Gaming machine

The gaming machine enhances amusement by dynamically adjusting the probability of winning and displaying information related to winning types based on set values, offering a more engaging gaming experience.

JP2026052144APending Publication Date: 2026-03-24HEIWA CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-11
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

Conventional gaming machines face challenges in enhancing game amusement due to the difficulty in varying the probability of winning a 'big hit' based on set values.

Method used

A gaming machine with a game state control mechanism that adjusts the probability of determining a second winning type and the proportion of associated identification information based on a set value, allowing players to predict the likelihood of winning through displayed information.

Benefits of technology

This approach improves the enjoyment of the game by providing a dynamic and predictable gaming experience based on set values.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026052144000001_ABST
    Figure 2026052144000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The pachinko machine 1 includes a main control board 200 which, when a first winning type ("jackpot symbol 2" or "jackpot symbol 4") is determined by a start determination, sets the game state after the jackpot game state to a special symbol low probability state, and when a second winning type ("jackpot symbol 1" or "jackpot symbol 3") is determined by a start determination, sets the game state after the jackpot game state to a special symbol high probability state, and an effect control board 300 which displays the first effect symbol z1 in conjunction with the execution of the start determination. The first effect symbol z1 includes a blue symbol corresponding to the first winning type and a red symbol corresponding to the second winning type, and it is possible to change the probability of the second winning type being determined by the start determination according to the setting value, and also change the proportion of red symbols in the displayed first effect symbol z1.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine capable of executing a game according to a set value.

Background Art

[0002] Conventionally, a gaming machine capable of executing a game according to a set value has been known (see Patent Document 1). In this gaming machine, the probability of winning a "big hit" by a special symbol lottery varies according to the set value.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a conventional gaming machine, there is a risk that it may be difficult to improve the amusement of the game. An object of the present invention is to improve the amusement of the game.

Means for Solving the Problems

[0005] In order to achieve the above object, a gaming machine according to a first invention includes a game state control means that, when a first winning type is determined by a game determination, sets a game state after the end of a specific game state as a first game state, and when a second winning type is determined by the game determination, sets a game state after the end of the specific game state as a second game state that is more advantageous compared to the first game state; and a display control means that executes display of identification information in association with the execution of the game determination. As types of the identification information, a first type corresponding to the first winning type and a second type corresponding to the second winning type are included. It is possible to change the probability that the second winning type is determined by the game determination according to a set value and to change the ratio of the second type in the displayed identification information. In the gaming machine according to the first invention, the probability of determining the second winning type through game judgment changes according to the set value, and the proportion of the second type in the displayed identification information also changes. As a result, it becomes possible to predict the set value (the probability of determining the second winning type through game judgment) according to the proportion of the second type in the displayed identification information, thereby improving the enjoyment of the game. [Effects of the Invention]

[0006] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing the overall structure of a pachinko machine. [Figure 2] This diagram shows the front of the game board, schematically illustrating the parts that are particularly necessary for explanation. [Figure 3] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 4] This diagram shows the probability of winning the special design lottery. [Figure 5] This is a flowchart showing the CPU initialization process. [Figure 6] This is a flowchart showing the main loop processing. [Figure 7] This flowchart shows the evacuation procedure when the power is cut off. [Figure 8] This is a flowchart showing timer interrupt handling. [Figure 9] This is a flowchart showing the dynamic port output process. [Figure 10] This is a flowchart showing the output processing of the performance display device. [Figure 11] This is a flowchart showing the configuration-related processes. [Figure 12] This is a flowchart showing the switch management process. [Figure 13] This is a flowchart showing the process for detecting the starting ball. [Figure 14] It is a flowchart showing the starting ball detection process in Special Drawing 1. [Figure 15] It is a flowchart showing the starting ball detection process in Special Drawing 2. [Figure 16] It is a flowchart showing the special symbol random number acquisition process. [Figure 17] It is a flowchart showing the special game management process. [Figure 18] It is a flowchart showing the special drawing change waiting process. [Figure 19] It is a flowchart showing the process during special drawing change. [Figure 20] It is a flowchart showing the process during special drawing stop. [Figure 21] It is a flowchart showing the process before the big winning opening is released. [Figure 22] It is a flowchart showing the special electric accessory opening / closing switching process. [Figure 23] It is a flowchart showing the big winning opening release control process. [Figure 24] It is a flowchart showing the big winning opening closing valid process. [Figure 25] It is a flowchart showing the big winning opening release end wait process. [Figure 26] It is a flowchart showing the normal game management process. [Figure 27] It is a flowchart showing the normal drawing change waiting process. [Figure 28] It is a flowchart showing the process during normal drawing change. [Figure 29] It is a flowchart showing the process during normal drawing stop. [Figure 30] It is a flowchart showing the process before the normal electric accessory is released. [Figure 31] It is a flowchart showing the normal electric accessory opening / closing switching process. [Figure 32] It is a flowchart showing the normal electric accessory release control process. [Figure 33] It is a flowchart showing the normal electric accessory closing valid process. [Figure 34]This flowchart shows the normal motorized mechanism release completion wait process. [Figure 35] This is a flowchart showing the control process for the performance display device. [Figure 36] This is a flowchart showing the sub-timer interrupt processing. [Figure 37] This is a flowchart showing the command parsing process. [Figure 38] This is a flowchart showing the process for receiving pending commands. [Figure 39] This is a flowchart showing the process of receiving pre-read commands. [Figure 40] This is a flowchart showing the process of receiving variable commands. [Figure 41] This is a flowchart showing the process of receiving a stop command. [Figure 42] This is a flowchart showing the process of receiving the opening command. [Figure 43] This is a block diagram showing the configuration of the launch condition detection circuit and the launch control circuit. [Figure 44] This is a block diagram showing the configuration of the performance control board. [Modes for carrying out the invention]

[0008] Embodiments of the present invention will be described below with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to a pachinko machine 1.

[0009] (Overall configuration of Pachinko machine 1) First, let me explain the overall configuration of Pachinko Machine 1. Figure 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 consists of an outer frame unit 2, an inner frame unit 3, an integrated door unit 4, and a game board unit 10. The outer frame unit 2, the inner frame unit 3, and the integrated door unit 4 are fixed to each other via a hinge mechanism. This allows the inner frame unit 3 to open and close relative to the outer frame unit 2. The integrated door unit 4 can also open and close relative to both the inner frame unit 3 and the outer frame unit 2.

[0010] The outer frame unit 2 is composed of a rectangular frame (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the amusement arcade. The inner frame unit 3 is composed of a rectangular frame (inner frame). The inner frame unit 3 is positioned inside the outer frame unit 2.

[0011] The integrated door unit 4 is formed in the shape of a rectangular door. The integrated door unit 4 includes a transparent plate 4a located approximately in the center, a decorative part 4b located around the transparent plate 4a, a receiving tray unit 5 located below the transparent plate 4a, and a firing handle unit 6 located to the side of the receiving tray unit 5. The transparent plate 4a is formed in a flat shape from a transparent material such as resin or glass. The decorative part 4b is formed from a transparent or translucent resin material and has a shape that bulges forward. At each upper corner of the decorative part 4b, there are sound vents 4c inside which a speaker 22 (see Figure 3) is disposed. Each sound vent 4c is provided with multiple sound vents that allow the sound output by the speaker 22 to pass through. A frame lamp 20 (see Figure 3) is also provided on the decorative part 4b. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0012] The receiving unit 5 includes a receiving tray 5a for receiving game balls (loaned balls and prize balls), and various operating means that can be operated by the player. In this embodiment, various operating means include a performance button 5b, a rotary selector 5c, a light intensity adjustment button (not shown), a volume adjustment button (not shown), a directional pad button (not shown), and the like. The performance button 5b consists of an operating section that can be pressed by the player, and a button switch 25 (see Figure 3) that detects the operation of the operating section. The button switch 25 outputs a detection signal to the performance control board 300 (see Figure 3) each time the operating section is pressed. The rotary selector 5c (a so-called "jog dial") comprises an operating unit that can be rotated by the player, and a dial switch 26 (see Figure 3) that detects the rotation of the operating unit. The dial switch 26 outputs a detection signal to the performance control board 300 each time the operating unit is rotated by a predetermined angle (for example, 60°).

[0013] The light intensity adjustment button comprises two operating parts (a first operating part and a second operating part) that can be pressed by the player, and a light intensity adjustment switch 27 (see Figure 3) that detects the pressing operation of each operating part. The light intensity adjustment switch 27 outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The volume control button consists of two operating parts (a first operating part and a second operating part) that can be pressed by the player, and a volume control switch 28 (see Figure 3) that detects the pressing operation of each operating part. The volume control switch 28 outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The directional pad consists of four operational buttons (up key button, down key button, left key button, and right key button) that can be pressed by the player, and a directional pad switch 29 (see Figure 3) that detects the pressing operation of each operational button. The directional pad switch 29 outputs a first detection signal to the performance control board 300 each time the up key button is pressed, a second detection signal to the performance control board 300 each time the down key button is pressed, a third detection signal to the performance control board 300 each time the left key button is pressed, and a fourth detection signal to the performance control board 300 each time the right key button is pressed.

[0014] Furthermore, a lending operation unit 7 is provided on the upper surface of the receiving tray unit 5. The lending operation unit 7 includes a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is communicatively connected to a CR unit 700 that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit 700, the remaining balance of the redeemable medium recorded on the inserted prepaid card is displayed on the balance display device 7c. Furthermore, when the ball dispensing button 7a is operated while the prepaid card is inserted into the CR unit 700, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining balance of the redeemable media recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining balance of the redeemable media is displayed on the balance display device 7c. Furthermore, if the return button 7b is pressed while a prepaid card with remaining credit on the redeemable media is inserted into the CR unit 700, the prepaid card will be returned from the CR unit 700. In this context, prepaid cards include, for example, magnetic storage media and media with embedded storage ICs.

[0015] The firing handle unit 6 includes a handle base (not shown), a handle operating section (not shown), and a firing stop button (not shown). The handle base is attached to the front side of the integrated door unit 4. A bearing is provided on the front side of the handle base. The handle operating section is shaped to allow the player to grip it. A rotating shaft is provided on the back side of the handle operating section. The handle operating section is rotatably mounted to the handle base by the rotating shaft being supported by the bearing portion of the handle base. The handle operating section can be rotated (displaced) between a predetermined initial position and a predetermined limit position. Inside the launch handle unit 6, a biasing means (a spring in this embodiment) is arranged to bias the handle operating section toward the initial position. As a result, the handle operating section is positioned (displaced) in the initial position when not being rotated by the player. The firing stop button is located on the side of the handle control unit. The firing stop button can be pressed by the player.

[0016] Furthermore, the launch handle unit 6 includes a launch volume 411, a touch sensor 412, and a launch stop switch 413. The firing volume 411 is composed of a variable resistor. The firing volume 411 detects the amount of rotation of the handle operating part (the angle by which the handle operating part is rotated). Specifically, the firing volume 411 is composed of a rotating shaft and a resistor whose resistance value changes according to the amount of rotation (rotation angle) of the rotating shaft. The rotating shaft of the firing volume 411 is fixed coaxially with the rotating shaft portion of the handle operating part. As a result, the rotating shaft of the firing volume 411 rotates in response to the rotation of the handle operating part, and the resistance value of the firing volume 411 changes according to the amount of rotation of the handle operating part. The firing volume 411 is electrically connected to the operation detection unit 421 (see Figure 43). The operation detection unit 421 detects the rotation operation (amount of rotation) of the handle operation unit based on the change in the resistance value (voltage value) of the firing volume 411. The touch sensor 412 detects contact (grasp) of the handle control unit by the player based on changes in capacitance. When contact by the player with the handle control unit is detected, the touch sensor 412 outputs a touch signal to the firing condition detection unit 422 (see Figure 43) (the touch signal is set to a high level). On the other hand, when contact by the player with the handle control unit is not detected, the touch sensor 412 stops outputting a touch signal to the firing condition detection unit 422 (the touch signal is set to a low level). The firing stop switch 413 detects when the firing stop button is pressed. When the firing stop button is not pressed, the firing stop switch 413 outputs a firing stop signal to the firing ready condition detection unit 422 (setting the firing stop signal to a high level). On the other hand, when the firing stop button is pressed, the firing stop switch 413 stops outputting the firing stop signal to the firing ready condition detection unit 422 (setting the firing stop signal to a low level).

[0017] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be explained. Figure 2 shows the front view of the game board, and schematically illustrates the parts that are particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is mounted inside the inner frame of the inner frame unit 3. As a result, the game board unit 10 is positioned on the rear side of the integrated door unit 4. The player can then see the game board 11 (game area 30), which will be described later, through the transparent plate 4a. In this embodiment, the game area 30, which will be described later, is formed between the back of the transparent plate 4a and the front of the game board 11. As shown in Figure 2, the game board unit 10 comprises a set board (not shown), a game board 11 attached to the set board, and various display devices (main image display device 31, sub-image display device 32, movable unit, etc.) attached to the set board.

[0018] The set plate is formed in a box shape with the front side open. An opening consisting of a through hole is provided approximately in the center of the back panel of the set plate. The game board 11 is attached to the front side of the set board. The game board 11 is formed from resin in a flat shape. An opening (not shown) consisting of a through hole is provided approximately in the center of the game board 11. The player can then view the display screen 31a of the main image display device 31 through the opening provided in the game board 11 and the opening provided in the set board. Around the opening on the front of the game board 11, a game area 30 is formed through which the game balls launched in response to the rotation of the launch handle unit 6 flow down. Within the game area 30, two paths are formed for the flow of the game balls: a left-side path formed to the left of the main image display device 31, and a right-side path formed to the right of the main image display device 31. Furthermore, a panel lamp 21 (see Figure 3) is provided in the game area 30 of the game board 11. The panel lamp 21 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0019] The main image display device 31 is mounted on the back side of the set board. The main image display device 31 is composed of variable display devices such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 has a display screen 31a capable of displaying performance images. The display screen 31a can be configured with three first-effect symbol display areas a1 to a3 (not shown) on which the first-effect symbol z1 (not shown) is displayed, and one second-effect symbol display area a4 (not shown) on which the second-effect symbol z2 (not shown) is displayed. The first display symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, and characters. Each of the first display symbol display areas a1 to a3 allows for the display of the first display symbol z1 changing and stopping. The second display symbol z2 is composed of a color bar. The second display symbol display area a4 allows for the display of the second display symbol z2 changing and stopping.

[0020] The display of changing symbols z1 and z2 refers to a display in which, in each of the first symbol display areas a1 to a3, the first symbol z1 moves (scrolls), and the type of the second symbol z2 displayed in the second symbol display area a4 changes (the color represented by the color bar changes sequentially). The display of stopped symbols z1 and z2 refers to a display in which one type of first symbol z1 is stopped at the lottery result display position in each first symbol display area a1 to a3, and one type of second symbol z2 is displayed in the second symbol display area a4 (the color bar represents a predetermined color). Then, the result of the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is displayed based on the combination of the first symbol z1 that is stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that is stopped and displayed in the second symbol display area a4. Furthermore, the display screen 31a can be configured to include reserved symbol display areas b1 and b2 (not shown) where reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol h corresponding to the game information during the notification display (special symbol variation display and stop display). The reserved symbol display area b2 displays the reserved symbol h corresponding to the game information for which the notification display is pending.

[0021] The sub-image display device 32 is positioned in front of the main image display device 31. The sub-image display device 32 is composed of a variable display device such as a liquid crystal display or a CRT display. The sub-image display device 32 has a display screen 32a capable of displaying performance images. The sub-image display device 32 can be displaced (moved) along the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range that includes the origin position (see Figure 2) and a display position (not shown) below the origin position. Furthermore, the sub-image display device 32 positioned (displaced) at the origin position is located 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 positioned (displaced) at the production position is located on the front side of the display screen 31a of the main image display device 31 and covers a portion of the display screen 31a.

[0022] Below the display screen 31a in the game area 30, a first start opening 51 is provided. The first start opening 51 is an upward-opening ball entry point (a so-called "center hole"), and game balls can be entered at all times. The first start opening 51 allows game balls flowing down the left-side path to enter (but does not allow game balls flowing down the right-side path to enter). A special symbol 1 start port switch 101 (see Figure 3) is installed inside 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 (a game ball entering the first start port 51). The main control board 200 executes the first special symbol lottery in response to the input of the detection signal from the special symbol 1 start port switch 101. To the left of the first starting opening 51 in the game area 30, there are three other prize openings: an upper left prize opening 55, a middle left prize opening 56, and a lower left prize opening 57. Each of the other prize openings 55-57 is an upward-opening ball entry point, allowing game balls to enter at all times. Each of the other prize openings 55-57 allows game balls flowing down the left-side path to enter (but does not allow game balls flowing down the right-side path to enter). The game board 11 is equipped with a left prize slot switch 106 (see Figure 3). The left prize slot switch 106 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the upper left prize slot 55, a game ball entering the left middle prize slot 56, and a game ball entering the lower left prize slot 57. The main control board 200, in response to the detection signal input from the left prize slot switch 106, causes the game ball dispensing device 440 to perform a prize ball dispensing operation.

[0023] A starting gate 41 is provided to the right of the display screen 31a in the game area 30. The starting gate 41 is designed to allow game balls to pass through at all times. The starting gate 41 allows game balls flowing down the right-hand path to pass through (but does not allow game balls flowing down the left-hand path to pass through). A gate switch 104 (see Figure 3) is installed at the starting gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the starting gate 41 (passage of the starting gate 41 by a game ball). The main control board 200 performs a normal symbol lottery in response to the input of the detection signal from the gate switch 104. Below the starting gate 41 in the game area 30, a large prize opening 53 is provided. The large prize opening 53 is equipped with a special electric mechanism (special electric mechanism) 53a (a so-called "attacker") that can be displaced between a closed state that makes it impossible for game balls to enter the large prize opening 53 and an open state that allows game balls to enter the large prize opening 53. The special electric mechanism 53a is opened and closed by the large prize opening solenoid 65 (see Figure 3). Normally, the special electric mechanism 53a is closed, making it impossible for game balls to enter the large prize opening 53. However, when the first special symbol lottery or the second special symbol lottery is won, and a jackpot game state is created, the special electric mechanism 53a is opened, making it possible for game balls to enter. The large prize opening 53 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A count switch 103 (see Figure 3) is installed inside the large prize opening 53. 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 53 (the entry of a game ball into the large prize opening 53). In response to the detection signal input from the count switch 103, the main control board 200 causes the game ball dispensing device 440 to perform the prize ball dispensing operation.

[0024] Below the large prize winning opening 53 in the game area 30, a second starting opening 52 is provided. The second starting opening 52 is equipped with a standard electric mechanism (standard electric mechanism) 52a (a so-called "electric tulip") that can be displaced between a closed state that makes it impossible for game balls to enter the second starting opening 52 and an open state that allows game balls to enter the second starting opening 52. The standard electric mechanism 52a is opened and closed by the standard electric mechanism solenoid 64 (see Figure 3). Normally, the standard electric mechanism 52a is closed at the second start port 52, making it impossible for game balls to enter. However, when the standard symbol lottery is won, the standard electric mechanism 52a is opened, making it possible for game balls to enter. The second start port 52 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A special symbol 2 start port switch 102 (see Figure 3) is installed inside 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 (the entry of a game ball into the second start port 52). The main control board 200 executes the second special symbol lottery in response to the detection signal input from the special symbol 2 start port switch 102. Below the second starting opening 52 in the game area 30, a right-side prize opening 54 is provided. The right-side prize opening 54 is an upward-opening ball entry opening, allowing game balls to enter at all times. The right-side prize opening 54 allows game balls flowing down the right-side path to enter (but does not allow game balls flowing down the left-side path to enter). A right prize slot switch 105 (see Figure 3) is installed inside the right prize slot 54. The right prize slot switch 105 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the right prize slot 54 (a game ball entering the right prize slot 54). The main control board 200 causes the game ball dispensing device 440 to perform a prize ball dispensing operation in response to the detection signal input from the right prize slot switch 105.

[0025] At the lowest position in the game area 30, there is an outlet 58 for discharging game balls that did not enter (win) any of the winning holes 51 to 57. Here, the inner frame unit 3 includes an outlet passage (not shown) through which the game balls discharged from the game area 30 pass. Specifically, the outlet passage is attached to the back side of the inner frame of the inner frame unit 3. In the pachinko machine 1, all game balls launched into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the outlet passage. That is, game balls launched into the game area 30 are discharged from the game area 30 and flow into the outlet passage by entering one of the prize entry openings 51-57 or by passing through the out opening 58. Specifically, game balls that enter each prize slot 51-57 are detected by switches 101-103, 105, and 106 located within the prize slot, and then guided to the discharge path. Game balls discharged from the out slot 58 are also guided to the discharge path. An out switch 109 (see Figure 3) is installed 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 game balls passing through the discharge path (game balls discharged from the game area 30). In this way, all game balls discharged from the game area 30 are detected by the out switch 109. Furthermore, multiple pins (not shown) are arranged in the game area 30 to guide the game balls into each of the prize entry points 51-57 and the starting gate 41.

[0026] The game board 11 is equipped with a main display device 60. The main display device 60 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is composed of a special figure 1 display device, a special figure 2 display device, a regular figure display device, a special figure 1 hold display device, a special figure 2 hold display device, a regular figure hold display device, a round display device, a right-hand shooting display device, a probability variation display device, and a time reduction display device. Specifically, the main display device 60 is composed of 32 lighting elements (LED1 to LED32). In the main display device 60, LEDs 1 to 8 constitute the special feature 1 display device, LEDs 7 to 16 constitute the special feature 2 display device, LEDs 17 and 18 constitute the regular feature display device, LEDs 19 to 23 constitute the round display device, LED 24 constitutes the right-hand shooting display device, LEDs 25 and 26 constitute the special feature 1 hold display device, LEDs 27 and 28 constitute the special feature 2 hold display device, LEDs 29 and 30 constitute the regular feature hold display device, LED 31 constitutes the probability variation display device, and LED 32 constitutes the time reduction display device.

[0027] The Special Symbol 1 display device is capable of displaying the fluctuations and stops of the first special symbol, which consists of numbers and symbols. The Special Symbol 1 display device then displays the result of the first special symbol lottery based on the first special symbol that is stopped. The Special Symbol 2 display device is capable of displaying the fluctuations and stops of the second special symbol, which consists of numbers and symbols. The Special Symbol 2 display device then displays the result of the second special symbol lottery based on the second special symbol that has stopped. Here, the display of special symbols (first special symbol or second special symbol) in the special symbol display device and the display of performance symbols z1 and z2 in the performance symbol display areas a1 to a4 are associated with the timing of when the variable display starts, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (jackpot symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (jackpot symbol), a jackpot game state, which is advantageous to the player, is created. The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers, patterns, etc. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have stopped. When the regular symbols displayed on the regular symbol display device become a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created.

[0028] The Special Symbol 1 Reserve Display Device shows the number of times the result of the first special symbol lottery has been reserved (Special Symbol 1 Reserve Count). The Special Symbol 2 Reserve Display Device shows the number of times the result of the second special symbol lottery has been reserved (Special Symbol 2 Reserve Count). The regular symbol hold display device shows the number of times the results of the regular symbol lottery are being held in abeyance (number of regular symbol holds). The round display device shows the number of rounds played during a jackpot state (the type of jackpot state). The right-hand display shows the path the game ball should be launched along (left-hand path or right-hand path). The probability variation display shows the game state upon power restoration (whether a high probability state for special symbols is active or a low probability state for special symbols is active). The time-saving display device shows the current game status (whether time-saving control is running or stopped).

[0029] Furthermore, the pachinko machine 1 is equipped with one or more movable units (not shown). In this embodiment, one or more movable units are provided in the integrated door unit 4, and one or more movable units are provided in the game board unit 10. Each movable unit of the integrated door unit 4 is positioned on the front of the decorative section 4b, the top surface of the receiving unit 5, etc., and is capable of performing predetermined display actions. Each movable unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable unit is positioned in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable unit is capable of performing predetermined performance actions within the performance space. Each movable unit comprises a performance element, a drive mechanism, a drive source, and a position detection sensor 24 (see Figure 3). In this embodiment, a motor 23 (see Figure 3) is used as the drive source. The motor 23 is a stepping motor. Alternatively, a solenoid may be used as the drive source. The performance component can be displaced along a predetermined direction by a drive mechanism. Specifically, the performance component can be displaced to multiple positions, including an initial position and a performance position. The performance component is driven (displaced) by a motor 23.

[0030] The position detection sensor 24 is composed of a photosensor or the like. The position detection sensor 24 detects the position of the performance element. Specifically, the position detection sensor 24 comprises a light-emitting unit and a light-receiving unit that receives the light emitted from the light-emitting unit. The position detection sensor 24 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light emitted from the light-emitting unit. On the other hand, when the light-receiving unit is not receiving (detecting) the light emitted from the light-emitting unit, the position detection sensor 24 stops outputting the detection signal to the performance control board 300. Furthermore, a shielding plate is provided at a predetermined position of the performance component. When the performance component is in its initial position, the shielding plate is placed between the light-emitting and light-receiving sections of the position detection sensor 24, blocking the entry of light into the light-receiving section. As a result, when the performance component is in its initial position, the output of a detection signal from the position detection sensor 24 to the performance control board 300 is stopped. On the other hand, when the performance component is not in its initial position, a detection signal is output from the position detection sensor 24 to the performance control board 300. This allows the performance control board 300 to detect whether or not the performance element is positioned in its initial location based on the input status of the detection signal from the position detection sensor 24.

[0031] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, detection sensors such as a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, and a magnetic detection sensor 115 are provided. The glass frame release sensor 107 detects the opening of the integrated door unit 4 relative to the inner frame unit 3. In response to the opening of the integrated door unit 4 relative to the inner frame unit 3, the glass frame release sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame release sensor 108 detects the release of the inner frame unit 3 relative to the outer frame unit 2. In response to the release of the inner frame unit 3 relative to the outer frame unit 2, the inner frame release 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 installed on the game board 11. The vibration detection sensor 113 then transmits a detection signal to the main control board 200 in response to the detection of vibrations of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are installed in the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of radio waves. The magnetic detection sensor 115 detects the magnetic field generated around the game board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided on the game 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 magnetic field. Each magnetic detection sensor 115 provided on the game board 11 also transmits a detection signal to the main control board 200 in response to the detection of magnetic field.

[0032] (Control system configuration) Next, the configuration of the control system in pachinko machine 1 will be explained. Figure 3 is a block diagram showing the configuration of the control system of a pachinko machine. 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, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power to each of the control boards 200, 300, 400, etc., a driver board 330, a sub-connection board 340, etc. The multiple control boards 200, 300, 400, and 600 are independent (separate) circuit boards. Furthermore, each control board 200, 300, 400, and 600 is housed in its own individual board case. 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 mounted on 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 mounted on the back side of the inner frame of the inner frame unit 3.

[0033] (Configuration of the main control board 200) First, let's explain the configuration of the main control board 200. The main control board 200 controls the progress of the game. The main control board 200 is composed of a one-chip microcomputer (one-chip microcontroller), a clock generation circuit 202, a random number generation circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a and 250b, etc. A single-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU 210, ROM 220, RAM 230, and so on.

[0034] 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 allocated to the ROM 220 (0000H to 2FFFH) and a memory area allocated to the RAM 230 (F000H to F3FFH).

[0035] ROM220 (the memory area of ​​ROM220) consists of a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 consists of a program area, an unused area, and a data area. The program area stores the program (program code) for controlling the progress of the game. The data area stores the data (program data) for controlling the progress of the game. Note that the used area m1 does not necessarily have to include an unused area. The unused area m2 consists of a program area and a data area. The program area stores a program (program code) for executing the tests specified in the Gaming Machine Regulations and a program (program code) for controlling the display of the performance display device 206 (specifically, for calculating the base ratio). The data area stores data (program data) for executing the tests specified 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 the unused area m2, the ROM220 also includes unused areas, a ROM comment area, a program management area, and other areas. The ROM comment area stores arbitrary data such as the program title and version. On the other hand, the program management area stores the information necessary for the CPU 210 to execute various programs. Furthermore, the ROM220 has an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) between the used area m1 and the unused area m2. This clarifies the boundary between the used area m1 and the unused area m2.

[0036] RAM230 (the memory area of ​​RAM230) consists of a used area M1 (F000H~F1FFH) and an unused area M2 (F300H~F3FFH). The usage area M1 consists of a work area and a stack area. The work area is used to temporarily store various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. On the other hand, the stack area is used to temporarily save various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. Note that the usage area M1 does not necessarily have to include any unused area. Specifically, the work area consists of a setting value area, a game 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 setting value area stores the setting value. The game machine status flag area stores the game machine status flag. The checksum area stores the checksum. The backup flag area stores the backup flag. 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 calculation processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game status, etc. In particular, the normal game-related area 2 includes an area (game information storage area described later) that stores game information acquired in response to the input of detection signals from the special figure 1 start port switch 101, the special figure 2 start port switch 102, and the gate switch 104. The unused area M2 consists of a work area and a stack area. The work area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. On the other hand, the stack area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. Specifically, the work area includes a performance display-related area. The performance display-related area is used as a temporary storage area for various data during the execution of a program for controlling the display of the performance display device 206. Furthermore, the RAM230 has an unused area M3 of a predetermined number of bytes (16 bytes or more) between the used area M1 and the unused area M2. This clarifies the boundary between the used area M1 and the unused area M2.

[0037] In this embodiment, processing based on a program (a program for controlling the progress of the game) stored in the used area m1 is permitted to refer to data stored in the unused area M2. On the other hand, processing based on the program stored in the used area m1 (a program for controlling the progress of the game) is prohibited from overwriting (changing) the data stored in the unused area M2. Furthermore, in processing based on a program stored in the unused area m2 (a program for executing 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 used area M1 to be rewritten (modified) by processing based on a program stored in the unused area m2 (a program for executing tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). Furthermore, the gameplay in pachinko machine 1 can be completed (progressed) by a program (a program for controlling the progress of the game) stored in the usage area m1.

[0038] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment) and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generation circuit 203 includes a first loop counter that generates winning random numbers for the normal symbol lottery, a second loop counter that generates jackpot random numbers for the first special symbol lottery, a third loop counter that generates jackpot random numbers for the second special symbol lottery, and a fourth loop counter that generates reach group random numbers. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a winning random number for the first special symbol lottery by updating its value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time a clock signal 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]).

[0039] The third loop counter generates a winning random number for the second special symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal 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 1 within a predetermined range (in this embodiment, within the range of 0 to 10006) every 32 clocks input from the clock generation circuit 202 (once every 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz] = 2.666 [μs]).

[0040] The input port 204 is configured to include multiple input ports (in this embodiment, input ports 0 to 3). Input port 0 receives detection signals from the glass frame release sensor 107, the inner frame release sensor 108, the vibration detection sensor 113, the one-way radio wave detection sensor 114, the magnetic detection sensor 115, and the like. Input port 1 receives signals such as the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the handle detection signal from the firing ready condition detection unit 422. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the output switch 109, and the other radio wave detection sensor 114, among others. Input port 3 receives detection signals from the start switch 101 (Figure 1), the start switch 102 (Figure 2), the gate switch 104, and the like. Each input port (input port 0 to input port 3) is provided with a receiving memory area corresponding to each switch / sensor (detection signal). Each receiving memory area corresponding to a switch / sensor is set with 1 bit of data indicating 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 from that switch / sensor is input (high level), and to "0" when no detection signal from that switch / sensor is input (low level).

[0041] Output port 205 is configured to include multiple output ports (in this embodiment, output ports 0 to 4). Output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the illumination of the main display device 60. The data signals output from output port 0 are then input to the source driver 250a. Output port 1 outputs common signals ("COM0" to "COM3") for controlling the illumination of the main display device 60 and the performance display device 206, as well as a launch permission signal for detecting the launch conditions described later. The common signals output from output port 1 are input to the sink driver 240. Output port 2 outputs an external signal. In this case, the external signal output from output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. Output port 3 outputs control signals for controlling the drive of the standard electric mechanism solenoid 64, control signals for controlling the drive of the large prize slot solenoid 65, and so on. Output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the illumination of the performance display device 206. The data signals output from output port 4 are then input to the source driver 250b.

[0042] Furthermore, the main control board 200 is configured to include command output port 1 and command output port 2. The CPU 210 transmits control commands (subcommands) from command output port 1 to the performance control board 300, and transmits control commands (payout commands) from command output port 2 to the payout control board 400. Command output port 1 and command output port 2 each have a data register for transmission (not shown), a FIFO (First In First Out) buffer (not shown), and a shift register for transmission (not shown), respectively. The data register for transmission outputs the control command entered based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer consists of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmit data register and outputs the stored control commands to the transmit shift register in the order 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.

[0043] The performance display device 206 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (LED in this embodiment). The performance display device 206 is located on the back side of the game board 11, making it impossible for the player to see it. As will be described later, in pachinko machine 1, the following states of the game machine (hereinafter referred to as "game machine state") are defined: playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, and backup abnormal state. The information displayed on the performance display device 206 changes according to the game machine state that is occurring.

[0044] The performance display device 206 is composed of four (four-digit) display units (not shown). Each display unit is composed of eight lighting elements. Specifically, each display unit is composed of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is composed of 32 lighting elements (LEDs 33 to 64). In the performance display device 206, LEDs 33 to 40 form the first digit display, LEDs 41 to 48 form the second digit display, LEDs 49 to 56 form the third digit display, and LEDs 57 to 64 form the fourth digit display.

[0045] While the game-ready state is active, the game can proceed. During this time, the base ratio is displayed on the performance display device 206. In this embodiment, while the game is playable, the first base ratio and the second base ratio are displayed alternately on the performance display device 206 at predetermined intervals (5.0 seconds 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). The "second base ratio" is the base ratio for the previous interval (the final base ratio calculated for the previous interval). Specifically, in the performance display device 206, the upper two digits of the four-digit display section show information for identifying the type of base ratio (first base ratio or second base ratio), and the lower two digits display section shows a number indicating the base ratio (percentage).

[0046] While the setting change state is active, it becomes possible to change the setting value. During this time, the performance display device 206 displays the setting value 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 show information indicating that a setting change state is occurring (specifically, "r" in the first digit, "n." in the second digit, and "-" in the third digit), and the last digit displays a number indicating the setting value stored in the setting value area. While the setting confirmation state is active, it becomes possible to check the setting values. During this 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 show information indicating that the setting confirmation state is in progress (specifically, "r" in the first digit, "n." in the second digit, and no display in the third digit), and the last digit displays a number indicating the setting value stored in the setting value area.

[0047] During a game stoppage state (setting abnormality state, RAM abnormality state, and backup abnormality state), it becomes impossible to continue playing the game. Furthermore, during a game stoppage state, the performance display device 206 displays an error code corresponding to the abnormality that occurred. Specifically, in the performance display device 206, the top three digits of the four-digit display section show information indicating that a game stop state is occurring (specifically, "E" in the first digit, "r." in the second digit, and no display in the third digit), and the last digit displays a number indicating an error code corresponding to the abnormality that occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).

[0048] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 is configured to include a pressable operating part. When the operating part is pressed, the RAM clear switch 207 outputs a RAM clear signal to input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is composed of an operating part with a keyhole. When a special key is inserted into the keyhole, the lock on the operating part is released, and it becomes possible to rotate (switch) it from the OFF state to the ON state. When the operating part of the setting key switch 208 is in the ON state, it outputs a detection signal to input port 1.

[0049] The sink driver 240 controls the output of common signals ("COM0" to "COM3") to each display device 60,206 according to the common signals output from output port 1. The source driver 250a controls the output of data signals to the main display device 60 according to the data signals ("SEGDATA0" to "SEGDATA7") output from output port 0. The source driver 250b controls the output of data signals to the performance display device 206 according to the data signals ("7SEGDATA0" to "7SEGDATA7") output from output port 4. In the pachinko machine 1, a source driver 250a corresponding to the main display device 60 and a source driver 250b corresponding to the performance display device 206 are provided. The application of the power supply voltage Vcc to the data signal lines is controlled individually by the main display device 60 and the performance display device 206. On the other hand, in the pachinko machine 1, a common sink driver 240 is provided for the main display device 60 and the performance display device 206. The grounding of the common signal line is controlled collectively by the main display device 60 and the performance display device 206. This eliminates the need to provide a sink driver 240 corresponding to the main display device 60 and the performance display device 206, and as a result, eliminates the need to provide an output port (an output port for outputting common signals) corresponding to the main display device 60 and the performance display device 206. Therefore, it becomes possible to reduce the number of components required to control the illumination of the main display device 60 and the performance display device 206, and the main control board 200 (CPU 210) no longer needs to generate common signals corresponding to the main display device 60 and the performance display device 206, thereby reducing the control load for controlling the illumination of the main display device 60 and the performance display device 206.

[0050] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output processing (step S4-24) described later, the CPU 210 generates test information (test signals) indicating the internal state (jackpot game state, time-saving control execution state, probability state of special symbol lottery, etc.), and stores the generated test signals in the port output request buffer of the RAM 230. As a result, the test signals stored in the port output request buffer are output from a predetermined output port. The test signals output from the predetermined output port are then input to the interface board of a test computer (not shown) via the test signal output circuit. Furthermore, on the main control board 200, detection signals from the start switch 101 (Figure 1), the start switch 102 (Figure 2), the gate switch 104, the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, etc., are input to the input port 204 and also to the interface board of the test computer via the test signal output circuit. Furthermore, on the main control board 200, control signals for controlling the drive of each solenoid (ordinary electric mechanism solenoid 64, large prize slot solenoid 65, etc.) output from output port 3 are input to each solenoid 64, 65, and are also input to the interface board of the test computer via the test signal output circuit.

[0051] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be explained. Figure 43 is a block diagram showing the configuration of the launch condition detection circuit and the launch control circuit. 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 includes a one-chip microcomputer. A single-chip microcomputer is an LSI (Large-Scale Integrated Circuit) that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU, ROM (Remote Memory), RAM (Backup Memory), and other components. The payout control board 400 controls the game ball payout operation (prize ball payout operation) by the game ball payout device 440 based on control commands received from the main control board 200. The payout control board 400 also controls the game ball payout operation (loaned ball payout operation) by the game ball payout device 440 based on ball lending instruction signals received from the CR unit 700. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launching device 430 (launch solenoid 431) based on the resistance value (voltage value) input from the launch volume 411, the touch signal input from the touch sensor 412, the launch stop signal input from the launch stop switch 413, the launch permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. The following describes in detail how the payout control board 400 controls the game ball launch operation.

[0052] As shown in Figure 43, the payout control board 400 is configured to include a launch condition detection circuit 420 and a launch control circuit 425 as circuits for controlling the game ball payout operation. The launch condition detection circuit 420 is a circuit that detects when the launch conditions described later are met. The launch condition detection circuit 420 includes an operation detection unit 421, a launch-ready condition detection unit 422, and a launch condition detection unit 423. The operation detection unit 421 is a circuit that detects the rotation operation (amount of rotation) of the handle operation unit. The operation detection unit 421 includes an operational amplifier that controls the output of the operation detection signal (sets the operation detection signal to a high level or a low level) according to the resistance value (voltage value) of the firing volume 411. Specifically, in the firing handle unit 6, the resistance value of the firing volume 411 changes according to the amount of rotation of the handle operating part. The operation detection unit 421 then detects the resistance value (voltage value) of the firing volume 411 and, based on the detected resistance value (voltage value), detects whether or not the handle operating part has been rotated and the amount of rotation of the handle operating part. The operation detection unit 421 generates an operation detection signal when it detects rotational operation of the handle control unit, and outputs the generated operation detection signal to the firing condition detection unit 422 (setting the operation detection signal to a high level). On the other hand, when the operation detection unit 421 does not detect rotational operation of the handle control unit, it stops outputting the operation detection signal to the firing condition detection unit 422 (setting the operation detection signal to a low level). Furthermore, when the operation detection unit 421 detects rotation of the handle operation unit, it generates a firing intensity signal corresponding to the amount of rotation of the handle operation unit (resistance value of the firing volume 411), and outputs the generated firing intensity signal to the firing control circuit 425.

[0053] The launch-ready-to-launch condition detection unit 422 is a circuit that detects when the launch-ready-to-launch conditions are met. The firing condition detection unit 422 includes an AND gate IC (logic IC) that controls the output and stopping of a predetermined signal according to the result of a logical AND operation of the operation detection signal, the touch signal, and the firing stop signal, and a transistor that switches the output and stopping of the handle detection signal according to a predetermined signal output from the AND gate IC. The "fire conditions" are among the multiple conditions that make up the firing conditions, which will be described later, and are conditions related to the player's actions (the player's intentions). The firing conditions include (1) conditions based on the detection status of the firing volume 441 and the operation detection unit 421 (detection status of rotation operation of the handle operation unit), (2) conditions based on the detection status of the touch sensor 412 (detection status of contact of the player with the handle operation unit), and (3) conditions based on the detection status of the firing stop switch 413 (detection status of pressing the firing stop button). In this embodiment, the firing condition is met when all of the following conditions are met: (1) the firing volume 441 and the operation detection unit 421 detect rotation of the handle operation unit; (2) the touch sensor 412 detects contact of the player with the handle operation unit; and (3) the firing stop switch 413 does not detect pressing the firing stop button. On the other hand, the firing condition is not met when at least one of the conditions (1) to (3) is not met. Here, the firing conditions may include (1) conditions based on the detection status of the firing volume 441 and the operation detection unit 421 (detection status of rotation operation of the handle operation unit), and (2) conditions based on the detection status of the touch sensor 412 (detection status of contact of the player with the handle operation unit), but may not include (3) conditions based on the detection status of the firing stop switch 413 (detection status of pressing the firing stop button). In other words, the firing condition is met when both of the following conditions are met: (1) rotation of the handle operating part is detected by the firing volume 441 and the operation detection unit 421, and (2) contact of the player with the handle operating part is detected by the touch sensor 412. The firing condition is not met when at least one of the conditions (1) and (2) is not met.

[0054] Specifically, the launch-ready-to-fire condition detection unit 422 detects whether or not the launch-ready-to-fire conditions are met based on the operation detection signal input from the operation detection unit 421, the touch signal input from the touch sensor 412, and the launch stop signal input from the launch stop switch 413. In this case, the launch readiness condition detection unit 422 detects that the launch readiness condition has been met when all three signals—operation detection signal, touch signal, and launch stop signal—are input. On the other hand, if at least one of the operation detection signal, touch signal, and launch stop signal is not input, the launch readiness condition has not been detected. The launch-ready-to-fire condition detection unit 422 generates a handle detection signal when it detects that the launch-ready-to-fire conditions have been met, and outputs the generated handle detection signal to the main control board 200 and the launch-ready-to-fire condition detection unit 423, respectively (setting the handle detection signal to a high level). On the other hand, when the launch-ready-to-fire condition detection unit 422 does not detect that the launch-ready-to-fire conditions have been met, it stops outputting the handle detection signal to the main control board 200 and the launch-ready-to-fire condition detection unit 423, respectively (setting the handle detection signal to a low level).

[0055] The launch condition detection unit 423 is a circuit that detects when the launch conditions are met. The firing condition detection unit 423 includes an AND gate IC (logic IC) that controls the output and stop of the firing signal according to the result of a logical AND operation of the handle detection signal, the firing permission signal, and the CR connection signal. The "launching conditions" are the conditions under which the game ball launching device 430 (launching solenoid 431) launches game balls into the game area 30 (game ball launching operation). In this embodiment, the firing condition is met when all of the following conditions are satisfied: (1) the firing ready condition is met, (2) a firing permission signal is input from the main control board 200, and (3) a CR connection signal is input from the CR unit 700. On the other hand, the firing condition is not met when at least one of the conditions (1) to (3) is not met. The "launch permission signal" is output from the main control board 200 to the launch condition detection unit 423 when the game-ready state is set, assuming that communication is possible between the main control board 200 and the payout control board 400 (i.e., the main control board 200 and the payout control board 400 are electrically connected). Here, it is also possible to configure the system so that, while the main control board 200 is powered on, a launch permission signal is output from the main control board 200 to the launch condition detection unit 423, regardless of the state of the gaming machine. In other words, it is also possible to configure the system so that a launch permission signal is output from the main control board 200 to the launch condition detection unit 423 when communication is possible between the main control board 200 and the payout control board 400 (when the main control board 200 and the payout control board 400 are electrically connected). The "CR connection signal" is output from the CR unit 700 to the firing condition detection unit 423 when communication is possible between the CR unit 700 and the dispensing control board 400 (when the CR unit 700 and the dispensing control board 400 are electrically connected).

[0056] Specifically, the firing condition detection unit 423 detects whether or not the firing conditions are met based on the handle detection signal input from the firing-ready condition detection unit 422, the firing permission signal input from the main control board 200, and the CR connection signal input from the CR unit 700. In this case, the firing condition detection unit 423 detects that the firing condition has been met when all three signals—the handle detection signal, the firing permission signal, and the CR connection signal—are input. On the other hand, if at least one of the three signals—the handle detection signal, the firing permission signal, and the CR connection signal—is not input, the firing condition has not been detected. The launch condition detection unit 423 generates a launch signal when it detects that the launch conditions have been met, and outputs the generated launch signal to the launch control circuit 425 (setting the launch signal to a high level). On the other hand, when the launch condition detection unit 423 does not detect that the launch conditions have been met, it stops outputting the launch signal to the launch control circuit 425 (setting the launch signal to a low level).

[0057] The launch control circuit 425 is a circuit that controls the launch intensity of the game balls launched by the game ball launcher 430 and the launch timing of the game balls launched by the game ball launcher 430. In other words, the launch control circuit 425 controls the output of the drive signal to the game ball launcher 430 (launch solenoid 431). Specifically, the firing control circuit 425 includes a clock generation unit (not shown), a firing timing control unit (not shown), and a firing solenoid drive unit (not shown). The clock generation unit outputs a clock signal of a predetermined frequency to the firing timing control unit. The launch timing control unit generates a pulse signal to control the launch timing based on the clock signal input from the clock generation unit, and outputs the generated pulse signal to the launch solenoid drive unit. At this time, the launch timing control unit generates the pulse signal so that the number of game balls launched per minute is a predetermined number (for example, 100 balls). The firing solenoid drive unit controls the output of the drive signal to the firing solenoid 431 based on the firing signal input from the firing condition detection unit 423, the pulse signal input from the firing timing control unit, and the firing intensity signal input from the operation detection unit 421. Specifically, when a launch signal is input from the launch condition detection unit 423, and a pulse signal is input from the launch timing control unit, the launch solenoid drive unit outputs a drive signal (drive current) to the launch solenoid 431 corresponding to the launch intensity signal input from the operation detection unit 421. As a result, the game ball is launched with an intensity corresponding to the launch intensity signal input from the operation detection unit 421. On the other hand, the launch solenoid drive unit stops outputting a drive signal to the launch solenoid 431 when no launch signal is input from the launch condition detection unit 423. This stops the launch of the game balls.

[0058] The game ball launching device 430 includes a ball-striking hammer (not shown) and a launching solenoid 431 that drives the ball-striking hammer. The launching solenoid 431 is a rotary solenoid. Alternatively, the ball-striking hammer may be driven by another drive source, such as a motor. The game ball launching device 430 is supplied with game balls from a ball feeding unit (not shown). When a drive signal is input to the launching solenoid 431, the launching solenoid 431 is driven according to the input drive signal, and the game ball is launched by the ball striking hammer. In this way, the game ball is launched into the game area 30.

[0059] Based on the above, in the pachinko machine 1, assuming that the main control board 200 is set to a playable state and that communication is possible between the CR unit 700 and the payout control board 400, if the player does not press the launch stop button and the handle operation part is rotated by contact (displaced from the initial position toward the limit position), the game ball launching operation by the game ball launching device 430 is started. During the execution of the game ball launching operation by the game ball launching device 430, game balls are launched into the game area 30 with a strength corresponding to the amount of rotation of the handle operation part. Furthermore, when the launch stop button is pressed, the game ball launching operation by the game ball launching device 430 is stopped. In other words, even when the handle is being rotated by the player's contact, when the launch stop button is pressed, the game ball launching operation by the game ball launching device 430 is stopped. Furthermore, when the handle is returned to its initial position (i.e., when the handle is not being rotated), the game ball launching operation by the game ball launching device 430 stops. In other words, even if the player is in contact with the handle, when the handle is returned to its initial position, the game ball launching operation by the game ball launching device 430 stops.

[0060] In particular, in the pachinko machine 1, while the conditions for launching are met (hereinafter referred to as the "launchable state"), the output of a handle detection signal from the launchable condition detection unit 422 to the main control board 200 is maintained. In other words, while a state is in which rotation of the handle operating part is detected, contact with the handle operating part is detected, and the firing stop button is not pressed (firing ready state), the firing condition detection circuit 420 maintains output of a handle detection signal to the main control board 200. In this case, as long as the firing-ready state is in effect, the output of a handle detection signal from the firing condition detection circuit 420 to the main control board 200 is maintained, regardless of whether or not a firing permission signal is input from the main control board 200 to the firing condition detection circuit 420 (regardless of the game machine state set in the main control board 200). Furthermore, as long as the launch-ready state is in effect, the output of a handle detection signal from the launch condition detection circuit 420 to the main control board 200 is maintained regardless of whether or not a CR connection signal is input from the CR unit 700 to the launch condition detection circuit 420 (regardless of whether or not communication is possible between the CR unit 700 and the dispensing control board 400). As a result, the main control board 200 can detect (understand) whether or not a firing-ready state is currently in place, and can control the progress of the game, the content of the effects, etc., according to the status of the firing-ready state.

[0061] In other words, when the main control board 200 detects that the handle detection signal has changed from a state where no signal is input to a state where a signal is input (the handle detection signal has changed from a low level to a high level), it sends a game status specification command to the performance control board 300 that specifies the occurrence (start) of a firing-ready state. On the other hand, when the main control board 200 detects that the handle detection signal has changed from being input to not being input (the handle detection signal has changed from a high level to a low level), it sends a game status specification command to the performance control board 300 that specifies the cancellation (end) of the firing-ready state. As a result, the performance control board 300 can detect the occurrence of a launchable state by receiving a game status specification command that specifies the occurrence of a launchable state, and can detect the cancellation of the launchable state by receiving a game status specification command that specifies the cancellation of the launchable state. Furthermore, the performance control board 300 can change the performance content depending on whether or not a firing-ready state is currently in place.

[0062] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be explained. Figure 44 is a block diagram showing the configuration of the performance control board. The performance control board 300 controls the performances (display performances, sound performances, lamp performances, movable body performances, etc.) based on control commands received from the main control board 200. As shown in Figure 44, the performance control board 300 is composed of a microcomputer (one-chip microcomputer) 301 and various external devices connected to the microcomputer 301. In this embodiment, various external devices include a control ROM 302, a CGROM (Character Generator Read Only Memory) 303, a DRAM (Dynamic Random Access Memory) 304, and the like.

[0063] The control ROM 302 stores control programs for controlling the operation of the microcomputer 301, various data necessary for executing the control programs, and so on. In particular, the control ROM 302 stores (remembers) performance scenario tables corresponding to each performance number, display scenario tables corresponding to each display performance number, sound scenario tables corresponding to each sound performance number, lamp scenario tables corresponding to each lamp performance number, movable body scenario tables corresponding to each movable body performance number, various compression lamp drive data, and various compression motor drive data. "Compressed lamp drive data" is data obtained by compressing (encoding) lamp drive data in a predetermined format. "Lamp drive data" is data for driving various lamps 20 and 21 (data that specifies the brightness values ​​of lamps 20 and 21 belonging to each system). The "compressed motor drive data" is data obtained by compressing (encoding) motor drive data in a predetermined format. The "motor drive data" is data for driving various motors 23 (data that defines the output value of each motor 23). In this embodiment, a NOR-type flash memory (NOR-type ROM) is used as the control ROM 302. However, a configuration in which an EEPROM (Electrically Erasable Programmable Read Only Memory) is used as the control ROM 302 is also acceptable. The control ROM 302 is connected to the HOST interface 313 of the microcomputer 301.

[0064] CGROM303 stores (remembers) various types of compressed image data, various types of compressed audio data, etc. "Compressed image data" is data obtained by compressing (encoding) image data (source data) in a predetermined format. "Image data (source data)" is image data (moving images and still images) that serves as the source material for drawing processing. "Compressed audio data" is data obtained by compressing (encoding) audio data in a predetermined format. "Audio data" is audio data output from various speakers 22. In this embodiment, NAND flash memory (NAND ROM) is used as CGROM303. Specifically, CGROM303 is composed of an SSD (Solid State Drive) that uses NAND flash memory as its storage unit. The CGROM303 is connected to the CG bus interface 314 of the microcomputer 301. The CG bus interface 314 is a SATA (Serial AT Attachment) standard connection interface. As a result, various data stored in the CGROM303 are read via SATA transfer.

[0065] The DRAM 304 has a preload area. Various types of data stored in the CGROM 303 (specifically, compressed image data, compressed audio data, etc.) are transferred (preloaded) into the preload area. Furthermore, the DRAM 304 is provided with a drawing command buffer area, a sound command buffer area, a lamp command buffer area, and a motor command buffer area. In this embodiment, a double buffering method is employed for the drawing command buffer area, and two drawing command buffer areas are provided in the DRAM 304. The two drawing command buffer areas are of the same size. While one of the two drawing command buffer areas is designated as the construction area, the other is designated as the transfer area. Furthermore, for each drawing command buffer area, the designation as the construction area and the designation as the transfer area are switched alternately every frame. Then, for each drawing command buffer area, during the period specified in the construction area, the display list described later is stored (generated / constructed) in that drawing command buffer area, and during the period specified in the transfer area, the display list stored in that drawing command buffer area is transferred to the VDP (specifically, the preloader circuit 319). DRAM 304 is connected to the DRAM interface 315 of the microcomputer 301.

[0066] The 301 microcomputer is an LSI (Large-Scale Integrated Circuit) that integrates a CPU core, registers, semiconductor memory, and other components. The microcomputer 301 controls the performance operations of various performance devices based on control commands received from the main control board 200. "Various performance means" include various image display devices 31, 32, various speakers 22, various lamps 20, 21, and various motors 23 (various movable parts). Therefore, "performance operations by various performance means" include the display of performance images by the various image display devices 31, 32, the output of sound by the various speakers 22, the driving (lighting) of the various lamps 20, 21, the driving of the various motors 23 (various movable parts), etc. The microcomputer 301 includes internal devices such as a CPU 310, CPU work memory 311, CPU interface 312, host interface 313, CG bus interface 314, DRAM interface 315, VRAM 316, serial communication controller 317, transfer circuit 318, preloader circuit 319, display circuit 320, graphics decoder circuit 321, drawing circuit 322, and sound controller 323, and these internal devices are connected to a data bus 324.

[0067] The CPU 310 is connected to the HOST interface 313 via the CPU interface 312. The main control board 200 is also connected to the HOST interface 313, and control commands from the main control board 200 are input to it. Furthermore, the data bus 324 is connected to the HOST interface 313. This allows the CPU 310 to receive control commands (subcommands) from the main control board 200 via the HOST interface 313. Furthermore, the CPU 310 can communicate with internal devices such as the serial communication controller 317, preloader circuit 319, display circuit 320, and sound controller 323 via the HOST interface 313 and the data bus 324. Furthermore, the CPU 310 can read various data (control programs, control data, etc.) stored in the control ROM 302 via the HOST interface 313. Furthermore, the CPU 310 is capable of reading various data (compressed audio data) stored in the CGROM 303 via the HOST interface 313, data bus 324, and CG bus interface 314. Furthermore, the CPU 310 is capable of reading and writing data to the DRAM 304 via the HOST interface 313, the data bus 324, and the DRAM interface 315.

[0068] The CPU 310 performs various calculations necessary to control the performance operations of various performance means, as well as control processing of internal devices in accordance with these calculations. In this case, the CPU 310 uses the CPU work memory (RAM) 311 and DRAM 304 as work areas for various arithmetic processes, buffer areas for various arithmetic processing data, table data areas, buffer areas for various input and output data, etc. In other words, the CPU 310 selects an effect (effect number) to be executed based on the control command received from the main control board 200, and selects and sets various scenario data (effect scenario table, display scenario table, sound scenario table, lamp scenario table, movable body scenario table, etc.) corresponding to the selected effect number. Then, according to the various scenario data that have been selected and set, it generates internal commands (drawing command, sound command, lamp command, motor command, etc.) to control various internal devices (VDP, sound controller 323, lamp controller 317a, motor controller 317b, etc.).

[0069] Specifically, CPU310 generates a display list in the drawing command buffer area specified in the construction area, according to the display scenario table. A "display list" is a collection of drawing commands for one frame. In other words, the display list contains a set of drawing commands for one frame, written in a predetermined order. Then, in the VDP, the processing based on each drawing command is executed in the order written in the display list, generating the drawing data for one frame. A "drawing command" is information that specifies the content of the drawing process (drawing control) to be executed by the VDP. In particular, a drawing command includes information that specifies the address of the memory area where the compressed image data used for drawing is stored (hereinafter referred to as the "image address"), and information that specifies the position where the said image data will be drawn. Furthermore, CPU310 generates sound commands in the sound command buffer area according to the sound scenario table. The "sound command" is information that specifies the content of the audio output processing (audio output control) to be executed by the sound controller 323. Furthermore, CPU310 generates ramp commands in the ramp command buffer area according to the ramp scenario table. The "lamp command" is information that specifies the content of the lamp drive process (lamp drive control) to be executed by the lamp controller 317a. Furthermore, the CPU 310 generates motor commands in the motor command buffer area according to the movable body scenario table. The "motor command" is information that specifies the content of the motor drive process (motor drive control) to be executed by the motor controller 317b.

[0070] Furthermore, when powered on, the CPU 310 transfers (preloads) the compressed audio data stored in the CGROM 303 to the preload area of ​​the DRAM 304. In other words, NAND flash memory such as CGROM303 is easier to increase in capacity compared to NOR flash memory such as control ROM302, but its data read speed is slow. Therefore, if compressed audio data is read directly from CGROM303 (NAND flash memory) when the sound controller 323 performs audio output processing, there is a risk that processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the audio output processing is executed, the compressed audio data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means with a faster data read speed compared to the CGROM 303. Then, when the audio output processing is executed, the compressed audio data is read from the DRAM 304, thereby preventing a decrease in processing performance.

[0071] Specifically, when powered on, the CPU 310 transfers (preloads) predetermined compressed audio data from the compressed audio data stored in the CGROM 303 to the preload area of ​​the DRAM 304. In this embodiment, all compressed audio data stored in the CGROM 303 is transferred to the preload area of ​​the DRAM 304. However, it is also possible to configure the system so that only some of the compressed audio data stored in the CGROM 303 is transferred to the preload area of ​​the DRAM 304. Then, in the pachinko machine 1, after the transfer of the predetermined compressed audio data described above is completed, it becomes possible to control the output of sound from the various speakers 22 (sound output processing by the sound controller 323). In other words, before the transfer of the predetermined compressed audio data described above is completed, it becomes impossible to control the output of sound from the various speakers 22 (sound output processing by the sound controller 323). Furthermore, after the transfer of the predetermined compressed audio data described above is completed, it becomes possible to control the display of the performance images by the various image display devices 31 and 32 (drawing process by VDP). In other words, before the transfer of the predetermined compressed audio data described above is completed, it becomes impossible to control the display of the performance images by the various image display devices 31 and 32 (drawing process by VDP). On the other hand, before the transfer of the specified compressed audio data is completed, the system becomes capable of controlling the driving (illumination) of the various lamps 20 and 21 (lamp driving processing by the lamp controller 317a). Furthermore, before the transfer of the specified compressed audio data described above is completed, the system becomes capable of controlling the drive of the various motors 23 (various movable parts) (motor drive processing by the motor controller 317b).

[0072] The transfer circuit 318 performs the transfer of various types of data between internal devices. Specifically, the transfer circuit 318 transfers the display list stored in the drawing command buffer area designated as the transfer area to the preloader circuit 319. The transfer circuit 318 then transfers the display list, which has been rewritten by the preloader circuit 319, to the drawing circuit 322. Furthermore, the transfer circuit 318 transfers sound commands stored in the sound command buffer area to the sound controller 323. The transfer circuit 318 also transfers lamp commands stored in the lamp command buffer area to the lamp controller 317a. Finally, the transfer circuit 318 transfers motor commands stored in the motor command buffer area to the motor controller 317b.

[0073] The VRAM 316 is provided with an image unpacking area. The image data (source data) unpacked (restored / decoded) by the graphics decoder circuit 321 is temporarily stored in this image unpacking area. Furthermore, the VRAM316 is provided with a frame buffer area. In this embodiment, a double buffering method is employed for the frame buffer area, and two frame buffer areas are provided in the VRAM316. The two frame buffer areas are of the same size. While one frame buffer area is designated as the drawing area, the other frame buffer area is designated as the output area. Furthermore, for each frame buffer area, the designation alternates between being the drawing area and the output area for each frame. Then, for each frame buffer area, during the period specified as the drawing area, drawing data for one frame is stored (generated and drawn) in that frame buffer area, and during the period specified as the output area, the output of the video signal is performed based on the drawing data for one frame stored in that frame buffer area.

[0074] In the microcomputer 301, the preloader circuit 319, display circuit 320, graphics decoder circuit 321, drawing circuit 322, etc., function as a VDP (Video Display Processor). The VDP controls the display of animation images by various image display devices 31 and 32. Specifically, the VDP generates drawing data in response to receiving a display list (drawing command) from the CPU 310, generates a video signal based on the generated drawing data, and outputs the generated video signal to the various image display devices 31 and 32. The preloader circuit 319 can read various data (compressed image data) stored in the CGROM 303 via the CG bus interface 314. In particular, the preloader circuit 319 transfers (preloads) the compressed image data stored in the CGROM 303 to the preload area of ​​the DRAM 304 before the drawing process by the drawing circuit 322 is executed. In other words, as described above, NAND flash memory such as CGROM303 is easier to increase in capacity compared to NOR flash memory such as control ROM302, but its data read speed is slow. Therefore, if the compressed image data is read directly from CGROM303 (NAND flash memory) when the drawing process is executed by the drawing circuit 322, there is a risk that the processing performance will be significantly reduced. Therefore, in the pachinko machine 1, before the drawing process is executed, the compressed image data stored in the CGROM 303 is transferred in advance to the DRAM 304, which is a storage means with a faster data read speed compared to the CGROM 303. Then, when the drawing process is executed, the compressed image data is read from the DRAM 304, thereby preventing a decrease in processing performance.

[0075] Specifically, each time the preloader circuit 319 receives a display list, it transfers (preloads) one frame of compressed image data specified in the display list from the compressed image data stored in the CGROM 303 to the preload area of ​​the DRAM 304. At this time, the preloader circuit 319 rewrites the display list. In other words, the display list generated by the CPU 310 contains an address that specifies the memory area of ​​the CGROM 303 as the image address included in each drawing command. The preloader circuit 319 then transfers the compressed image data stored in the memory area (the memory area of ​​the CGROM 303) specified by the image address included in each drawing command included in the display list to a predetermined area of ​​the DRAM 304, and then rewrites the image address included in the drawing command to an address that specifies the memory area after the transfer (the predetermined area of ​​the DRAM 304). This generates a new display list with the image addresses rewritten. In this embodiment, the preloader circuit 319 is configured to transfer (preload) the compressed image data stored in the CGROM 303 to the preload area of ​​the DRAM 304. However, the preloader circuit 319 may also be configured to transfer the compressed image data stored in the CGROM 303 to a predetermined area (preload area) of the VRAM 316. The display list, rewritten by the preloader circuit 319, is transferred to the drawing circuit 320 by the transfer circuit 318.

[0076] The drawing circuit 322 stores (generates and draws) drawing data for one frame in the frame buffer area designated as the drawing area, according to the display list received from the preloader circuit 319. Specifically, each time the drawing circuit 320 receives a display list, it reads compressed image data for one frame specified in the display list from the DRAM 304. The compressed image data for one frame read from the DRAM 304 is restored (decoded) by the graphics decoder circuit 321 and stored (decompressed) in the image decompression area of ​​the VRAM 316. Then, the drawing circuit 320 uses the image data stored in the image decompression area to generate drawing data for one frame in the frame buffer area specified as the drawing area.

[0077] The display circuit 320 generates a video signal based on drawing data for one frame stored (generated and drawn) in the frame buffer area designated as the output area, and outputs the generated video signal to various image display devices 31 and 32. In this embodiment, a digital RGB signal is output as the video signal. However, it is also acceptable to configure the system to output an LVDS (Low Voltage Differential Signaling) signal as the video signal. Specifically, the display circuit 320 is composed of a data acquisition circuit (not shown), a scaler circuit (not shown), a color correction circuit (not shown), a ditherer circuit (not shown), a synchronization signal generation circuit (not shown), and the like. The data acquisition circuit reads the drawing data stored in the frame buffer area designated as the output area. The scaler circuit can perform scaling on the drawing data read by the data acquisition circuit. The color correction circuit can perform color correction on the drawing data after it has been processed by the scaler circuit. The dithering circuit can perform dithering on the drawing data after it has been processed by the color correction circuit. Finally, the drawing data after processing by the dithering circuit is output as a video signal (digital RGB signal). The synchronization signal generation circuit generates a horizontal synchronization signal and a vertical synchronization signal. The synchronization signal generation circuit then outputs the generated horizontal and vertical synchronization signals to various image display devices 31 and 32. The synchronization signal generation circuit also outputs the generated vertical synchronization signal to the CPU 310. In this embodiment, the display of the animation image on each image display device 31, 32 (the display of the animation image based on drawing data for one frame) is updated every 16.66 ms. Therefore, the synchronization signal generation circuit outputs a vertical synchronization signal to the CPU 310 (at a high level) every 16.66 ms.

[0078] The sound controller 323 controls the output of sound from the various speakers 22. Specifically, the sound controller 323 generates an audio signal in response to receiving an audio command from the CPU 310, and outputs the generated audio signal to the various speakers 22. The sound controller 323 includes an audio decoder circuit (not shown). The audio decoder circuit reads the compressed audio data specified by the audio command from the DRAM 304 in response to the reception of an audio command from the CPU 310. It also decodes the read compressed audio data. Based on the decoded audio data, it generates an audio signal and outputs the generated audio signal to the various speakers 22.

[0079] The serial communication controller 317 is comprised of a lamp controller 317a and a motor controller 317b. The lamp controller 317a controls the driving (illumination) of the various lamps 20 and 21. Specifically, the lamp controller 317a generates lamp drive data in response to receiving a lamp command from the CPU 310, and outputs the generated lamp drive data along with a clock signal to the lamp drivers 332 and 342. At this time, the lamp drive data is output as serial data. The lamp controller 317a includes a lamp decoder circuit (not shown). The lamp decoder circuit, upon receiving a lamp command from the CPU 310, reads the compressed lamp drive data specified in the lamp command from the control ROM 302. It also restores (decodes) the read compressed lamp drive data. Based on the restored lamp drive data, it generates lamp drive data and outputs the generated lamp drive data to the lamp drivers 332 and 342.

[0080] The motor controller 317b controls the drive of various motors 23 (various movable parts). Specifically, the motor controller 317b generates motor drive data in response to receiving motor commands from the CPU 310, and outputs the generated motor drive data along with a clock signal to the motor drivers 333 and 343. In this case, the motor drive data is output as serial data. The motor controller 317b is configured to include a motor sequencer circuit (not shown). In response to receiving a motor command from the CPU 310, the motor sequencer circuit reads the compressed motor drive data specified in the motor command from the control ROM 302. It also restores (decodes) the read compressed motor drive data. Then, based on the restored motor drive data, it generates motor drive data and outputs the generated motor drive data to the motor drivers 333 and 343. Furthermore, the motor controller 317b receives information from the driver board 330 indicating the detection status of various sensors 24, as well as information from the sub-connection board 340 indicating the detection status of each switch 25-29 and the detection status of various sensors 24.

[0081] Next, the method for controlling the performance using the performance control board 300 will be explained. The CPU 310 selects an animation (animation number) to execute in response to a control command received from the main control board 200. Then, it sets the animation scenario table corresponding to the selected animation number and the animation scenario timer corresponding to that animation scenario table in the animation scenario setting area of ​​the DRAM 304. The "production scenario table" contains information that defines the progress of the production. Specifically, the production scenario table registers multiple process data in chronological order. In other words, the production scenario table registers multiple process data and information that specifies the start time (start timing) of the processing based on each process data. Each process data contains one or more command information. Each command information specifies the start of an individual effect (display effect, sound effect, lamp effect, or movable body effect). Each command information also includes information specifying the sub-effect number of the effect to be started (display effect number, sound effect number, lamp effect number, or movable body effect number).

[0082] Furthermore, the CPU 310 controls the progress of the performance based on the information set in the performance scenario setting area (specifically, the performance scenario table and the performance scenario timer corresponding to the performance scenario table). Specifically, the CPU 310 updates the performance scenario timer set in the performance scenario setting area at predetermined intervals, and determines whether or not there is process data whose start time has arrived based on the updated performance scenario timer value. If it determines that there is process data whose start time has arrived, it executes processing based on that process data. In processing based on each process data, for each command information contained in the process data, a sub-scenario table (display scenario table, sound scenario table, lamp scenario table, or movable body scenario table) corresponding to the individual effect number (display effect number, sound effect number, lamp effect number, or movable body effect number) specified by the command information, and a sub-scenario timer corresponding to the sub-scenario table are set in the table area of ​​the DRAM304.

[0083] In this case, if the command information specifies a display effect number, a display scenario table corresponding to that display effect number and a sub-scenario timer corresponding to that display scenario table are set in the display scenario setting area of ​​the DRAM304. On the other hand, if the command information specifies a sound effect number, a sound scenario table corresponding to that sound effect number and a sub-scenario timer corresponding to that sound scenario table are set in the sound scenario setting area of ​​the DRAM304. On the other hand, if the command information specifies a lamp effect number, a lamp scenario table corresponding to that lamp effect number and a sub-scenario timer corresponding to that lamp scenario table are set in the lamp scenario setting area of ​​the DRAM304. On the other hand, when the command information specifies a movable body performance number, a movable body scenario table corresponding to that movable body performance number and a sub-scenario timer corresponding to that movable body scenario table are set in the movable body scenario setting area of ​​the DRAM304.

[0084] The "display scenario table" contains information that defines the progress of display effects (display of effect images) by various image display devices 31 and 32. The "sound scenario table" contains information that defines the progress of sound effects (sound output) by the various speakers 22. The "lamp scenario table" contains information that defines the progression of the lamp effects using various lamps 20 and 21 (the driving (lighting) patterns of various lamps 20 and 21). The "movable body scenario table" contains information that defines the progress of the movable body performance by various motors 23 (various movable bodies) (drive patterns of various motors 23 (various movable bodies)).

[0085] Furthermore, the CPU 310 controls the progress of the display effects based on the information set in the display scenario setting area (specifically, the display scenario table and the sub-scenario timer corresponding to the display scenario table). Specifically, the CPU 310 updates the sub-scenario timer set in the display scenario setting area at predetermined intervals, and generates a display list in the drawing command buffer area specified in the construction area based on the information in the display scenario table that corresponds to the updated sub-scenario timer value. As a result, the VDP is controlled according to the display list generated in the drawing command buffer area, and the display effects (display of effect images by various image display devices 31, 32) are controlled.

[0086] Furthermore, the CPU 310 controls the progress of sound effects based on the information set in the sound scenario setting area (specifically, the sound scenario table and the sub-scenario timer corresponding to the sound scenario table). Specifically, the CPU 310 updates the sub-scenario timer set in the sound scenario setting area at predetermined intervals, and generates a sound command in the sound command buffer area based on the information in the sound scenario table that corresponds to the updated sub-scenario timer value. As a result, the sound controller 323 is controlled according to the sound commands generated in the sound command buffer area, and the sound effects (output of sound from various speakers 22) are controlled.

[0087] Furthermore, the CPU 310 controls the progress of the lamp effects based on the information set in the lamp scenario setting area (specifically, the lamp scenario table and the sub-scenario timer corresponding to the lamp scenario table). Specifically, the CPU 310 updates the sub-scenario timer set in the lamp scenario setting area at predetermined intervals, and generates a lamp command in the lamp command buffer area based on the information in the lamp scenario table that corresponds to the updated sub-scenario timer value. As a result, the lamp controller 317a is controlled according to the lamp commands generated in the lamp command buffer area, and the lamp effects (driving (lighting up) of the various lamps 20 and 21) are controlled.

[0088] Furthermore, the CPU 310 controls the progress of the movable body animation based on the information set in the movable body scenario setting area (specifically, the movable body scenario table and the sub-scenario timer corresponding to the movable body scenario table). Specifically, the CPU 310 updates the sub-scenario timer set in the movable body scenario setting area at predetermined intervals, and generates a motor command in the motor command buffer area based on the information in the movable body scenario table that corresponds to the updated sub-scenario timer value. As a result, the motor controller 317b is controlled according to the motor commands generated in the motor command buffer area, and the movement of the movable body (driving of various motors 23 (various movable body)) is controlled.

[0089] (Configuration of driver board 330) The driver board 330 includes a parallel-to-serial conversion circuit 331, a lamp driver 332, and a motor driver 333. The lamp driver 332 controls the driving (light emission) of each light-emitting group that makes up the panel lamp 21 in accordance with the lamp drive data input from the lamp controller 317a. In this process, the lamp drive data specifies a brightness value corresponding to each system that makes up the panel lamp 21. Then, an excitation signal (drive current) corresponding to the brightness value specified in the lamp drive data is supplied to each system that makes up the panel lamp 21. This controls the driving (light emission) of the light-emitting group that makes up each system. The motor driver 333 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting various movable units) installed in the game board unit 10, in accordance with the motor drive data input from the motor controller 317b. In this process, the motor drive data specifies the output value of each motor 23 installed in the game board unit 10. Then, an excitation signal (drive current) corresponding to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-to-serial conversion circuit 331 receives detection signals from various sensors 24. The parallel-to-serial conversion circuit 331 then converts the detection signals from the various sensors 24 into serial data and outputs it to the serial communication controller 317.

[0090] (Configuration of sub-connection board 340) The sub-connection board 340 includes a parallel-to-serial conversion circuit 341, a lamp driver 342, and a motor driver 343. The lamp driver 342 controls the driving (light emission) of each light-emitting element group that constitutes the frame lamp 20 in accordance with the lamp drive data input from the lamp controller 317a. In this process, the lamp drive data specifies a brightness value corresponding to each system that makes up the frame lamp 20. Then, an excitation signal (drive current) corresponding to the brightness value specified in the lamp drive data is supplied to each system that makes up the frame lamp 20. This controls the driving (light emission) of the light-emitting elements that make up each system. The motor driver 343 controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting various movable unit components) installed in the integrated door unit 4, in accordance with the motor drive data input from the motor controller 317b. In this process, the motor drive data specifies the output values ​​of each motor 23 installed in the integrated door unit 4. Then, an excitation signal (drive current) corresponding to the output value specified in the motor drive data is supplied to each motor 23. This controls the drive of each motor 23. The parallel-to-serial conversion circuit 341 receives detection signals from various sensors 24 and detection signals from various switches 25-29. The parallel-to-serial conversion circuit 341 then converts the detection signals from the various sensors 24 and the detection signals from the various switches 25-29 into serial data and outputs it to the serial communication controller 317.

[0091] (Regarding the status of the gaming machine) In Pachinko Machine 1, six game machine states are defined (specifically, playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, and backup abnormal state). The RAM 230 of the main control board 200 is provided with a game machine state flag area. The game machine state flag area stores (sets) values ​​corresponding to one of six game machine states (specifically, playable state, setting change state, setting confirmation state, setting error state, RAM error state, and backup error state) as game machine state flags. Then, in the pachinko machine 1, a game machine state corresponding to the value stored in the game machine state flag area is generated. "Game-ready state" means the game machine is in a state where gameplay can proceed. While the game-playable state is established, the execution of steps S4-9 to S4-18, described later, is permitted. This allows the game (regular game and special game) to proceed. Furthermore, while the game is playable, the base ratio is displayed on the performance display device 206. In addition, information related to the game is displayed on the main display device 60.

[0092] The "settings change state" is a state in the gaming machine where it is possible to change the settings stored in the setting value area of ​​RAM230. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when, at power-on, a detection signal is input from the inner frame release 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. That is, when, at power-on, the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed, the setting change state occurs. While the settings change state is active, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Also, all the lighting elements constituting the main display device 60 are turned off. In addition, security information (external information) is output to an external device. Furthermore, while the setting change state is active, the setting value stored in the setting value area can be changed by pressing the RAM clear switch 207. Then, while the setting change state is active, if the key switch 208 is rotated to the OFF position, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0093] The "settings confirmation state" is a gaming machine state in which the settings stored in the setting value area of ​​RAM230 can be checked. The setting confirmation state occurs when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are met when, at power-on, a detection signal is received from the inner frame release sensor 108, a detection signal is received from the setting key switch 208, and no detection signal is received from the RAM clear switch 207. That is, at power-on, the setting confirmation state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is not pressed. While the settings confirmation state is active, the execution of steps S4-9 to S4-18 described later is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting confirmation state is active, the performance display device 206 displays the setting value stored in the setting value area. This makes it possible to confirm the setting value stored in the setting value area. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. Furthermore, while the settings confirmation state is active, it is not possible to change the settings stored in the settings value area. Then, if the key switch 208 is rotated to the OFF position while the settings confirmation state is active, the game-ready state is activated instead of the settings confirmation state.

[0094] "Setting Abnormal State" indicates that the gaming machine is in a state where a setting abnormality has occurred. The setting error state occurs when, while the game is playable, it is determined that the setting value set in the setting value range is not within the specified range. While an abnormal setting state occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a setting error occurs, the performance display device 206 displays an error code indicating the occurrence of the setting error. In addition, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.

[0095] "RAM abnormal state" indicates that the gaming machine is in a state where a RAM abnormality has occurred. A RAM abnormality condition occurs when a read / write abnormality in RAM230 is detected during power-on. While a RAM abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a RAM abnormality occurs, the performance display device 206 displays an error code indicating the occurrence of a RAM abnormality. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormal state, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0096] "Backup Anomaly State" indicates that a gaming machine is in a state where a backup anomaly has occurred. A backup error occurs when a backup error in RAM230 (specifically, an error in the backup flag or an error in the checksum) is detected at power-on. While a backup abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a backup failure occurs, the performance display device 206 displays an error code indicating the occurrence of a backup failure. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a backup failure, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0097] (Regarding the settings) Next, we will explain the settings (setting information) that are set in pachinko machine 1. The "setting value" is information that specifies the conditions for playing the game. Specifically, the setting value specifies the probability of winning in the special symbol lottery (first special symbol lottery and second special symbol lottery). More precisely, the setting value specifies the probability of winning a jackpot and the probability of winning a bonus round. The "jackpot winning probability" is the probability of winning a "jackpot" through the special symbol win determination described later (the probability of winning a "jackpot" through the special symbol lottery). The "probability of winning a bonus round" is the probability of winning a "bonus round symbol" through the special symbol win determination described later (the probability of winning a "bonus round symbol" through the special symbol lottery). In this embodiment, two set values ​​are provided, ranging from "0" to "1". Specifically, the RAM 230 of the main control board 200 is provided with a set value area. One of the values ​​from "0" to "1" is stored (set) in the set value area. In this embodiment, the probability of winning a jackpot is determined according to the value set in the set value area (= set value), and the probability of winning a bonus round is determined according to the value set in the set value area (= set value). In this case, if the setting value is "0" (low setting), the probability of winning a jackpot is set to the first probability (in this embodiment, 1 / 320 (when the special symbol low probability state occurs) or 1 / 32 (when the special symbol high probability state occurs)). On the other hand, if the setting value is "1" (high setting), the probability of winning a jackpot is set to the second probability, which is higher than the first probability (in this embodiment, 1 / 280 (when the special symbol low probability state occurs) or 1 / 28 (when the special symbol high probability state occurs)). Furthermore, when the setting value is "0" (low setting), the probability of winning a bonus round is set to the first probability (70 / 100 in this embodiment). On the other hand, when the setting value is "1" (high setting), the probability of winning a bonus round is set to the second probability (80 / 100 in this embodiment), which is higher than the first probability. Furthermore, it is also acceptable to have a configuration where the setting value ranges from "0" to "5" (multi-stage). When the setting value is "0", the first probability of winning the jackpot is set; when the setting value is "1", the second probability, which is higher than the first probability, is set; when the setting value is "2", the third probability, which is higher than the second probability, is set; when the setting value is "3", the fourth probability, which is higher than the third probability, is set; when the setting value is "4", the fifth probability, which is higher than the fourth probability, is set; and when the setting value is "5", the sixth probability, which is higher than the fifth probability, is set. Furthermore, the system may be configured such that when the setting value is "0", the first probability is set as the probability of winning a bonus round; when the setting value is "1", the second probability, which is higher than the first probability, is set as the probability of winning a bonus round; when the setting value is "2", the third probability, which is higher than the second probability, is set as the probability of winning a bonus round; when the setting value is "3", the fourth probability, which is higher than the third probability, is set as the probability of winning a bonus round; when the setting value is "4", the fifth probability, which is higher than the fourth probability, is set as the probability of winning a bonus round; and when the setting value is "5", the sixth probability, which is higher than the fifth probability, is set as the probability of winning a bonus round.

[0098] In particular, in pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area while the setting change state is active. Here, the change of the setting value is performed by the administrator of pachinko machine 1 (such as an employee of the amusement facility where pachinko machine 1 is installed). In other words, as described above, a setting change state occurs when the inner frame unit 3 is open when the power is turned on, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed. While the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. When the setting value in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. Then, if the key switch 208 is rotated to the OFF position while the setting change state is active, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0099] (Regarding the base ratio) In the pachinko machine 1, the CPU 210 calculates the base ratio (base value) while a playable state is in effect. In this embodiment, the base ratio is calculated only while a predetermined play state is in effect (specifically, while a low probability state for special symbols is in effect and while the time-saving control is stopped). While the game is playable, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls launched into the game area 30 and the number of prize balls dispensed according to the number of game balls entering the predetermined entry points (in this embodiment, the first starting point 51, the second starting point 52, and other prize entry points 54-57). Specifically, the base ratio is the ratio (percentage) of the number of balls dispensed to the number of balls that go out. In this embodiment, the base ratio is calculated for each predetermined interval (period). A predetermined interval is defined as a period in which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval starts 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 in real time during each interval. Furthermore, a predetermined time period may be defined as the predetermined interval. In other words, the CPU 210 may be configured to calculate the base ratio for each predetermined time period. "Number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been ejected from the game area 30. Specifically, out balls are game balls that have passed through the ejection path (game balls detected by the out switch 109). Furthermore, game balls ejected from the out port 58 may also be considered out balls. Specifically, the out switch 109 may be configured to detect only game balls ejected from the out port 58, and game balls detected by the out switch 109 may also be considered out balls. "Payout amount" refers to the total number of prize balls dispensed in accordance with the number of game balls that enter the first starting port 51, the second starting port 52, and other prize entry ports 54-57.

[0100] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. In Pachinko Machine 1, it is possible to perform time-saving control as an auxiliary control. During the execution of the time-saving control, it becomes easier to insert game balls into the second start port 52 compared to when the time-saving control is stopped (i.e., it becomes easier to acquire special symbol 2 game information). In this embodiment, during the execution of the time-saving control, compared to when the time-saving control is stopped, the number of times the normal electric mechanism 52a opens is increased and the opening time of the normal electric mechanism 52a is extended in the normal symbol winning game state. Also, during the execution of the time-saving control, compared to when the time-saving control is stopped, the probability of winning the normal symbol lottery is improved and the time for displaying the variation of the normal symbols is shortened. Furthermore, during the execution of the time-saving control, compared to when the time-saving control is stopped, the time for displaying the variation of the special symbols (hereinafter referred to as "variation time") is shortened.

[0101] Furthermore, in Pachinko Machine 1, two game states are defined regarding the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery): a low special symbol probability state and a high special symbol probability state. The probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes depending on whether the low special symbol probability state is active or the high special symbol probability state is active. In other words, when the special symbol low probability state occurs, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is set to the first probability (in this embodiment, 1 / 320 (when the setting value = "0") or 1 / 280 (when the setting value = "1")). On the other hand, when the special symbol high probability state occurs, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is set to the second probability, which is higher than the first probability (in this embodiment, 1 / 32 (when the setting value = "0") or 1 / 28 (when the setting value = "1")).

[0102] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. Figure 4 shows the probability of winning the special design lottery. Figure 4(a) shows the probability of winning in the special symbol lottery (first special symbol lottery and second special symbol lottery). Figure 4(b) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the first special symbol lottery. Figure 4(c) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the second special symbol lottery.

[0103] (Regular design lottery) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. If the regular symbol lottery is successful, a regular symbol win game state is created. In the regular symbol win game state, the regular electric mechanism 52a is displaced (opened) from a closed state to an open state, allowing game balls to enter the second starting opening 52. In this embodiment, one type of game state called "Normal Symbol Win" is set as the type of normal symbol win game state that occurs when a normal symbol lottery is won. If a "regular symbol win" is achieved (winning the regular symbol lottery), the regular symbol display device is controlled to stop and display the regular symbols as "regular symbol win symbols". On the other hand, if the regular symbol lottery is unsuccessful, the regular symbol display device is controlled to stop and display the regular symbol as a "losing symbol".

[0104] If a "regular win" is achieved, the number of times the regular electric mechanism 52a opens is set to 1 or 3, and the opening time of the regular electric mechanism 52a for each time is set to 0.5 seconds or 2.0 seconds. In this case, while the time-saving control is in operation, the number of times the regular electric mechanism 52a opens is set to 3, and the opening time of the regular electric mechanism 52a for each time is set to 2.0 seconds. On the other hand, while the time-saving control is stopped, the number of times the regular electric mechanism 52a opens is set to 1, and the opening time of the regular electric mechanism 52a for each time is set to 0.5 seconds.

[0105] (Special design lottery) Furthermore, in pachinko machine 1, when a game ball enters the first start port 51, the first special symbol lottery (start determination based on special symbol 1 game information) is executed, and when a game ball enters the second start port 52, the second special symbol lottery (start determination based on special symbol 2 game information) is executed. In this embodiment, the results of the first special symbol lottery are defined as "jackpot" and "loser". On the other hand, the results of the second special symbol lottery are defined as "jackpot" and "loser". As shown in Figure 4(a), when the setting value is "0", the probability of winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed during the low probability state of special symbols is 1 / 320. On the other hand, when the setting value is "1", the probability of winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed during the low probability state of special symbols is 1 / 280. On the other hand, when the setting value is "0", the probability of winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed while the special symbol high probability state is active is 1 / 32. On the other hand, when the setting value is "1", the probability of winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed while the special symbol high probability state is active is 1 / 28.

[0106] In this embodiment, when a "jackpot" is won through a special symbol lottery, there are two types of winning symbols (types of "jackpot symbols") that are selected: "probability-increasing symbols" and "non-probability-increasing symbols." "Probability-increasing symbols" are the type of jackpot symbols that result in a special high-probability state for gameplay after the jackpot game state ends. On the other hand, "non-probability-increasing symbols" are the type of jackpot symbols that result in a special low-probability state for gameplay after the jackpot game state ends. As shown in Figure 4(b), in pachinko machine 1, when a "jackpot" is won by the first special symbol lottery, the winning type (type of "jackpot symbol") selected is defined as "jackpot symbol 1" and "jackpot symbol 2". Here, "jackpot symbol 1" is a probability variation symbol. On the other hand, "jackpot symbol 2" is a non-probability variation symbol. In the first special symbol lottery (special symbol determination), when the setting value is "0", the probability of winning "Big Win Symbol 1" when a "Big Win" is achieved is 70 / 100, and the probability of winning "Big Win Symbol 2" is 30 / 100. Therefore, in the first special symbol lottery, when the setting value is "0", the probability of winning a bonus round is 70 / 100. On the other hand, in the first special symbol lottery (special symbol determination), when the setting value is "1", the probability of winning "Big Win Symbol 1" when a "Big Win" is achieved is 80 / 100, and the probability of winning "Big Win Symbol 2" is 20 / 100. Therefore, in the first special symbol lottery, when the setting value is "1", the probability of winning a bonus round is 80 / 100.

[0107] If the "Big Win Symbol 1" is selected, the stop symbol corresponding to "Big Win Symbol 1" will be displayed in the Special Symbol 1 display device. In addition, the stop symbol (display mode) corresponding to the "Probability Change Symbol" will be displayed in the performance symbol display areas a1 to a4. Here, the "probability change symbol" is, for example, a display pattern in which the first performance symbol z1, which is stopped and displayed in the lottery result display position of the three first performance symbol display areas a1 to a3, are all red symbols showing the same number, and the second performance symbol z2, which is stopped and displayed in the second performance symbol display area a4, shows a predetermined color. If the "Big Win Symbol 2" is selected, the stop symbol (display mode) corresponding to the "Big Win Symbol 2" will be displayed on the Special Feature 1 display device. In addition, the stop symbol (display mode) corresponding to the "Non-Probability Change Symbol" will be displayed in the performance symbol display areas a1 to a4. Here, a "non-probability change symbol" is, for example, a display pattern in which the first performance symbol z1, which is stopped and displayed in the lottery result display position of the three first performance symbol display areas a1 to a3, is a blue symbol showing the same number, and the second performance symbol z2, which is stopped and displayed in the second performance symbol display area a4, shows a predetermined color.

[0108] As shown in Figure 4(c), in pachinko machine 1, when a "jackpot" is won by the second special symbol lottery, the winning type (type of "jackpot symbol") to be selected is defined as "jackpot symbol 3" and "jackpot symbol 4". Here, "jackpot symbol 3" is a probability variation symbol. On the other hand, "jackpot symbol 4" is a non-probability variation symbol. In the second special symbol lottery (special symbol determination), when the setting value is "0", the probability of winning "Big Win Symbol 3" when a "Big Win" is achieved is 70 / 100, and the probability of winning "Big Win Symbol 4" is 30 / 100. Therefore, in the second special symbol lottery, when the setting value is "0", the probability of winning a bonus round is 70 / 100. On the other hand, in the second special symbol lottery (special symbol determination), when the setting value is "1", the probability of winning "Big Win Symbol 3" when a "Big Win" is achieved is 80 / 100, and the probability of winning "Big Win Symbol 4" is 20 / 100. Therefore, in the second special symbol lottery, when the setting value is "1", the probability of winning a bonus round is 80 / 100.

[0109] If the "Big Win Symbol 3" is selected, the stop symbol corresponding to "Big Win Symbol 3" will be displayed in the Special Feature 2 display device. In addition, the stop symbol (display mode) corresponding to the "Probability Change Symbol" will be displayed in the performance symbol display areas a1 to a4. If the "Big Win Symbol 4" is selected, the stop symbol (display mode) corresponding to the "Big Win Symbol 4" will be displayed in the Special Feature 2 display device. In addition, the stop symbols (display mode) corresponding to the "Non-Probability Change Symbol" will be displayed in the performance symbol display areas a1 to a4.

[0110] On the other hand, if the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is unsuccessful (i.e., a "miss"), the special symbol display device (special symbol 1 display device or special symbol 2 display device) will stop displaying the symbol corresponding to the "miss". Additionally, the performance symbol display areas a1 to a4 will stop displaying the symbol corresponding to the "miss". Here, a "losing symbol" is defined as a first-generation symbol z1 that is stopped and displayed in one of the three first-generation symbol display areas a1 to a3, where the number shown by the "number symbol" stopped and displayed in at least one area is a different combination from the number shown by the "number symbol" stopped and displayed in the other areas, and the second-generation symbol z2 that is stopped and displayed in the second-generation symbol display area a4 shows a predetermined color.

[0111] If you win with "Winning Symbol 1" to "Winning Symbol 4", a jackpot game state is activated. In the jackpot game state, the special electric mechanism 53a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the large prize entry opening 53. During a jackpot state, a predetermined number of rounds of gameplay are performed. If you win with "Jackpot Symbol 1" to "Jackpot Symbol 4", the number of rounds of gameplay is set to 5. Furthermore, if the player wins "Winning Symbol 1" through "Winning Symbol 4", the maximum opening time of the special electric mechanism 53a in each round of gameplay is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when either of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 53a was opened, or (2) the number of game balls that have entered the large prize pocket 53 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).

[0112] If you win either "Winning Symbol 2" or "Winning Symbol 4," the game state during the period from the end of that winning game state until the start of the next winning game state will be the Special Symbol Low Probability State. On the other hand, if you win with "Winning Symbol 1" or "Winning Symbol 3," a special high-probability state will be triggered in accordance with the end of the winning game state. In this case, the special high-probability state will start in accordance with the end of the winning game state and will end in accordance with the start of the next winning game state (the end of the display of the "Winning Symbol" stop).

[0113] Furthermore, if you win with "Winning Symbol 1" to "Winning Symbol 4," a time-saving control will be executed after the end of the winning game state. In this case, the time-saving control will start in response to the end of the winning game state and will end when one of the following conditions is met: either you have won the special symbol lottery (the "Winning Symbol" is displayed when stopped), or the special symbol has been displayed (variable display and stop display) for a predetermined number of time-saving rounds. In this embodiment, if the "winning symbol 2" or "winning symbol 4" is won, a predetermined number of time-saving rounds is set to 100. On the other hand, if the "winning symbol 1" or "winning symbol 3" is won, a predetermined number of time-saving rounds is set to 10,000.

[0114] (Regarding control commands) Next, we will explain the control commands transmitted from the main control board 200 to the performance control board 300, and the control commands transmitted and received between the main control board 200 and the payout control board 400. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Communication between the main control board 200 and the performance control board 300 is unidirectional, from the main control board 200 to the performance control board 300; no communication occurs from the performance control board 300 to the main control board 200. Each control command transmitted from the main control board 200 to the performance control board 300 consists of a 1-byte upper-order data indicating the type of control command and a 1-byte lower-order data indicating the content of the control command. The main control board 200 then transmits a control command consisting of higher-level data and lower-level data to the performance control board 300 via serial communication. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing stores the control command data in a predetermined area of ​​RAM.

[0115] In pachinko machine 1, the following control commands are set to be sent from the main control board 200 to the performance control board 300: a symbol type specification command, a variation mode specification command, a variation pattern specification command, a stop specification command, a game state specification command, a number of reserved symbols specification command, an opening specification command, a round start specification command, a round end specification command, an ending specification command, a first pre-read specification command, a second pre-read specification command, a third pre-read specification command, an error specification command, a demo specification command, a setting value specification command, a game status specification command, and so on. The symbol type specification command is a command that specifies the type (stop symbol number) of the stopped symbol. Specifically, the symbol type specification command specifies one type from among "losing symbol" and "jackpot symbol 1" to "jackpot symbol 4". The symbol type specification command is sent at the start of the special symbol variation display. In this embodiment, the symbol type specification command is set to correspond to the first special symbol lottery and the second special symbol lottery, respectively.

[0116] The variable mode specification command is used to specify the type of variable mode (variable mode number). By specifying the variable mode number, the variable mode specification command specifies the variable time associated with that variable mode number. The variable mode specification command specifies the variable time (the manner of the first half of the variable performance) of the variable display (variable performance) of special symbols. In this embodiment, there are m (multiple) types of variation modes, each with a different variation time associated with it. The variation mode specification command then specifies one of the m types of variation modes (variation mode number) ("variation mode m"). The variation pattern specification command is used to specify the type of variation pattern (variation pattern number). By specifying the variation pattern number, the variation pattern specification command specifies the variation time associated with that variation pattern number. The variation pattern specification command specifies the variation time (the manner of the latter half of the variation performance) of the variation display (variation performance) of special symbols. In this embodiment, n (or more) types of variation patterns are set, each with a different variation time associated with it. The variation pattern specification command then specifies one of the n types of variation patterns (variation pattern numbers) ("variation pattern n"). The variable mode specification command and the variable pattern specification command are sent when the variable display of the special symbols begins.

[0117] The stop command is used to specify the stopping display of special symbols (effect symbols z1, z2). The stop command is sent when the stopping display of the special symbols begins. The game state specification command is a command that specifies the game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, the game state offset value is set to a numerical value corresponding to each combination of the time-saving control flag value, the special symbol high probability state flag value, the previous jackpot symbol flag value, and the post-jackpot spin count counter value. The game state specification command specifies a game state offset value. The game state specification command is sent when the power is turned on, when the special game phase is changed (described later), etc.

[0118] The command to specify the number of reserved items is a command to specify the number of reserved items. In this embodiment, the command to specify the number of reserved items (number of reserved items in Special Figure 1 or number of reserved items in Special Figure 2) has increased by "1", the number of reserved items has decreased by "1", the number of reserved items, etc. Here, "Number of Special Symbol 1 Reserved" refers to the number of times the notification display (variation display and stop display) for the first special symbol is reserved on the Special Symbol 1 display device. Also, "Number of Special Symbol 2 Reserved" refers to the number of times the notification display (variation display and stop display) for the second special symbol is reserved on the Special Symbol 2 display device. The command to specify the number of reserved symbols is transmitted when the power is turned on, when game information is stored, when the display of special symbols changes begins, etc. In this embodiment, the command to specify the number of reserved symbols is set to correspond to the first special symbol lottery and the second special symbol lottery, respectively.

[0119] The opening command is used to specify the start of the opening period (the start of the jackpot game state). The opening command specifies the type of jackpot game state (the type of "jackpot symbol"). Specifically, the opening command specifies one type from "jackpot symbol 1" to "jackpot symbol 4". The opening command is sent at the start of the opening period (the start of the jackpot game state). The round start command is a command that specifies the start of a round game. The round start command is sent when a round game begins. The round end command is used to specify the end of a round of gameplay. This command is sent when a round of gameplay ends. The ending specification command is a command that specifies the start of the ending period. The ending specification command is sent at the start of the ending period.

[0120] The first pre-read specification command is a command that specifies the type of stopping symbol (one of the following: "losing symbol" and "jackpot symbol 1" to "jackpot symbol 4"). In this embodiment, the first pre-read specification command is set to correspond to the first special symbol lottery and the second special symbol lottery, respectively. The second pre-read specification command is a command that specifies the content of the variation mode. Specifically, the second pre-read specification command specifies that the type of variation mode is undefined ("undefined value"), or that it specifies one of the m types of variation modes (variation mode numbers) ("variation mode m"). The second pre-read specification command is sent when game information is stored. The third pre-read specification command is a command that specifies the content of the variation pattern. Specifically, the third pre-read specification command specifies that the type of variation pattern is undefined ("undefined value"), or that it specifies one of n types of variation patterns (variation pattern numbers) ("variation pattern n"). The third pre-read specification command is sent when game information is stored.

[0121] 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-hand stroke error. The error specification command is transmitted when the occurrence of any of the errors is detected. The demo command is used to specify the start of the customer waiting state. The demo command is sent when the customer waiting state begins. The setting value specification command is used to specify a setting value stored in the setting value area of ​​RAM230. The setting value specification command is sent when RAM is cleared, when power is restored after power-on, when the setting change state ends, when the setting confirmation state ends, etc. The game status specification command is a command that specifies the start (beginning) or end (end) of the ready-to-fire state. The game status specification command is sent when the ready-to-fire state is established (beginning) and when the ready-to-fire state is ended (end).

[0122] The main control board 200 and the dispensing control board 400 are connected to each other via a serial communication harness. Communication between the main control board 200 and the dispensing control board 400 is bidirectional. Each control command transmitted 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 control commands 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 is generated, and this interrupt processing stores the control command data in a predetermined area of ​​RAM. The dispensing control board 400 also transmits control commands 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 is generated, and this interrupt processing stores the control command data in a predetermined area of ​​RAM 230.

[0123] In pachinko machine 1, control commands such as the prize ball count specification command are set as control commands transmitted from the main control board 200 to the payout control board 400. The prize ball specification command is a command that specifies the number of prize balls to be dispensed. In this embodiment, the prize ball specification command specifies the dispensing of n prize balls (n=1 to 15). The prize ball specification command is transmitted when the payout control board 400 executes the prize ball dispensing operation. Furthermore, in the pachinko machine 1, control commands are set to be transmitted from the payout control board 400 to the main control board 200, specifying the occurrence and cancellation of payout errors, full tank errors, ball jam errors, and so on. Each control command is transmitted when the occurrence or cancellation of various errors is detected.

[0124] (Processing performed on the main control board 200) Next, we will explain the processes executed on the main control board 200. First, I will explain the functions of the hardware configured on the main control board 200. When power is turned on to the pachinko machine 1, the random number generation circuit 203 starts the hardware random number update process. In the hardware random number update process, each time one clock signal is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]), 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).

[0125] Furthermore, in the hardware random number update process, every 32 clock cycles input from the clock generation circuit 202 (every 2.666 [μs] in this embodiment), the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006). Then, the hardware random number update process updates the random numbers for the regular symbol draw, the jackpot random numbers for the first special symbol draw, the jackpot random numbers for the second special symbol draw, and the reach group random numbers, respectively. 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 that the CPU 210 executes based on software, which will be described later.

[0126] Furthermore, when power is turned on to the pachinko machine 1, the transmission shift registers of command output ports 1 and 2 begin the control command transmission process, which sends the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. Note that the control command transmission process is executed as a function of command output ports 1 and 2 (hardware) and is executed independently of the process that the CPU 210 executes based on software, which will be described later.

[0127] Next, we will explain the game control process that the CPU 210 of the main control board 200 executes based on the program (software) stored in the ROM 220. (CPU initialization process) First, let's explain the CPU initialization process performed by CPU210. Figure 5 is a flowchart showing the CPU initialization process. When the pachinko machine 1 is powered on, the CPU 210 starts the CPU initialization process shown in FIG. 5. The CPU initialization process is a process based on a program for controlling the progress of the game. That is, the CPU initialization process is a process based on the program stored in the usage area m1 (program area) of the ROM 220. When the CPU initialization process is started, first, it proceeds to step S1-1. In step S1-1, the initial setting process is executed, and it proceeds to step S1-2. In the initial setting process, the startup program is read from the ROM 220, and settings necessary for executing various processes such as register settings are performed.

[0128] Also, in the initial setting process, the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the detection signal from the inner frame release sensor 108 are read. Specifically, the value set in the reception storage area corresponding to the RAM clear switch 207 is read 2 times, and based on the two read results, it is determined whether the RAM clear switch 207 is in the on state. Then, the determination result is saved as the switch information of the RAM clear switch 207. At this time, if it is determined that the on state has occurred, a value indicating that the on state has occurred (in this embodiment, "1") is saved as the switch information, and if it is determined that the on state has not occurred, a value indicating that the on state has not occurred (in this embodiment, "0") is saved as the switch information.

[0129] Also, the value set in the reception memory area corresponding to the setting key switch 208 is read 2 times, and based on the 2 read results, it is determined whether the on state has occurred for the setting key switch 208. Then, the determination result is saved as the switch information of the setting key switch 208. At this time, if it is determined that the on state has occurred, a value indicating that the on state has occurred (in this embodiment, "1") is saved as the switch information, and if it is determined that the on state has not occurred, a value indicating that the on state has not occurred (in this embodiment, "0") is saved as the switch information.

[0130] Furthermore, the value set in the reception memory area corresponding to the inner frame opening sensor 108 is read 2 times, and based on the 2 read results, it is determined whether the on state has occurred for the inner frame opening sensor 108. Then, if it is determined that the on state has not occurred, the switch information of the setting key switch 208 is rewritten to a value indicating that the on state has not occurred (in this embodiment, "0"). On the other hand, if it is determined that the on state has occurred, the switch information of the setting key switch 208 is not rewritten.

[0131] In step S1-2, weight processing time setting processing is executed, and the process proceeds to step S1-3. In the weight processing time setting processing, a predetermined weight processing time (in this embodiment, 3.1 [s]) is set in the timer counter. Thereby, the measurement of the weight processing time set by the timer counter is started. In step S1-3, it is determined whether the weight processing time set in step S1-2 has elapsed. If it is determined that the weight processing time has elapsed (Yes), the process proceeds to step S1-4, and if it is determined that the weight processing time has not elapsed (No), the process of step S1-3 is repeated. In step S1-4, RAM access permission processing is executed, and the process proceeds to step S1-5. In the RAM access permission processing, the processing necessary to permit access to the work area of the RAM 230 is executed. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protection value in the RAM access protection area of ​​RAM230. This allows CPU210 to access RAM230.

[0132] In step S1-5, the process for acquiring the gaming machine status flag is executed, and the process proceeds to step S1-6. In the process for acquiring the gaming machine status flag, the gaming machine status flag is acquired. Specifically, in the process of acquiring the gaming machine status flag, the value (gaming machine status flag) stored in the gaming machine status flag area of ​​RAM230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup enable flag is normal or not. If it is determined that the backup enable flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup enable flag is not normal (No), the process proceeds to step S1-18. Here, if the value stored in the backup enable flag area of ​​RAM230 (backup enable flag) is a predetermined valid value, it is determined that the backup enable flag is normal. If the value stored in the backup enable flag area is not a predetermined valid value, it is determined that the backup enable flag is not normal.

[0133] In step S1-7, the checksum calculation process is performed, and the process proceeds to step S1-8. In the checksum calculation process, the checksum is calculated based on the backup information. Specifically, in the checksum calculation process, the checksum is first calculated based on the information stored in the used area M1 (F000H~F1FFH) of RAM230 from the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of RAM230 from the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is valid or not. If the checksum is determined to be valid (Yes), the process proceeds to step S1-9. If the checksum is determined to be invalid (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 ​​RAM230" 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," then the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met, the checksum is determined to be abnormal: "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 ​​RAM230" 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."

[0134] In step S1-9, the process for setting the areas to be cleared when the power is turned on is executed, and the process proceeds to step S1-10. In the process for setting the areas to be cleared when the power is turned on, the areas other than the setting value area and the game machine status flag area (specifically, the checksum area, backup enabled 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 RAM230. In step S1-10, it is determined whether the RAM clear switch 207 is in the ON state or not. 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 the RAM clear switch 207 is in an ON state. In this case, if a value indicating that the ON state is present is saved as switch information, it is determined that the ON state is present; if a value indicating that the ON state is not present is saved, it is determined that the ON state is not present.

[0135] In step S1-11, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has been created (Yes), the process proceeds to step S1-12. If it is determined that a playable state has not been created (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has been created based on the game machine status flag stored in the D register. In this case, if the game machine status flag stored in the D register is a value corresponding to a playable state, it is determined that a playable state has been created; if it is not a value corresponding to a playable state, it is determined that a playable state has not been created.

[0136] In step S1-12, it is determined whether the setting confirmation condition is met. If it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13. If it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation conditions" are met when the game-playable state is established, 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 release sensor 108 is in the ON state. In step S1-1, if the inner frame release 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 release sensor 108, a value indicating that the ON state is occurring is stored 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 release sensor 108, a value indicating that the ON state is not occurring is stored as the switch information of the setting key switch 208. Therefore, in step 1-12, it is determined whether the setting confirmation condition is met based on the switch information of the setting key switch 208 saved in step S1-1. In this case, if a value indicating that the ON state has occurred is saved as switch information, it is determined that the setting confirmation condition is met, and if a value indicating that the ON state has not occurred is saved, it is determined that the setting confirmation condition is not met.

[0137] In step S1-13, the setting confirmation state setting process is executed, and the process proceeds to step S1-14. In the setting confirmation state setting process, the D register is set to a value corresponding to the setting value confirmation state as the game machine state flag. In step S1-14, the process for setting the areas to be cleared when power is restored is executed, and the process proceeds to step S1-15. In the process for setting the areas to be cleared when power is restored, the areas to be cleared (initialized) in the used area M1 of RAM230 are set to include the setting value area, the game machine status flag area, the normal game-related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup enabled flag area, the error-related area, and the normal game-related area 1). In step S1-15, the power-up initialization process is executed, and the process proceeds to step S1-16. In the power-up initialization process, the range of the used area M1 of RAM230 set in step S1-14 is cleared (initialized). In step S1-16, the power restoration subcommand transmission process is executed, and the process proceeds to step S1-17. In the power restoration subcommand transmission process, a subcommand (power restoration specification command) that specifies that power has been restored from a power outage is stored in the subcommand output request buffer of RAM230. In step S1-17, the process of sending a power-up-and-recovery

[0138] In step S1-18, the backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set in the D register as the game machine status flag. 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 RAM230 is cleared (initialized) and a read / write check is performed. In step S1-20, the process for setting the area to be cleared in case of an error is executed, and the process proceeds to step S1-21. In the process for setting the area to be cleared in case of an error, all areas (specifically, the setting value area, the game machine status flag area, the checksum area, the backup enabled flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set as the range to be cleared (initialized) in the used area M1 of RAM230. In step S1-21, a read / write check of the used memory area is performed, and the process proceeds to step S1-22. In the read / write check of the used memory area, the range set in step S1-20 of the used memory area M1 of RAM230 is cleared (initialized), and a read / write check is performed.

[0139] In step S1-22, it is determined whether the read / write check performed in steps S1-19 and S1-21 is normal or not. If the read / write check is determined to be abnormal (No), the process proceeds to step S1-23. If the read / write check is determined to be normal (Yes), the process proceeds to step S1-24. In step S1-23, the RAM abnormal state setting process is executed, and the process proceeds to step S1-28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set in the D register as the game machine state flag. In step S1-24, it is determined whether or not the setting confirmation state has occurred (is set). If it is determined that the setting confirmation state has occurred (Yes), the process proceeds to step S1-25. If it is determined that the setting confirmation state has not occurred (No), the process proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the game machine status flag stored in the D register. In this case, if the game machine status flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred; if it is not a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, the 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 in the D register as the game machine state flag.

[0140] In step S1-26, it is determined whether the setting change condition is met. If it is determined that the setting change condition is met (Yes), the process proceeds to step S1-27. If it is determined that the setting change condition is not met (No), the process proceeds to step S1-28. The "setting change condition" is met when the RAM clear switch 207 is ON, the setting key switch 208 is ON, and the inner frame release sensor 108 is ON. Here, as described above, when an on-state occurs for both the setting key switch 208 and the inner frame opening sensor 108, a value indicating that the on-state has occurred is stored as the switch information of the setting key switch 208. On the other hand, when an on-state does not occur for at least one of the setting key switch 208 and the inner frame opening sensor 108, a value indicating that the on-state has not occurred is stored as the switch information of the setting key switch 208. Therefore, in step 1-26, it is determined whether the setting change condition is satisfied based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 saved in step S1-1. At this time, when values indicating that the on-state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is satisfied. On the other hand, when a value indicating that the on-state has not occurred is stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is not satisfied.

[0141] In step S1-27, the setting change state setting process is executed, and the process proceeds to step S1-28. In the setting change state setting process, in the D register, a value corresponding to the setting change state is set as the game machine state flag. In step S1-28, the game machine state flag saving process is executed, and the process proceeds to step S1-29. In the game machine state flag saving process, the game machine state flag set in the D register is saved (stored) in the game machine state flag area of the RAM 230. In step S1-29, the sub-command transmission process at the time of RAM clear is executed, and the process proceeds to step S1-30. In the sub-command transmission process at the time of RAM clear, a sub-command (RAM clear designation command) designating that the RAM clear has been executed is stored in the sub-command output request buffer of the RAM 230. In step S1-30, the RAM clear initialization process is executed, and the process proceeds to step S1-31. In the RAM clear initialization process, the range of the used area M1 of RAM230 set in step S1-9 or step S1-20 is cleared (initialized). In step S1-31, the RAM clear payout command transmission process is executed, and the process proceeds to step S1-32. In the RAM clear payout command transmission process, a payout command indicating that a RAM clear has been performed is stored in the payout command output request buffer of RAM230.

[0142] In step S1-32, the subcommand setting process is executed, and the process proceeds to step S1-33. In the subcommand setting process, the power-on game machine state specification command, which specifies the current state of the game machine, is stored in the subcommand output request buffer of RAM230. Specifically, in the subcommand setting process, a power-on game machine state specification command, which specifies the game machine state flag (game machine state) stored in the game machine state flag area of ​​RAM230, is stored in the subcommand output request buffer of RAM230. In step S1-33, the subcommand group setting process is executed, and the process proceeds to step S1-34. In the subcommand group setting process, the subcommand group is stored in the subcommand output request buffer of RAM230. The subcommand group includes subcommands for specifying the power recovery phase, subcommands for specifying the game state (game state offset value), subcommands for specifying the launch position, subcommands for specifying the stopping symbol of the first special symbol, subcommands for specifying the stopping symbol of the second special symbol, subcommands for specifying the number of special symbol 1 reserved, subcommands for specifying the number of special symbol 2 reserved, subcommands for specifying the value of the time reduction counter, and setting value specification commands for specifying setting values ​​stored in the setting value area of ​​RAM230.

[0143] In step S1-34, the 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, the interrupt setting process is executed, and the process moves to the main loop (step S2-1). The interrupt setting process initializes the peripheral device, the CTC (counter / timer circuit). Specifically, the interrupt setting process sets the interrupt vector register and sets the interrupt count value (4.0 [ms] in this embodiment) to the CTC.

[0144] (Main loop processing) Next, we will explain the main loop processing executed by CPU210. Figure 6 is a flowchart showing the main loop processing. After the CPU initialization process (step S1-35) shown in Figure 5 is completed, the CPU 210 starts the main loop process shown in Figure 6. The main loop process is based on a program that controls the progress of the game. In other words, the main loop process is based on the program stored in the usage area m1 (program area) of the ROM 220. When the main loop processing starts, the program first proceeds to step S2-1. In step S2-1, the interrupt disable process is executed, and the process proceeds to step S2-2. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period in which the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited. In step S2-2, the initial random number update process is executed, and the process proceeds to step S2-3. In the initial random number update process, the value of the loop counter used to generate the initial random number is updated. Here, "initial random number" refers to a random number used to determine the initial and final values ​​of software random numbers (such as winning symbol random numbers, reach mode random numbers, and variation pattern random numbers) that are generated within the program. In other words, the value of the loop counter that generates software random numbers is updated within a predetermined range from an initial value to an end value. The initial and end values ​​of the loop counter that generates software random numbers are changed each time the loop counter value reaches the end value. At this time, the initial and end values ​​of the loop counter are determined based on the initial random number.

[0145] In step S2-3, the main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (a control command transmitted from the dispensing control board 400 to the main control board 200) is analyzed, and processing is executed according to the analysis results. In step S2-4, the 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 RAM230 is output to the transmission data register of output port 205 (command output port 1). As a result, the subcommands entered into the transmission data register are stored in the FIFO buffer. Then, the subcommands stored in the FIFO buffer are transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, the interrupt enable process is executed, and the process proceeds to step S2-6. The interrupt enable process releases the interrupt disable state. As a result, the period from the execution of the interrupt enable process in step S2-5 to the execution of the interrupt disable process in step S2-1 becomes an interrupt enable period during which the execution of power outage save process, timer interrupt process, etc., is permitted. In step S2-6, the other random number update process is executed, and the process proceeds to step S2-1. In the other random number update process, the software random numbers excluding the winning symbol random numbers (specifically, the reach mode random numbers, variation pattern random numbers, etc.) are updated.

[0146] (Evacuation procedure in case of power outage) Next, we will explain the power-off backup process performed by CPU210. Figure 7 is a flowchart showing the evacuation process when the power is cut off. The main control board 200 includes a power cutoff detection circuit (not shown). The power cutoff detection circuit monitors the power supply voltage supplied from the power supply board 600 and outputs a power cutoff warning signal to the input port 204 when the power supply voltage falls below a predetermined reference value. When the CPU 210 receives a power cut-off notification signal, it starts the power cut-off save process shown in Figure 7 during the interrupt-enabled period of the main loop processing. The power cut-off save process is based on a program for controlling the progress of the game. In other words, the power cut-off save process is based on a program stored in the usage area m1 (program area) of the ROM 220.

[0147] When the power outage evacuation process is initiated, the process first proceeds to step S3-1. In step S3-1, the 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 to the save area of ​​RAM230. In step S3-2, the power cut-off warning signal reading process is executed, and the process proceeds to step S3-3. In the power cut-off warning signal reading process, the power cut-off warning signal from the power cut-off detection circuit is read. Specifically, the power cut-off warning signal reading process reads the value ("1" or "0") set in the receiving memory area corresponding to the power cut-off warning signal of input port 204. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-4. If it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-13.

[0148] In step S3-4, the output port shutdown process is executed, and the process proceeds to step S3-5. The output port shutdown process stops the output of control signals and control commands from output port 205 (output ports 0 to 4). Specifically, the output port shutdown process initializes the values ​​of all bits in the port registers of output port 205 (output ports 0 to 4). This stops the output of control signals and control commands from output port 205 (output ports 0 to 4). In step S3-5, the backup enable flag setting process is executed, and the process proceeds to step S3-6. In the backup enable flag setting process, a predetermined enable value is saved in the backup enable flag area of ​​RAM230.

[0149] In step S3-6, the checksum saving process is performed, and the process proceeds to step S3-7. In the checksum saving process, the checksum is calculated and saved. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H~F1FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area of ​​RAM230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area. In step S3-7, the RAM access prohibition process is executed, and the process proceeds to step S3-8. The RAM access prohibition process executes a process to prohibit access to RAM230. 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 protect area of ​​RAM230. This prevents CPU210 from accessing RAM230.

[0150] In step S3-8, the loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of power cut-off warning signal reads is set as the value of the loop counter for recovery determination. In step S3-9, the power cut-off warning signal reading process is executed, and the process proceeds to step S3-10. In the power cut-off warning signal reading process, the power cut-off warning signal from the power cut-off detection circuit is read. Specifically, the power cut-off warning signal reading process reads the value ("1" or "0") set in the receiving memory area corresponding to the power cut-off warning signal of input port 204. In step S3-10, based on the value read in step S3-9 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that no power cut-off warning signal has been input (No), the process proceeds to step S3-11. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-8.

[0151] In step S3-11, the loop counter update process is executed, and the process proceeds to step S3-12. In the loop counter update process, "1" is subtracted from the value set for the loop counter used for recovery determination. In step S3-12, it is determined whether the value of the recovery determination loop counter is "0". If it is determined that the value of the recovery determination loop counter is "0" (Yes), the process proceeds to the CPU initialization process (step S1-1). If it is determined that the value of the recovery determination loop counter is not "0" (No), the process proceeds to step S3-9. In step S3-13, the register restore process is executed, ending the series of processes and returning to the original process. The register restore process restores the values ​​of the registers that were saved in step S3-1. After the register restore process is completed, the program returns to the main loop process (the program address indicated by the stack pointer).

[0152] (Timer interrupt handling) Next, we will explain the timer interrupt handling performed by CPU210. Figure 8 is a flowchart showing the timer interrupt processing. The clock generation circuit 202 generates an interrupt request signal at predetermined interrupt intervals (4.0 [ms] in this embodiment). In response to the occurrence of an interrupt request signal, the CPU 210 starts the timer interrupt processing shown in Figure 8 during the interrupt enable period of the main loop processing. The main loop processing is based on a program for controlling the progress of the game. In other words, the main loop processing is based on a program stored in the usage area m1 (program area) of the ROM 220.

[0153] When timer interrupt processing begins, the process first proceeds to step S4-1. In step S4-1, the 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 the execution of the main loop process are saved to the save area of ​​RAM230. In step S4-2, the interrupt enable process is executed, and the process proceeds to step S4-3. The interrupt enable process enables the interrupt. In step S4-3, dynamic port output processing is performed, and the process proceeds to step S4-4. Dynamic port output processing will be described later.

[0154] In step S4-4, port input processing is performed, and the process proceeds to step S4-5. During port input processing, the status of each switch sensor (each signal) is acquired. RAM230 is provided with an input information storage area corresponding to each switch / sensor (each signal input to input port 204) connected to input port 204 (input port 0 to input port 3), and an on-state storage area corresponding to each switch / sensor (each signal input to input port 204) connected to input port 204 (input port 0 to input port 3). In port input processing, first, for each switch / sensor connected to input port 204 (input ports 0 to 3), the information set in the receiving memory area corresponding to that switch / sensor is acquired, and the acquired information is saved (stored) in the input information memory area corresponding to that switch / sensor. As a result, for each switch sensor, if a detection signal is input from that switch sensor (high level), "1" is stored in the input information storage area corresponding to that switch sensor, and if no detection signal is input from that switch sensor (low level), "0" is stored in the input storage area corresponding to that switch sensor.

[0155] Next, it is determined whether an ON state has occurred for each switch and sensor connected to input port 204 (input ports 0 to 3). In this process, the ON state is determined for each switch and sensor based on the value stored in the input information storage area during the previous port input processing and the value stored in the input information storage area during the current port input processing. "On state" refers to the state in which the detection signal changes from a state where no detection signal is input (low level) to a state where a detection signal is input (high level). Then, if it is determined that an ON state has occurred for each switch or sensor, the ON state memory area corresponding to that switch or sensor is set to "1". On the other hand, if it is determined that an ON state has not occurred for each switch or sensor, the ON state memory area corresponding to that switch or sensor is set to "0". In the following explanation, the value stored in the ON state memory area corresponding to each switch sensor will be referred to as the "switch bit data" of that switch sensor. In particular, input port 1 is provided with a receiving storage area corresponding to the handle detection signal input from the firing condition detection unit 422. During port input processing, the information set in the receiving storage area corresponding to the handle detection signal of input port 1 is acquired, and the acquired information is stored in the input information storage area corresponding to the handle detection signal.

[0156] In step S4-5, the process of acquiring the gaming machine status flag is executed, and the process proceeds to step S4-6. In the process of acquiring the gaming machine status flag, the gaming machine status flag stored in the gaming machine status flag area of ​​RAM230 is acquired. In step S4-6, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has not been created (No), the process proceeds to step S4-7. If it is determined that a playable state has been created (Yes), the process proceeds to step S4-9. Here, based on the game machine status flag obtained in step S4-5, it is determined whether or not a playable state has been established. In this case, if the obtained game machine status flag is a value corresponding to a playable state, it is determined that a playable state has been established; if it is not a value corresponding to a playable state, it is determined that a playable state has not been established.

[0157] In step S4-7, it is determined whether or not an abnormal condition has occurred (is set). If it is determined that no abnormal condition has occurred (No), the process proceeds to step S4-8. If it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, based on the game machine status flag obtained in step S4-5, it is determined whether or not an abnormal state has occurred. In this case, if the obtained game machine status flag is a value corresponding to any of the following: setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has occurred. If the obtained game machine status flag is not a value corresponding to any of the following: setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has not occurred.

[0158] In step S4-8, configuration-related processing is performed, and the process proceeds to step S4-19. The configuration-related processing will be described later. In step S4-9, the 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, regular game timer, security timer, etc.). In step S4-10, the initial random number update process is executed, and the process proceeds to step S4-11. The initial random number update process in step S4-10 is the same as the initial random number update process in step S2-2. Specifically, the initial random number update process updates the value of the loop counter used to generate the initial random number. In step S4-11, the 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 used to generate the winning symbol random number from the software random numbers is updated. In step S4-12, the switch management process is executed, and the process proceeds to step S4-13. The switch management process executes operations (such as obtaining various random numbers) according to the status of each switch 101, 102, and 104 (whether or not an ON state is detected). The switch management process will be described later.

[0159] In step S4-13, the special game management process is executed, and the process proceeds to step S4-14. The special game management process manages the operation of the special symbol display device and the special electric mechanism 53a. The special game management process will be described later. In step S4-14, the normal game management process is executed, and the process proceeds to step S4-15. The normal game management process manages the operation of the normal display device and the normal electric mechanism 52a. The normal game management process will be described later.

[0160] In step S4-15, the state management process is executed, and the process proceeds to step S4-16. The state management process monitors the occurrence and resolution of various errors (abnormal states). When the occurrence or resolution of various errors is detected, various settings (such as subcommand settings) are executed. Furthermore, in the state management process, it is determined whether the state has changed from one where the handle detection signal is not input to one where it is input, based on the values ​​stored in the input information storage area corresponding to the handle detection signal (the value stored in the previous timer interrupt processing and the value stored in the current timer interrupt processing). If it is determined that the state has changed from one where the handle detection signal is not input to one where it is input, a game status specification command that specifies the occurrence of a ready-to-fire state is stored in the subcommand output request buffer of RAM230. Furthermore, in the state management process, it is determined whether the state has changed from one in which the handle detection signal is present to one in which it is not, based on the values ​​stored in the input information storage area corresponding to the handle detection signal (the values ​​stored in the previous timer interrupt process and the values ​​stored in the current timer interrupt process). If it is determined that the state has changed from one in which the handle detection signal is present to one in which it is not, a game state specification command that specifies the release of the firing-ready state is stored in the subcommand output request buffer of RAM230. In step S4-16, the prize slot switch processing is executed, and the process proceeds to step S4-17. In the prize slot switch processing, processing (such as updating various counters) is performed according to the state of each switch 101-103, 105, and 106 (whether or not an ON state is detected).

[0161] 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. In this embodiment, the following prize ball control counters are set: prize ball control counter 1 which stores the number of balls that entered the large prize slot 53; prize ball control counter 2 which stores the number of balls that entered the right other prize slot 54; prize ball control counter 3 which stores the number of balls that entered the upper left, left center, lower left other prize slots 55-57; prize ball control counter 4 which stores the number of balls that entered the first starting slot 51; and prize ball control counter 5 which stores the number of balls that entered the second starting slot 52. In the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or greater. If it is determined that the value of the prize ball control counter 1 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (15 balls in this embodiment), 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. Subsequently, when the payout control board 400 completes the payout of the prize balls by the game ball payout device 440, it sends a main command to the main control board 200 that specifies the completion of the payout. In response to the receipt of the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.

[0162] 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 is generated that specifies the payout of a predetermined number of prize balls (10 balls in this embodiment), 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 transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 2. Next, it is determined whether the value of the prize ball control counter 3 is "1" or greater. If it is determined that the value of the prize ball control counter 3 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (10 balls in this embodiment), 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 transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 3.

[0163] 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 is generated that specifies the payout of a predetermined number of prize balls (3 balls in this embodiment), 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 transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 4. 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 is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 1 ball), 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 transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 5.

[0164] In step S4-18, the launch position designation management process is executed, and the process proceeds to step S4-19. The launch position designation management process executes the process related to designating the launch position. Specifically, in the launch position specification management process, when the state changes from specifying the launch of the game ball to the left path to specifying the launch of the game ball to the right path (such as at the start of a jackpot game state), the launch position specification flag area of ​​RAM230 is set to "1", and a subcommand specifying the launch of the game ball to the right path is stored in the subcommand output request buffer of RAM230. As a result, the subcommand specifying the launch of the game ball to the right path is sent to the performance control board 300. On the other hand, when changing from a state that specifies launching the game ball to the right path to a state that specifies launching the game ball to the left path (such as when the time-saving control ends), the launch position specification flag area of ​​RAM230 is set to "0".

[0165] In step S4-19, the external information management process is executed, and the process proceeds to step S4-20. In the external information management process, the 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 external devices (electronic devices such as hall computers and data display devices) is defined to include information on the number of times symbols have been confirmed, information on the starting gate, information on big wins, security information, information on the number of payouts from the output gate, and error occurrence information. The "symbol confirmation count information" is external information regarding the number of times the special symbol lottery (display and stop display of the special symbol) has been performed. The CPU 210 outputs an external signal corresponding to the symbol confirmation count information to the hall computer (or data display device) each time the number of times the special symbol stop display has been performed reaches a predetermined number of times. The "start gate information" is external information regarding the entry of game balls into start gates 51 and 52. Whenever the CPU 210 detects that the detection signal input from start gate switches 101 and 102 is ON, it outputs an external signal corresponding to the start gate information to the hall computer (or data display device). "Big win information" is external information related to the occurrence of a big win game state. The main control board 200 outputs an external signal corresponding to the big win information to the hall computer (or data display device) each time a big win game state occurs. 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). The CPU 210 outputs an external signal corresponding to the outlet payout information to the hall computer each time the value of the external information outlet ball counter reaches a predetermined value. "Security information" is external information indicating that a setting change state is occurring, a setting confirmation state is occurring, or various errors (abnormalities) are occurring. When the security timer value is "1" or greater, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.

[0166] In the external information management process, it is determined whether the value of the external information confirmation count counter has reached a predetermined value (1 in this embodiment). If it is determined that the value of the external information confirmation count counter has reached the predetermined value, the symbol confirmation count information (external signal) is stored in the port output request buffer of RAM230. Then, the predetermined value (1 in this embodiment) is subtracted from the value of the external information confirmation count counter. As a result, the symbol confirmation count information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the value of the ball entry counter for the external information start slot has reached a predetermined value (1 in this embodiment). If it is determined that the value of the ball entry counter for the external information start slot has reached the predetermined value, the start slot information (external signal) is stored in the port output request buffer of RAM230. Then, the predetermined value (1 in this embodiment) is subtracted from the value of the ball entry counter for the external information start slot. As a result, the start slot information (external signal) is output to the hall computer.

[0167] Furthermore, the external information management process determines whether the value of the external information jackpot count counter has reached a predetermined value (1 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 RAM230. Subsequently, the predetermined value (1 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, the external information management process determines whether the value of the external information ball count counter has reached a predetermined value (10 balls in this embodiment). If it is determined that the value of the external information ball count counter has reached the predetermined value, the ball payout information (external signal) is stored in the port output request buffer of RAM230. Subsequently, the predetermined value (10 balls in this embodiment) is subtracted from the value of the external information ball count counter. As a result, the ball payout information (external signal) is output to the hall computer.

[0168] Furthermore, the external information management process determines whether the value stored in the gaming machine status flag area of ​​RAM230 (gaming machine status flag) corresponds to the playable state. Then, if it is determined that the value stored in the gaming machine status flag area does not correspond to the playable state (i.e., it is determined to correspond to the setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, or backup abnormal state), security information is stored in the port output request buffer of RAM230. As a result, security information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the security timer value is "1" or greater. If it is determined that the security timer value is "1" or greater, the security information is stored in the port output request buffer of RAM230. This causes the security information (external signal) to be output to the hall computer.

[0169] In step S4-20, the LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, the display data to be output to the main display device 60 or the performance display device 206 is set. RAM230 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, the common 2 output request buffer is first cleared (initialized), and the common 3 output request buffer is also cleared (initialized). Specifically, each bit value of the common 2 output request buffer is set to "0", and each bit value of the common 3 output request buffer is set to "0".

[0170] Next, the game machine status flag stored in the game machine status flag area of ​​RAM230 is retrieved. If the acquired gaming machine status flag corresponds to a playable state, the normal display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to a setting change state, the setting change display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to a setting confirmation state, the setting confirmation display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), the abnormal display data setting process described later is executed.

[0171] In the normal display data setting process, first, the value of the Special Feature 1 display symbol counter is obtained, and the display data (8 bits) corresponding to the obtained value of the Special Feature 1 display symbol counter is set in the Common 0 output request buffer. As a result, the first special pattern is displayed by LED1 to LED8, which are light-emitting elements that make up the main display device 60. Next, the value of the Special Feature 2 display symbol counter is obtained, and the display data (8 bits) corresponding to the obtained value of the Special Feature 2 display symbol counter is set in the Common 1 output request buffer. As a result, the second special pattern is displayed by LED9 to LED16, which are light-emitting elements that make up the main display device 60. Next, the value of the regular display pattern counter is obtained, and the display data corresponding to the obtained value of the regular display pattern counter is set as output data a. Next, it is determined whether the value set in the special game phase flag area of ​​RAM230 specifies one of the special game phases: "pre-opening state of the big prize slot," "control state of opening the big prize slot," "active state of closing the big prize slot," and "wait state after the big prize slot has opened." Then, if it is determined that the value set in the special game phase flag area is a value that specifies one of the special game phases among "pre-opening state of the big prize slot", "control state of opening the big prize slot", "active state of closing the big prize slot", and "wait state after the big prize slot has opened", the value set in the special symbol determination flag area of ​​RAM230 (a value corresponding to the type of big win symbol) is obtained, and the display data corresponding to the obtained value is set as output data b. On the other hand, if the value set in the special game phase flag area is determined not to be a value that specifies one of the special game phases among "pre-opening state of the big prize slot," "control state for opening the big prize slot," "active state for closing the big prize slot," and "wait state for the end of opening the big prize slot," then output data b will not be set. Next, the value set in the launch position specification flag area of ​​RAM230 is retrieved, and the display data corresponding to the retrieved value is set as output data c. Next, the display data (8 bits) obtained by logically ORing output data a to output data c is set in the common 2 output request buffer. As a result, among the light-emitting elements that make up the main display device 60, LEDs 17 and 18 display a normal pattern, LEDs 19 to 23 display the number of rounds played during a jackpot game (type of jackpot game), and LED 24 displays the path through which the game ball should be launched (left path or right path). Next, the value of the reserved count counter in Special Feature 1 is obtained, and the display data corresponding to the obtained value is set as output data d. Next, the value of the reserved count counter in Special Feature 2 is obtained, and the display data corresponding to the obtained value is set as output data e. Next, the value of the regular display count counter is obtained, and the display data corresponding to the obtained value is set as output data f. Next, we determine whether or not the power has been restored. Then, if it is determined that the power has been restored, the value set in the special feature high probability state flag area is obtained, and the display data corresponding to the obtained value is set as output data g. On the other hand, if it is determined that the power has not been restored, output data g will not be set. Next, the value set in the time-saving control flag area of ​​RAM230 is retrieved, and the display data corresponding to the retrieved value is set as output data h. Next, the display data (8 bits) obtained by logically ORing output data d to output data h is set in the common 3 output request buffer. As a result, among the light-emitting elements that make up the main display device 60, LEDs 25 and 26 display the number of reserved special symbols 1, LEDs 27 and 28 display the number of reserved special symbols 2, LEDs 29 and 30 display the number of reserved regular symbols, LED 31 displays the game state when the power is restored (when a high probability special symbol state is occurring or when a low probability special symbol state is occurring), and LED 32 displays the current game state (when time-saving control is being executed or stopped).

[0172] During the setting change display data setting process, information indicating that a setting change state is occurring is set in the Common 0 output request buffer to the Common 2 output request buffer, and information indicating the setting value stored in the setting value area of ​​RAM230 is set in the Common 3 output request buffer. Specifically, the display data for "r" (8 bits) is set in the Common 0 output request buffer, the display data for "n." (8 bits) is set in the Common 1 output request buffer, the display data for "-" (8 bits) 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 ​​RAM230 is set in the Common 3 output request buffer. As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "r", LEDs 41 to 48 display the letter "n.", LEDs 49 to 56 display the letter "-", and LEDs 57 to 64 display a number indicating the set value.

[0173] During the setting confirmation display data setting process, information indicating that the setting confirmation state is in progress 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 ​​RAM230 is set in the Common 3 output request buffer. Specifically, the display data for "r" (8 bits) is set in the Common 0 output request buffer, the display data for "n." (8 bits) 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 ​​RAM230 is set in the Common 3 output request buffer. Note that no display data is set in the Common 2 output request buffer (it remains at a cleared value). As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "r", LEDs 41 to 48 display the letter "n.", and LEDs 57 to 64 display a number indicating the set value. LEDs 49 to 56 are turned off.

[0174] In the abnormal status 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 the error code corresponding to the abnormality that occurred is set in the Common 3 output request buffer. Specifically, the display data for "E" (8 bits) is set in the Common 0 output request buffer, the display data for "r." (8 bits) is set in the Common 1 output request buffer, and the display data (error code) corresponding to the abnormal state that 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 in the Common 2 output request buffer (it remains at a cleared value). As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "E", LEDs 41 to 48 display the letter "r.", and LEDs 57 to 64 display a number indicating an error code. LEDs 49 to 56 are turned off.

[0175] In step S4-21, the 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 for each solenoid 64, 65 is stored (set) in the port output request buffer of RAM230. In step S4-22, port output processing is performed, and the process proceeds to step S4-23. During port output processing, various signals are output to the hall computer, solenoids 64, 65, etc. Specifically, in port output processing, various information (external signals, control signals, etc.) set in the port output request buffer is output to 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. In addition, solenoids 64 and 65 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, the interrupt disable process is executed, and the process proceeds to step S4-24. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period when the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited.

[0176] In step S4-24, the test signal output process is executed, and the process proceeds to step S4-25. In the test signal output process, test information (test signals) is set. The test signal output process is based on a program that executes the testing procedures stipulated in the gaming machine regulations. In other words, the test signal output process is based on a program stored in the unused area m2 (program area) of ROM220. The test signal tube is called during the execution of timer interrupt processing. Specifically, in the test signal output processing, test information (test signals) indicating the internal state (jackpot game state, time-saving control execution state, special symbol lottery probability state, etc.) is stored in the port output request buffer of RAM230. In step S4-25, the performance display device control process is executed, and the process proceeds to step S4-26. The performance display device control process will be described later. In step S4-26, the register restore process is executed, ending the series of processes and returning to the original process. The register restore process restores the values ​​of the registers that were saved in step S4-1. After the register restore process is completed, the program returns to the main loop process (the program address indicated by the stack pointer).

[0177] (Dynamic port output processing) Next, we will explain the dynamic port output processing in step S4-3. Figure 9 is a flowchart showing the dynamic port output process. When the dynamic port output processing is performed in step S4-3, the process first proceeds to step S29-1, as shown in Figure 9. In step S29-1, the output data clearing process is executed, and the process proceeds to step S29-2. In the output data clearing process, the A register is cleared (initialized). Specifically, each bit value of the A register is set to "0". In step S29-2, the 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 register A (the value cleared in step S29-1) is output to output port 0. This clears (initializes) output port 0, and the data signals ("SEGDATA0" to "SEGDATA7") for controlling the illumination of the main display device 60 are set to a low level.

[0178] In step S29-3, the 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 register A (the value cleared in step S29-1) is output to output port 4. This clears (initializes) output port 4, and the data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the illumination of the performance display device 206 are set to a low level. In step S29-4, the 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, the common selection process determines whether the value of the common counter has reached its upper limit (in this embodiment, "3"). If it is determined that the value of the common counter has not reached its upper limit, "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 its upper limit, a predetermined initial value (in this embodiment, "0") is set as the value of the common counter.

[0179] In step S29-5, common output processing is performed, and the process proceeds to step S29-6. In common output processing, output data corresponding to the value of the common counter is output to output port 1. In other words, when the common counter value is "0", output data is output to output port 1, with "COM0" set to high level and "COM1", "COM2", and "COM3" set to low level. As a result, "COM0" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "1", output data is output to output port 1, setting "COM1" to high level and "COM0", "COM2", and "COM3" to low level. As a result, "COM1" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "2", output data is output to output port 1 with "COM2" set to high level and "COM0", "COM1", and "COM3" set to low level. As a result, "COM2" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "3", output data is output to output port 1 with "COM3" set to high level and "COM0", "COM1", and "COM2" set to low level. As a result, "COM3" is selected (output) from "COM0" to "COM3".

[0180] In addition, during common output processing, the output data of the launch permission signal is output to output port 1. In other words, first, it is determined whether or not a playable state has been created (set). Then, if it is determined that a playable state has been established, output data that sets the launch permission signal to a high level is output to output port 1. This results in the output of the launch permission signal. On the other hand, if it is determined that a playable state has not occurred, output data that sets the launch permission signal to a low level is output to output port 1. This stops the output of the launch permission signal. Here, it is determined whether or not a playable state has been established based on the value (playable state flag) stored in the RAM230's game machine state flag area. In this case, if the value stored in the game machine state flag area corresponds to a playable state, it is determined that a playable state has been established; if it does not correspond to a playable state, it is determined that a playable state has not been established. In this embodiment, the common output processing is configured to set the output of the launch permission signal only when it is determined that a playable state has occurred. As a result, the launch permission signal is output only while the playable state is occurring (set). However, the common output processing may also be configured to set the output of the launch permission signal regardless of the state of the game machine. With such a configuration, the launch permission signal can be output at all times while the main control board 200 is powered on.

[0181] In step S29-6, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has been created (Yes), the process proceeds to step S29-7. If it is determined that a playable state has not been created (No), the process proceeds to step S29-11. Here, it is determined whether or not a playable state has been established based on the value (playable state flag) stored in the RAM230's game machine state flag area. In this case, if the value stored in the game machine state flag area corresponds to a playable state, it is determined that a playable state has been established; if it does not correspond to a playable state, it is determined that a playable state has not been established.

[0182] In step S29-7, the main display device data acquisition process is executed, and the process proceeds to step S29-8. In the main display device data acquisition process, display data for the main display device 60 is acquired, and the acquired display data is set in the A register. Specifically, in the main display device data acquisition process, the value of the common counter is first checked. Then, the display data set in the output request buffer corresponding to the checked common counter value among the common 0 output request buffer to common 3 output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, if the value of the common counter is "0", the display data set in the common 0 output request buffer is retrieved, and the retrieved 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 retrieved, and the retrieved 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 retrieved, and the retrieved 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 retrieved, and the retrieved 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.

[0183] In step S29-8, the main display device data output process is executed, and the process proceeds to step S29-9. In the main display device data output process, the display data set in register A 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 output request buffers from Common 0 to Common 3) are output to the source driver 250a. In other words, the display on the main display device 60 is controlled based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3).

[0184] In step S29-9, the interrupt disable process is executed, and the process proceeds to step S29-10. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period in which the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited. In step S29-10, the performance display device output processing is executed, and the series of processes is completed, moving on to the next process (step S4-4). The performance display device output processing will be described later.

[0185] In step S29-11, the 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, the value of the common counter is first checked. Then, the display data set in the output request buffer corresponding to the checked common counter value from the common 0 output request buffer to the common 3 output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, if the value of the common counter is "0", the display data set in the common 0 output request buffer is retrieved, and the retrieved 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 retrieved, and the retrieved 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 retrieved, and the retrieved 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 retrieved, and the retrieved 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 in step S4-20 included in the previous timer interrupt process (specifically, the display data setting process when settings are changed, the display data setting process when settings are confirmed, or the display data setting process when an error occurs).

[0186] In step S29-12, the performance display device data output process is executed, and the series of processes is completed, moving on 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 output request buffers from Common 0 to Common 3) are output to the source driver 250b. In other words, the display on the performance display device 206 is controlled based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3).

[0187] (Performance display device output processing) Next, the performance display device output processing in step S29-10 will be explained. Figure 10 is a flowchart showing the output processing of the performance display device. The performance display device output processing is based on a program that controls the display of the performance display device 206. In other words, the performance display device output processing is based on a program stored in the unused area m2 (program area) of the ROM 220. The performance display device output processing is called during the execution of the dynamic port output processing. When the performance display device output processing is called in step S29-10, it first proceeds to step S30-1, as shown in Figure 10. In step S30-1, the register saving process is executed, and the process proceeds to step S30-2. In the register saving process, the values ​​of all registers used during the execution of the program stored in the usage area m1 are saved to the RAM saving area. In addition, the values ​​of all stack pointers used during the execution of the program stored in the usage area m1 are saved to the RAM saving area.

[0188] In step S30-2, the 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 checked. Then, the display data set in the area corresponding to the checked common counter value within the identification segment output request buffer and ratio segment output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, 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 retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "1", the display data set in the lower 8 bits of the identification segment output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "2", the display data set in the upper 8 bits of the ratio segment output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "3", the display data set in the lower 8 bits of the ratio segment output request buffer is retrieved, and the retrieved 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 the ratio segment output request buffer in the performance display device control process of step S4-25 included in the previous timer interrupt process.

[0189] In step S30-3, the 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 (identification segment output request buffer or ratio segment output request buffer) are output to the source driver 250b. In other words, the display of the performance display device 206 is controlled based on the display data set in the output request buffer (identification segment output request buffer or ratio segment output request buffer).

[0190] In step S30-4, the register restoration process is executed, and the process proceeds to step S30-5. In the register restoration process, the values ​​of the registers saved in step S30-1 (the values ​​of the registers used during the execution of the program based on the used area m1) and the value of the stack pointer saved in step S30-1 (the value of the stack pointer used during the execution of the program based on the used area m1) are restored. In step S30-5, the interrupt enable process is executed, ending the series of processes and moving on to the next process (step S4-4). The interrupt enable process releases the interrupt disable state. This allows the execution of processes such as power outage save process and timer interrupt process.

[0191] (Configuration-related processing) Next, we will explain the settings-related processes in step S4-8. Figure 11 is a flowchart showing the settings-related processes. Once the configuration-related processing is performed in step S4-8, the process proceeds to step S37-1, as shown in Figure 11. In step S37-1, it is determined whether or not a setting change state has occurred (is set). If it is determined that a setting change state has occurred (Yes), the process proceeds to step S37-2. If it is determined that a setting change state has not occurred (No), the process proceeds to step S37-8. Here, it is determined whether or not a setting change state has occurred based on the value (game machine status flag) stored in the game machine status flag area of ​​RAM230. In this case, if the value stored in the game machine status flag area corresponds to the setting change state, it is determined that a setting change state has occurred; if it does not correspond to the setting change state, it is determined that a setting change state has not occurred.

[0192] In step S37-2, the setting value acquisition process is executed, and the process proceeds to step S30-3. In the setting value acquisition process, the setting value stored in the setting value area of ​​RAM230 is acquired (loaded), and the acquired setting value is stored in a register. In step S37-3, it is determined whether or not the RAM clear switch 207 has been pressed. If it is determined that the RAM clear switch 207 has been pressed (Yes), the process proceeds to step S37-4. If it is determined that the RAM clear switch 207 has not been pressed (No), the process proceeds to step S37-5. Here, regarding the RAM clear switch 207, if the ON state occurs, it is determined that the RAM clear switch 207 has been pressed; if the ON state does not occur, it is determined that the RAM clear switch 207 has not been pressed. In step S37-4, the setting value update process is executed, and the process proceeds to step S37-5. In the setting value update process, "1" is added to the setting value stored in the register.

[0193] 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"). If it is determined that the setting value stored in the register is not less than the predetermined setting comparison value (i.e., the setting value is greater than or equal to the predetermined setting comparison value) (No), the process proceeds to step S37-6. If it is determined that the setting value stored in the register is less than the predetermined setting comparison value (Yes), the process proceeds to step S37-7. In step S37-6, the setting value initialization process is executed, and the process proceeds to step S37-7. In the setting value initialization process, a predetermined initial value (in this embodiment, "0") is overwritten as the setting value stored in the register. In step S37-7, the setting value saving process is executed, and the process proceeds to step S37-8. In the setting value saving process, the setting values ​​stored in the registers are saved to the setting value area of ​​RAM230.

[0194] In step S37-8, it is determined whether the setting key switch 208 is in the ON state or not. If it is determined that the setting key switch 208 is not in the ON state (is in the OFF state) (No), the process proceeds to step S37-9. If it is determined that the setting key switch 208 is in the ON state (Yes), the series of processes ends and the process proceeds to the next step (step S4-19). Here, regarding the setting key switch 208, if an ON state occurs, it is determined that the setting key switch 208 is in the ON state; if an ON state does not occur, it is determined that the setting key switch 208 is not in the ON state. In step S37-9, the subcommand setting process is executed, and the process proceeds to step S37-10. In the subcommand setting process, the setting-related termination specification command (subcommand) is stored in the subcommand output request buffer of RAM230.

[0195] In step S37-10, the subcommand group setting process is executed, and the process proceeds to step S37-11. In the subcommand group setting process, the subcommand group is stored in the subcommand output request buffer of RAM230. Here, the subcommand group includes subcommands for specifying the game state (game state offset value), subcommands for specifying the launch position, subcommands for specifying the stopping symbol of the first special symbol, subcommands for specifying the stopping symbol of the second special symbol, subcommands for specifying the number of special symbol 1 reserved, subcommands for specifying the number of special symbol 2 reserved, subcommands for specifying the value of the time-saving counter, and setting value specification commands for specifying setting values ​​stored in the setting value area of ​​RAM230. In step S37-11, the RAMSet process is executed, completing the series of processes and moving on to the next process (step S4-19). In the RAMSet process, the game machine state is set to a playable state. Specifically, the value corresponding to the playable state is stored (saved) as the value in the gaming machine state flag area of ​​RAM230 (gaming machine state flag).

[0196] (Switch management process) Next, we will explain the switch management process in step S4-12. Figure 12 is a flowchart showing the switch management process. When the switch management process is executed in step S4-12, it first proceeds to step S5-1, as shown in Figure 12. In step S5-1, it is determined whether or not the ON state of the gate switch 104 has been detected. If it is determined that the ON state of the gate switch 104 has been detected (Yes), the process proceeds to step S5-2. If it is determined that the ON state of the gate switch 104 has not been detected (No), the process proceeds to step S5-3. In step S5-2, the general-purpose starting ball detection process is executed, and the process proceeds to step S5-3. The general-purpose starting ball detection process will be described later. Furthermore, the regular starting ball detection process determines whether or not it is the right-handed hitting period. If it is determined that it is not the right-handed hitting period (i.e., it is the left-handed hitting period), "1" is added to the value of the right-handed hitting error counter. In this embodiment, the period during which either the jackpot game state or the time-saving control is in effect is the right-hand play period. On the other hand, the period during which the normal game state (a game state in which the jackpot game state is not in effect and the time-saving control is stopped) is the left-hand play period.

[0197] In step S5-3, it is determined whether or not the ON state of the start port switch 101 in Specifications Figure 1 has been detected. If it is determined that the ON state of the start port switch 101 in Specifications Figure 1 has been detected (Yes), the process proceeds to step S5-4. If it is determined that the ON state of the start port switch 101 in Specifications Figure 1 has not been detected (No), the process proceeds to step S5-5. In step S5-4, the starting ball detection process shown in Figure 1 is executed, and the process proceeds to step S5-5. The starting ball detection process shown in Figure 1 will be described later. In step S5-5, it is determined whether or not the ON state of the start port switch 102 in Figure 2 has been detected. If it is determined that the ON state of the start port switch 102 in Figure 2 has been detected (Yes), the process proceeds to step S5-6. If it is determined that the ON state of the start port switch 102 in Figure 2 has not been detected (No), the process ends and the process proceeds to the next step (step S4-13). In steps S5-6, the Special Feature 2 starting ball detection process is executed, and the series of processes is completed, moving on to the next process (step S4-13). The Special Feature 2 starting ball detection process will be described later.

[0198] (Normal starting ball detection process) Next, the process of detecting the starting ball in step S5-2 will be explained. Figure 13 is a flowchart showing the process for detecting the starting ball. When the general starting ball detection process is executed in step S5-2, the process first proceeds to step S6-1, as shown in Figure 13. In step S6-1, the process of acquiring random numbers for the regular symbols is executed, and then the process moves to step S6-2. In the process of acquiring random numbers for the regular symbols, the winning random number (random value) is acquired (loaded) from the loop counter corresponding to the drawing of regular symbols. In step S6-2, it is determined whether the value of the regular display hold counter is at the upper limit (in this embodiment, "4"). If it is determined that the value of the regular display hold counter is not at the upper limit (No), the process proceeds to step S6-3. If it is determined that the value of the regular display hold counter is at the upper limit (Yes), the series of processes ends and the process proceeds to the next process (step S5-3). In step S6-3, the general chart reserve counter update process is executed, and the process proceeds to step S6-4. In the general chart reserve counter update process, the value obtained by adding "1" to the value currently set in the general chart reserve counter is set as the new value in the general chart reserve counter.

[0199] In step S6-4, the general random number saving process is executed, and the series of processes is completed, moving on to the next process (step S5-3). In the general random number saving process, the winning random number obtained in step S6-1 is stored as general game information in the general game information storage area of ​​RAM230. RAM230 is configured to include a memory area 0 where game information for games currently being played is stored, and a game information storage area where game information for games for which the win / loss judgment is pending is stored. The general game information storage area is configured as a storage area capable of storing general game information, and includes storage areas 1 to 4. The priority of each memory area is defined as follows, from highest priority to lowest: Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). The general game information stored in the general game information memory area is then used to determine whether the general game win or loss occurs, starting with the memory area with the highest priority. In the general random number saving process, the winning random number obtained in step S6-1 is stored as general game information in the general game information storage area. At this time, the general game information is stored in the storage area with the highest priority among the available storage areas. In other words, if the current value of the regular number of reserved spins counter is "1", the winning random number obtained in step S6-1 is stored in memory area 1. If the current value of the regular number of reserved spins counter is "2", the winning random number obtained in step S6-1 is stored in memory area 2. If the current value of the regular number of reserved spins counter is "3", the winning random number obtained in step S6-1 is stored in memory area 3. If the current value of the regular number of reserved spins counter is "4", the winning random number obtained in step S6-1 is stored in memory area 4.

[0200] (Special Figure 1: Starting Ball Detection Process) Next, the starting ball detection process in step S5-4, as shown in Figure 1, will be explained. Figure 14 is a flowchart showing the starting ball detection process in Special Figure 1. As shown in Figure 14, when the starting ball detection process is executed in step S5-4, the process first proceeds to step S7-1. In step S7-1, the special symbol identification value setting process is executed, and the process proceeds to step S7-2. In the special symbol identification value setting process, the special symbol identification value corresponding to the first special symbol lottery is set in the special symbol identification value setting area of ​​RAM230. In addition, "1" is added to the value of the ball entry counter for external information start slot. Furthermore, the special symbol identification value setting process determines whether or not it is the right-hand play period. If it is determined that it is not the right-hand play period (i.e., it is the left-hand play period), the value of the right-hand play error counter is reset (the value of the right-hand play error counter is set to "0"). In step S7-2, the pending counter address setting process is executed, and the process proceeds to step S7-3. In the pending counter address setting process, the address of the pending counter shown in Figure 1 is set in the pending counter address setting area of ​​RAM 230. In step S7-3, the process for obtaining special symbol random numbers is executed, and the series of processes ends, moving on to the next process (step S5-5). The process for obtaining special symbol random numbers will be described later.

[0201] (Special Figure 2: Starting Ball Detection Process) Next, the starting ball detection process in step S5-6, as shown in Figure 2, will be explained. Figure 15 is a flowchart showing the starting ball detection process in Special Figure 2. As shown in Figure 15, when the starting ball detection process in step S5-6 is executed, the process first proceeds to step S8-1. In step S8-1, the special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, the special symbol identification value corresponding to the second special symbol lottery is set in the special symbol identification value setting area of ​​RAM230. In addition, "1" is added to the value of the ball entry counter for external information start slot. Furthermore, the special symbol identification value setting process determines whether or not it is the right-hand play period. If it is determined that it is not the right-hand play period (i.e., it is the left-hand play period), "1" is added to the value of the right-hand play error counter. In step S8-2, the pending counter address setting process is executed, and the process proceeds to step S8-3. In the pending counter address setting process, the address of the pending counter shown in Figure 2 is set in the pending counter address area of ​​RAM 230. In step S8-3, the process for obtaining special symbol random numbers is executed, and the series of processes ends, moving on to the next process (step S4-13). The process for obtaining special symbol random numbers will be described later.

[0202] (Special symbol random number acquisition process) Next, we will explain the process of obtaining special symbol random numbers in steps S7-3 and S8-3. Figure 16 is a flowchart showing the process for obtaining special symbol random numbers. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, the process first proceeds to step S9-1, as shown in Figure 16. In step S9-1, the special symbol identification value acquisition process is executed, and the process proceeds to step S9-2. In the special symbol identification value acquisition process, the special symbol identification value set in the special symbol identification value setting area of ​​RAM230 is acquired (loaded). In step S9-2, the special symbol hold count acquisition process is executed, and the process proceeds to step S9-3. In the special symbol hold count acquisition process, the value of the special symbol hold count counter (special symbol 1 hold count counter or special symbol 2 hold count counter), which is identified by the address set in the hold count counter address area, is acquired (loaded).

[0203] In step S9-3, the special symbol random number acquisition process is executed, and the process proceeds to step S9-4. In the special symbol random number acquisition process, various random numbers (random values) such as jackpot random numbers, winning symbol random numbers, reach group random numbers, reach mode random numbers, and variation pattern random numbers are acquired (loaded) from the loop counter corresponding to each lottery. At this time, the corresponding loop counter is selected based on the special symbol identification value acquired in step S9-1. In step S9-4, it is determined whether the number of special feature reserves (number of special feature 1 reserves or number of special feature 2 reserves) obtained in step S9-2 is at the upper limit (in this embodiment, "4"). If it is determined that the number of special feature reserves is not at the upper limit (No), the process proceeds to step S9-5. If it is determined that the number of special feature reserves is at the upper limit (Yes), the series of processes ends and the process proceeds to the next process (step S4-13 or S5-5). In step S9-5, the special feature hold count counter update process is executed, and the process proceeds to step S9-6. In the special feature hold count counter update process, the value set in the special feature hold count counter (special feature 1 hold count counter or special feature 2 hold count counter), which is identified by the address set in the hold count counter address area, is increased by "1", and this value is then set in the special feature hold count counter.

[0204] In step S9-6, the special symbol random number saving process is executed, and the process proceeds to step S9-7. In the special symbol random number saving process, the various random numbers obtained in step S9-3 are stored as special symbol game information (special symbol 1 game information or special symbol 2 game information) in the special symbol game information storage area (special symbol 1 game information storage area or special symbol 2 game information storage area) of RAM230. RAM230 is configured to include a memory area 0 where special feature game information is stored during gameplay, a special feature 1 game information storage area where special feature 1 game information for which the start determination is pending is stored, and a special feature 2 game information storage area for which the start determination is pending. The Special Feature 1 game information storage area is configured as a storage area capable of storing Special Feature 1 game information, and includes storage areas 1 to 4. The priority of each memory area is defined as follows, from highest priority to lowest: Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). Then, the Special Feature 1 game information stored in the Special Feature 1 game information memory area is checked for activation in order from the memory area with the highest priority. The Special Feature 2 game information storage area is configured as a storage area capable of storing Special Feature 2 game information, and includes storage areas 1 to 4. The priority of each memory area is defined as follows, from highest priority to lowest: Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). Then, the Special Feature 2 game information stored in the Special Feature 2 game information memory area is checked for activation in the order of the memory area with the highest priority.

[0205] In the special symbol random number saving process, if the special symbol identification value obtained in step S9-1 corresponds to the value for the first special symbol lottery, the various random numbers obtained in step S9-3 are stored as special symbol 1 game information in the special symbol 1 game information storage area. At this time, the various random numbers obtained in step S9-3 are stored in the storage area with the highest priority among the available storage areas. In other words, if the current value of the Special Feature 1 Reserved Count Counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. If the current value of the Special Feature 1 Reserved Count Counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the Special Feature 1 Reserved Count Counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the Special Feature 1 Reserved Count Counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4. On the other hand, if the special symbol identification value obtained in step S9-1 corresponds to the value for the second special symbol lottery, the various random numbers obtained in step S9-3 are stored in the special symbol 2 game information storage area as special symbol 2 game information. At this time, the various random numbers obtained in step S9-3 are stored in the storage area with the highest priority among the available storage areas. In other words, if the current value of the Special Feature 2 Reserved Count Counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. If the current value of the Special Feature 2 Reserved Count Counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the Special Feature 2 Reserved Count Counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the Special Feature 2 Reserved Count Counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4.

[0206] In step S9-7, the process for setting the number of reserved symbols command is executed, and the process proceeds to step S9-8. In the process for setting the number of reserved symbols command, a command specifying that the number of reserved symbols (number of reserved symbols 1 or 2) has increased by "1" is stored in the subcommand output request buffer of RAM230. At this time, if the special symbol identification value obtained in step S9-1 is the value corresponding to the 1st special symbol lottery, a command specifying that the number of reserved symbols 1 has increased by "1" is stored in the subcommand output request buffer of RAM230. If it is the value corresponding to the 2nd special symbol lottery, a command specifying that the number of reserved symbols 2 has increased by "1" is stored in the subcommand output request buffer of RAM230.

[0207] In step S9-8, a pre-determination process is executed, and the series of processes is completed, moving on to the next process (step S4-13 or S5-5). In the pre-determination process, various lottery results are pre-determined based on the game information (special feature 1 game information or special feature 2 game information) (hereinafter referred to as "pre-determination target game information") stored in the special feature game information storage area (special feature 1 game information storage area or special feature 2 game information storage area) in step S9-6. In this embodiment, pre-determination of various lottery results is performed for all game information (special figure 1 game information and special figure 2 game information). Furthermore, for game information acquired (stored) while a jackpot game state is occurring, the system may be configured so that pre-determining of various lottery results is not performed. Also, for special feature 2 game information acquired (stored) while the time-saving control is stopped, the system may be configured so that pre-determining of various lottery results is not performed, and for special feature 1 game information acquired (stored) while the time-saving control is running, the system may be configured so that pre-determining of various lottery results is not performed.

[0208] In the pre-determination process, the pre-special symbol hit determination process is performed first. In the pre-special symbol win determination process, the result of the special symbol lottery ("jackpot" or "miss") is determined (pre-special symbol win determination). ROM220 stores a special symbol win / loss lottery table in which the winning values ​​for special symbol draws are registered. In addition, the special symbol win / loss lottery table stores a special symbol win / loss lottery table corresponding to each combination of setting value ("0" to "1") and game state ("low special symbol probability state" or "high special symbol probability state"). In the pre-special symbol win determination process, the value set in the setting value area (setting value) and the current game state ("special symbol high probability state" or "special symbol low probability state") are checked, and the special symbol win / loss lottery table corresponding to this check result is read. Then, based on the jackpot random number included in the pre-determined game information and the read special symbol win / loss lottery table, the result of the special symbol lottery ("jackpot" or "miss") is determined (pre-special symbol win determination). Specifically, if the value of the jackpot random number included in the pre-determined game information matches the jackpot value registered in the special symbol win / loss lottery table that has been read out, the result of the special symbol lottery will be determined to be a "jackpot" (win). On the other hand, if the value of the jackpot random number included in the pre-judged game information does not match the jackpot value registered in the special symbol win / loss lottery table that has been read out (i.e., it matches the losing value), the result of the special symbol lottery will be judged as a "loss" (failure).

[0209] In the pre-determination process, the next step is to perform the pre-special symbol determination process. In the pre-special symbol determination process, the type of special symbol that stops is determined (pre-special symbol determination). In the pre-special symbol determination process, if the pre-special symbol hit determination determines that it is a "jackpot" (win), the type of "jackpot symbol" is determined (pre-special symbol determination). ROM220 stores a jackpot symbol lottery table in which the correspondence between the random number of winning symbols and the type of "jackpot symbol" is registered. In addition, it stores a jackpot symbol lottery table for the first special symbol lottery, and a jackpot symbol lottery table for the second special symbol lottery. Furthermore, the jackpot symbol lottery table for the first jackpot symbol lottery table for the first jackpot symbol lottery table corresponding to the setting value = "0" and the jackpot symbol lottery table for the first jackpot symbol lottery table corresponding to the setting value = "1". Furthermore, the jackpot symbol lottery table for the second jackpot symbol lottery table for the second jackpot symbol lottery table corresponding to the setting value = "0" and the jackpot symbol lottery table corresponding to the setting value = "1". The first jackpot symbol lottery table has "jackpot symbol 1" and "jackpot symbol 2" registered as types of "jackpot symbols." On the other hand, the second jackpot symbol lottery table has "jackpot symbol 3" and "jackpot symbol 4" registered as types of "jackpot symbols." Then, if the pre-determined game information is the Special Feature 1 game information, the first jackpot symbol lottery table corresponding to the value set in the setting value area (setting value) is read out. Then, the type of jackpot symbol is determined based on the winning symbol random number included in the pre-determined game information and the read out first jackpot symbol lottery table. On the other hand, if the pre-determined game information is the Special Feature 2 game information, the second jackpot symbol lottery table corresponding to the value set in the setting value area (setting value) is read out. Then, the type of jackpot symbol is determined based on the random number of the winning symbol included in the pre-determined game information and the read out second jackpot symbol lottery table. On the other hand, in the pre-special symbol determination process, if the pre-special symbol hit determination is determined to be a "miss" (failure), the type of stopped symbol is determined to be a "miss" (pre-special symbol determination).

[0210] In the pre-determination process, the first pre-reading command setting process is executed next. In the first pre-reading specification command setting process, the first pre-reading specification command, which specifies the type of stop symbol determined by the pre-special symbol determination, is stored in the subcommand output request buffer of RAM230.

[0211] In the pre-determination process, the next step is to perform the pre-special pattern variation determination process. In this case, if the pre-special symbol win determination is determined to be a "miss" (failure), the pre-special symbol variation determination process for failure, described later, is executed. On the other hand, if the pre-special symbol win determination is determined to be a "jackpot" (win), the pre-special symbol variation determination process for win, described later, is executed.

[0212] In the pre-selection special pattern variation determination process for unsuccessful selections, the first step is to determine the type of pre-random number. In the pre-game random number type determination, it is determined whether the random number of the reach group included in the pre-game information subject to determination is an "undefined value" or a "fixed value". In this case, if the random number of the reach group included in the pre-determined game information is an "undefined value," the variation mode number (primary variation mode number) and variation pattern number are not determined when acquiring (storing) the game information (special figure 1 game information or special figure 2 game information). On the other hand, if the random number of the reach group included in the pre-determined game information is a "fixed value", the variation mode number (primary variation mode number) and variation pattern number are determined when the game information (special figure 1 game information or special figure 2 game information) is acquired (stored) (when step S9-8 is executed). In this embodiment, the value of the reach group random number is updated within the range of "0" to "10006". Of the range from "0" to "10006", "0" to "8499" is considered an "undefined value", and "8500" to "10006" is considered a "fixed value". Therefore, in the pre-random number type determination, if the value of the reach group random number included in the pre-determined game information is less than "8500", it is determined to be an "undefined value", and if the value of the reach group random number included in the pre-determined game information is "8500" or more, it is determined to be a "fixed value".

[0213] In the pre-selection special pattern variation determination process when a selection is unsuccessful, if the pre-selection random number type determination determines it to be a "fixed value", then the pre-selection reach group determination, pre-selection variation mode determination, and pre-selection variation pattern determination are performed. Furthermore, in the pre-selection special pattern variation determination process when a selection is unsuccessful, if the pre-selection random number type determination determines it to be an "undefined value," the pre-selection reach group determination, the pre-selection variation mode determination, and the variation pattern determination when a selection is unsuccessful will not be performed.

[0214] The pre-reach group determination determines the reach group number (type of reach group). ROM220 stores a reach group determination table in which the correspondence between the reach group random number and the reach group number (type of reach group) is registered. Furthermore, the reach group determination table stores a table corresponding to each combination of the following: the type of hold (special symbol 1 game information or special symbol 2 game information), the number of holds ("0" to "3"), and the game state (special symbol high probability state occurring, special symbol low probability state occurring, time reduction control in progress, time reduction control stopped). In the pre-reach group determination, the first thing to check is the type of hold (the type of game information to be determined in advance (special feature 1 game information or special feature 2 game information)), the number of holds, and the game state. Then, the reach group determination table corresponding to these check results is read. At this time, the number of holds is assumed to be "0". Then, the reach group number is determined based on the reach group random number included in the pre-determined game information and the read reach group determination table.

[0215] In the pre-selection fluctuation mode determination for unsuccessful candidates, the fluctuation mode number (type of fluctuation mode) is determined. ROM220 stores a variable mode determination table in which the correspondence between the reach mode random number and the variable mode number (type of variable mode) is registered. Additionally, the system stores two variable mode determination tables: a variable mode determination table for when the selection is unsuccessful and a variable mode determination table for when the selection is successful. Furthermore, a table for determining the mode of variation when a match is not won is stored, which corresponds to each reach group number (type of reach group). In particular, each variation mode determination table associates each reach mode random number with a variation mode number (type of variation mode) and a variation pattern determination table (information specifying the variation pattern determination table). As a result, the variation mode number (type of variation mode) and the variation pattern determination table are selected simultaneously based on each variation mode determination table. In the pre-selection mode determination process for unsuccessful applicants, the reach group number determined by the pre-selection group determination is first checked, and the unsuccessful application mode determination table corresponding to this check result is read. Then, based on the random number for the reach mode included in the pre-determined game information and the read-out variable mode determination table for when a win is not achieved, the variable mode number (type of variable mode) and the variable pattern determination table are determined.

[0216] In the pre-selection fluctuation pattern determination for unsuccessful candidates, the fluctuation pattern number (type of fluctuation pattern) is determined. ROM220 stores a variation pattern determination table in which the correspondence between variation pattern random numbers and variation pattern numbers (types of variation patterns) is registered. Furthermore, multiple variation pattern determination tables, each with different contents, are stored as variation pattern determination tables. In the pre-failure fluctuation pattern determination, the fluctuation pattern determination table determined by the pre-failure fluctuation mode determination is first read. Then, the variation pattern number (type of variation pattern) is determined based on the variation pattern random number included in the pre-determined game information and the read variation pattern determination table.

[0217] On the other hand, in the process of determining the mode of special feature variation before winning, the first step is to determine the mode of variation before winning. In the pre-win variation mode determination, the variation mode number (type of variation mode) is determined. In the pre-win variation mode determination, the win variation mode determination table is first read. Then, based on the random number for the reach mode included in the pre-determined game information and the read-out variable mode determination table at the time of winning, the variable mode number (type of variable mode) and the variable pattern determination table are determined.

[0218] In the pre-win special symbol variation determination process, the next step is to determine the pre-win variation pattern. In the pre-winning fluctuation pattern determination, the fluctuation pattern number (type of fluctuation pattern) is determined. In the pre-win variation pattern determination, the variation pattern determination table determined by the pre-win variation mode determination is first read. Then, the variation pattern number (type of variation pattern) is determined based on the variation pattern random number included in the pre-determined game information and the read variation pattern determination table.

[0219] In the pre-determination process, the second and third look-ahead command setting processes are then executed. In the second and third pre-read specification command setting process, if the pre-special symbol hit determination is determined to be a "miss" (failure) and the pre-random number type determination is determined to be a "fixed value", then the second pre-read specification command specifying the variation mode number determined by the failure pre-variation mode determination and the third pre-read specification command specifying the variation pattern number determined by the failure pre-variation pattern determination are stored in the subcommand output request buffer of RAM230. On the other hand, if the pre-special symbol hit determination is determined to be a "miss" (failure) and the pre-random number type determination is determined to be an "undefined value", then a second pre-read specification command specifying "undefined value" and a third pre-read specification command specifying "undefined value" are stored in the subcommand output request buffer of RAM230. On the other hand, if the pre-special symbol hit determination determines that it is a "jackpot" (win), a second pre-read specification command specifying the variation mode number determined by the pre-win variation mode determination, and a third pre-read specification command specifying the variation pattern number determined by the pre-win variation pattern determination are stored in the subcommand output request buffer of RAM230.

[0220] Based on the above, if the value of the reach group random number included in the pre-determined game information is a "fixed value", the variable mode number and variable pattern number are determined, and the second and third pre-read specification commands specifying the determined variable mode number and variable pattern number are sent to the performance control board 300. On the other hand, if the value of the reach group random number included in the pre-determined game information is an "undefined value," the variation mode number and variation pattern number are not determined, and a second and third pre-read specification command specifying an "undefined value" is sent to the performance control board 300.

[0221] (Special game management processing) Next, we will explain the special game management process in step S4-13. Figure 17 is a flowchart showing the special game management process. In this embodiment, seven phases or stages (hereinafter referred to as "special game phases") of a game executed based on a special symbol lottery (hereinafter referred to as "special game") are defined: "waiting state for special symbol variation", "during special symbol variation", "special symbol stopped symbol display state", "pre-opening state of the big prize slot", "control state for opening the big prize slot", "effective state for closing the big prize slot", and "wait state after the big prize slot has opened". Then, in the special game phase flag area of ​​RAM230, a value (special game phase flag) corresponding to one of the seven special game phases is set. Furthermore, the ROM220 stores special game control modules (programs) corresponding to each special game phase, which are used to control (execute) the special games. Then, in the special game management process, a special game control module corresponding to the value set in the special game phase flag area of ​​RAM230 is selected, and processing based on the selected special game control module is executed.

[0222] Specifically, when the special game management process is executed in step S4-13, it first proceeds to step S10-1, as shown in Figure 17. In step S10-1, the special game phase acquisition process is executed, and the process proceeds to step S10-2. In the special game phase acquisition process, the value (special game phase) set in the special game phase flag area of ​​RAM230 is acquired (loaded). In step S10-2, the special game control module acquisition process is executed, and the process proceeds to step S10-3. In the special game control module acquisition process, the special game control module corresponding to the value (special game phase) acquired in step S10-1 is read.

[0223] In step S10-3, the special game control module execution process is executed, and the series of processes is completed, moving on to the next process (step S4-14). In the special game control module execution process, processing based on the special game control module read in step S10-2 is started. Specifically, if the value obtained in step S10-1 corresponds to the "waiting state for special symbol variation", the special symbol variation waiting process described later is started; if the value corresponds to the "during special symbol variation state", the special symbol variation process described later is started; if the value corresponds to the "special symbol stopped symbol display state", the special symbol stopped process described later is started; if the value corresponds to the "before the big prize opening state", the big prize opening pre-opening process described later is started; if the value corresponds to the "big prize opening control state", the big prize opening control process described later is started; if the value corresponds to the "big prize opening closure effective state", the big prize opening closure effective process described later is started; and if the value corresponds to the "big prize opening end wait state", the big prize opening end wait process described later is started.

[0224] (Waiting for special feature change processing) Next, we will explain the special feature change waiting process performed in step S10-3. Figure 18 is a flowchart showing the special feature change waiting process. When the special feature change waiting process is executed in step S10-3, the process first proceeds to step S11-1, as shown in Figure 18. In step S11-1, it is determined whether the value of the Special Feature 2 Reserved Count Counter is "1" or greater. If it is determined that the value of the Special Feature 2 Reserved Count Counter is not "1" or greater (No), the process proceeds to step S11-2. If it is determined that the value of the Special Feature 2 Reserved Count Counter is "1" or greater (Yes), the process proceeds to step S11-3. In step S11-2, it is determined whether the value of the Special Feature 1 Reserved Count Counter is "1" or greater. If it is determined that the value of the Special Feature 1 Reserved Count Counter is "1" or greater (Yes), the process proceeds to step S11-3. If it is determined that the value of the Special Feature 1 Reserved Count Counter is not "1" or greater (No), the process proceeds to step S11-16.

[0225] In step S11-3, the special symbol reserve number update process is executed, and the process proceeds to step S11-4. In the special symbol reserve number update process, the special symbol reserve number (special symbol 1 reserve number or special symbol 2 reserve number) is updated. Specifically, in the special feature reserve count update process, it is first determined whether the value of the special feature 2 reserve count counter is "1" or greater. Then, if the value of the Special Symbol 2 Reserved Count Counter is "1" or greater, the value of the Special Symbol Discrimination Flag setting value is set to a value that specifies a game based on the Special Symbol 2 game information (in this embodiment, "1"), and "1" is subtracted from the value of the Special Symbol 2 Reserved Count Counter. On the other hand, if it is determined that the value of the Special Symbol 2 Reserved Count Counter is not "1" or greater (i.e., the value of the Special Symbol 2 Reserved Count Counter is "0"), the Special Symbol Discrimination Flag setting value is set to a value that specifies a game based on the Special Symbol 1 game information (in this embodiment, "0"), and "1" is subtracted from the value of the Special Symbol 1 Reserved Count Counter.

[0226] In step S11-4, the process for setting the number of reserved symbols command is executed, and the process proceeds to step S11-5. In the process for setting the number of reserved symbols command, a command specifying that the number of reserved symbols has decreased by "1" is stored in the subcommand output request buffer of RAM230. Specifically, if the special symbol discrimination flag setting value is "1", a command specifying the number of reserved symbols, indicating that the number of reserved symbols for special symbol 2 has decreased by "1", is stored in the subcommand output request buffer of RAM230. On the other hand, if the special symbol discrimination flag setting value is "0", a command specifying the number of reserved symbols, indicating that the number of reserved symbols for special symbol 1 has decreased by "1", is stored in the subcommand output request buffer of RAM230.

[0227] In step S11-5, the special symbol memory area shift process is executed, and the process proceeds to step S11-6. In the special symbol memory area shift process, the memory area where game information is stored is shifted. Specifically, if the special symbol discrimination flag setting value is "1", the contents of memory area 1 of the special symbol 2 game information memory area are shifted (moved) to memory area 0. Next, the contents of memory area 2 of the special symbol 2 game information memory area are shifted to memory area 1 of the special symbol 2 game information memory area. Next, the contents of memory area 3 of the special symbol 2 game information memory area are shifted to memory area 2 of the special symbol 2 game information memory area. Next, the contents of memory area 4 of the special symbol 2 game information memory area are shifted to memory area 3 of the special symbol 2 game information memory area. Next, the contents of memory area 4 of the special symbol 2 game information memory area are cleared (initialized). On the other hand, if the special symbol discrimination flag setting value is "0", the contents of memory area 1 of the special symbol 1 game information memory area are shifted (moved) to memory area 0. Next, the contents of memory area 2 of the special symbol 1 game information memory area are shifted to memory area 1 of the special symbol 1 game information memory area. Next, the contents of memory area 3 of the special symbol 1 game information memory area are shifted to memory area 2 of the special symbol 1 game information memory area. Next, the contents of memory area 4 of the special symbol 1 game information memory area are shifted to memory area 3 of the special symbol 1 game information memory area. Next, the contents of memory area 4 of the special symbol 1 game information memory area are cleared (initialized).

[0228] In step S11-6, the setting anomaly detection process is executed, and the process proceeds to step S11-7. The setting anomaly detection process monitors for the occurrence of setting anomalies. Specifically, in the setting anomaly detection process, first, the setting value stored in the setting value area of ​​RAM230 is retrieved. Next, it is determined whether the retrieved setting value is less than a predetermined setting comparison value (in this embodiment, "6"). Then, if it is determined that the acquired setting value is not less than a predetermined setting comparison value (i.e., it is greater than or equal to a predetermined setting comparison value), the value corresponding to the setting abnormality state is saved as the value in the gaming machine state flag area of ​​RAM230 (gaming machine state flag). In addition, a subcommand specifying the occurrence of a setting abnormality is stored in the subcommand output request buffer. Then, the process proceeds to the next step (step S11-7). On the other hand, if it is determined that the acquired setting value is less than a predetermined setting comparison value, the process proceeds to the next step (step S11-7).

[0229] In step S11-7, the special symbol win determination process is executed, and the process proceeds to step S11-8. In the special symbol win determination process, the result of the special symbol lottery is determined (special symbol win determination). In the special symbol win determination process, the setting value stored in the setting value area of ​​RAM230 and the current game state ("high probability state for special symbols" or "low probability state for special symbols") are first checked, and the special symbol win / loss lottery table corresponding to this check result is read. Then, based on the jackpot random number contained in the game information stored in memory area 0 and the special symbol win / loss lottery table that has been read out, it is determined whether or not the result of the special symbol lottery is a "jackpot" (special symbol win determination). Specifically, if the value of the jackpot random number contained in the game information stored in memory area 0 matches the jackpot value registered in the special symbol win / loss lottery table that has been read out, the result of the special symbol lottery is determined to be a "jackpot" (win). On the other hand, if the value of the jackpot random number contained in the game information stored in memory area 0 does not match the jackpot value registered in the special symbol win / loss lottery table that has been read out (i.e., it matches the losing value), the result of the special symbol lottery is determined to be a "loss" (failure).

[0230] In step S11-8, the special symbol determination process is executed, and the process proceeds to step S11-9. In the special symbol determination process, the type of the special symbol that stops is determined (special symbol determination). Specifically, in the special symbol determination process, it is first determined whether or not a "jackpot" (win) has been determined by the special symbol hit determination. Then, if the special symbol hit detection determines that it is a "jackpot" (win), the type of "jackpot symbol" is determined. This involves, if the special symbol discrimination flag setting value is "0", reading the first jackpot symbol lottery table corresponding to the setting value stored in the setting value area of ​​RAM230. Then, the type of jackpot symbol is determined based on the random number of the winning symbol contained in the game information stored in memory area 0 and the first jackpot symbol lottery table that was read. On the other hand, if the special symbol discrimination flag setting value is "1", the second jackpot symbol lottery table corresponding to the setting value stored in the setting value area of ​​RAM230 is read. Then, the type of jackpot symbol is determined based on the random number of the winning symbol contained in the game information stored in memory area 0 and the read second jackpot symbol lottery table. On the other hand, if the special symbol win determination determines that it is a "miss" (failure), the type of stopped symbol will be determined as a "miss symbol". Next, the value corresponding to the type of stop symbol determined is set in the special symbol determination flag area of ​​RAM230. In step S11-9, the symbol type specification command setting process is executed, and the process proceeds to step S11-10. In the symbol type specification command setting process, the symbol type specification command, which specifies the type of stopped symbol determined in step S11-8, is stored in the subcommand output request buffer.

[0231] In step S11-10, the special symbol stop number determination process is executed, and the process proceeds to step S11-11. In the special symbol stop number determination process, the stop number of the special symbol is determined. ROM220 stores a stop symbol number lottery table in which the correspondence between the random number value of the winning symbol and the stop symbol number (segment data) is registered. Furthermore, the table for determining the stopping symbol number includes a table for determining the stopping symbol number when winning the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), and a table for determining the stopping symbol number when losing the special symbol lottery (either the first special symbol lottery or the second special symbol lottery). Furthermore, the system stores two tables for determining the winning symbol number for the first special symbol lottery, one corresponding to the first special symbol lottery and the other corresponding to the second special symbol lottery. In the special symbol stop symbol number determination process, the result of the special symbol win determination is first checked. Then, if the special symbol hit detection determines a "jackpot" (win), the special symbol discrimination flag setting value is checked, and the winning symbol stop number lottery table corresponding to this confirmation result is read. Then, the stopping symbol number is determined based on the winning symbol random number contained in the game information stored in memory area 0 and the read winning symbol stop number lottery table. On the other hand, if the special symbol win determination is judged as a "miss" (failure), the table for determining the number of symbols that stop when a win occurs is read. Then, the number of symbols that stop is determined based on the random number of winning symbols contained in the game information stored in memory area 0 and the read table for determining the number of symbols that stop when a win occurs. Next, the determined stop symbol number is stored in the stop symbol number storage area of ​​RAM230.

[0232] In step S11-11, the special symbol variation pattern determination process is executed, and the process proceeds to step S11-12. In the special symbol variation pattern determination process, the variation mode of the special symbols (type of variation mode and type of variation pattern) is determined. Specifically, in the special symbol variation pattern determination process, the result of the special symbol win determination is first checked. If the result of the special symbol win determination is "miss" (failure), the special symbol variation state determination process in case of failure, described later, is executed. On the other hand, if the result of the special symbol win determination is "jackpot" (win), the special symbol variation state determination process in case of win, described later, is executed.

[0233] In the process of determining the pattern of special feature variation when a selection is unsuccessful, the first step is to determine the reach group. The reach group determination process determines the reach group number (type of reach group). In determining a reach group, the first s...

Claims

[Claim 1] A game state control means that, when a first winning type is determined by the game judgment, sets the game state after the end of the specific game state as the first game state, and when a second winning type is determined by the game judgment, sets the game state after the end of the specific game state as a second game state that is more advantageous compared to the first game state. The system includes a display control means that performs the display of identification information in conjunction with the execution of the aforementioned game determination, The types of the aforementioned identification information include a first type corresponding to the first winning type and a second type corresponding to the second winning type. A gaming machine characterized in that it is possible to change the probability of determining the second winning type by the game judgment according to a set value, and to change the proportion of the second type in the displayed identification information.

Citation Information

Patent Citations

  • Game machine and method for controlling the same

    JP2003159367A