "high probability state"), the first number of time reductions = 116 [times], the second number of time reductions = 116 [times], and the third number of time reductions = 1 [time] are set, and the game will transition to the "high probability state" upon the end of the jackpot game state. On the other hand, if the "jackpot pattern 4" is won in the second special pattern lottery executed while the "high probability state" is occurring (if the game state at the time of determining the game state after the jackpot is "high probability state"), the first number of time reductions = 121 [times], the second number of time reductions = 10,000 [times], and the third number of time reductions = 0 [times] are set, and the game will transition to the "high probability state" upon the end of the jackpot game state. On the other hand, if the number of times the second special pattern changes and is displayed reaches the number of times for the first time-saving period without winning the "big hit" during the "time-saving period," the game will transition to the "time-saving period." On the other hand, if the number of times the second special pattern changes and is displayed reaches the first number of times of time reduction before reaching the number of times of the special state without winning the jackpot during the special state, the game will transition to the latent state.
[0113] As mentioned above, in the second special symbol lottery executed during the occurrence of the "latent state" (the game state at the time of C time-saving judgment standard = "latent state"), even if the "time-saving" ("time-saving symbol 2") is won, it is treated as a "miss." Therefore, during the occurrence of the "latent state," if the "jackpot symbol 3" or "jackpot symbol 4" is won based on the second special symbol lottery, or if the number of chance variations is consumed, the game state will change. Specifically, if the "jackpot pattern 3" is won in the second special pattern lottery executed while the "latent state" is occurring (if the game state at the time of determining the game state after the jackpot is "latent state"), the first number of time reductions = 116 [times], the second number of time reductions = 116 [times], and the third number of time reductions = 1 [time] are set, and upon the end of the jackpot game state, the game will transition to the "probable change state". On the other hand, if the "jackpot pattern 4" is won in the second special pattern lottery executed while the "latent state" is occurring (if the game state at the time of determining the game state after the jackpot is "latent state"), the first number of time reductions = 116 [times], the second number of time reductions = 116 [times], and the third number of time reductions = 1 [time] are set, and the game will transition to the "probable change state" upon the end of the jackpot game state. On the other hand, if the number of times the second special pattern changes and is displayed reaches the number of times of the special chance during the "latent state", without winning the "jackpot", the state will transition to the "C time state".
[0114] As mentioned above, in the first special symbol lottery executed during the "slight time-saving state" (the game state at the time of C time-saving judgment standard = "slight time-saving state"), even if the "time-saving" ("time-saving symbol 1") is won, it is treated as a "miss." Therefore, during the "slight time-saving state," if the "jackpot symbol 1" or "jackpot symbol 2" is won based on the first special symbol lottery, or if the second time-saving number of times is consumed, the game state will change. Specifically, if the "jackpot pattern 1" is won in the first special pattern lottery executed while the "slight time-saving state" is occurring (if the game state at the time of determining the game state after the jackpot is "slight time-saving state"), the first number of time-saving times = 100 [times], the second number of time-saving times = 10,000 [times], and the third number of time-saving times = 0 [times] are set, and the game will transition to the "time-saving state" upon the end of the jackpot game state. On the other hand, if the "jackpot pattern 2" is won in the first special pattern lottery executed while the "slight time-saving state" is occurring (if the game state at the time of determining the game state after the jackpot is "slight time-saving state"), the first number of time-saving times = 121 [times], the second number of time-saving times = 10,000 [times], and the third number of time-saving times = 0 [times] are set, and the game will transition to the "probable change state" upon the end of the jackpot game state. On the other hand, if the number of times the first special pattern changes and is displayed reaches the second number of times of time reduction without winning a jackpot during the "slight time reduction state," the state will transition to the "C time state."
[0115] As a result, the pachinko machine 1 can provide two types of RUSH states (specifically, "RUSH state A" and "RUSH state B"). The "RUSH state" is a game zone that includes a "probable change state" and is advantageous to the player. In particular, "RUSH state A" is a type of RUSH state that transitions to a "C time state" (a "C time state" is granted) after the end of the RUSH state. On the other hand, "RUSH state B" is a type of RUSH state that transitions to a "slight time reduction state" (a "C time state" is not granted) after the end of the RUSH state. As described above, the "C-time state" is a game state that is more advantageous to the player than the "slight time-saving state" because the time-saving control 2 starts when the "time-saving symbol 1" is won. As a result, the "RUSH state A" is a type of RUSH state that is more advantageous to the player than the "RUSH state B".
[0116] Specifically, "RUSH State A" is initiated (continued) when the first time-saving count = 116 [times], the second time-saving count = 116 [times], and the third time-saving count = 1 [time] are set, time-saving control 2 is executed, and a "jackpot" that generates a "probability variable state" is won. In other words, "RUSH State A" is initiated when "jackpot pattern 2" (hereinafter referred to as "initial hit A") is won in the first special pattern lottery executed during the "C-time state," and the jackpot game state ("initial hit A") begins. Then, "RUSH State A" continues until the game transitions (falls) to "C-time state." That is, with the end of the jackpot game state related to "initial hit A," the first time reduction count = 116 [times], the second time reduction count = 116 [times], the third time reduction count = 1 [time], and the probability variable count = 120 [times] are set, and the "probability variable state" begins ("RUSH state A" continues). Then, if "jackpot pattern 3" or "jackpot pattern 4" (hereinafter referred to as "continuation hit A") is won in the second special pattern lottery executed during the occurrence of the "probability variable state," the game state at the time of determining the game state after the jackpot will become the "latent state" as the third time reduction count is consumed. As a result, with the end of the jackpot game state based on "Continuous Hit A", the first number of time-saving times = 116 [times], the second number of time-saving times = 116 [times], the third number of time-saving times = 1 [time], and the number of special chance times = 120 [times] are set, and the "special chance state" continues ("RUSH State A" continues). Here, in "initial hit A" and "continuous hit A", the number of chances is set to be greater than the first time-saving number. In other words, the first time-saving number is set to be less than the chances. In this case, in this embodiment, the number of chances (in this embodiment, 120 [times]) is set to be the number obtained by adding the upper limit of the number of reserved special chart 2 (in this embodiment, "4") to the first time-saving number (in this embodiment, 116 [times]). In other words, the number of chances (in this embodiment, 116 [times]) is set to be the number obtained by subtracting the upper limit of the number of reserved special chart 2 (in this embodiment, "4") from the number of chances (in this embodiment, 120 [times]). As a result, if the second special symbol lottery continues to be executed without winning a "jackpot" during the occurrence of the "probability variable state," the first time-saving number of times is consumed before the number of probability variable times (time-saving control 2 is stopped), and the game state transitions from the "probability variable state" to the "latent state" ("RUSH state A" continues). At this time, as described above, in this embodiment, the number of probability variable times (120 [times]) = the first time-saving number of times (116 [times]) + the upper limit of the number of reserved special symbols 2 ("4"). As a result, during the occurrence of the "latent state," a notification display (variable display / stop display) of the second special symbol based on the remaining reserved special symbols 2 of 4 [times] will be executed. Here, for the second special symbol lottery (start determination based on the remaining reserve of special symbol 2) that is executed during the occurrence of the "latent state", the game state at the time of the C time reduction determination standard is "latent state", so even if the "time reduction" is won, the C time reduction will not be activated and time reduction control 1 will not be started. In other words, it is possible to consume the remaining reserve of special symbol 2 four times without activating the C time reduction. On the other hand, if "jackpot symbol 3" or "jackpot symbol 4" ("continuous hit A") is won by the second special symbol lottery (start determination based on the remaining reserved special symbol 2) executed during the "latent state", the game state at the time of the post-jackpot game state determination standard will become the "latent state". As a result, with the end of the jackpot game state based on the "continuous hit A", the first time reduction number = 116 [times], the second time reduction number = 116 [times], the third time reduction number = 1 [time], the number of probability change = 120 [times], and the game state will transition from the "latent state" to the "probability change state" ("RUSH state A" will continue). On the other hand, if the "jackpot" is not won for the four [times] second special symbol lotteries (start determination based on the remaining reserved special symbol 2) executed during the "latent state", the number of chances will be consumed by the consumption of the four [times] second special symbol lotteries (the special symbol high probability state will end). This ends the "RUSH state A" and the game state transitions from the "latent state" to the "C time state". As a result of the above, it becomes possible to bring about the "C time state" upon the end of the "RUSH state A".
[0117] In this embodiment, the C time stock effect is executed while the "RUSH state A" is occurring. The C time stock effect is an effect that suggests that the game will transition to the "C time state" after the RUSH state ends. In other words, the C time stock effect is an effect that suggests that the "C time state" will be granted after the RUSH state ends. The C time stock effect includes the display of a C time stock icon on the display screen 31a. The C-time stock effect begins with the start of "RUSH State A" and continues as long as "RUSH State A" continues. The C-time stock effect ends with the end of "RUSH State A" (when the four second special symbol drawings (start determination based on the remaining reserved special symbol 2) executed during the occurrence of the "latent state" do not result in a "jackpot" and the four second special symbol drawings are consumed). At this time, in the C-time stock effect, with the end of "RUSH State A", the C-time stock icon changes to a specified character, indicating the start of the "C-time state". In addition, the C time stock effect is not executed while "RUSH State B" is occurring.
[0118] On the other hand, "RUSH State B" is initiated (continued) when the first time-saving count = 120 [times], the second time-saving count = 10,000 [times], and the third time-saving count = 0 [times] are set, time-saving control 2 is executed, and a "jackpot" that triggers a "probable variable state" is won. That is, "RUSH State B" is initiated upon the start of the jackpot game state ("initial hit B") when "jackpot pattern 2" (hereinafter referred to as "initial hit B") is won in the first special pattern lottery executed during the "slight time-saving state." Also, "RUSH State B" is initiated upon the start of the jackpot game state ("initial hit C") when "jackpot pattern 4" (hereinafter referred to as "initial hit C") is won in the second special pattern lottery executed during the "slight time-saving state." Then, "RUSH State B" continues until the game transitions (falls) to the "slight time-saving state." In other words, with the end of the jackpot game state for "Initial Hit B" and "Initial Hit C," the first time reduction count = 121 [times], the second time reduction count = 10,000 [times], the third time reduction count = 0 [times], and the probability variable count = 120 [times] are set, and the "probability variable state" begins ("RUSH state B" continues). Then, if "jackpot pattern 3" (hereinafter referred to as "continuation hit B") or "jackpot pattern 4" (hereinafter referred to as "continuation hit C") is won by the second special pattern lottery executed during the occurrence of the "probability variable state," the third time reduction count is not set, so the game state at the time of the post-jackpot game state judgment standard becomes the "probability variable state." As a result, with the end of the jackpot gaming state based on "Continuous Hit B", the first time reduction count = 116 [times], the second time reduction count = 116 [times], the third time reduction count = 1 [times], the number of probability variable times = 120 [times] are set, and the "probability variable state" continues (transition (promotion) from "RUSH State B" to "RUSH State A"). On the other hand, with the end of the jackpot gaming state based on "Continuous Hit C", the first time reduction count = 120 [times], the second time reduction count = 10000 [times], the third time reduction count = 0 [times], the number of probability variable times = 120 [times] are set, and the "probability variable state" continues ("RUSH State B" continues). Here, for "First Hit B," "First Hit C," and "Continuous Hit C," the number of chance modes is set to a number less than the first time-saving number. In other words, the first time-saving number is set to a number greater than the chance mode. In this case, in this embodiment, the number of chance modes (120 times in this embodiment) is set to the number obtained by subtracting 1 from the first time-saving number (121 times in this embodiment). In other words, the first time-saving number (121 times in this embodiment) is set to the number obtained by adding 1 to the chance mode number (120 times in this embodiment). As a result, if the second special symbol lottery continues to be executed without winning a "jackpot" during the occurrence of the "probability mode," the number of chance modes is consumed before the first time-saving number (the special symbol high probability mode is ended), and the game mode transitions from the "probability mode" to the "time-saving mode" (the "RUSH mode B" continues). In this case, as described above, in this embodiment, the number of time-saving times (121 times) = the number of probability changes (120 times) + 1 time. As a result, during the occurrence of the "time-saving state", a notification display of the second special symbol based on the 1 time second special symbol lottery (hereinafter referred to as "specific time-saving final change") is executed, and the first number of time-saving times is consumed (time-saving control 2 is stopped), and the game state transitions from the "time-saving state" to the "normal state". Here, for the specific time-saving final variation, the gaming state at the time of the time-saving judgment standard C is the "normal state," so if the "time-saving" is won, time-saving control 1 is initiated. In particular, in the second special symbol lottery, the probability of winning the "time-saving" is approximately 100% (specifically, 1 / 1.01). As a result, for the specific time-saving final variation, the probability of winning the "time-saving" is high, and with the end of the stop display related to the specific time-saving final variation, the "RUSH state B" ends, and the gaming state transitions from the "normal state" to the "slight time-saving state." Even if the final variation of the specific time-saving feature does not result in a "jackpot" or "time-saving feature," after the end of the final variation of the specific time-saving feature, a notification display of the second special pattern based on the remaining reserves of the special pattern 2 four times (hereinafter referred to as "specific special pattern 2 remaining reserve variation") will be executed. Here, for the four [times] specific special symbol 2 remaining reserve fluctuations, the game state at the time of C time-saving judgment standard is "normal state", so if "time-saving" is won, time-saving control 1 will be started. In particular, in the second special symbol lottery, the probability of winning "time-saving" is approximately 100% (specifically, 1 / 1.01). As a result, for the four [times] specific special symbol 2 remaining reserve fluctuations, the probability of winning "time-saving" is high, and with the end of the specific special symbol 2 remaining reserve fluctuations, "RUSH state B" is ended and the game state is likely to transition from "normal state" to "slight time-saving state". As a result of the above, when the "RUSH state B" ends, it is possible to transition to the "slight time-saving state" without causing the "C-time state". In addition, if "Jackpot Pattern 3" is won based on the final fluctuation of the specific time-saving feature or the fluctuation of the remaining reserves of the specific special symbol 2, then at the end of the jackpot game state, the first number of time-saving features = 116 [times], the second number of time-saving features = 116 [times], the third number of time-saving features = 1 [time], and the number of special features = 120 [times] will be set, and the game state will transition from "normal state" to "special feature state" (transition (promotion) from "RUSH state B" to "RUSH state A"). On the other hand, if "jackpot pattern 4" is won based on the final fluctuation of the specific time-saving feature or the fluctuation of the remaining reserved number of specific special pattern 2, then the jackpot game state ends and the following settings are made: 1st time-saving number of times = 120 [times], 2nd time-saving number of times = 10,000 [times], 3rd time-saving number of times = 0 [times], 3rd chance number of times = 120 [times], and the game state transitions from "normal state" to "chances state" ("RUSH state B" continues). In addition, if the "jackpot" or "time reduction" is not won for the four [times] remaining reserve fluctuations of the specific special chart 2, RUSH state B will end upon the end of the fourth remaining reserve fluctuation of the specific special chart 2 (the "C time state" will continue).
[0119] As described above, the pachinko machine 1 can improve playability by providing two types of RUSH states with different degrees of advantage. In addition, in the pachinko machine 1, at the start of "RUSH state A," the value of the third time-saving counter is set to "1," and at the start of "RUSH state B," the value of the third time-saving counter is set to "0." As a result, if "jackpot symbol 4" is won in the second special symbol lottery executed during the occurrence of the "probability variable state" within the occurrence of "RUSH state A," the game state at the time of the post-jackpot game state determination standard becomes the "latent state," and the first time-saving number of times = 116 [times], the second time-saving number of times = 116 [times], and the third time-saving number of times = 1 [time] are set, and "RUSH state A" continues even after the end of the jackpot game state. On the other hand, if "Jackpot Symbol 4" is drawn by the second special symbol drawing executed during the "Probability Variable State" during "RUSH State B," the game state at the time of post-jackpot game state determination becomes the "Probability Variable State," and the first time reduction count = 121 [times], the second time reduction count = 10,000 [times], and the third time reduction count = 0 [times] are set, and "RUSH State B" continues even after the end of the jackpot game state. Therefore, it is possible to differentiate the type of RUSH state that is generated after the end of the jackpot game state between when "Jackpot Symbol 4" is drawn by the second special symbol drawing executed during "RUSH State A" and when "Jackpot Symbol 4" is drawn by the second special symbol drawing executed during "RUSH State B," thereby improving gameplay.
[0120] (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.
[0121] 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 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 stopping symbol of the special symbol (one of the types of "miss symbol," "jackpot symbol 1" to "jackpot symbol 4," 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 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).
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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 big win gaming state to start (the type of stopped symbol (specifically, any of the types of "Big Win Symbol 1" to "Big Win Symbol 4")). The opening designation command is sent at the start of the opening period (the start of a big win gaming state). The round start command is a command that specifies the start of a round of play and is transmitted at the start of a round of play. The round end designation command is a command that designates the end of a round of play and is transmitted when a round of play ends. 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.
[0126] The first pre-reading designation command is a command that designates the type of special symbol stopping symbol (any of the types among "miss symbol," "jackpot symbol 1" to "jackpot symbol 4," and "time-saving symbol 1" to "time-saving symbol 2"). Here, the first pre-reading 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.
[0127] 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.
[0128] 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.
[0129] 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.
[0130] (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. 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.
[0131] 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. 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 opening sensor 108 are read.
[0132] 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. 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. 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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.
[0137] 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.
[0138] 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.
[0139] 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).
[0140] 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.
[0141] 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.
[0142] 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.
[0143] 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.
[0144] 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.
[0145] 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.
[0146] 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, in the time-saving control flag area of RAM 230, a value corresponding to the "C time state" (in this embodiment, "0") is set, and the value of each time-saving counter (first time-saving counter, second time-saving counter, third time-saving counter) is 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.
[0147] 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.
[0148] 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.
[0149] (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.
[0150] 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.
[0151] (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.
[0152] 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.
[0153] 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.
[0154] In step S3-8, a loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of times the power cutoff notice signal has been read is set as the value of the loop counter for recovery determination. In step S3-9, a power cutoff notice signal 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.
[0155] 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).
[0156] (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.
[0157] 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.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] 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.
[0163] 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.
[0164] 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.
[0165] 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.
[0166] 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.
[0167] 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 a state is changed from one in which the launch of the game ball to the left path is designated to one in which the launch of the game ball to the right path is designated (such as when a jackpot game state starts), the launch position designation flag area of the RAM 230 is set to "1," and a subcommand designating the launch of the game ball to the right path is stored in the subcommand output request buffer of the RAM 230. As a result, the subcommand designating the launch of the game ball to the right path is transmitted to the performance control board 300. On the other hand, when the state changes from 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 "C time state," "latent state," or "slight time-saving state" occurs, "0" is set in the launch position designation flag area, and information specifying the left-hand path as the path along which the game ball should be shot is displayed on the right-hand hit display device. On the other hand, when the "high probability state," "time-saving state," or "jackpot game state" is occurring, "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.
[0168] 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.
[0169] 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.
[0170] 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.
[0171] 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.
[0172] 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 large prize opening," "state of controlling opening of large prize opening," "state of enabling closing of large prize opening," and "state of waiting for completion of opening of 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 opening of large prize opening," "state of controlling opening of large prize opening," "state of enabling closing of large prize opening," and "state of waiting for end of opening of large prize opening," the value set in the special pattern determination flag area of RAM230 (a value corresponding to the type of large prize opening 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 that specifies one of the special game phases among "state before opening of large prize opening," "state of controlling opening of large prize opening," "state of enabling closing of large prize opening," and "state of waiting for completion of opening of large prize opening," output data b is not set.
[0173] 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.
[0174] 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).
[0175] 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.
[0176] 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.
[0177] 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.
[0178] 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.
[0179] 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).
[0180] (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.
[0181] 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".
[0182] 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.
[0183] 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.
[0184] 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 output request buffer to common 3 output request buffer) 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).
[0185] 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.
[0186] 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).
[0187] 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).
[0188] (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.
[0189] 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 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 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.
[0190] 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).
[0191] 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.
[0192] (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.
[0193] 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.
[0194] 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 set value save process is executed, and the process proceeds to step S37-8. In the set value save process, the set values stored in the registers are saved in the set value area of the RAM 230.
[0195] 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...
Claims
1. a base portion made of a light-transmitting material and including a first hole portion, a second hole portion, and a rib provided between the first hole portion and the second hole portion; a first lens portion to be inserted into the first hole portion; a second lens portion inserted into the second hole portion; a light-emitting unit provided on the rear side of the base unit, the base portion has a painted portion that is painted and an unpainted portion that is not painted, The gaming machine is characterized in that the rib is included in the unpainted portion.
2. 2. The gaming machine according to claim 1, wherein a common lens cut is applied to the first lens portion, the second lens portion, and the rib.
Citation Information
Patent Citations
Game machine
JP2015196069A