Gaming machine
The gaming machine addresses control load issues by simultaneously displaying and outputting intermittent sounds for multiple identification information, maintaining performance and visual appeal.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-26
- Publication Date
- 2026-04-07
AI Technical Summary
Conventional gaming machines face an increased control load when outputting sounds for the display of identification information, which can lead to a decrease in production performance.
A gaming machine that simultaneously displays multiple pieces of identification information and outputs multiple intermittent sounds, creating the illusion of sequential display while reducing control burden.
This approach reduces control load while maintaining visual appeal by outputting intermittent sounds that mimic sequential display, thus preventing a decline in presentation quality.
Smart Images

Figure 2026059230000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine capable of outputting a production sound as the display of identification information stops.
Background Art
[0002] Conventionally, a gaming machine capable of outputting a production sound as the display of identification information stops has been known (see Patent Document 1). In this gaming machine, when a plurality of decorative symbols (identification information) are sequentially stopped and displayed, a stop sound is output each time a decorative symbol is stopped and displayed.
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 of an increase in control load. An object of the present invention is to reduce the control load while suppressing a decrease in production performance.
Means for Solving the Problems
[0005] In order to achieve the above object, a gaming machine according to a first invention includes display means capable of simultaneously stopping and displaying a plurality of pieces of identification information, and output means capable of outputting a production sound including a plurality of intermittent sounds as the plurality of pieces of identification information are simultaneously stopped and displayed. In the gaming machine according to the first invention, multiple intermittent sounds are output in conjunction with the simultaneous display of multiple identification information. This reduces the control burden by allowing multiple identification information to be displayed simultaneously. Furthermore, the output of multiple intermittent sounds gives the player the impression that the multiple identification information was displayed sequentially (with a time delay), thus preventing a decline in the visual appeal. Therefore, it is possible to reduce the control burden while suppressing a decline in the visual appeal.
[0006] The gaming machine according to the second invention is characterized in that, in the gaming machine according to the first invention, the intermittent sound is a decayed sound. In the gaming machine according to the second invention, it becomes possible to enhance the impression for the player that multiple pieces of identification information are displayed sequentially (with a time delay) and stopped at each other.
[0007] The gaming machine according to the third invention is characterized in that, in the gaming machine according to the first or second invention, the number of identification information pieces that are simultaneously stopped and displayed is the same as the number of intermittent sounds included in the sound effect. In the gaming machine according to the third invention, it becomes possible to enhance the impression for the player that multiple pieces of identification information are displayed sequentially (with a time delay) and stopped at each other. [Effects of the Invention]
[0008] According to the present invention, it is possible to reduce the control load while suppressing a decrease in the quality of the presentation. [Brief explanation of the drawing]
[0009] [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 chart shows the winning probabilities for various types of lotteries. [Figure 5] It is a diagram showing the winning types of normal symbol draws. [Figure 6] It is a diagram showing the winning types of special symbol draws. [Figure 7] It is a diagram showing the transition of game states. [Figure 8] It is a flowchart showing CPU initialization processing. [Figure 9] It is a flowchart showing main loop processing. [Figure 10] It is a flowchart showing power-off save processing. [Figure 11] It is a flowchart showing timer interrupt processing. [Figure 12] It is a flowchart showing dynamic port output processing. [Figure 13] It is a flowchart showing performance display device output processing. [Figure 14] It is a flowchart showing setting-related processing. [Figure 15] It is a flowchart showing switch management processing. [Figure 16] It is a flowchart showing normal drawing start ball detection processing. [Figure 17] It is a flowchart showing special drawing 1 start ball detection processing. [Figure 18] It is a flowchart showing special drawing 2 start ball detection processing. [Figure 19] It is a flowchart showing special symbol random number acquisition processing. [Figure 20] It is a flowchart showing special game management processing. [Figure 21] It is a flowchart showing special symbol change waiting processing. [Figure 22] It is a flowchart showing count cut management processing. [Figure 23] It is a flowchart showing special symbol change in progress processing. [Figure 24] It is a flowchart showing special symbol stop processing. [Figure 25] It is a flowchart showing pre-opening processing of the first big winning opening. [Figure 26] This flowchart shows the control process for opening the first major prize slot. [Figure 27] This is a flowchart showing the process for closing the first major prize gate. [Figure 28] This is a flowchart showing the weight processing after the opening of the first major prize slot. [Figure 29] This is a flowchart showing the pre-processing steps before opening the second major prize draw. [Figure 30] This flowchart shows the control process for opening the second major prize slot. [Figure 31] This is a flowchart showing the process for closing the second major prize gate. [Figure 32] This flowchart shows the weight processing after the opening of the second prize-winning gate. [Figure 33] This is a flowchart showing the special electric power switching process. [Figure 34] This is the normal game management process flowchart. [Figure 35] This is a flowchart showing the process of waiting for the graph to change. [Figure 36] This is the flowchart for managing the number of uses. [Figure 37] This is a flowchart showing the processing during normal fluctuations. [Figure 38] This is a flowchart showing the process during a system shutdown. [Figure 39] This is a flowchart showing the pre-processing steps for opening a standard electric mechanism. [Figure 40] This is a flowchart showing the process for switching between normal electric power supply and switchgear. [Figure 41] This is a flowchart showing the control process for opening a standard electric mechanism. [Figure 42] This is a flowchart showing the process for activating the closing of a standard electric mechanism. [Figure 43] This flowchart shows the normal motorized mechanism release completion wait process. [Figure 44] This is a flowchart showing the control process for the performance display device. [Figure 45]This figure shows an example of the display screen 31a. [Figure 46] This diagram shows the structure of audio file A. [Figure 47] This diagram shows the structure of audio file B. [Figure 48] This diagram shows the structure of audio file C. [Figure 49] This figure shows the structure of audio file C related to the modified version. [Figure 50] This diagram shows the structure of audio file F. [Modes for carrying out the invention]
[0010] 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.
[0011] (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 is composed of an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to 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 front frame unit 4 can also open and close relative to both the inner frame unit 3 and the outer frame unit 2. 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. The front frame unit 4 is formed in the shape of a rectangular door. The door unit 4 has 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 launching handle 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 an action button 5b and a rotary selector 5c located in front of the receiving tray 5a. The performance button 5b is formed in a roughly cylindrical shape and is positioned to protrude upward from the receiving unit 5. The performance button 5b can be pressed by the player (by pushing it downwards). Inside the receiving unit 5 is a first operation detection switch 24 (see Figure 3) which detects the pressing operation of the performance button 5b. Each time the performance button 5b is pressed, the first operation detection switch 24 outputs a first operation signal to the performance control board 300 (see Figure 3). The rotary selector 5c (a so-called "jog dial") is formed in a roughly cylindrical shape and is arranged to surround the effect button 5b. The rotary selector 5c can be rotated by the player (rotated around its cylindrical axis). Inside the tray unit 5 is a second operation detection switch 25 (see Figure 3) that detects the rotation of the rotary selector 5c. The second operation detection switch 25 outputs a second operation signal to the effect control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60°).
[0013] 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 (not shown) capable of reading and updating information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining balance of the value 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 a prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining 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 payable media is inserted into the CR unit, the prepaid card will be returned from the CR unit. In this context, prepaid cards include, for example, magnetic storage media and media with embedded storage ICs. The launch handle 6 can be rotated by the player. Inside the launch handle 6 is a launch volume 410 (see Figure 3) that detects the angle at which the launch handle 6 is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).
[0014] (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 unit, schematically illustrating the parts that are particularly necessary for explanation. Figure 45 shows an example of the display screen 31a. 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 front frame 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. 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.
[0015] 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 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 plate. An inner rail 12 and an outer rail 14 are attached to the front of the game board 11. The game area 30 is then partitioned by the inner rail 12, the outer rail 14, etc. The inner rail 12 is made of resin or the like. When viewed from the front, the inner rail 12 is configured in an arc shape. The outer surface of the inner rail 12 constitutes an inner guiding surface 12a that guides the game ball. A return ball prevention piece 12b is provided at the tip of the inner rail 12. The return ball prevention piece 12b prevents the game ball, which has been launched from the launch passage r1 into the game area 30, from returning to the launch passage r1. The outer rail 14 is made of metal. The outer rail 14 is formed in a flat plate shape and extends in an arc shape when viewed from the front. The game area 30 is configured with two paths for the game balls to flow down: a left-side path (left-handed play area) formed to the left of the main image display device 31, and a right-side path (right-handed play area) formed to the right of the main image display device 31. Furthermore, on the front of the game board 11, the inner rail 12 and the outer rail 14 are arranged facing each other at a predetermined distance apart. Between the inner rail 12 and the outer rail 14, a launching passage r1 is formed to guide the game balls launched by the game ball launching device 430 into the game area 30. Furthermore, the game area 30 has a guidance passage r2 that guides (directs) the game ball launched from the launch passage r1 to the right-hand path. The guidance passage r2 is formed at the upper end of the game area 30. The guidance passage r2 is formed above the main image display device 31. When viewed from the front, the guidance passage r2 extends in an arc shape. The game balls launched by the game ball launching device 430 pass through the launching passage r1 and flow into the game area 30. If the momentum of the launched game ball is weak, the game ball that has passed through the launching passage r1 flows into the left-hand path. On the other hand, if the momentum of the launched game ball is strong, the game ball that has passed through the launching passage r1 passes through the guidance passage r2 and flows into the right-hand path.
[0016] A game lamp 21 (see Figure 3) is provided in the game area 30 of the game board 11. The game lamp 21 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control. 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. As shown in Figure 45, the display screen 31a can be configured with the following display areas for identification information used in the performance: Special Feature Mini Symbol Display Area A1, Special Feature 1 Fourth Symbol Display Area A2, Special Feature 2 Fourth Symbol Display Area A3, Regular Feature Mini Symbol Display Area A4, Regular Feature Fourth Symbol Display Area A5, and Main Performance Symbol Display Area A6.
[0017] The special feature mini-symbol display area A1 is composed of three special feature display areas (not shown). Each special feature display area is capable of displaying the variation and stop of the special feature mini-performance symbols a1. Each special feature mini-performance symbol a1 is a symbol for performance purposes and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, nine types of special feature mini-performance symbols a1 (special feature mini-performance symbols a1 that display the identification information of the numbers "1" to "9") are defined. In the display area A2 of the fourth symbol in Special Feature 1, it is possible to display the variation and stop of the fourth performance symbol a2 in Special Feature 1. The fourth performance symbol a2 in Special Feature 1 is a symbol for performance purposes and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, two types of the fourth performance symbol a2 in Special Feature 1 (the fourth performance symbol a2 in Special Feature 1 that displays the identification information of "○" and "×") are defined. In the display area A3 of the fourth symbol in Special Feature 2, it is possible to display the variation and stop of the fourth performance symbol a3 in Special Feature 2. The fourth performance symbol a3 in Special Feature 2 is a symbol for performance purposes and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, two types of the fourth performance symbol a3 in Special Feature 2 (the fourth performance symbol a3 in Special Feature 2 that displays the identification information of "○" and "×") are defined.
[0018] In the special symbol mini-symbol display area A1 and the special symbol 1 fourth symbol display area A2, a display is executed to announce the result of the first special symbol lottery, which will be described later. The result of the first special symbol lottery is then announced based on the combination of the three special symbol mini-performance symbols a1 that are stopped and displayed in the special symbol mini-symbol display area A1, and the special symbol 1 fourth performance symbol a2 that is stopped and displayed in the special symbol 1 fourth symbol display area A2. In other words, the variation display of the performance symbols a1 and a2 performed in the special figure mini-symbol display area A1 and the special figure 1 fourth symbol display area A2 corresponds to the variation display of the first special symbol performed in the special figure 1 display device, which will be described later. Also, the stop display of the performance symbols a1 and a2 performed in the special figure mini-symbol display area A1 and the special figure 1 fourth symbol display area A2 corresponds to the stop display of the first special symbol performed in the special figure 1 display device. Specifically, while the first special symbol is being displayed in a variable state on the special symbol 1 display device, the variable state of the special symbol mini-symbol display area A1 (each special symbol display area) is executed as a display corresponding to the variable state of the first special symbol, and the variable state of the special symbol 1 fourth-symbol display area A2 is executed for the special symbol 1 fourth-symbol display. Furthermore, while the first special symbol is being displayed in a stopped state on the special symbol 1 display device, the stopped state of the special symbol mini-symbol display area A1 (each special symbol display area) is executed as a display corresponding to the stopped state of the first special symbol, and the stopped state of the special symbol 1 fourth-symbol display area A2 is executed for the special symbol 1 fourth-symbol display. In this case, the display of the first special symbol in the special symbol 1 display device and the display of the performance symbols a1 and a2 in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2 are associated with the timing of when the variable display starts, the content of the variable display, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped display. Here, the display of changing performance symbols a1 and a2 refers to a display in which the type of special mini performance symbol a1 displayed in each special display area of the special mini symbol display area A1 is changed sequentially, and the type of special symbol 1 fourth symbol a2 displayed in the special symbol 1 fourth symbol display area A2 is also changed sequentially. Furthermore, the display of stopping performance symbols a1 and a2 refers to a display in which one type of special mini performance symbol a1 is stopped in each special display area of the special mini symbol display area A1, and one type of special symbol 1 fourth symbol a2 is stopped in the special symbol 1 fourth symbol display area A2.
[0019] In the special symbol mini-symbol display area A1 and the special symbol 2 fourth symbol display area A3, a display is executed to announce the result of the second special symbol lottery, which will be described later. The result of the second special symbol lottery is then announced based on the combination of the three special symbol mini-performance symbols a1 that are stopped and displayed in the special symbol mini-symbol display area A1 and the special symbol 2 fourth performance symbol a3 that is stopped and displayed in the special symbol 2 fourth symbol display area A3. In other words, the variation display of the performance symbols a1 and a3 performed in the special figure mini-symbol display area A1 and the special figure 2 fourth symbol display area A3 corresponds to the variation display of the second special symbol performed in the special figure 2 display device, which will be described later. Also, the stop display of the performance symbols a1 and a3 performed in the special figure mini-symbol display area A1 and the special figure 2 fourth symbol display area A3 corresponds to the stop display of the second special symbol performed in the special figure 2 display device. Specifically, while the second special symbol is being displayed in a variable state on the special symbol 2 display device, the variable state of the special symbol mini-performance symbol a1 is displayed in the special symbol mini-symbol display area A1 (each special symbol display area) as a display corresponding to the variable state of the second special symbol, and the variable state of the special symbol 2 fourth performance symbol a3 is displayed in the special symbol 2 fourth symbol display area A3. Furthermore, while the second special symbol is being displayed in a stopped state on the special symbol 2 display device, the stopped state of the special symbol mini-performance symbol a1 is displayed in the special symbol mini-symbol display area A1 (each special symbol display area) as a display corresponding to the stopped state of the second special symbol, and the stopped state of the special symbol 2 fourth performance symbol a3 is displayed in the special symbol 2 fourth symbol display area A3. In this case, the display of the second special symbol in the special symbol 2 display device and the display of the performance symbols a1 and a3 in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3 are associated with the timing of when the variable display starts, the content of the variable display, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped display. Here, the display of changing performance symbols a1 and a3 refers to a display in which the type of special mini performance symbol a1 displayed in each special display area of the special mini symbol display area A1 is changed sequentially, and the type of special 2 fourth symbol a3 displayed in the special 2 fourth symbol display area A3 is also changed sequentially. Furthermore, the display of stopping performance symbols a1 and a3 refers to a display in which one type of special mini performance symbol a1 is stopped in each special display area of the special mini symbol display area A1, and one type of special 2 fourth symbol a3 is stopped in the special 2 fourth symbol display area A3.
[0020] The regular mini-symbol display area A4 is composed of three regular symbol display areas (not shown). Each regular symbol display area is capable of displaying the variation and stop of the regular mini-performance symbols a4. Each regular mini-performance symbol a4 is a symbol for performance and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, nine types of regular mini-performance symbols a4 (regular mini-performance symbols a4 that display the identification information of the numbers "1" to "9") are defined. The special mini-effect symbols a1 and the regular mini-effect symbols a4 are composed of different display modes. That is, the special mini-effect symbols a1 and the regular mini-effect symbols a4 differ in at least one of their "design (shape)" and "color (color scheme)". Specifically, the special mini-effect symbols a1 are composed of a first design (shape) and a first color (color scheme). On the other hand, the regular mini-effect symbols a4 are composed of a second design (shape) that is different from the first design (shape) and a second color (color scheme) that is different from the first color (color scheme). This makes it easy for players to distinguish between the special mini-effect symbols a1, which correspond to special symbols, and the regular mini-effect symbols a4, which correspond to regular symbols. In the regular diagram 4th pattern display area A5, it is possible to display the variation and stop of the regular diagram 4th performance pattern a5. The regular diagram 4th performance pattern a5 is a pattern for performance and is composed of identification information (patterns) such as numbers, letters, symbols, and characters. In this embodiment, two types of regular diagram 1 4th performance pattern a5 (regular diagram 4th performance pattern a5 that display the identification information of "○" and "×") are defined.
[0021] In the regular mini-symbol display area A4 and the regular fourth symbol display area A5, a display is executed to announce the result of the regular symbol lottery, which will be described later. The result of the regular symbol lottery is then announced based on the combination of the three regular mini-symbols a4 that are stopped and displayed in the regular mini-symbol display area A4 and the regular fourth symbol a5 that is stopped and displayed in the regular fourth symbol display area A5. In other words, the variation display of the special effects symbols a4 and a5 performed in the regular mini-symbol display area A4 and the regular fourth symbol display area A5 corresponds to the variation display of the regular symbols performed in the regular symbol display device described later. Also, the stop display of the special effects symbols a4 and a5 performed in the regular mini-symbol display area A4 and the regular fourth symbol display area A5 corresponds to the stop display of the regular symbols performed in the regular symbol display device. Specifically, while the regular symbols are being displayed in a variable manner on the regular symbol display device, the variable display of the regular symbol mini-animation symbol a4 is performed in the regular symbol mini-animation symbol display area A4 (each special symbol display area), and the variable display of the regular symbol fourth-animation symbol a5 is performed in the regular symbol fourth-animation symbol display area A5. Furthermore, while the regular symbols are being displayed in a stationary manner on the regular symbol display device, the stationary display of the regular symbol mini-animation symbol a4 is performed in the regular symbol mini-animation symbol display area A4 (each special symbol display area), and the stationary display of the regular symbol fourth-animation symbol a5 is performed in the regular symbol fourth-animation symbol display area A5. In this case, the display of regular symbols on the regular symbol display device and the display of special symbols a4 and a5 in the regular symbol mini symbol display area A4 and the regular symbol 4th symbol display area A5 are associated with the timing of when the variable display starts, the content of the variable display, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped symbol. Here, the display of changing performance symbols a4 and a5 refers to a display in which the type of regular mini performance symbol a4 displayed in each special display area of the regular mini symbol display area A4 is changed sequentially, and the type of regular fourth symbol a5 displayed in the regular fourth symbol display area A5 is also changed sequentially. Furthermore, the display of stopping performance symbols a4 and a5 refers to a display in which one type of regular mini performance symbol a4 is stopped in each special display area of the regular mini symbol display area A4, and one type of regular fourth symbol a5 is stopped in the regular fourth symbol display area A5.
[0022] The main performance symbol display area A6 is composed of three performance symbol display areas (not shown). Each performance symbol display area is capable of displaying the variation and stop of the main performance symbol a6. Each main performance symbol a6 is a performance symbol and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, nine types of main performance symbols a6 (main performance symbols a6 that display the identification information of the numbers "1" to "9") are defined. In particular, the types of main performance symbols a6 are defined as a first main performance symbol a6 and a second performance symbol a6. That is, in this embodiment, nine types of first main performance symbols a6 (first main performance symbols a6 that display identification information for each number from "1" to "9") and nine types of second main performance symbols a6 (second main performance symbols a6 that display identification information for each number from "1" to "9") are defined. The first main display symbol a6 and the second main display symbol a6 are composed of different display modes. That is, the first main display symbol a6 and the second display symbol a6 differ in at least one of their "design (shape)" and "color (color scheme)". Specifically, the first main display symbol a6 is composed of a first design (shape) and a first color (color scheme). On the other hand, the second main display symbol a6 is composed of a second design (shape) that is different from the first design (shape) and a second color (color scheme) that is different from the first color (color scheme). This makes it easy for players to distinguish between the first main display symbol a6, which corresponds to special symbols, and the second main display symbol a6, which corresponds to regular symbols.
[0023] When the normal state described later is occurring, a display is executed in the main performance symbol display area A6 to notify the result of the special symbol lottery (primarily the first special symbol lottery). At this time, the main performance symbol display area A6 is executed using the first main performance symbol a6 to notify the result of the special symbol lottery (primarily the first special symbol lottery). The result of the special symbol lottery (primarily the first special symbol lottery) is then notified by the combination of the three first main performance symbols a6 that are stopped and displayed in the main performance symbol display area A6. In other words, when the normal state is in effect, the variation display of the first main performance symbol a6 performed in the main performance symbol display area A6 corresponds to the variation display of the special mini performance symbol a1 performed in the special mini performance symbol display area A1. Also, when the normal state is in effect, the stop display of the first main performance symbol a6 performed in the main performance symbol display area A6 corresponds to the stop display of the special mini performance symbol a1 performed in the special mini performance symbol display area A1. Specifically, when the normal state is in progress, while a special symbol (mainly the first special symbol) is being displayed in a variable state on the special symbol display device (mainly the special symbol 1 display device), the variable state of the first main performance symbol a6 is displayed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the variable state of the special symbol. In other words, when the normal state is in progress, while a special symbol mini performance symbol a1 is being displayed in a variable state, the variable state of the first main performance symbol a6 is displayed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the variable state of the special symbol mini performance symbol a1. Also, when the normal state is in progress, while a special symbol (mainly the first special symbol) is being displayed in a stopped state on the special symbol display device (mainly the special symbol 1 display device), the stopped state of the first main performance symbol a6 is displayed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stopped state of the special symbol. In other words, when the normal state is occurring, while the special mini-performance symbol a1 is stopped, the first main performance symbol a6 is stopped in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stop display of the special mini-performance symbol a1.
[0024] On the other hand, when a time-saving state (time-saving state 1 to time-saving state 3), as described later, occurs, a display to notify the result of the normal symbol lottery is executed in the main performance symbol display area A6. At this time, a display to notify the result of the normal symbol lottery is executed in the main performance symbol display area A6 using the second main performance symbol a6. Then, the result of the normal symbol lottery is notified by the combination of the three second main performance symbols a6 that are stopped and displayed in the main performance symbol display area A6. In other words, when a time-saving state (time-saving state 1 to time-saving state 3) is active, the variation display of the second main performance symbol a6 performed in the main performance symbol display area A6 corresponds to the variation display of the normal mini performance symbol a4 performed in the normal mini performance symbol display area A4. Also, when a time-saving state 2 or time-saving state 3 is active, the stop display of the second main performance symbol a6 performed in the main performance symbol display area A6 corresponds to the stop display of the normal mini performance symbol a4 performed in the normal mini performance symbol display area A4. Specifically, when a time-saving state (time-saving state 1 to time-saving state 3) is active, while a normal symbol is being displayed in the normal symbol display device, a second main performance symbol a6 will be displayed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the display of the normal symbol's variation. In other words, when a time-saving state (time-saving state 1 to time-saving state 3) is active, while a normal mini performance symbol a4 is being displayed, a second main performance symbol a6 will be displayed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the display of the normal mini performance symbol a4's variation. Furthermore, when a time-saving state (time-saving state 1 to time-saving state 3) is active, while a normal symbol is stopped on the normal symbol display device, the stop display of the second main performance symbol a6 is executed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stop display of the normal symbol. In other words, when a time-saving state (time-saving state 1 to time-saving state 3) is active, while a normal mini performance symbol a4 is stopped, the stop display of the second main performance symbol a6 is executed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stop display of the normal mini performance symbol a4.
[0025] Furthermore, the display screen 31a can be configured with the following display areas related to the hold function: a display area B1 for the hold symbol before the change, a display area B2 for the hold symbol during the change, a display area B3 for the number of special symbol hold symbols, and a display area B4 for the number of regular symbol hold symbols. When the normal state is active, the reserve symbol h corresponding to the special symbol 1 game information before the special symbol win determination (start determination) is performed (before the display of the first special symbol's variation begins) is displayed in the pre-variation reserve symbol display area B1. Also, when the normal state is active, the reserve symbol h corresponding to the special symbol game information (special symbol 1 game information or special symbol 2 game information) after the special symbol win determination (start determination) is performed (while the special symbol's variation display and stop display are being performed) is displayed in the variation reserve symbol display area B2. On the other hand, when a time-saving state (time-saving state 1 to time-saving state 3) is active, the reserve symbol h corresponding to the normal symbol game information before the normal symbol win / loss judgment (start judgment) is performed (before the normal symbol fluctuation display starts) is displayed in the pre-fluctuation reserve symbol display area B1. Also, when a time-saving state (time-saving state 1 to time-saving state 3) is active, the reserve symbol h corresponding to the normal symbol game information after the normal symbol win / loss judgment (start judgment) is performed (while the normal symbol fluctuation display and stop display are being performed) is displayed in the fluctuation reserve symbol display area B2. The special symbol reserve count display area B3 will show the special symbol 1 reserve count, which will be described later. The number of reserved symbols in the general display area B4 will display the number of reserved symbols in the general display area, which will be described later.
[0026] As described above, during normal operation, the main performance symbol display area A6 primarily executes a performance using the first main performance symbol a6 to announce the result of the first special symbol lottery, while the reserved symbol display areas B1 and B2 display the reserved symbol h corresponding to the first special symbol lottery (special symbol 1 game information). On the other hand, during the shortened time state (shortened time state 1 to shortened time state 3), a performance is mainly executed in the main performance symbol display area A6 using the second main performance symbol a6 to announce the result of the normal symbol lottery, and in the reserved symbol display areas B1 and B2, reserved symbols h corresponding to the normal symbol lottery (normal symbol game information) are displayed. As a result, in pachinko machine 1, during normal play, the machine primarily performs animations to announce the results of the first special symbol lottery, and during time-saving play (time-saving play state 1 to time-saving play state 3), the machine primarily performs animations to announce the results of the regular symbol lottery.
[0027] 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.
[0028] A first starting opening 51 is provided on the left side of the path. The first starting opening 51 is an upward-opening ball entry point (a so-called "center hole"), and it is possible to enter game balls at all times. The first starting opening 51 allows game balls flowing down the left side of the path to enter (but does not allow game balls flowing down the right side of the 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.
[0029] To the left of the first starting opening 51 in the left-side path, there are three other prize openings: upper left other prize opening 57a, middle left other prize opening 57b, and lower left other prize opening 57c. Each of these other prize openings 57a to 57c is an upward-opening ball entry opening, allowing game balls to be entered at all times. Each of these other prize openings 57a to 57c 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 game balls entering the other prize slots 57a to 57c (game balls entering the other prize slots 57a to 57c). 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.
[0030] At the uppermost part of the right-hand path, a large prize opening 55 is provided. The large prize opening 55 is equipped with a special electric mechanism (special electric mechanism) 55a that can be switched between a closed state that makes it impossible (difficult) for game balls to enter the large prize opening 55 and an open state that makes it possible (easy) for game balls to enter the large prize opening 55. The special electric mechanism 55a is opened and closed by the special electric mechanism solenoid 65 (see Figure 3). Normally, the special electric mechanism 55a is closed, making it impossible (or difficult) for game balls to enter the large prize opening 55. However, when a minor win or a major win occurs, the special electric mechanism 55a is opened, making it possible (or easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right-side path to enter (but makes it impossible for game balls flowing down the left-side path to enter). A count switch 103 (see Figure 3) is installed inside the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 55 (the entry of a game ball into the large prize opening 55). 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. Furthermore, the large prize opening 55 is provided with a V-region (not shown), a discharge region (not shown), and a distribution means (not shown) that distributes the game balls that enter the large prize opening 55 to either the V-region or the discharge region. A V-area switch 110 (see Figure 3) is installed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the V-area (passage of the V-area by a game ball). In response to the detection signal input from the V-area switch 110, the main control board 200 sets the V-winning flag area of the RAM 230, which will be described later, to "1". The distribution mechanism can be switched between a V-passing state, in which game balls that enter the large prize opening 55 are distributed to the V-area, and a non-V-passing state, in which game balls that enter the large prize opening 55 are distributed to the discharge area. In other words, when the distribution means is displaced to the V-passing state, game balls that enter the large prize opening 55 are distributed to the V area. This makes it impossible for game balls that enter the large prize opening 55 to pass through the discharge area. On the other hand, if the sorting mechanism is displaced to a non-V-passage state, game balls that enter the large prize opening 55 are sorted into the discharge area. This makes it impossible for game balls that enter the large prize opening 55 to pass through the V-area. The distribution means is displaced by the V-region solenoid 66 (see Figure 3). Game balls that enter the large prize opening 55 are first detected by the count switch 103, and then sorted by the sorting means into either the V area or the discharge area. After passing through the respective area, the game balls are discharged into the discharge path. At this time, game balls sorted into the V area are detected by the V area switch 110.
[0031] Downstream of the large prize opening 55 in the right-hand path, a second starting opening 52 is provided. The second starting opening 52 is equipped with a standard electric mechanism (standard electric mechanism) 52a that can be displaced between a closed state that makes it impossible (difficult) for game balls to enter the second starting opening 52, and an open state that makes it possible (easy) for 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 (or difficult) for game balls to enter. However, when a normal winning game state occurs, the standard electric mechanism 52a is opened, allowing game balls to enter. The second start port 52 allows game balls flowing down the right-hand path to enter (but it is impossible for 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.
[0032] A starting gate 41 is provided downstream of the second starting port 52 in the right-hand path. 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. Alternatively, the starting gate 41 may be replaced with an operating port. The operating port is an entry port that opens upward or in the opposite direction, and is configured to allow game balls to enter at all times. If an operating port is provided, a gate switch 104 is provided inside the operating port. The gate switch 104 is configured to output a detection signal to the main control board 200 in response to the detection of a game ball entering the operating port (game balls entering the operating port). The main control board 200 is configured to perform a normal symbol lottery in response to the input of the detection signal from the gate switch 104.
[0033] Downstream of the starting gate 41 in the right-side path, there is a right-side prize entry opening 56. The right-side prize entry opening 56 is an entry opening that opens upward, allowing game balls to enter at all times. The right-side prize entry opening 56 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 56. 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 56 (a game ball entering the right prize slot 56). 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.
[0034] At the downstream end of the game area 30, there is an outlet 58 for discharging game balls that did not enter (win) any of the winning pockets 51, 52, 55, 56, 57a to 57c. 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 any of the winning holes 51, 52, 55, 56, 57a~57c, or by passing through the out hole 58. Specifically, game balls that enter each prize entry point 51, 52, 55, 56, 57a~57c are detected by switches 101, 102, 103, 105, 106, and 110 located within the respective prize entry points, and then guided to the discharge path. Game balls discharged from the out entry point 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 to each of the prize entry points 51, 52, 55, 56, 57a~57c and the starting gate 41.
[0035] 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. In this embodiment, the probability variation display device is not used. 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.
[0036] 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 the first special symbol in the special symbol 1 display device and the display of the performance symbols a1 and a2 in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2 are associated with the timing of when the variable display starts, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, the display of the second special symbol in the special symbol 2 display device and the display of the performance symbols a1 and a3 in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3 are associated with the timing of when the variable display starts, when the variable display ends, 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. Furthermore, if the second special symbol (stopped symbol) displayed in the special symbol 2 display device becomes a specific symbol (minor win symbol), a minor win game state, which is advantageous to the player, is triggered. The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers and patterns. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have been stopped. Here, the display of regular symbols in the regular symbol display device and the display of special symbols a4 and a5 in the regular symbol mini symbol display area A4 and the regular symbol 4th symbol display area A5 are associated with the timing of when the variable display starts, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped symbol. Furthermore, if the regular symbol displayed on the regular symbol display device becomes a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created.
[0037] 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). As described above, the probability change display device is not used in this embodiment. The time-saving display device shows the current game status (whether time-saving control is running or stopped).
[0038] 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 front frame unit 4, and one or more movable units are provided in the game board unit 10. Each movable unit of the front frame 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 performance 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 26 (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.
[0039] The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the position of the performance element. Specifically, the position detection sensor 26 comprises a light-emitting unit and a light-receiving unit that receives the light emitted from the light-emitting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light 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 26 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 26, 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 26 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 26 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 26.
[0040] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, the following are provided as detection sensors: a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), a magnetic detection sensor 115 (see Figure 3), etc. The glass frame release sensor 107 detects the release of the front frame unit 4 relative to the inner frame unit 3. In response to the release of the front frame 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.
[0041] (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 310, a sub-connection board 320, 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 an individual board case (such as the main board case 250 described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are 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.
[0042] (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.
[0043] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area allocated to the ROM 220 (0000H to 2FFFH) and a memory area allocated to the RAM 230 (F000H to F3FFH). 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.
[0044] 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 is composed of an area for storing game information acquired in response to the input of detection signals from the special figure 1 start gate switch 101, the special figure 2 start gate switch 102, and the gate switch 104 (game information storage area described later), the special figure 1 display symbol counter, the special figure 2 display symbol counter, the normal figure display symbol counter, etc.
[0045] 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.
[0046] 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.
[0047] 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]).
[0048] 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]).
[0049] 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 and the detection signal from the setting key switch 208. 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, the V-region switch 110, 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).
[0050] 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. 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 normal electric mechanism solenoid 64, control signals for controlling the drive of the special electric mechanism solenoid 65, control signals for controlling the V-range solenoid 66, 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.
[0051] 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.
[0052] 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.
[0053] 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.
[0054] 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).
[0055] While the setting change state is active, it becomes possible to change the setting value. Furthermore, while the setting change state is active, 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 time, 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.
[0056] During a game stoppage state (setting error state, RAM error state, and backup error 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 error 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).
[0057] 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.
[0058] 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. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the illumination of the lighting elements (LEDs 33 to 64) included in the performance display device 206.
[0059] 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, game state (normal state, time-saving state 1 to time-saving state 3), left-hand play period, right-hand play period, 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 port switch 101 (Figure 1), the start port 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 (normal electric mechanism solenoid 64, special electric mechanism solenoid 65, V-domain solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, and 66, and are also input to the interface board of the test computer via the test signal output circuit.
[0060] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be explained. 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 by the game ball payout device 440 based on the control commands received from the main control board 200 and the ball dispensing instruction signals received from the CR unit. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, it controls the game ball launching operation of the game ball launcher 430 so that the game balls are launched into the game area 30 with a strength corresponding to the detection signal input from the launch volume 410.
[0061] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be explained. The performance control board 300 controls the performance. The performance control board 300 is comprised of a single-chip microcomputer. 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, ROM, RAM, VDP, sound processor, lighting controller, motor controller, and other components. The performance control board 300 controls the display of performance images on various image display devices 31 and 32, the lighting of various lamps 20 and 21, the output of sound from various speakers 22, the driving of motors 23 that drive various movable units, etc., based on control commands received from the main control board 200.
[0062] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, and so on. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for calculation processing, and other similar information. The CPU of the performance control board 300 determines the performance content to be executed based on the control commands received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated display control data to various image display devices 31 and 32. The sound processor generates sound control data (sound control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The lighting controller generates lamp control data (lamp control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated lamp control data to the driver board 310 and the sub-connection board 320, respectively. The motor controller generates motor control data (motor control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated motor control data to the driver board 310 and the sub-connection board 320, respectively.
[0063] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). Motor control data output from the performance control board 300 is input to the motor driver. The motor driver then controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting the movable body unit, etc.) installed in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. The lamp driver then controls the driving (light emission) of each light-emitting group that makes up the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). Motor control data output from the performance control board 300 is input to the motor driver. The motor driver then controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting the movable body unit, etc.) installed in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. The lamp driver then controls the driving (light emission) of each light-emitting element group that makes up the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0064] (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.
[0065] 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.
[0066] 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.
[0067] "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 steps S4-9 to S4-18 described later is prohibited. As a result, gameplay (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 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 configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.
[0068] "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.
[0069] "Backup Anomaly State" indicates that the 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.
[0070] (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 probability of winning in the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is defined as a value from "0" to "5". The RAM 230 of the main control board 200 is provided with a set value area. In the set value area, one value from "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is then determined according to the value set in the set value area. In this embodiment, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes according to the value set in the setting value range. The probability of winning the special symbol lottery corresponding to each setting value (the probability of winning a "jackpot") is as follows, from highest to lowest probability: probability for setting value = "5", probability for setting value = "4", probability for setting value = "3", probability for setting value = "2", probability for setting value = "1", and probability for setting value = "0" (highest probability → lowest probability).
[0071] In particular, in pachinko machine 1, the setting value stored in the setting value area is fixed at "3" and cannot be changed to any other value. However, it is also acceptable to configure the machine so that the setting value stored in the setting value area can be changed (selected) while the setting change state is active. Here, the change of the setting value is performed by the administrator of pachinko machine 1 (an employee of the amusement facility where pachinko machine 1 is installed, etc.). 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.
[0072] (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 starting points 51, 52 and other prize entry points 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of balls dispensed (the number of prize balls dispensed) to the number of balls out (the number of game balls launched). 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 response to the entry of game balls into starting slots 51 and 52 and other prize slots 56, 57a to 57c.
[0073] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. Pachinko machine 1 is capable of executing time-saving control 1, time-saving control 2, and time-saving control 3 as auxiliary controls that are advantageous to the player. In the following explanation, the game state when time-saving control 1 is stopped, time-saving control 2 is stopped, and time-saving control 3 is stopped will be referred to as the "normal state". The game state when time-saving control 1 is running will be referred to as "time-saving state 1 (or higher time-saving)". The game state when time-saving control 2 is running will be referred to as "time-saving state 2 (or lower time-saving A)". The game state when time-saving control 3 is running will be referred to as "time-saving state 3 (or lower time-saving B)". During the execution of the time-saving control (time-saving control 1 to time-saving control 3) (while time-saving state 1 to time-saving state 3 is occurring), it becomes easier for game balls to enter the second start opening 52 in the normal winning game state described later, compared to when the time-saving control (time-saving control 1 to time-saving control 3) is stopped (while the normal state is occurring). As a result, during the execution of the time-saving control (time-saving control 1 to time-saving control 3) (while time-saving state 1 to time-saving state 3 is occurring), it is more advantageous for the player compared to when the time-saving control (time-saving control 1 to time-saving control 3) is stopped (while the normal state is occurring). In this embodiment, during the execution of time-saving control (time-saving control 1 to time-saving control 3) (while time-saving state 1 to time-saving state 3 is occurring), the probability of selecting the "long opening pattern" described later as the opening pattern of the normal electric mechanism 52a when a "normal symbol win" is achieved through the normal symbol lottery is higher compared to when time-saving control (time-saving control 1 to time-saving control 3) is stopped (while the normal state is occurring). In other words, during the execution of time-saving control (time-saving control 1 to time-saving control 3) (while time-saving state 1 to time-saving state 3 is occurring), the probability of winning the "long opening pattern" based on the normal symbol lottery is higher compared to when time-saving control (time-saving control 1 to time-saving control 3) is stopped (while the normal state is occurring). In this embodiment, the probability of selecting the "long opening pattern" as the opening pattern for the normal electric mechanism 52a when a "normal symbol win" is achieved through the normal symbol lottery is the same during the execution of time-saving control 1 (when time-saving state 1 occurs), during the execution of time-saving control 2 (when time-saving state 2 occurs), and during the execution of time-saving control 3 (when time-saving state 3 occurs). In other words, the probability of winning the "long opening pattern" based on the normal symbol lottery is the same during the execution of time-saving control 1 (when time-saving state 1 occurs), during the execution of time-saving control 2 (when time-saving state 2 occurs), and during the execution of time-saving control 3 (when time-saving state 3 occurs).
[0074] Furthermore, Time-Saving State 1 (Higher Time-Saving State) is more advantageous to the player compared to Time-Saving States 2 and 3 (Lower Time-Saving States A and B). In other words, in Time-Saving State 1 (Higher Time-Saving), the number of Time-Saving rounds (the first and second Time-Saving rounds, described later) is greater compared to Time-Saving States 2 and 3 (Lower Time-Saving A and B). In particular, when a "Big Win" or "Small Win" is achieved through the Second Special Symbol Lottery, the probability of Time-Saving State 1 (Higher Time-Saving) occurring after the end of the Big Win game state is higher when the game state at the time of the post-Big Win game state determination criterion is Time-Saving State 1 (Higher Time-Saving) than when the game state at the time of the post-Big Win game state determination criterion is Time-Saving State 2 or 3 (Lower Time-Saving A and B).
[0075] Furthermore, time-saving state 3 (lower time-saving state B) is more advantageous to the player compared to time-saving state 2 (lower time-saving state A). In other words, during the duration of Time-Saving State 3 (Lower Time-Saving State B), the display time for the variation of the regular symbols is shortened compared to when Time-Saving State 2 (Lower Time-Saving State A) is in effect. As a result, during Time-Saving State 3 (Lower Time-Saving State B), it becomes possible to increase the number of regular symbol draws performed per unit time compared to when Time-Saving State 2 (Lower Time-Saving State A) is in effect, and consequently, it becomes possible to increase the number of second special symbol draws performed per unit time, which is advantageous to the player. Specifically, during the duration of Time-Saving State 1 (Advanced Time-Saving State), the basic variation time for regular symbols is 0.3 seconds. Also, during Time-Saving State 1 (Advanced Time-Saving State), the average variation time for regular symbols is 0.7 seconds. Furthermore, during Time-Saving State 1 (Advanced Time-Saving State), the probability of a regular symbol reaching a winning combination is 1 / 30. Here, "basic variation time for normal symbols" refers to the time spent on the variation display of normal symbols that is performed when the result of the normal symbol lottery is "miss," and during which a reach state is not formed. "Average variation time for normal symbols" refers to the average time for the variation display of normal symbols (regardless of the lottery result). "Reach probability for normal symbols" refers to the probability that a reach state will be formed during the variation display of normal symbols. "Reach state" refers to a state in which, in two of the three effect symbol display areas included in the main effect symbol display area A6, the main effect symbol a6 is temporarily stopped, and the combination of the temporarily stopped main effect symbol a6 is a combination included in the "jackpot symbols." "Temporary stop display" refers to a pseudo-stop display. Specifically, "temporary stop display" refers to a display in which one type of main effect symbol a6 remains in a state of moving in a predetermined manner (swaying, rotating, etc.) at the lottery result display position. "Stop display" refers to a display where one type of main performance symbol a6 remains in a stopped state at the lottery result display position. On the other hand, during the duration of Time-Saving State 3 (Lower Time-Saving State B), the basic variation time for regular symbols is 0.3 [s] (same as the higher Time-Saving State). Also, during the duration of Time-Saving State 3 (Lower Time-Saving State B), the average variation time for regular symbols is 0.7 [s] (same as the higher Time-Saving State). Furthermore, during the duration of Time-Saving State 3 (Lower Time-Saving State B), the probability of a regular symbol reaching a winning combination is 1 / 30 (same as the higher Time-Saving State). On the other hand, during the duration of Time-Saving State 2 (Lower Time-Saving State A), the basic variation time for normal symbols is 0.5 [s] (longer than Lower Time-Saving State B). Also, during Time-Saving State 2 (Lower Time-Saving State A), the average variation time for normal symbols is 1.5 [s] (longer than Lower Time-Saving State B). Furthermore, during Time-Saving State 2 (Lower Time-Saving State A), the probability of a normal symbol reaching a winning combination is 1 / 15 (higher than Lower Time-Saving State B).
[0076] In particular, in this embodiment, the performance content (stage performance, performances performed during the display and stopping of normal symbols, background performance, etc., as described later) is the same during the occurrence of time-saving state 2 (lower time-saving state A) and during the occurrence of time-saving state 3 (lower time-saving state B). Furthermore, as described above, for Time-Saving State 3 (Lower Time-Saving State B), the display time for the variation of the regular symbols is the same as for Time-Saving State 1 (Upper Time-Saving State). Also, for Time-Saving State 2 (Lower Time-Saving State A), the display time for the variation of the regular symbols is longer compared to Time-Saving State 3 (Lower Time-Saving State B). This allows players to perceive the time-saving state 2 (lower time-saving state A) and time-saving state 3 (lower time-saving state B) as the same game state, while changing the perceived speed of gameplay, thereby improving the gameplay experience. In particular, regarding the time-saving state 2 (lower time-saving state A) which is started based on the first special symbol lottery (initial win), slowing down the pace of the game makes it possible to suppress situations where the player's balls are consumed at a rapid pace without winning any prize balls, and also to suppress situations where the time-saving state 2 (lower time-saving state A) ends at a rapid pace (so-called "running through"). On the other hand, in the time-saving state 3 (lower time-saving state B) which is started based on the second special symbol lottery, the game progresses at a faster pace, making it possible to play the game smoothly while winning prize balls.
[0077] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. Figure 4 shows the probability of winning in various lotteries. Figure 5 shows the types of winnings in the regular symbol lottery. Figure 6 shows the types of winnings in the special symbol lottery. Figure 4(a) shows the probability of winning in the regular symbol lottery, Figure 4(b) shows the probability of winning in the first special symbol lottery, and Figure 4(c) shows the probability of winning in the second special symbol lottery. Figure 5 shows the type of winning symbol ("regular symbol winning symbol") selected when a "regular symbol win" is achieved in the regular symbol lottery. Furthermore, Figure 6(a) shows the type of winning symbol ("jackpot symbol") selected when a "jackpot" is achieved in the first special symbol lottery, Figure 6(b) shows the type of winning symbol ("jackpot symbol") selected when a "jackpot" is achieved in the second special symbol lottery, and Figure 6(c) shows the type of winning symbol ("minor win symbol") selected when a "minor win" is achieved in the second special symbol lottery.
[0078] (Regular design lottery) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. In this embodiment, only "regular symbol win" is defined as a result of the regular symbol lottery. However, it is also acceptable to have a configuration in which both "regular symbol win" and "loser" are defined as results of the regular symbol lottery. As shown in Figure 4(a), in the regular symbol lottery (regular symbol win / loss determination), the probability of winning a "regular symbol win" is 1 / 1. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery does not change depending on the game state. However, it is also acceptable to configure the system so that the probability of winning a "regular symbol win" through the regular symbol lottery performed during the time-saving state (time-saving state 1 to time-saving state 3) is higher than the probability of winning a "regular symbol win" through the regular symbol lottery performed during the normal state.
[0079] As shown in Figure 5, in pachinko machine 1, when a "regular symbol win" is achieved through the regular symbol lottery, the winning type (type of "regular symbol win") selected is defined as "regular symbol win 1" and "regular symbol win 2". In the regular symbol lottery (regular symbol stop symbol determination), if you win a "regular symbol win," the probability of winning "regular symbol win symbol 1" is 1 / 99, and the probability of winning "regular symbol win symbol 2" is 98 / 99. If you win with "Normal Symbol Winning Symbol 1", the normal symbol display device will stop and display the normal symbol that corresponds to "Normal Symbol Winning Symbol 1". In particular, if you win with "Normal Symbol Winning Symbol 1" based on a normal symbol lottery performed while in the normal state, the normal symbol mini symbol display area A4 and the normal symbol 4th symbol display area A5 will stop and display the symbol that corresponds to the "losing symbol". On the other hand, if you win with "Normal Symbol Winning Symbol 1" based on a normal symbol lottery performed while in the time-saving state (time-saving state 1 to time-saving state 3), the normal symbol mini symbol display area A4 and the normal symbol 4th symbol display area A5 will stop and display the symbol that corresponds to the "winning symbol", and the main performance symbol display area A6 will also stop and display the symbol that corresponds to the "winning symbol". If you win with "Normal Symbol Winning Symbol 2," the normal symbol display device will stop and display the normal symbol corresponding to "Normal Symbol Winning Symbol 2." In particular, if you win with "Normal Symbol Winning Symbol 2" based on a normal symbol lottery performed while the normal state is active, the normal symbol mini symbol display area A4 and the normal symbol 4th symbol display area A5 will stop and display the symbol corresponding to the "losing symbol." On the other hand, if you win with "Normal Symbol Winning Symbol 2" based on a normal symbol lottery performed while the time-saving state (time-saving state 1 to time-saving state 3) is active, the normal symbol mini symbol display area A4 and the normal symbol 4th symbol display area A5 will stop and display the symbol corresponding to the "losing symbol," and the main performance symbol display area A6 will also stop and display the symbol corresponding to the "losing symbol."
[0080] Here, the "losing symbols" that are stopped and displayed in the regular mini symbol display area A4 and the regular fourth symbol display area A5 are, for example, regular mini performance symbols a4 that are stopped and displayed in the three regular symbol display areas of the regular mini symbol display area A4, such as "1, 6, 9", where the numbers (identification information) shown by the regular mini performance symbols a4 that are stopped and displayed in at least one regular symbol display area are different from the numbers (identification information) shown by the regular mini performance symbols a4 that are stopped and displayed in the other regular symbol display areas, and the regular fourth performance symbol a5 that is stopped and displayed in the regular fourth symbol display area A5 shows "×". On the other hand, the "winning symbols" that are stopped and displayed in the regular mini-symbol display area A4 and the regular fourth symbol display area A5 are, for example, regular mini-animation symbols a4 that are stopped and displayed in the three regular display areas of the regular mini-symbol display area A4, all of which are regular mini-animation symbols a4 that show the same numbers (identification information) such as "1,1,1", and the regular fourth animation symbol a5 that is stopped and displayed in the regular fourth symbol display area A5 will show "〇". Furthermore, the "losing symbols" displayed when stopped in the main performance symbol display area A6 are, for example, displayed in a manner in which the numbers (identification information) indicated by the main performance symbol a6 stopped in at least one performance symbol display area are different from the numbers (identification information) indicated by the main performance symbol a6 stopped in the other performance symbol display areas, such as "1, 6, 9". On the other hand, the "winning symbols" that are displayed when stopped in the main performance symbol display area A6 are, for example, combinations in which the main performance symbols a6 that are displayed when stopped in the three performance symbol display areas are all regular mini performance symbols a4 that show the same numbers (identification information), such as "1,1,1".
[0081] If a "Normal Symbol Win" ("Normal Symbol Win Symbol 1" or "Normal Symbol Win Symbol 2") is won, the Normal Symbol Win game state is activated. In the Normal Symbol Win game state, the normal electric mechanism 52a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the second start opening 52. In this embodiment, the types of opening patterns (opening modes / opening and closing modes) of the ordinary electric mechanism 52a during the occurrence of a normal winning game state are defined as "short opening pattern" and "long opening pattern". The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for game balls to enter the second start opening 52 while a normal win game state is occurring. In the "short opening pattern," compared to the "long opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is shorter. Specifically, in the "short opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a in each opening is set to 0.044 seconds. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that facilitates the entry of game balls into the second start opening 52 while a normal win game state is occurring. In the "long opening pattern," compared to the "short opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is longer. Specifically, in the "long opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a for each time is set to 5.5 seconds.
[0082] As shown in Figure 5, if "Normal Winning Symbol 1" or "Normal Winning Symbol 2" is won based on the normal symbol lottery performed during the normal state, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal win game state. As a result, in the normal symbol lottery performed during the normal state, the "Short Opening Pattern" is selected and set with a probability of 1 / 1. On the other hand, if the "Regular Symbol Winning Symbol 1" is won based on the regular symbol lottery performed during the shortened time state (Shortened Time State 1 to Shortened Time State 3), the "Long Opening Pattern" is selected and set as the opening pattern for the regular electric mechanism 52a during the regular symbol winning game state. As a result, the "Long Opening Pattern" is selected and set with a probability of 1 / 99 in the regular symbol lottery performed during the shortened time state (Shortened Time State 1 to Shortened Time State 3). On the other hand, if the "Regular Symbol Winning Symbol 2" is won based on the regular symbol lottery performed during the shortened time state (Shortened Time State 1 to Shortened Time State 3), the "Short Opening Pattern" is selected and set as the opening pattern for the regular electric mechanism 52a during the regular symbol winning game state. As a result, in the regular symbol lottery performed during the shortened time state (Shortened Time State 1 to Shortened Time State 3), the "Short Opening Pattern" is selected and set with a probability of 98 / 99.
[0083] (Special design lottery) In addition, in pachinko machine 1, the entry of a game ball into the first starting port 51 triggers the first special symbol lottery, and the entry of a game ball into the second starting port 52 triggers the second special symbol lottery. In this embodiment, the results of the first special symbol lottery are defined as "Big Win" and "Loss". On the other hand, the results of the second special symbol lottery are defined as "Big Win" and "Small Win". In this embodiment, the first special symbol lottery is configured so that it is not possible to win a "Small Win". However, the first special symbol lottery may be configured so that it is possible to win a "Small Win" with a lower probability than the second special symbol lottery. Furthermore, the first special symbol lottery may be configured so that the results of "Big Win", "Small Win", and "Loss" are defined. Furthermore, the second special symbol lottery may be configured so that the results of "Big Win", "Small Win", and "Loss" are defined. As shown in Figures 4(b) and (c), the probability of winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) is 1 / 199. In this embodiment, the probability of winning a "jackpot" or a "minor win" in the special symbol lottery does not change depending on the game state. Also, in this embodiment, since the setting value is fixed at "3", the probability of winning a "jackpot" in the special symbol lottery does not change depending on the setting value. Similarly, the probability of winning a "minor win" in the special symbol lottery does not change depending on the setting value. However, it is also possible to configure the system so that the probability of winning a "jackpot" in the special symbol lottery changes depending on the setting value.
[0084] As shown in Figure 6(a), in pachinko machine 1, the following types of winning symbols (types of "jackpot symbols") are defined as those that are selected when a "jackpot" is won by the first special symbol lottery: "jackpot symbol 1", "jackpot symbol 2", "jackpot symbol 3", "jackpot symbol 4", and "jackpot symbol 5". In the first special symbol lottery (special symbol determination), if you win a "jackpot," the probability of winning "jackpot symbol 1" is 16 / 100, the probability of winning "jackpot symbol 2" is 16 / 100, the probability of winning "jackpot symbol 3" is 33 / 100, the probability of winning "jackpot symbol 4" is 33 / 100, and the probability of winning "jackpot symbol 5" is 2 / 100. If the "Big Win Symbol 1" is won, the stop symbol corresponding to "Big Win Symbol 1" will be displayed in the Special Symbol 1 display device. In particular, if "Big Win Symbol 1" is won based on the 1st Special Symbol lottery performed during the normal state, the stop symbol corresponding to the "Challenge Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, and the stop symbol corresponding to the "Challenge Symbol" will also be displayed in the Main Performance Symbol display area A6. On the other hand, if "Big Win Symbol 1" is won based on the 1st Special Symbol lottery performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbol corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2. Here, the "challenge symbols" that are stopped and displayed in the special feature mini symbol display area A1 and the special feature 1 fourth symbol display area A2 are, for example, special feature mini performance symbols a1 that are stopped and displayed in the three special feature display areas of the special feature mini symbol display area A1, all of which are special feature mini performance symbols a1 that show the same even number (identification information), such as "6,6,6", and special feature 1 fourth performance symbol a2 that is stopped and displayed in the special feature 1 fourth symbol display area A2, which shows "〇". Furthermore, the "challenge symbol" that stops and is displayed in the main performance symbol display area A6 will be displayed in such a way that the main performance symbols a6 that stop and are displayed in the three performance symbol display areas will all be main performance symbols a6 that represent the same even number (identification information), such as "6,6,6". Furthermore, the "lower rush symbols" that are stopped and displayed in the special feature mini symbol display area A1 and the special feature 1 fourth symbol display area A2 are such that, for example, the special feature mini performance symbols a1 that are stopped and displayed in the three special feature display areas of the special feature mini symbol display area A1 are all special feature mini performance symbols a1 that show the same even number (identification information), such as "2,2,2", and the special feature 1 fourth performance symbol a2 that is stopped and displayed in the special feature 1 fourth symbol display area A2 shows "〇".
[0085] If the "Big Win Symbol 2" is won, the stop symbols corresponding to "Big Win Symbol 2" will be displayed in the Special Symbol 1 display device. In particular, if "Big Win Symbol 2" is won based on the 1st Special Symbol lottery performed during the normal state, the stop symbols corresponding to "scattered symbols" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, and the "charge icon" will be displayed in the main performance symbol display area A6. On the other hand, if "Big Win Symbol 2" is won based on the 1st Special Symbol lottery performed during the time-saving state (time-saving state 1 to time-saving state 3), the stop symbols corresponding to "lower-level rush symbols" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2. Here, the "scattered symbols" that stop and are displayed in the special feature mini symbol display area A1 and the special feature 1 fourth symbol display area A2 are such that, for example, the special feature mini performance symbols a1 that stop and are displayed in the three special feature display areas of the special feature mini symbol display area A1 are such that the numbers (identification information) shown by the special feature mini performance symbols a1 that stop and are displayed in at least one special feature display area are different from the numbers (identification information) shown by the special feature mini performance symbols a1 that stop and are displayed in the other special feature display areas, and the special feature 1 fourth performance symbol a2 that stops and is displayed as "〇". Furthermore, the "charge icon" that is displayed when the main display area A6 stops is an icon image that includes the word "charge," for example.
[0086] If the "Big Win Symbol 3" is won, the stop symbols corresponding to "Big Win Symbol 3" will be displayed in the Special Symbol 1 display device. In particular, if "Big Win Symbol 3" is won based on the 1st Special Symbol lottery performed during the normal state, the stop symbols corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, and the stop symbols corresponding to the "Lower Rush Symbol" will also be displayed in the Main Performance Symbol display area A6. On the other hand, if "Big Win Symbol 3" is won based on the 1st Special Symbol lottery performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbols corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2. Here, the "lower rush symbols" that are stopped and displayed in the main performance symbol display area A6 are, for example, main performance symbols a6 that are stopped and displayed in the three performance symbol display areas, and these symbols are all main performance symbols a6 that show the same even number (identification information), such as "2,2,2".
[0087] If the "Big Win Symbol 4" is won, the stop symbol corresponding to "Big Win Symbol 4" will be displayed in the Special Symbol 1 display device. In particular, if "Big Win Symbol 4" is won based on the 1st Special Symbol lottery performed during the normal state, the stop symbol corresponding to the "Challenge Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, and the stop symbol corresponding to the "Challenge Symbol" will also be displayed in the Main Performance Symbol display area A6. On the other hand, if "Big Win Symbol 4" is won based on the 1st Special Symbol lottery performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbol corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2. If the "Big Win Symbol 5" is won, the stop symbols corresponding to "Big Win Symbol 5" will be displayed in the Special Symbol 1 display device. In particular, if "Big Win Symbol 5" is won based on the 1st Special Symbol lottery performed during the normal state, the stop symbols corresponding to "scattered symbols" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, and the "charge icon" will be displayed in the Main Performance Symbol display area A6. On the other hand, if "Big Win Symbol 5" is won based on the 1st Special Symbol lottery performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbols corresponding to "lower-level rush symbols" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2.
[0088] As shown in Figure 6(b), 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 6" and "jackpot symbol 7". In the second special symbol lottery (special symbol determination), if you win a "jackpot," the probability of winning "jackpot symbol 6" is 77 / 100, and the probability of winning "jackpot symbol 7" is 23 / 100. If the "Big Win Symbol 6" is won, the stop symbols corresponding to "Big Win Symbol 6" will be displayed in the Special Symbol 2 display device. In particular, if "Big Win Symbol 6" is won based on the 2nd Special Symbol lottery performed during the normal state, the stop symbols corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 2 4th Symbol display area A3, and the stop symbols corresponding to the "Lower Rush Symbol" will be displayed in the Main Performance Symbol display area A6. On the other hand, if "Big Win Symbol 6" is won based on the 2nd Special Symbol lottery performed during the time-saving state 2,3 (Lower Time-Saving State A,B), the stop symbols corresponding to the "Lower Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 2 4th Symbol display area A3. On the other hand, if the "Big Win Symbol 6" is won based on the second special symbol lottery performed during the occurrence of Time-Saving State 1 (Higher Time-Saving State), the stop symbols corresponding to the "Higher Rush Symbol" will be displayed in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. Here, the "higher-level rush symbols" that are stopped and displayed in the special feature mini symbol display area A1 and the special feature 2 fourth symbol display area A3 are, for example, special feature mini performance symbols a1 that are stopped and displayed in the three special feature display areas of the special feature mini symbol display area A1, all of which are special feature mini performance symbols a1 that show the same odd number (identification information), such as "7,7,7", and special feature 2 fourth performance symbol a3 that is stopped and displayed in the special feature 2 fourth symbol display area A3, which shows "〇".
[0089] If the "Big Win Symbol 7" is won, the stop symbol corresponding to the "Big Win Symbol 7" will be displayed in the Special Symbol 2 display device. In particular, if the "Big Win Symbol 7" is won based on the 2nd Special Symbol lottery performed during the normal state, the stop symbol corresponding to the "Higher Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 2 4th Symbol display area A3, and the stop symbol corresponding to the "Higher Rush Symbol" will also be displayed in the Main Performance Symbol display area A6. On the other hand, if the "Big Win Symbol 7" is won based on the 2nd Special Symbol lottery performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbol corresponding to the "Higher Rush Symbol" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 2 4th Symbol display area A3. Here, the "higher rush symbols" that are stopped and displayed in the main performance symbol display area A6 are, for example, main performance symbols a6 that are stopped and displayed in the three performance symbol display areas, all of which are main performance symbols a6 that represent the same odd number (identification information), such as "7,7,7".
[0090] As shown in Figure 6(c), in pachinko machine 1, when a "minor win" is achieved through the second special symbol lottery, the winning type (type of "minor win symbol") selected is defined as "minor win symbol 1" and "minor win symbol 2". In the second special symbol lottery (special symbol determination), if you win a "minor win," the probability of winning "minor win symbol 1" is 77 / 100, and the probability of winning "minor win symbol 2" is 23 / 100. If the "minor win symbol 1" is won, the stop symbol corresponding to "minor win symbol 1" will be displayed in the Special Symbol 2 display device. In particular, if the "minor win symbol 1" is won based on the second special symbol lottery performed during the normal state, the stop symbol corresponding to the "lower rush symbol" will be displayed in the Special Symbol mini symbol display area A1 and the Special Symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "lower rush symbol" will be displayed in the main performance symbol display area A6. On the other hand, if the "minor win symbol 1" is won based on the second special symbol lottery performed during the time-saving state 2,3 (lower time-saving A,B), the stop symbol corresponding to the "lower rush symbol" will be displayed in the Special Symbol mini symbol display area A1 and the Special Symbol 2 fourth symbol display area A3. On the other hand, if the "minor win symbol 1" is won based on the second special symbol lottery performed during the occurrence of time-saving state 1 (higher time-saving state), the stop symbols corresponding to the "higher rush symbols" will be displayed in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. If the "minor win symbol 2" is won, the stop symbol corresponding to "minor win symbol 2" will be displayed in the Special Symbol 2 display device. In particular, if the "minor win symbol 2" is won based on the second special symbol lottery performed during the normal state, the stop symbol corresponding to the "higher rush symbol" will be displayed in the Special Symbol mini symbol display area A1 and the Special Symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "higher rush symbol" will be displayed in the main performance symbol display area A6. On the other hand, if the "minor win symbol 2" is won based on the second special symbol lottery performed during the time-saving state (time-saving state 1 to time-saving state 3), the stop symbol corresponding to the "higher rush symbol" will be displayed in the Special Symbol mini symbol display area A1 and the Special Symbol 2 fourth symbol display area A3.
[0091] On the other hand, if the first special symbol lottery is unsuccessful (i.e., a "miss"), the stop symbol corresponding to the "miss" will be displayed in the Special Symbol 1 display device. In particular, if the first special symbol lottery is unsuccessful when performed during the normal state, the stop symbol corresponding to the "miss" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2, as well as in the Main Performance Symbol display area A6. On the other hand, if the first special symbol lottery is unsuccessful when performed during the time-saving state (Time-saving state 1 to Time-saving state 3), the stop symbol corresponding to the "miss" will be displayed in the Special Symbol Mini Symbol display area A1 and the Special Symbol 1 4th Symbol display area A2. Here, the "losing symbols" that are stopped and displayed in the special feature mini symbol display area A1 and the special feature 1 fourth symbol display area A2 are, for example, special feature mini performance symbols a1 that are stopped and displayed in the three special feature display areas of the special feature mini symbol display area A1, such as "1, 6, 9", where the numbers (identification information) shown by the special feature mini performance symbols a1 that are stopped and displayed in at least one special feature display area are different from the numbers (identification information) shown by the special feature mini performance symbols a1 that are stopped and displayed in the other special feature display areas, and the special feature 1 fourth performance symbol a2 that is stopped and displayed in the special feature 1 fourth symbol display area A2 shows "×". Furthermore, the "losing symbols" displayed when stopped in the main performance symbol display area A6 are, for example, displayed in a manner in which the numbers (identification information) indicated by the main performance symbol a6 stopped in at least one performance symbol display area are different from the numbers (identification information) indicated by the main performance symbol a6 stopped in the other performance symbol display areas, such as "1, 6, 9".
[0092] If you win with "Winning Symbol 1" through "Winning Symbol 7", a jackpot game state is activated. In the jackpot game state, the special electric mechanism 55a is moved from a closed state to an open state, making it possible (easy) for game balls to enter the large prize entry opening 55. Here, if the player wins "Big Win Symbol 1," "Big Win Symbol 3," or "Big Win Symbol 4" based on the first special symbol lottery performed during the normal state, the "Big Win Symbol" is displayed in the main performance symbol display area A6, and then the big win game state is established. Here, "Big Win Symbol" refers to a display pattern in which the main performance symbols a6 displayed in the three performance symbol display areas are aligned with the same number (identification information). In other words, if the player wins "Big Win Symbol 1," "Big Win Symbol 3," or "Big Win Symbol 4" based on the first special symbol lottery performed during the normal state, the "Big Win Symbol" is displayed in the main performance symbol display area A6, indicating that a "Big Win" has been achieved, and then the right-hand shooting notification described later is initiated, establishing the big win game state. On the other hand, if the player wins either "Big Win Symbol 2" or "Big Win Symbol 5" based on the first special symbol lottery performed while the normal state is active, the big win game state is established without the "Big Win Symbol" being displayed in the main performance symbol display area A6. In other words, if the player wins either "Big Win Symbol 2" or "Big Win Symbol 5" based on the first special symbol lottery performed while the normal state is active, the main performance symbol a6 is first temporarily displayed in the three performance symbol display areas of the main performance symbol display area A6, and then a "charge icon" appears and is displayed in a way that hides the three temporarily displayed main performance symbols a6, thereby establishing a big win game state without the player being notified that they have won a "Big Win". The display instructing the player to shoot game balls towards the big prize opening 55 (described later as "charge performance (no upgrade)" or "charge performance (with upgrade)") is started. This makes it possible to create the impression that it suddenly becomes possible to win into the big prize slot 55 while the main display symbol a6 is fluctuating, thereby improving the gameplay experience.
[0093] During a jackpot state, a predetermined number of rounds of gameplay are performed. If you win with "Jackpot Symbol 1" through "Jackpot Symbol 5", the number of rounds of gameplay is set to 2. On the other hand, if you win with "Jackpot Symbol 6" or "Jackpot Symbol 7", the number of rounds of gameplay is set to 8. Furthermore, if the player wins "Winning Symbol 1" through "Winning Symbol 7", the maximum opening time of the special electric mechanism 55a 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 55a was opened, or (2) the number of game balls that have entered the large prize pocket 55 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).
[0094] At the end of a jackpot game state, a predetermined number of time-saving rounds (1st time-saving round, 2nd time-saving round, 3rd time-saving round) is set. Then, in accordance with the set number of time-saving rounds, a time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is started in accordance with the end of the jackpot game state. As a result, a time-saving state (time-saving state 1, time-saving state 2, or time-saving state 3) is started in accordance with the end of the jackpot game state. Then, during the occurrence of a time-saving state (time-saving state 1, time-saving state 2, or time-saving state 3), in each round of the regular symbol lottery, there is a 1 / 99 probability of winning the "long opening" pattern, making it possible for game balls to enter the 2nd start opening 52 (making it possible to obtain an opportunity to win the 2nd special symbol lottery). In this embodiment, the termination conditions for time-saving control (time-saving control 1, time-saving control 2, time-saving control 3) (hereinafter referred to as "time-saving termination conditions") are defined as "time-saving termination condition 1", "time-saving termination condition 2", "time-saving termination condition 3", and "time-saving termination condition 4".
[0095] "Time-saving termination condition 1" is a condition based on the regular symbol lottery (regular symbol win / loss determination). In other words, time-saving termination condition 1 is a condition based on the number of times the regular symbols are displayed in a variation. In this embodiment, time-saving termination condition 1 is met when the number of regular symbol variations during time-saving reaches the first time-saving number (predetermined number) set at the end of the jackpot game state. "Number of regular symbol variations during time-saving mode" refers to the number of times the regular symbols are displayed in a variation state during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). If Time-Saving Termination Condition 1 is met, the Time-Saving Control (Time-Saving Control 1, Time-Saving Control 2, or Time-Saving Control 3) will end at the start of the variation display of the regular symbols that triggered the meeting of Time-Saving Termination Condition 1. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of normal symbol variations during time-saving mode. At the end of a jackpot game state, the CPU 210 sets the number of first time-saving rounds according to the combination of the game state after the execution of the count-cut management process (step S11-15) described later (when the game state preliminary setting process (step S11-16) is executed) and the winning type (type of winning symbol). In addition, each time a start determination (normal symbol win / loss determination) based on normal symbol game information is performed (each time the normal symbol variation display begins), "1" is subtracted from the value of the first time-saving counter. Then, in accordance with the subtraction of the value of the first time-saving counter from "1" to "0", time-saving termination condition 1 is met and time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start determinations (normal win / loss determinations) performed during the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) reaches the first time-saving count (predetermined count) set at the end of the jackpot game state, time-saving termination condition 1 will be met.
[0096] "Time-saving termination condition 2" is a condition based on the second special symbol lottery (special symbol win determination based on special symbol 2 game information). In other words, time-saving termination condition 2 is a condition based on the number of times the second special symbol is displayed in a variation. In this embodiment, time-saving termination condition 2 is met when the number of times special symbol 2 is varied during time-saving reaches the second time-saving number (predetermined number) set at the end of the big win game state. "Number of Special Symbol 2 Variations During Time-Saving Mode" refers to the number of times the second special symbol is displayed in a variation during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). If the second time-saving termination condition is met, the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) will end at the start of the variation display of the second special symbol that triggered the meeting of the second time-saving termination condition. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. At the end of a big win game state, the CPU 210 sets the number of second time-saving rounds according to the combination of the game state after the execution of the count-cut management process (steps S11-15) (when the game state preliminary setting process (step S11-16)) and the type of win (type of winning symbol). In addition, each time a start determination (special symbol win determination) based on the special symbol 2 game information is executed (each time the display of the second special symbol changes), "1" is subtracted from the value of the second time-saving counter. Then, when the value of the second time-saving counter is subtracted from "1" to "0", the time-saving termination condition 2 is met and the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start determinations (special symbol win determinations) based on special symbol 2 game information executed during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) reaches the second time-saving count (predetermined count) set at the end of the jackpot game state, time-saving termination condition 2 will be met.
[0097] "Time-saving termination condition 3" is a condition based on the first special symbol lottery (special symbol win determination based on special symbol 1 game information). In other words, time-saving termination condition 3 is a condition based on the number of times the first special symbol is displayed in a variation. In this embodiment, time-saving termination condition 3 is met when the number of times special symbol 1 is varied during time-saving reaches the third time-saving number (predetermined number) set at the end of the big win game state. "Number of Special Symbol 1 Variations During Time-Saving Mode" refers to the number of times the first special symbol is displayed in a variation during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). If the time-saving termination condition 3 is met, the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) will end at the start of the variation display of the first special symbol that triggered the meeting of the time-saving termination condition 3. Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of times the special symbol 1 changes during the time-saving mode. At the end of the jackpot game state, the CPU 210 sets the number of third time-saving rounds according to the combination of the game state after the execution of the count-cut management process (steps S11-15) (when the game state preliminary setting process (step S11-16) is executed) and the type of win (type of winning symbol). In addition, each time a start determination (special symbol win determination) based on the special symbol 1 game information is executed (each time the display of the first special symbol changes), "1" is subtracted from the value of the third time-saving counter. Then, in accordance with the subtraction of the value of the third time-saving counter from "1" to "0", the time-saving end condition 3 is met and the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start determinations (special symbol win determinations) based on special symbol 1 game information executed during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) reaches the third time-saving count (predetermined count) set at the end of the jackpot game state, time-saving termination condition 3 will be met.
[0098] "Time-saving termination condition 4" is a condition based on winning a "big win" or a "minor win". In this embodiment, time-saving termination condition 4 is met when a "big win" or a "minor win" is achieved. If the time-saving termination condition 4 is met, the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) will be terminated at the start of the display of the special symbols based on the special symbol lottery (first special symbol lottery or second special symbol lottery) that resulted in a "big win" or "minor win" (specifically, after the execution of the game state preliminary setting process (step S11-16)).
[0099] In Pachinko Machine 1, first, a start determination (special symbol win determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed, and then, a count management process (steps S11-15) determines whether or not to end the time-saving state, and then, a preliminary game state setting process (step S11-16) preliminaryly sets the game state after the end of the jackpot game state (presence or absence of time-saving control, 1st time-saving count, 2nd time-saving count, 3rd time-saving count). Then, if a jackpot game state occurs, at the end of that jackpot game state, the game state (presence or absence of time-saving control, 1st time-saving count, 2nd time-saving count, 3rd time-saving count) preliminaryly set in the preliminary game state setting process (step S11-16) is definitively set as the game state after the end of that jackpot game state (presence or absence of time-saving control, 1st time-saving count, 2nd time-saving count, 3rd time-saving count). As a result, the game state after the end of the jackpot game state (whether or not time-saving control is in place, the number of first time-saving rounds, the number of second time-saving rounds, and the number of third time-saving rounds) will be set according to the game state at the time of the game state preliminary setting process (step S11-16), regardless of the game state at the time of the start determination (special symbol hit determination). For example, in the special symbol variation waiting process based on the special symbol 2 game information, if the start determination (special symbol hit determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the time-saving state 2 (lower time-saving state A) is active, but the time-saving state 2 (lower time-saving state A) is terminated by the count limit management process (steps S11-15), the game state preliminary setting process (step S12-6) will be performed while the "normal state" is active. As a result, if a "jackpot" is won based on the start determination and the jackpot game state is established, even though the start determination was performed while the time-saving state 2 (lower time-saving state A) was active, the game state after the end of the jackpot game state (presence or absence of time-saving control, 1st time-saving count, 2nd time-saving count, 3rd time-saving count) will be set based on the fact that the "normal state" is active. On the other hand, in the special symbol variation waiting process based on the special symbol 2 game information, the start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the time-saving state 1 (higher time-saving) is active, and if the time-saving state 1 (higher time-saving) is not terminated by the count limit management process (steps S11-15), the game state preliminary setting process (step S11-16) will also be performed while the time-saving state 1 (higher time-saving) is active. As a result, if a "jackpot" is won based on the start determination and the jackpot game state is established, the start determination will be performed while the time-saving state 1 (higher time-saving) is active, and based on the fact that the time-saving state 1 (higher time-saving) is active, the game state after the end of the jackpot game state (presence or absence of time-saving control, 1st time-saving count, 2nd time-saving count, 3rd time-saving count) will be set. As a result, regardless of the game state at the time of the start determination, it becomes possible to change the game state after the jackpot game state ends according to the game state in the preliminary game state setting process, thereby improving gameplay. In the following explanation, the execution time of the preliminary game state setting process (steps S11-16) will be referred to as the "post-jackpot game state determination criterion time." That is, in this embodiment, the post-jackpot game state determination criterion time is immediately after the count limit management process (step S11-15) which is executed when the special symbol variation display has finished. Then, in the pachinko machine 1, based on the game state at the post-jackpot game state determination criterion time, the game state after the end of the jackpot game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count) is set at the end of the jackpot game state.
[0100] As shown in Figure 6(a), if the "Big Win Symbol 1" is won and the game state at the time of determining the game state after the big win is "Normal State", then the first number of time-saving rounds is set to 0, the second number of time-saving rounds is set to 0, and the third number of time-saving rounds is set to 0, and no time-saving control is performed after the big win game state ends. As a result, the game state after the big win game state ends becomes the normal state. On the other hand, if the "Big Win Symbol 1" is won and the game state at the time of determining the game state after the big win is the "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", then 68 rounds are set as the first Shortened Time round, 1 round as the second Shortened Time round, and 6 rounds as the third Shortened Time round, and Shortened Time Control 2 is executed after the end of the big win game state. As a result, the game state after the end of the big win game state becomes Shortened Time State 2 (Lower Shortened Time A). On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of determining the game state after the big win is "Normal State", then the first number of time-saving rounds is set to 0, the second number of time-saving rounds is set to 0, and the third number of time-saving rounds is set to 0, and no time-saving control is performed after the end of the big win game state. As a result, the game state after the end of the big win game state becomes the normal state. On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of determining the game state after the big win is the "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", then 68 rounds are set as the first Shortened Time round, 1 round as the second Shortened Time round, and 6 rounds as the third Shortened Time round, and Shortened Time Control 2 is executed after the end of the big win game state. As a result, the game state after the end of the big win game state becomes Shortened Time State 2 (Lower Shortened Time A).
[0101] On the other hand, if the "Big Win Symbol 3" is won and the game state at the time of determining the game state after the big win is "Normal State" or "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", then 68 rounds are set as the first shortened time round, 1 round as the second shortened time round, and 6 rounds as the third shortened time round, and shortened time control 2 is executed after the big win game state ends. As a result, the game state after the big win game state ends becomes shortened time state 2 (lower shortened time A). On the other hand, if the "Big Win Symbol 4" is won and the game state at the time of determining the game state after the big win is "Normal State" or "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", then 68 rounds are set as the first shortened time round, 1 round as the second shortened time round, and 6 rounds as the third shortened time round, and shortened time control 2 is executed after the big win game state ends. As a result, the game state after the big win game state ends becomes shortened time state 2 (lower shortened time A). On the other hand, if the "Big Win Symbol 5" is won and the game state at the time of determining the game state after the big win is "Normal State" or "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", then 68 rounds are set as the first shortened time round, 1 round as the second shortened time round, and 6 rounds as the third shortened time round, and shortened time control 2 is executed after the big win game state ends. As a result, the game state after the big win game state ends becomes shortened time state 2 (lower shortened time A).
[0102] On the other hand, as shown in Figure 6(b), if the "Big Win Symbol 6" is won and the game state at the time of determining the game state after the big win is "Normal State", "Shortened Time State 2", or "Shortened Time State 3", then 68 rounds are set as the first shortened time round, 1 round as the second shortened time round, and 6 rounds as the third shortened time round, and shortened time control 3 is executed after the big win game state ends. As a result, the game state after the big win game state ends becomes shortened time state 3 (lower shortened time B). On the other hand, if the "Big Win Symbol 6" is won and the game state at the time of determining the game state after the big win is "Shortened Time State 1", then 158 rounds are set as the first shortened time round, 2 rounds as the second shortened time round, and 6 rounds as the third shortened time round, and shortened time control 1 is executed after the big win game state ends. As a result, the game state after the big win game state ends becomes shortened time state 1 (higher shortened time). On the other hand, if the "jackpot symbol 7" is won and the game state at the time of determining the game state after the jackpot is "normal state" or "time-saving state (time-saving state 1 to time-saving state 3)", then 158 rounds are set as the first time-saving round, 2 rounds as the second time-saving round, and 6 rounds as the third time-saving round, and time-saving control 1 is executed after the jackpot game state ends. As a result, the game state after the jackpot game state ends becomes time-saving state 1 (higher time-saving).
[0103] If either "Small Win Symbol 1" or "Small Win Symbol 2" is selected, a small win game state is activated. In the small win game state, the special electric mechanism 55a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the large prize opening 55. During a minor win state, a predetermined number of minor win games are played. If you win with "Minor Win Symbol 1" or "Minor Win Symbol 2", the number of minor win games is set to 1. Furthermore, if the player wins either "Small Win Symbol 1" or "Small Win Symbol 2," the maximum opening time of the special electric mechanism 55a in each small win game is set to a predetermined time (29.0 [s] in this embodiment). Each minor win game is terminated when either of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 55a was opened, or (2) the number of game balls that have entered the large prize opening 55 during the execution of the minor win game has reached a predetermined upper limit (10 balls in this embodiment). Furthermore, during each minor win game, the distribution means is changed from a non-V-passing state to a V-passing state. In this case, during each minor win game, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes easy (possible) for the game balls that enter the big prize opening 55 during the execution of the minor win game to pass through the V-area. As a result, if "minor win symbol 1" or "minor win symbol 2" is won, it becomes easy (possible) for the game balls to pass through the V-area while the minor win game state is occurring. Note that there may also be types of "minor win symbols" that make it difficult (impossible) for the game balls to pass through the V-area while the minor win game state is occurring.
[0104] If a game ball is detected passing through the V area while a minor win game is in progress (i.e., if a game ball that entered the big prize slot 55 during the execution of a minor win game is detected passing through the V area), a big win game state is triggered in accordance with the end of the minor win game state. In this case, if you win either "Small Win Symbol 1" or "Small Win Symbol 2," and if the game ball is detected passing through the V area while the small win state is active, the number of rounds will be set to 7. As a result, the small win will be treated as the first round, and 8 rounds will be executed. Furthermore, if the player wins either "Small Win Symbol 1" or "Small Win Symbol 2" and the passing of the game ball through the V area is detected while the small win game state is active, the maximum opening time of the special electric mechanism 55a in each round of game 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 55a was opened, or (2) the number of game balls that have entered the large prize pocket 55 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment). On the other hand, if the passage of a game ball through the V area is not detected while a minor win game is in progress (i.e., if the passage of a game ball that entered the large prize pocket 55 through the V area is not detected during the execution of a minor win game), the big win game state will not occur.
[0105] As shown in Figure 6(c), if the "minor win symbol 1" is hit, and the passage of the game ball through the V area is detected during the minor win game state, and the game state at the time of the post-jackpot game state determination criterion is "normal state", "time-saving state 2", or "time-saving state 3", then the first time-saving rounds are set to 68, the second time-saving rounds to 1, and the third time-saving rounds to 6, and time-saving control 3 is executed after the jackpot game state ends. As a result, the game state after the jackpot game state ends becomes time-saving state 3 (lower time-saving B). On the other hand, if the "minor win symbol 1" is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of the post-jackpot game state determination criterion is "time-saving state 1", then 158 [times] is set as the first time-saving round, 2 [times] as the second time-saving round, and 6 [times] as the third time-saving round, and time-saving control 1 is executed after the end of the jackpot game state. As a result, the game state after the end of the jackpot game state becomes time-saving state 1 (higher time-saving). On the other hand, if the "minor win symbol 2" is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of the post-jackpot game state determination criterion is "normal state" or "time-saving state (time-saving state 1 to time-saving state 3)", then 158 [times] is set as the first time-saving round, 2 [times] as the second time-saving round, and 6 [times] as the third time-saving round, and time-saving control 1 is executed after the end of the jackpot game state. As a result, the game state after the end of the jackpot game state becomes time-saving state 1 (higher time-saving).
[0106] (Regarding the playtime counter) In Pachinko Machine 1, if the total number of special symbol variations reaches a predetermined number of playtimes without a jackpot game state occurring, time-saving control (time-saving state) is initiated. The "Total Special Symbol Variation Count" is the sum of the number of times the first special symbol is displayed as a variation and the number of times the second special symbol is displayed as a variation. Specifically, the main control board 200 is configured with a playtime counter that counts the total number of special symbol variations. In the RAM clear initialization process (step S1-30) described later, the CPU 210 sets a predetermined number of playtimes (600 in this embodiment) as the value of the playtime counter. In addition, "1" is subtracted from the value of the playtime counter each time the variation display of a special symbol (first special symbol or second special symbol) ends. Then, time-saving control is started in response to the value of the playtime counter being subtracted from "1" to "0". Furthermore, if a jackpot game state occurs, at the end of the jackpot game state, a predetermined number of playtimes (600 in this embodiment) is set as the value of the playtime counter. In this embodiment, when the value of the playtime counter is subtracted from "1" to "0", the first number of time reductions is set to 68, the second number of time reductions is set to 1, the third number of time reductions is set to 6, and time reduction control 2 is started.
[0107] (Regarding the progress of the game) Next, we will explain the progression of the game in pachinko machine 1. Figure 7 shows the transitions between game states. In pachinko machine 1, when a "jackpot" is won through a special symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which it becomes possible (easy) for game balls to enter the large prize entry opening 55. Furthermore, if a "minor win" is achieved through the second special symbol lottery, a minor win game state is created in which it becomes possible (easy) for the game ball to enter the large prize opening 55. Moreover, if it is detected that a game ball that has entered the large prize opening 55 has passed through the V area while the minor win game state is active, a major win game state is created in which it becomes possible (easy) for the game ball to enter the large prize opening 55. Then, by getting the game balls into the large prize slot 55, the player can win a large number of prize balls. In particular, in pachinko machine 1, the probability of a jackpot game state occurring based on the second special symbol lottery is higher than the probability of a jackpot game state occurring based on the first special symbol lottery. Specifically, in the first special symbol lottery, there is no "minor win" option as a result, so the jackpot game state is only triggered when a "jackpot" is won. The probability of winning a "jackpot" in the first special symbol lottery is set at 1 / 199. On the other hand, in the second special symbol lottery, the lottery results are set to either a "big win" or a "minor win." If a "big win" is achieved, the big win game state is activated. Conversely, if a "minor win" is achieved and the passage of the game ball through the V area is detected while the minor win game state is active, the big win game state is activated. In particular, the probability of winning a "big win" or a "minor win" in the second special symbol lottery is set to 1 / 1. Thus, in the second special symbol lottery, it is possible to trigger a big win game state via a minor win game state, and therefore the probability of triggering a big win game state is higher compared to the first special symbol lottery. As a result, in pachinko machine 1, obtaining the opportunity to draw the second special symbol is more likely to result in a jackpot than obtaining the opportunity to draw the first special symbol, making it more advantageous for the player.
[0108] In order to win the second special symbol lottery, it is necessary to win a "regular symbol win" in the regular symbol lottery, and while the regular symbol game state is occurring, to put a game ball into the second start opening 52 when the regular electric mechanism 52a is in the open state. In this pachinko machine 1, two opening patterns for the normal electric mechanism 52a during a normal winning game state are defined: a "short opening pattern" and a "long opening pattern". When the "short opening pattern" is selected, it becomes difficult (impossible) for the game ball to enter the second start port 52 during a normal winning game state. On the other hand, when the "long opening pattern" is selected, it becomes easy (possible) for the game ball to enter the second start port 52 during a normal winning game state. In particular, during normal operation, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. As a result, during normal operation, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that it will be difficult for the game ball to enter the second starting opening 52 (making it difficult to obtain an opportunity for the second special symbol lottery). On the other hand, during the shortened time state (shortened time state 1 to shortened time state 3), if a "normal symbol win" is achieved through the normal symbol lottery, there is a 1 / 99 probability that the "long opening pattern" will be selected. As a result, during the shortened time state (shortened time state 1 to shortened time state 3), if a "normal symbol win" is achieved through the normal symbol lottery, there is a 1 / 99 probability that the game ball will be easier to enter the second starting opening 52 (making it easier to obtain the opportunity for the second special symbol lottery). As described above, in this embodiment, the second special symbol lottery is configured to result in a 1 / 1 probability of winning either a "big win" or a "minor win". As a result, winning the "long opening pattern" in the normal symbol lottery is equivalent to triggering a big win game state. In particular, in this embodiment, the upper limit of the number of special symbol 2 reserved balls is set to "1". As a result, when the "long opening pattern" is won in the normal symbol lottery, two game balls are entered into the second start opening 52 while the normal symbol win game state is in progress, making it possible to trigger two big win game states consecutively based on one normal symbol lottery. Therefore, based on winning the "Long Opening Pattern" through the regular symbol lottery, the player can win 2400 balls (15 balls (the number of prize balls paid out each time 1 ball enters the large prize opening 55) × 10 balls (the maximum number of balls allowed to enter the large prize opening 55 per round) × 8 rounds (the number of rounds executed based on one win (winning a "Big Win" or "Small Win")) × 2 times (the number of times a Big Win game state can be created based on one win (winning the "Long Opening Pattern")).
[0109] As described above, during normal gameplay, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. This effectively makes it impossible to obtain an opportunity for the second special symbol lottery even if a "regular symbol win" is achieved through the regular symbol lottery. Therefore, players will proceed with the game aiming to win a "jackpot" through the first special symbol lottery in order to transition the game state to a time-saving state (specifically, time-saving state 2). In other words, players will shoot game balls towards the left-hand path, aiming for the game balls to enter the first start opening 51. If a "jackpot" is achieved through the first special symbol lottery, after the jackpot game state ends, the game state will transition to time-saving state 2, depending on the winning symbol. On the other hand, during the shortened time state (shortened time state 1 to shortened time state 3), if a "normal symbol win" is achieved through the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 99. This makes it easier to obtain an opportunity for the second special symbol lottery if a "normal symbol win" is achieved through the normal symbol lottery. Therefore, players will proceed with the game aiming to win the "long opening pattern" based on the normal symbol lottery in order to obtain an opportunity for the second special symbol lottery. In other words, players will shoot the game balls towards the right-hand path, aiming for them to pass through the starting gate 41. In particular, in this embodiment, the probability of winning a "normal symbol win" through the normal symbol lottery is set to 1 / 1, and the probability of winning a "big win" or "small win" through the second special symbol lottery is also set to 1 / 1. As a result, when the game transitions to a time-saving state (time-saving state 1 to time-saving state 3), it becomes possible to almost certainly generate a jackpot game state (in this embodiment, two jackpot game states) based on one regular symbol draw. Then, if a "minor win" or "jackpot" is won in the second special symbol draw, after the jackpot game state ends, the game state transitions to a time-saving state (time-saving state 1 to time-saving state 3) depending on the winning symbol.
[0110] In pachinko machine 1, when the RAM clear initialization process (step S1-30), described later, is executed, the normal state is established. While in the normal state, if a "normal symbol win" is achieved through the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1 (the probability of the "long opening pattern" being selected becomes 0%). As shown in Figure 7, if you win either "Big Win Symbol 1" or "Big Win Symbol 2" based on the first special symbol lottery performed during the normal state, the time-saving state will not occur in accordance with the end of the big win game state, and the game state after the end of the big win game state will be the normal state. On the other hand, if you win "Big Win Symbol 3" to "Big Win Symbol 5" (hereinafter referred to as "First Win") based on the first special symbol lottery performed during the normal state, the number of first time-saving rounds will be set to 68, the number of second time-saving rounds to 1, and the number of third time-saving rounds to 6, and you will transition to time-saving state 2 (lower time-saving A) depending on the end of the big win game state.
[0111] During the duration of the time-saving state 2 (lower time-saving state A), if a "normal symbol win" is achieved through the normal symbol lottery, there is a 1 / 99 probability that the "long opening pattern" will be selected. As a result, if a "normal symbol win" is achieved based on the normal symbol lottery performed during the duration of the time-saving state 2, there is a 1 / 99 probability that the game ball will be easier to enter the second start port 52 during the normal symbol win game state. In addition, in the second special symbol lottery, there is a 1 / 1 probability of winning either a "big win" or a "small win". As a result, if a game ball enters the second start port 52, there is a 1 / 1 probability that the big win game state will be achieved. As described above, during the duration of Time-Saving State 2, the display time of the regular symbols is extended compared to when Time-Saving State 3 (Lower Time-Saving State B) is in effect. In other words, during Time-Saving State 2, the basic variation time of the regular symbols is longer, the average variation time of the regular symbols is longer, and the probability of a regular symbol reaching a win is increased compared to when Time-Saving State 3 is in effect. This makes it possible to slow down the pace of the game in Time-Saving State 2, which is started based on the "first win," thereby preventing the situation where the player's balls are consumed at a rapid pace without winning any prize balls. If the "Big Win Symbol 6" is won in the second special symbol lottery conducted during the occurrence of Time-Saving State 2 (the game state at the time of determining the game state after a big win = "Normal State"), the number of Time-Saving Rounds for the 1st round is set to 68, the number of Time-Saving Rounds for the 2nd round is set to 1, and the number of Time-Saving Rounds for the 3rd round is set to 6. Depending on the end of the big win game state, the game will transition to Time-Saving State 3 (Lower Time-Saving B). On the other hand, if the "Big Win Symbol 7" is won in the second special symbol lottery conducted while the Shortened Time State 2 is active (the game state at the time of determining the game state after a big win = "Normal State"), the number of Shortened Time Rounds for the first round is set to 158, the number of Shortened Time Rounds for the second round is set to 2, and the number of Shortened Time Rounds for the third round is set to 6, and the game transitions to Shortened Time State 1 (higher Shortened Time) in accordance with the end of the big win game state. On the other hand, if, while the time-saving state 2 is active, the big win game state is not triggered and the display of the regular symbols (regular symbol lottery) for the first time-saving round (specifically, 68 rounds) is performed, the normal state is triggered accordingly.
[0112] During the duration of the time-saving state 3 (lower time-saving state B), if a "normal symbol win" is achieved through the normal symbol lottery, there is a 1 / 99 probability that the "long opening pattern" will be selected. As a result, if a "normal symbol win" is achieved based on the normal symbol lottery performed during the duration of the time-saving state 3, there is a 1 / 99 probability that the game ball will enter the second starting port 52 more easily during the normal symbol win game state. In addition, in the second special symbol lottery, there is a 1 / 1 probability of winning either a "big win" or a "small win". As a result, if a game ball enters the second starting port 52, there is a 1 / 1 probability that the big win game state will be achieved. As described above, during the duration of Time-Saving State 3, the display time for the variation of the regular symbols is shortened compared to when Time-Saving State 2 is active. In other words, during Time-Saving State 3, the basic variation time of the regular symbols is shortened compared to when Time-Saving State 2 is active, the average variation time of the regular symbols is also shortened, and the probability of a regular symbol reaching a win is lowered. As a result, in Time-Saving State 3, the game progresses faster, making it possible to play at a good pace while winning multiple times and acquiring prize balls. If the "Big Win Symbol 6" is won in the second special symbol lottery conducted while Time-Saving State 3 is active (the game state at the time of determining the game state after a big win = "Normal State"), the number of first time-saving rounds will be set to 68, the number of second time-saving rounds to 1, and the number of third time-saving rounds to 6, and the game will transition to Time-Saving State 3 (Lower Time-Saving B) in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 7" is won in the second special symbol lottery conducted while the time-saving state 3 is active (the game state at the time of determining the game state after a big win = "Normal state"), the number of first time-saving rounds is set to 158, the number of second time-saving rounds to 2, and the number of third time-saving rounds to 6, and the game transitions to time-saving state 1 (higher time-saving) in accordance with the end of the big win game state. On the other hand, if, while the time-saving state 3 is active, the big win game state is not triggered and the display of the regular symbols (regular symbol lottery) for the first time-saving round (specifically, 68 rounds) is performed, the normal state is triggered accordingly.
[0113] During the duration of Time-Saving State 1 (Higher Time-Saving State), if a "Normal Symbol Win" is achieved through the Normal Symbol Lottery, there is a 1 / 99 probability that the "Long Opening Pattern" will be selected. As a result, if a "Normal Symbol Win" is achieved based on the Normal Symbol Lottery conducted during the duration of Time-Saving State 1, there is a 1 / 99 probability that the game ball will enter the second starting port 52 more easily during the Normal Symbol Win game state. In addition, in the second special symbol lottery, there is a 1 / 1 probability of winning either a "Big Win" or a "Small Win". As a result, if a game ball enters the second starting port 52, there is a 1 / 1 probability that the Big Win game state will be achieved. Thus, if a "Normal Symbol Win" is achieved based on the Normal Symbol Lottery conducted during the duration of Time-Saving State 1, there is a 1 / 99 probability that the Big Win game state will be achieved. As described above, during the duration of Time-Saving State 1, the display time for the variation of the regular symbols is shortened compared to when Time-Saving State 2 is in effect. In other words, during Time-Saving State 1, the basic variation time of the regular symbols is shortened compared to when Time-Saving State 2 is in effect, as is the average variation time of the regular symbols, and the probability of a regular symbol reaching a winning combination is also lowered. This allows for a faster pace of gameplay in Time-Saving State 1, enabling players to continue playing at a good tempo while winning multiple times and acquiring prize balls. If the second special symbol lottery performed while Time-Saving State 1 is active results in winning "Big Win Symbol 6" or "Big Win Symbol 7" (the game state at the time of determining the game state after a big win = "Time-Saving State 1"), the number of first time-saving rounds is set to 158, the number of second time-saving rounds to 2, and the number of third time-saving rounds to 6. Depending on the end of the big win game state, the game will transition to Time-Saving State 1 (higher-level time-saving). On the other hand, if, while the time-saving state 1 is active, the big win game state is not activated and the display of the regular symbols (regular symbol lottery) for the first time-saving round (specifically, 158 rounds) is executed, the normal state is activated accordingly.
[0114] (Regarding various performance elements) Next, we will explain the various effects that are performed in pachinko machine 1. As described above, in pachinko machine 1, when the normal state is in operation, the main performance symbol display area A6 displays the results of the special symbol lottery (primarily the first special symbol lottery) using the main performance symbol a6. The results of the special symbol lottery (primarily the first special symbol lottery) are then announced based on the combination of the three main performance symbols a6 that are stopped and displayed in the main performance symbol display area A6. Furthermore, when the normal state is active, various pre-announcement effects are executed that suggest the result of the special symbol lottery (primarily the first special symbol lottery). Specifically, when a start determination is made based on special symbol game information (primarily special symbol 1 game information) while the normal state is active, pre-announcement effects (pre-announcement effects that suggest the result of the special symbol win determination, pre-announcement effects that suggest the result of the special symbol determination, pre-announcement effects that suggest the result of the special symbol variation pattern determination, etc.) are executed during the display of the special symbol variation based on that start determination. Note that when the normal state is active, various pre-announcement effects that suggest the result of the regular symbol lottery are not executed.
[0115] On the other hand, when a time-saving state (time-saving state 1 to time-saving state 3) is active, the main performance symbol display area A6 displays the result of the regular symbol lottery using the main performance symbol a6. The result of the regular symbol lottery is then announced based on the combination of the three main performance symbols a6 that are stopped and displayed in the main performance symbol display area A6. In this case, if the "long opening pattern" is won, the stopped symbol corresponding to the "winning symbol" is displayed in the main performance symbol display area A6. On the other hand, if the "short opening pattern" is won, the stopped symbol corresponding to the "losing symbol" is displayed in the main performance symbol display area A6. Furthermore, when a time-saving state (time-saving state 1 to time-saving state 3) is active, various pre-announcement effects that suggest the result of the regular symbol lottery are executed. Specifically, when a start determination based on regular symbol game information is executed while a time-saving state (time-saving state 1 to time-saving state 3) is active, pre-announcement effects that suggest the result of the start determination (pre-announcement effects that suggest the result of the regular symbol stop determination (specifically, which of the "long opening pattern" and "short opening pattern" was won, or the possibility of winning the "long opening pattern") are executed) during the display of the regular symbol fluctuations based on that start determination. Note that when a time-saving state (time-saving state 1 to time-saving state 3) is active, various pre-announcement effects that suggest the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) are not executed.
[0116] (Stage production) Next, we will explain the performance stages that are executed in pachinko machine 1. In Pachinko Machine 1, multiple performance stages are provided, and depending on the progress of the game (game state), one of these performance stages is set. Then, various performances corresponding to the set performance stage are executed. In this embodiment, the background effects are defined as different effects corresponding to each effect stage. The background effects are then executed according to the effect mode corresponding to the set effect stage. The "background effect" is an effect that includes the background image displayed as the background for various effect images (effect symbols a1-a5, hold symbol h, etc.) displayed on the display screen 31a, and the BGM (music) output from various speakers 22. This allows the player to understand (recognize) the current effect stage based on the background effect. In this embodiment, three performance stages are provided (specifically, the "Normal Stage," the "Lower RUSH Stage," and the "Upper RUSH Stage"). Then, if the normal state is active, the "Normal Stage" is set. As a result, when the normal state is active, the background effects corresponding to the "Normal Stage" are executed. On the other hand, if the "Time-Saving State 1" is active, the "Higher RUSH Stage" is set. As a result, when the "Time-Saving State 1" is active, the background effects corresponding to the "Higher RUSH Stage" are executed. On the other hand, if Time-Saving State 2 or Time-Saving State 3 is active, the "Lower RUSH Stage" is set. As a result, when Time-Saving State 2 or Time-Saving State 3 is active, the background animation corresponding to the "Lower RUSH Stage" is executed.
[0117] (Regarding the right-handed hitting notification) Next, we will explain the right-hand shooting notification performed in pachinko machine 1. In the pachinko machine 1, a right-hand play notification is performed during the right-hand play period (right-hand play state). The right-hand play notification is performed continuously throughout the right-hand play period. In this embodiment, as a right-hand play notification, right-hand play designation information is displayed on the right-hand play display device, and a right-hand play notification image is displayed on the display screen 31a. The "right-handed hitting instruction" is information that designates the right-hand path as the route through which the game ball should be launched. The "right-hand shot notification image" is an image (information) that instructs (notifies) the player to shoot the game ball towards the right-hand path. In this embodiment, a left-handed play period (left-handed play state) is set during the RAM clear initialization process (step S1-30). If a "jackpot" is won based on the special symbol lottery performed during the left-handed play period, the left-handed play period ends and the right-handed play period begins in accordance with the start of the jackpot game state. Alternatively, the left-handed play period ends and the right-handed play period begins in accordance with the subtraction of the playtime counter value from "1" to "0". The right-hand play period continues as long as one of the following states is active: the time-saving state (time-saving state 1 to time-saving state 3), the minor win state, or the big win state. When the time-saving state (time-saving state 1 to time-saving state 3) ends due to the consumption of the first or third time-saving rounds, the right-hand play period ends and the left-hand play period begins.
[0118] (Stop effect) Next, we will explain the stopping animations performed in pachinko machine 1. Figure 46 shows the structure of audio file A. Figure 47 shows the structure of audio file B. Figure 48 shows the structure of audio file C. Figure 49 shows the structure of audio file C according to a modified example. Figure 50 shows the structure of audio file F. Here, Figures 46 to 50 show the contents of the audio file, that is, the waveform of the sound data output based on the audio file. The "stop animation" is an animation that is performed while special symbols or regular symbols are displayed when they stop. In other words, the stop animation is an animation that corresponds to the display of special symbols or regular symbols when they stop. As described above, when the normal state is active, during the stop display of a special symbol (mainly the first special symbol) on the special symbol display device (mainly the special symbol 1 display device), the stop display of the main performance symbol a6 is executed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stop display of the special symbol. On the other hand, when the time-saving state (time-saving state 1 to time-saving state 3) is active, during the stop display of a normal symbol on the normal symbol display device, the stop display of the main performance symbol a6 is executed in the main performance symbol display area A6 (each performance symbol display area) as a display corresponding to the stop display of the normal symbol. In the following explanation, of the three performance symbol display areas included in the main performance symbol display area A6, the main performance symbol a6 displayed in the left performance symbol display area will be referred to as the "left symbol," the main performance symbol a6 displayed in the center performance symbol display area will be referred to as the "middle symbol," and the main performance symbol a6 displayed in the right performance symbol display area will be referred to as the "right symbol." The stop animation consists of a display animation and an audio animation. In this animation, the display animation involves the stopping of the left, middle, and right symbols in the main animation symbol display area A6. In addition, the audio animation involves the output of a predetermined stop sound (=stop sound) from speaker 22.
[0119] In this embodiment, the content (mode) of the stopping animation differs depending on the game state. In other words, in this embodiment, the types of stop effects are provided as "Stop Effect A", "Stop Effect B", "Stop Effect C", "Stop Effect D", "Stop Effect F", and "Stop Effect F". During normal gameplay, stop animation A is executed as a performance corresponding to the stopping display of special symbols for each round. In stop animation A, as a display animation, the three main animation symbols a6 (left symbol, right symbol, and middle symbol) are stopped and displayed sequentially (at different times) in a predetermined order within the main animation symbol display area A6. In this case, in each stop animation, the main animation symbols a6 are stopped and displayed sequentially in the order of left symbol, right symbol, and middle symbol. In addition, in stop effect A, stop sound effect A is executed as a sound effect. Stop sound effect A consists of outputting a stop sound corresponding to the left symbol, outputting a stop sound corresponding to the right symbol, and outputting a stop sound corresponding to the middle symbol. In stop sound effect A, when the left symbol stops, the stop sound corresponding to the left symbol is output; when the right symbol stops, the stop sound corresponding to the right symbol is output; and when the middle symbol stops, the stop sound corresponding to the middle symbol is output. In particular, in stop sound effect A, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol are output by playing different audio files. However, in stop sound effect A, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol are the same stop sound (sound data). Specifically, the ROM of the performance control board 300 stores audio file A. In stop sound performance A, audio file A is played when the left symbol stops, when the right symbol stops, and when the middle symbol stops. As a result, a stop sound (specifically, stop sound A) based on audio file A is output when each main performance symbol a6 stops. As shown in Figure 46, audio file A defines the sound data for stop sound A. That is, by playing audio file A, it is possible to output stop sound A once. In stop sound performance A, audio file A is played when each main performance symbol a6 (left symbol, right symbol, and middle symbol) stops. As a result, in stop sound performance A, stop sound A is output when the left symbol stops, when the right symbol stops, and when the middle symbol stops. In the stop animation A, as the three main animation symbols a6 stop and are displayed in sequence, three stop sounds A are output in sequence. In addition, in stop sound effect A, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol may be different stop sounds (sound data).
[0120] During the time-saving state 2 (lower time-saving state A), stop animation B is executed as an animation corresponding to the stopping display of the normal symbols in each round. In stop animation B, as a display animation, the three main animation symbols a6 (left symbol, right symbol, and middle symbol) are stopped and displayed sequentially (at different times) in a predetermined order within the main animation symbol display area A6. In this embodiment, in each stop animation, the main animation symbols a6 are stopped and displayed sequentially in the order of left symbol, right symbol, and middle symbol. In addition, in stop effect B, stop sound effect B is executed as an audio effect. Stop sound effect B consists of outputting a stop sound corresponding to the left symbol, an outputting a stop sound corresponding to the right symbol, and an outputting a stop sound corresponding to the middle symbol. In stop sound effect B, when the left symbol stops, the stop sound corresponding to the left symbol is output; when the right symbol stops, the stop sound corresponding to the right symbol is output; and when the middle symbol stops, the stop sound corresponding to the middle symbol is output. In particular, in stop sound effect B, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol are output by playing a single audio file. Here, in stop sound effect B, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol are all composed of sounds based on the same (common) sound data. Specifically, the ROM of the performance control board 300 stores audio file B. In stop sound performance B, audio file B is played in conjunction with the stop indication of the left symbol. As shown in Figure 47, audio file B defines sound data (a series of sound data) consisting of three consecutive parts (specifically, part A, part B, and part C). In audio file B, part A, part B, and part C are the same sound data (in this embodiment, the sound data for stop sound B). This makes it possible to output stop sound B three times by playing audio file B. In stop sound performance B, playback of audio file B starts in conjunction with the stop indication of the left symbol. As a result, in stop sound performance B, stop sound B is output when the left symbol is displayed as stopped, when the right symbol is displayed as stopped, and when the middle symbol is displayed as stopped. In the stop animation B, as the three main animation symbols a6 stop and are displayed in sequence, three stop sounds B are output in sequence. Furthermore, in stop sound effect B, the stop sound corresponding to the left symbol, the stop sound corresponding to the right symbol, and the stop sound corresponding to the middle symbol may be different stop sounds (sound data). In other words, in audio file B, the A part, B part, and C part may be composed of different sound data (sound data for different stop sounds).
[0121] During the time-saving state 3 (lower time-saving state B), stop animation C is executed as an effect corresponding to the stopping display of the normal symbols in each round. In stop animation C, as a display animation, the three main animation symbols a6 (left symbol, right symbol, and middle symbol) are simultaneously stopped and displayed in the main animation symbol display area A6. Furthermore, in stop effect C, stop sound effect C is executed as a sound effect. Stop sound effect C consists of outputting multiple intermittent sounds. In this embodiment, the number of intermittent sounds output in stop sound effect C is the same as the number of main effect symbols a6 that are displayed when stopped in the main effect symbol display area A6. That is, stop sound effect C outputs three intermittent sounds. In addition, each intermittent sound is a decaying sound. In particular, in stop sound effect C, the output is generated by playing a single audio file for three intermittent sounds. Here, in stop sound effect C, the three intermittent sounds are composed of sounds based on the same (common) sound data. Specifically, the voice file C is stored in the ROM of the effect control board 300. In the stop sound effect C, the voice file C is played along with the stop display of the three main symbols a6. As shown in FIG. 48, the voice file C defines sound data (a series of voice data) consisting of three consecutive parts (specifically, part A, part B, and part C). And in the voice file C, part A, part B, and part C are configured to include the same sound data. That is, in the voice file C, among the sound data of part C (hereinafter referred to as "sound data C"), the part from the start of the sound data C to the elapse of the first predetermined time (for example, 0.2 [s]) is defined as "partial data c1", and when the part from the elapse of the first predetermined time to the end of the sound data B is defined as "partial data c2", the partial data c1 is included in all parts (part A, part B, and part C). Specifically, in the voice file C, part A is composed of partial data c1, part B is composed of partial data c1, and part C is composed of partial data c1 + partial data c2 (= sound data C). Thus, by playing the voice file C, it is possible to output intermittent sounds three times in the order of an intermittent sound based on partial data c1 (the first intermittent sound), an intermittent sound based on partial data c1 (the second intermittent sound), and an intermittent sound based on partial data c1 + partial data c2 (= sound data C) (the third intermittent sound). At this time, the length (time) of the first intermittent sound and the length (time) of the second intermittent sound are the same (common). On the other hand, the length (time) of the third intermittent sound is longer than that of the first intermittent sound and the second intermittent sound. For example, based on the sound data C, a "dong" sound is output, and by configuring that among the "dong" sounds output based on the sound data C, the "do" sound is output based on the partial data c1, it is possible to output intermittent sounds three times in the order of "do", "do", "dong" by playing the voice file C.
[0122] In this embodiment, in audio file C, part A and part B are composed of the same (common) audio data (specifically, partial data c1). However, in audio file C, part A and part B may be composed of different audio data. For example, as shown in Figure 49, in audio file C, if the audio data of part C (audio data C) is divided into "partial data c1" from the beginning (start) of the audio data C until a first predetermined time (e.g., 0.2 [s]) has elapsed, "partial data c2" from the elapsed time of the first predetermined time until a second predetermined time (e.g., 0.4 [s]) has elapsed, and "partial data c3" from the elapsed time of the second predetermined time until the end (end) of the audio data C, then in audio file C, part A is composed of partial data c1, part B is composed of partial data c1 + partial data c2, and part C is composed of partial data c1 + partial data c2 + partial data c3 (= audio data C). With this configuration, partial data c1 is included in all parts (part A, part B, and part C). On the other hand, the length (duration) of the intermittent sounds output later becomes longer. That is, the length (duration) of the second intermittent sound is longer than that of the first intermittent sound, and the length (duration) of the third intermittent sound is longer than that of the second intermittent sound. For example, by configuring the system so that the sound "ka-kiin" is output based on audio data C, the "ka" sound from the "ka-kiin" sound output based on audio data C is output based on partial data c1, and the "kaki" sound from the "ka-kiin" sound output based on audio data C is output based on partial data c1 + partial data c2, it becomes possible to output the intermittent sounds "ka", "kaki", and "ka-kiin" three times in that order by playing audio file C. Also, in this embodiment, for the three intermittent sounds output in the stop sound effect C, the first intermittent sound and the second intermittent sound are the same sound as each other, and the third intermittent sound is a different sound from the first intermittent sound and the second intermittent sound. However, all of the three intermittent sounds output in the stop sound effect C may be the same sound. Or, all of the three intermittent sounds output in the stop sound effect C may be different sounds. Also, in this embodiment, for the three intermittent sounds (particularly, the first intermittent sound and the second intermittent sound) output in the stop sound effect C, it is preferable that at least one of the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) is common. For example, among the three intermittent sounds output in the stop sound effect C, for the first intermittent sound and the second intermittent sound, all of the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) are common, and for the third intermittent sound, it may be configured such that at least one of the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) is different from the first intermittent sound and the second intermittent sound.
[0123] During the occurrence of the short-time state 1 (upper short-time), the content of the stop effect changes according to the remaining number of times of the first short-time count (the value of the first short-time counter). In this embodiment, during the occurrence of the short-time state 1, during the period when the remaining number of times of the first short-time count = 158 to 51 times (the value of the first short-time counter = 150 to 51 times), as the effect corresponding to each stop display of the normal symbol, the stop effect D is executed, and during the period when the remaining number of times of the first short-time count = 50 to 11 times (the value of the first short-time counter = 50 to 11 times), as the effect corresponding to each stop display of the normal symbol, the stop effect E is executed, and during the period when the remaining number of times of the first short-time count = 10 to 1 time (the value of the first short-time counter = 10 to 1 time), as the effect corresponding to each stop display of the normal symbol, the stop effect F is executed. In the stop effects D, E, and F, as the display effect, in the main effect symbol display area A6, the three main effect symbols a6 (left symbol, right symbol, middle symbol) are simultaneously stopped and displayed. Furthermore, in stop effect D, stop sound effect D is executed as a sound effect. On the other hand, in stop effect E, stop sound effect E is executed as a sound effect. On the other hand, in stop effect F, stop sound effect F is executed as a sound effect.
[0124] The stop sound effects D and E are composed of multiple intermittent sound outputs. In this embodiment, the number of intermittent sounds output in stop sound effects D and E is the same as the number of main performance symbols a6 that are displayed when stopped in the main performance symbol display area A6. That is, three intermittent sounds are output in stop sound effects D and E. In addition, each intermittent sound is a decaying sound. In particular, stop sound effects D and E are configured to output three intermittent sounds by playing a single audio file. Here, stop sound effects D and E are composed of sounds based on the same (common) sound data for the three intermittent sounds. Specifically, the ROM of the performance control board 300 stores audio file D and audio file E. Audio files D and E, like audio file C, define sound data (a series of audio data) consisting of three consecutive parts (specifically, part A, part B, and part C). Furthermore, audio files D and E are composed of parts A, B, and C, each containing the same sound data (see Figure 48).
[0125] In the stop sound effect D, the audio file D is played in conjunction with the stopping display of the three main symbols a6. In the audio file D, the portion of the audio data of part C (hereinafter referred to as "audio data D") from the beginning (start) of the audio data D until the elapsed of a first predetermined time (for example, 0.2 [s]) is designated as "partial data d1", and the portion from the elapsed of the first predetermined time until the end (end) of the audio data D is designated as "partial data d2". Partial data d1 is included in all parts (parts A, B, and C). Specifically, in the audio file D, part A is composed of partial data d1, part B is composed of partial data d1, and part C is composed of partial data d1 + partial data d2 (=audio data D). This allows the audio file D to be played, and to output three intermittent sounds in the following order: the first intermittent sound based on partial data d1, the second intermittent sound based on partial data d1, and the third intermittent sound based on partial data d1 + partial data d2 (= audio data D). In this case, the length (time) of the first intermittent sound and the length (time) of the second intermittent sound are the same (common). On the other hand, the length (time) of the third intermittent sound is longer than that of the first and second intermittent sounds.
[0126] On the other hand, in the stop sound effect E, the audio file E is played in conjunction with the stopping display of the three main symbols a6. In the audio file E, the portion of the audio data of part C (hereinafter referred to as "audio data E") from the beginning (start) of the audio data E until the elapsed of a first predetermined time (for example, 0.2 [s]) is designated as "partial data e1," and the portion from the elapsed of the first predetermined time until the end (end) of the audio data E is designated as "partial data e2." Partial data e1 is included in all parts (parts A, B, and C). Specifically, in the audio file E, part A is composed of partial data e1, part B is composed of partial data e1, and part C is composed of partial data e1 + partial data e2 (=audio data E). This allows the audio file E to be played to output three intermittent sounds in the following order: the first intermittent sound based on partial data e1, the second intermittent sound based on partial data e1, and the third intermittent sound based on partial data e1 + partial data e2 (= audio data E). In this case, the length (time) of the first intermittent sound and the length (time) of the second intermittent sound are the same (common). On the other hand, the length (time) of the third intermittent sound is longer than that of the first and second intermittent sounds.
[0127] In this embodiment, the stop sound effect D and the stop sound effect E are configured to output different sounds as intermittent sounds for each instance. In particular, the intermittent sounds output in the stop sound effect E and the intermittent sounds output in the stop sound effect D share some elements among pitch (frequency of sound waves), volume (amplitude of sound waves), and timbre (waveform of sound waves), while other elements differ. For example, the first intermittent sound output in stop sound effect E may have the same timbre (sound wave waveform) as the first intermittent sound output in stop sound effect D, but with a different pitch (sound wave frequency) (for example, a higher pitch). Similarly, the second intermittent sound output in stop sound effect E may have the same timbre (sound wave waveform) as the second intermittent sound output in stop sound effect D, but with a different pitch (sound wave frequency) (for example, a higher pitch). The third intermittent sound output in stop sound effect E may have the same timbre (sound wave waveform) as the third intermittent sound output in stop sound effect D, but with a different pitch (sound wave frequency) (for example, a higher pitch). Specifically, by configuring the system so that a low-pitched "boom" sound is output based on audio data D, and a low-pitched "do" sound is output from the low-pitched "boom" sound output based on audio data D based on partial data d1, it becomes possible to output intermittent sounds three times in the order of low-pitched "do", low-pitched "do", and low-pitched "boom" when audio file D is played. On the other hand, by configuring the system so that a high-pitched "boom" sound is output based on audio data E, and a high-pitched "do" sound is output from the high-pitched "boom" sound output based on audio data E based on partial data e1, it becomes possible to output intermittent sounds three times in the order of high-pitched "do", high-pitched "do", and high-pitched "boom" when audio file E is played. As a result, the fewer remaining turns of the first time-saving feature, the higher the pitch of the intermittent sound output in the stop animation becomes, giving the player the impression that the end of time-saving control 1 is approaching, thereby improving the entertainment value.
[0128] In this embodiment, in audio files D and E, part A and part B are composed of the same (common) audio data (specifically, partial data d1 and e1). However, in audio files D and E, part A and part B may be composed of different audio data (see Figure 49). For example, in audio files D and E, if the audio data of part C (audio data D and E) is defined as follows: the portion from the beginning (start) of audio data D and E until a first predetermined time (e.g., 0.2 s) has elapsed is designated as "partial data x1", the portion from the first predetermined time until a second predetermined time (e.g., 0.4 s) has elapsed is designated as "partial data x2", and the portion from the second predetermined time until the end (end) of audio data D and E is designated as "partial data x3", then for audio files D and E, part A is composed of partial data x1, part B is composed of partial data x1 + partial data x2, and part C is composed of partial data x1 + partial data x2 + partial data x3 (= audio data D and E). Even with this configuration, partial data x1 is included in all parts (parts A, B, and C). On the other hand, the intermittent sounds output later have longer sound lengths (duration). In other words, the length (duration) of the second intermittent sound is longer than that of the first intermittent sound, and the length (duration) of the third intermittent sound is longer than that of the second intermittent sound. Furthermore, in this embodiment, of the three intermittent sounds output in stop sound effects D and E, the first and second intermittent sounds are identical to each other, while the third intermittent sound is different from the first and second intermittent sounds. However, all three intermittent sounds output in stop sound effects D and E may be identical. Alternatively, all three intermittent sounds output in stop sound effects D and E may be different. Furthermore, in this embodiment, it is preferable that at least one of the following is common to the three intermittent sounds output in stop sound effects D and E (especially the first and second intermittent sounds): pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave). For example, in the three intermittent sounds output in stop sound effects D and E, the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) may all be common to the first and second intermittent sounds, while at least one of the following is different to the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) for the third intermittent sound.
[0129] The stop sound effect F is composed of multiple intermittent sound outputs. In particular, the number of intermittent sounds output in the stop sound effect F is greater than the number of main performance symbols a6 that are displayed in the main performance symbol display area A6. In this embodiment, four intermittent sounds are output in the stop sound effect F. Furthermore, each intermittent sound is a decaying sound. In stop sound effect F, the output is generated by playing a single audio file for each of the four intermittent sounds. Here, in stop sound effect F, the four intermittent sounds are composed of sounds based on the same (common) sound data. Specifically, the ROM of the performance control board 300 stores the audio file F. In the stop sound performance F, the audio file F is played in conjunction with the stopping display of the three main symbols a6. As shown in Figure 50, the audio file F defines sound data (a series of audio data) consisting of four consecutive parts (specifically, part A, part B, part C, and part D). The audio file F is composed of parts A, B, C, and D, each containing the same sound data.
[0130] In other words, in audio file F, the portion of the audio data of part D (hereinafter referred to as "audio data F") from the beginning (start) of audio data F until a first predetermined time (for example, 0.2 [s]) has elapsed is designated as "partial data f1," and the portion from the elapsed time to the end (end) of audio data F is designated as "partial data f2." Partial data f1 is included in all parts (parts A, B, C, and D). Specifically, in audio file F, part A is composed of partial data f1, part B is composed of partial data f1, part C is composed of partial data f1, and part D is composed of partial data f1 + partial data f2 (= audio data F). This allows for the output of four intermittent sounds by playing audio file F, in the following order: intermittent sound based on partial data f1 (1st intermittent sound), intermittent sound based on partial data f1 (2nd intermittent sound), intermittent sound based on partial data f1 (3rd intermittent sound), and intermittent sound based on partial data f1 + partial data f2 (=audio data F) (4th intermittent sound). In this case, the length (time) of the 1st intermittent sound, the length (time) of the 2nd intermittent sound, and the length (time) of the 3rd intermittent sound are the same (common). On the other hand, the length (time) of the 4th intermittent sound is longer than that of the 1st, 2nd, and 3rd intermittent sounds.
[0131] In this embodiment, the stop sound effect F and the stop sound effect E are configured to output different sounds as intermittent sounds for each instance. In particular, the intermittent sounds output in the stop sound effect F and the intermittent sounds output in the stop sound effect E share some elements among pitch (frequency of sound waves), volume (amplitude of sound waves), and timbre (waveform of sound waves), while other elements differ. For example, the intermittent sounds output in stop sound effect F (1st to 3rd times) can be configured to have the same pitch (frequency of the sound wave) as the intermittent sounds output in stop sound effect E (1st to 2nd times), but with a different timbre (waveform of the sound wave), and the intermittent sound output in stop sound effect F (4th time) can be configured to have the same pitch (frequency of the sound wave) as the intermittent sound output in stop sound effect E (3rd time), but with a different timbre (waveform of the sound wave). Specifically, based on audio data F, a high-pitched "tune" sound is output, and based on partial data f1, a high-pitched "chu" sound is output from the high-pitched "tune" sound output based on audio data F. By playing audio file F, it becomes possible to output intermittent sounds four times in the order of high-pitched "chu," high-pitched "chu," high-pitched "chu," and high-pitched "tune." As a result, the number of intermittent sounds output in the stop animation increases as the number of remaining time-saving rounds decreases, giving the player the impression that the end of time-saving control 1 is approaching, thereby improving the entertainment value.
[0132] In this embodiment, the audio file F consists of the same (common) audio data (specifically, partial data f1) for parts A, B, and C. However, the audio file F may also consist of different audio data for parts A, B, and C. For example, in audio file F, if the audio data of part D (audio data F) is divided into "partial data f1" from the beginning (start) of the audio data F until a first predetermined time (e.g., 0.2 [s]) has elapsed, "partial data f2" from the elapsed time of the first predetermined time until a second predetermined time (e.g., 0.4 [s]) has elapsed, "partial data f3" from the elapsed time of the second predetermined time until a third predetermined time (e.g., 0.6 [s]) has elapsed, and "partial data f4" from the elapsed time of the third predetermined time until the end (end) of the audio data F, then in audio file F, part A is composed of partial data f1, part B is composed of partial data f1 + partial data f2, part C is composed of partial data f1 + partial data f2 + partial data f3, and part D is composed of partial data f1 + partial data f2 + partial data f3 + partial data f4 (= audio data F). With this configuration, partial data f1 is included in all parts (part A, part B, and part C). On the other hand, the length (duration) of the intermittent sounds that are output later becomes longer. That is, the length (duration) of the second intermittent sound is longer than that of the first intermittent sound, the length (duration) of the third intermittent sound is longer than that of the second intermittent sound, and the length (duration) of the fourth intermittent sound is longer than that of the third intermittent sound.For example, by configuring the system so that the sound "pyoo" is output based on audio data F, the "pi" sound from the "pyoo" sound output based on audio data F is output based on partial data f1, the "pyo" sound from the "pyoo" sound output based on audio data F is output based on partial data f1 + partial data f2, and the "pyoo" sound from the "pyoo" sound output based on audio data F is output based on partial data f1 + partial data f2 + partial data f3, the "pyoo" sound from the "pyoo" sound output based on audio data F is output, it becomes possible to output the intermittent sounds "pi", "pyo", "pyoo", and "pyoo" four times in that order by playing audio file F. Furthermore, in this embodiment, of the four intermittent sounds output in the stop sound effect F, the first, second, and third intermittent sounds are identical to each other, while the fourth intermittent sound is different from the first, second, and third intermittent sounds. However, all four intermittent sounds output in the stop sound effect F may be identical. Alternatively, all four intermittent sounds output in the stop sound effect F may be different. Furthermore, in this embodiment, it is preferable that at least one of the following is common to the four intermittent sounds output in the stop sound effect F (especially the first, second, and third intermittent sounds): pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave). For example, the pitch (frequency of the sound wave), volume (amplitude of the sound wave), and timbre (waveform of the sound wave) may all be common to the first, second, and third intermittent sounds, while at least one of the following is different for the fourth intermittent sound compared to the first, second, and third intermittent sounds.
[0133] As described above, in stop effects C, D, and E, three main effect symbols a6 are displayed simultaneously, and three intermittent sounds are output sequentially. This reduces the control burden by displaying the three main effect symbols a simultaneously, while the output of three intermittent sounds accompanying the display of the three main effect symbols a6 gives the player the impression that the three main effect symbols a6 are displayed sequentially (with a time delay), thus preventing a decrease in the effectiveness of the performance. In this case, the number of main effect symbols a6 displayed simultaneously and the number of intermittent sounds included in stop sound effect C are the same, which further enhances the impression that the three main effect symbols a6 are displayed sequentially (with a time delay) for the player. On the other hand, in stop effect F, as the three main effect symbols a6 are stopped and displayed simultaneously, four intermittent sounds are output sequentially. This reduces the control burden by allowing the three main effect symbols a to be stopped and displayed simultaneously, while the output of four intermittent sounds accompanying the stopping of the four main effect symbols a6 gives the player the impression that the three main effect symbols a6 are stopped sequentially (with a time delay), thus preventing a decrease in the effectiveness of the performance. In this case, the number of intermittent sounds included in stop sound effect F is greater than the number of main effect symbols a6 that are stopped and displayed simultaneously, giving the player the impression that the end of time-saving control 1 is approaching. In particular, in stop effects C, D, E, and F, the intermittent sounds in each instance are designed to be decaying sounds, which helps to reinforce the impression for the player that the three main effect symbols a6 are displayed sequentially (with a time delay). Furthermore, in stop effects C, D, E, and F, multiple intermittent sounds are output by playing a single audio file, which reduces the control load.
[0134] Furthermore, in order to form a "reach state," it is also acceptable to configure the system so that two of the three main display symbols a6 (left symbol, right symbol, and middle symbol) are included in the "jackpot symbols" combination, and are simultaneously displayed in a temporary stop state, and a specific temporary stop sound is output in conjunction with this temporary stop display. Furthermore, in the specific temporary stop sound, the system is configured to output the same number of intermittent sounds as the number of main performance symbols a6 that are temporarily stopped in the main performance symbol display area A6, or a larger number of intermittent sounds. In this case, it is preferable that each intermittent sound be a decaying sound. For example, in a specific stop sound effect, the configuration is such that two intermittent sounds are output, and these two intermittent sounds are output by playing a single audio file. Furthermore, in a specific stop sound effect, the two intermittent sounds are composed of sounds based on the same (common) sound data. Specifically, the ROM of the performance control board 300 stores the audio file G. In the specific temporary stop sound effect, the audio file G is played in conjunction with the temporary stop display of the two main symbols a6. The audio file G defines sound data (a series of audio data) consisting of two consecutive parts (specifically, part A and part B). The audio file G is composed of identical sound data for both part A and part B. That is, in the audio file G, if the portion of the sound data of part B (hereinafter referred to as "audio data G") from the beginning (start) of the audio data G until a first predetermined time (for example, 0.2 [s]) has elapsed is defined as "partial data g1", and the portion from the elapsed time to the end (end) of the audio data G is defined as "partial data g2", then partial data g1 is included in all parts (part A and part B). Specifically, in audio file G, part A is composed of partial data g1, and part B is composed of partial data g1 and partial data g2 (= audio data G). By doing this, by playing the audio file G, intermittent sounds can be output twice in the order of an intermittent sound based on the partial data g1 (the first intermittent sound) and an intermittent sound based on the partial data g1 + partial data g2 (= audio data G) (the second intermittent sound). At this time, the length (time) of the second intermittent sound is longer than that of the first intermittent sound.
[0135] (Winning performance) Next, the winning performance executed in the pachinko machine 1 will be described. The "winning performance" is a performance executed during the occurrence of a specific game state (big win game state · small win game state), and is a performance that suggests the winning type ("big win symbol 1" to "big win symbol 7", "small win symbol 1" to "small win symbol 2"). In the present embodiment, as types of the winning performance, "challenge performance (without promotion)", "challenge performance (with promotion)", "charge performance (without promotion)", "charge performance (with promotion)", "normal bonus performance", "lower bonus performance", and "upper bonus performance" are provided. In the "challenge performance (without promotion)" and "challenge performance (with promotion)", on the display screen 31a, a production image showing the content of challenging a predetermined mission (task) is displayed. In the "challenge performance (without promotion)", a production image showing the content of failing a predetermined mission is displayed, suggesting that the game state after the end of the big win game state is the normal state. On the other hand, in the "challenge performance (with promotion)", a production image showing the content of succeeding in a predetermined mission is displayed, suggesting that the game state after the end of the big win game state is the time-saving state 2 (lower time-saving A). In the "charge performance (without promotion)" and "charge performance (with promotion)", on the display screen 31a, a display instructing the launch of a game ball aiming at the big winning opening 55 is executed. In the "charge performance (with promotion)", during the ending period during the occurrence of the big win game state, it is suggested that the game state after the end of the big win game state is the time-saving state 2 (lower time-saving A). In the "Normal Bonus Presentation," the display screen 31a shows an image that suggests the game state after the end of the jackpot game state is the time-saving state 2 (lower time-saving state A). In the "lower bonus presentation," the display screen 31a shows an image that suggests the game state after the end of the big win game state is the time-saving state 3 (lower time-saving state B). In the "Higher Bonus Presentation," the display screen 31a shows an image that suggests the game state after the end of the big win game state is the time-saving state 1 (higher time-saving state).
[0136] If you win with "Big Win Symbol 1" and the game state at the time of determining the game state after the big win is "Normal State", the "Challenge Performance (No Upgrade)" will be executed as a winning animation, and the game state after the big win game state ends will be the Normal State. On the other hand, if you win with "Big Win Symbol 1" and the game state at the time of determining the game state after the big win is "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", the "Normal Bonus Performance" will be executed as the winning performance, and the game state after the big win game state ends will be Shortened Time State 2 (Lower Shortened Time A). On the other hand, if the "Big Win Symbol 2" is selected and the game state at the time of determining the post-big win game state is "Normal State", the "Charge Performance (No Upgrade)" will be executed as the winning animation, and the game state after the big win game state ends will be the Normal State. On the other hand, if you win with "Big Win Symbol 2" and the game state at the time of determining the game state after the big win is "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", the "Normal Bonus Performance" will be executed as the winning performance, and the game state after the big win game state ends will be Shortened Time State 2 (Lower Shortened Time A). On the other hand, if you win with "Big Win Symbol 3" and the game state at the time of determining the game state after the big win is "Normal State" or "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", the "Normal Bonus Performance" will be executed as the winning performance, and the game state after the big win game state ends will be Shortened Time State 2 (Lower Shortened Time A). On the other hand, if you win with "Big Win Symbol 4" and the game state at the time of determining the game state after the big win is "Normal State", then the "Challenge Performance (with Upgrade)" will be executed as a winning animation, and the game state after the big win game state ends will become Short Time State 2 (Lower Short Time A). On the other hand, if you win with "Big Win Symbol 4" and the game state at the time of determining the game state after the big win is "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", the "Normal Bonus Performance" will be executed as the winning performance, and the game state after the big win game state ends will be Shortened Time State 2 (Lower Shortened Time A). On the other hand, if you win with "Big Win Symbol 5" and the game state at the time of determining the game state after the big win is "Normal State", the "Charge Performance (with Upgrade)" will be executed as a winning animation, and the game state after the big win game state ends will become Short Time State 2 (Lower Short Time A). On the other hand, if the "Big Win Symbol 5" is hit and the game state at the time of determining the game state after the big win is in the "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)", the "Normal Bonus Performance" will be executed as the winning performance, and the game state after the big win game state ends will be Shortened Time State 2 (Lower Shortened Time A). On the other hand, if you win either "Small Win Symbol 1" or "Big Win Symbol 6," and the game state at the time of determining the game state after the big win is "Normal State," "Shortened Time State 2," or "Shortened Time State 3," then the "Lower Bonus Performance" will be executed as a winning animation, and the game state after the big win game state ends will be Shortened Time State 3 (Lower Shortened Time B). On the other hand, if you win either "Small Win Symbol 1" or "Big Win Symbol 6," and the game state at the time of determining the post-big win game state is "Shortened Time State 1," then the "Higher Bonus Performance" will be executed as a winning animation, and the game state after the big win game state ends will be Shortened Time State 1 (Higher Shortened Time). On the other hand, if you win either "Small Win Symbol 2" or "Big Win Symbol 7," and the game state at the time of determining the game state after a big win is "Normal State" or "Shortened Time State (Shortened Time State 1 to Shortened Time State 3)," then the "Higher Bonus Performance" will be executed as a winning animation, and the game state after the big win game state ends will be Shortened Time State 1 (Higher Shortened Time).
[0137] (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.
[0138] 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: special symbol type specification command, special symbol variation mode specification command, special symbol variation pattern specification command, special symbol stop specification command, normal symbol type specification command, normal symbol variation pattern specification command, normal symbol stop specification command, game state specification command, special symbol reserve count specification command, normal symbol reserve count specification command, opening specification command, round start specification command, round end specification command, ending specification command, V-win specification command, 1st pre-read specification command, 2nd pre-read specification command, 3rd pre-read specification command, error specification command, demo specification command, setting value specification command, etc. The special symbol type specification command is used to specify the type of special symbol that stops (one of the following types: "missing symbol", "jackpot symbol 1" to "jackpot symbol 7", and "minor win symbol 1" to "minor win symbol 2"). The special symbol type specification command is sent at the start of the special symbol's variation display. Here, special symbol type specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).
[0139] The Special Symbol Variation Mode Specification command is used to specify the type of variation mode (variation mode number) for the special symbols. By specifying the variation mode number, the Special Symbol Variation Mode Specification command specifies the variation time associated with that variation mode number. The Special Symbol Variation Mode Specification command specifies the variation time (the manner of the first half of the variation display) of the special symbols. In this embodiment, there are m (multiple) types of special symbol variation modes, each with a different variation time associated with it. The special symbol variation mode specification command specifies one of the m types of variation modes (variation mode number) ("variation mode m").
[0140] The Special Symbol Variation Pattern Specification command is used to specify the type (variation pattern number) of the variation pattern of the special symbols. By specifying the variation pattern number, the Special Symbol Variation Pattern Specification command specifies the variation time associated with that variation pattern number. The Special Symbol Variation Pattern Specification command specifies the variation time (the manner of the latter half of the variation performance) of the variation display (variation effect) of the special symbols. In this embodiment, there are n (multiple) types of special symbol variation patterns, each with a different variation time associated with it. The special symbol variation pattern specification command specifies one of the n types of variation patterns (variation pattern numbers) ("variation pattern n"). The special symbol variation mode specification command and the special symbol variation pattern specification command are sent when the special symbol variation display begins.
[0141] The special symbol stop specification command is a command that specifies the stop display of a special symbol. The special symbol stop specification command is sent at the start of the stop display of the special symbol. Here, special symbol stop specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The Normal Symbol Type Specification command is used to specify the type of stopping symbol for the normal symbols ("Normal Symbol Winning Symbol 1" to "Normal Symbol Winning Symbol 2"). The Normal Symbol Type Specification command is sent at the start of the normal symbol variation display. The "Normal Symbol Variation Pattern Specification Command" is a command that specifies the type (variation pattern number) of the variation pattern for the normal symbol. By specifying the variation pattern number, the command specifies the variation time associated with that variation pattern number. The "Normal Symbol Stop" command is used to specify the stopping of the normal symbols. The "Normal Symbol Stop" command is sent at the start of the normal symbol stopping display. 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 value of the time-saving control flag, the value of the previous jackpot symbol flag, and the value of the spin counter after the jackpot. The game state specification command then specifies one of the game state offset values. The game state specification command is sent when the power is turned on, when the special game phase described later is changed, etc.
[0142] The Special Symbol Reserve Count Specification command is a command that specifies the number of special symbols to be reserved. In this embodiment, the Special Symbol Reserve Count Specification command specifies that the number of Special Symbol 1 reserved symbols has increased by "1", the number of Special Symbol 1 reserved symbols has decreased by "1", the number of Special Symbol 1 reserved symbols and Special Symbol 2 reserved symbols have increased by "1", the number of Special Symbol 2 reserved symbols has decreased by "1", the number of Special Symbol 2 reserved symbols, etc. Here, "Number of Reserved Special Symbols 1" refers to the number of reserved notification displays (variation display and stop display) for the first special symbol on the Special Symbol 1 display device. In other words, the Number of Reserved Special Symbols 1 refers to the number of Special Symbol 1 game information for which the start determination is reserved. Also, "Number of Reserved Special Symbols 2" refers to the number of reserved notification displays (variation display and stop display) for the second special symbol on the Special Symbol 2 display device. In other words, the Number of Reserved Special Symbols 2 refers to the number of Special Symbol 2 game information for which the start determination is reserved. The command to specify the number of special symbols to hold is transmitted when the power is turned on, when game information is stored, when the special symbols start to change, etc. The command to specify the number of regular symbols to be held is a command to specify the number of regular symbols to be held. In this embodiment, the command to specify the number of regular symbols to be held increases by "1", decreases by "1", and specifies the number of regular symbols to be held. Here, "normal symbol hold count" refers to the number of normal symbol notification displays (fluctuating displays and stop displays) that are held in reserve on the normal symbol display device. In other words, the normal symbol hold count refers to the number of normal symbol game information for which the normal symbol win / loss judgment is held in reserve. The command to specify the number of regular symbols to hold is sent when the power is turned on, when game information is stored, when the display of regular symbols starts, etc.
[0143] The opening command is a command that specifies the start of the opening period (the start of a minor win game state or a major win game state). The opening command specifies the type of minor win game state or major win game state to start (the type of stopping symbols (specifically, one of the types from "minor win symbol 1" to "minor win symbol 2" and "major win symbol 1" to "major win symbol 7")). The opening command is sent at the start of the opening period (at the start of a minor win game state or a major win game state). The round start command is a command that specifies the start of a round (either a minor win game or a round game). The round start command is sent at the start of a round (either a minor win game or a round game). The round end command is used to specify the end of a round (either a minor win game or a round game). The round end command is sent when a round (either a minor win game or a round game) 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. The V-winning designation command is a command that specifies the detection of a game ball passing through the V-zone. The V-winning designation command is sent when it is detected that a game ball has passed through the V-zone.
[0144] The first pre-read specification command is a command that specifies the type of special symbol that will stop (one of the following types: "missing symbol", "jackpot symbol 1" to "jackpot symbol 7", and "minor win symbol 1" to "minor win symbol 2"). Here, the first pre-read specification command is defined for each of the first special symbols (special symbol 1 game information) and the second special symbols (special symbol 2 game information). The second pre-read specification command is a command that specifies the content of the special symbol's 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 m types of variation modes (variation mode number) ("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 special symbol 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.
[0145] 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.
[0146] 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.
[0147] 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.
[0148] (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). 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.
[0149] 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.
[0150] 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 8 is a flowchart showing the CPU initialization process. When power is turned on to the pachinko machine 1, the CPU 210 starts the CPU initialization process shown in Figure 8. The CPU initialization process is based on a program that controls the progress of the game. In other words, the CPU initialization process is based on a program stored in the usage area m1 (program area) of the ROM 220.
[0151] Once the CPU initialization process begins, the system first proceeds to step S1-1. In step S1-1, the initial setup process is performed, and then the process moves to step S1-2. In the initial setup process, the boot program is read from ROM220, and various settings necessary for executing the process, such as register settings, are made. Furthermore, the initial setup process reads 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.
[0152] Specifically, the value set in the receiving memory area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the RAM clear switch 207 is in an ON state. The determination result is then saved as switch information for the RAM clear switch 207. In this case, if it is determined that the ON state is occurring, a value indicating that the ON state is occurring (in this embodiment, "1") is saved as switch information, and if it is determined that the ON state is not occurring, a value indicating that the ON state is not occurring (in this embodiment, "0") is saved as switch information.
[0153] Furthermore, the system reads the value set in the receiving memory area corresponding to the setting key switch 208 twice, and based on the results of these two reads, it determines whether or not the setting key switch 208 is in an ON state. The determination result is then saved as the switch information for the setting key switch 208. If it is determined that the ON state is occurring, a value indicating that the ON state is occurring (in this embodiment, "1") is saved as the switch information, and if it is determined that the ON state is not occurring, a value indicating that the ON state is not occurring (in this embodiment, "0") is saved as the switch information.
[0154] Furthermore, the system reads the value set in the receiving memory area corresponding to the inner frame release sensor 108 twice, and based on the results of these two reads, it is determined whether or not the inner frame release sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring (in this embodiment, "0"). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.
[0155] In step S1-2, the wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 seconds in this embodiment) is set in the timer counter. This starts the timer counter from measuring the set wait processing time. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process in step S1-3 is repeated. In step S1-4, the RAM access permission process is executed, and the process proceeds to step S1-5. The RAM access permission process executes the necessary steps to grant access to the work area of RAM230. 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.
[0156] 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.
[0157] 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."
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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).
[0162] 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 specifying 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
[0163] 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.
[0164] 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. Specifically, the used area read / write check process clears (initializes) all areas of the used area M1 of RAM230 (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). This sets predetermined initial values for the Special Feature 1 display symbol counter, the Special Feature 2 display symbol counter, and the General Feature display symbol counter.
[0165] 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.
[0166] 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, if both the setting key switch 208 and the inner frame release sensor 108 are in an ON state, a value indicating that an ON state is occurring is stored as the switch information for the setting key switch 208. On the other hand, if at least one of the setting key switch 208 and the inner frame release sensor 108 is not in an ON state, a value indicating that an ON state is not occurring is stored as the switch information for the setting key switch 208. Therefore, in step 1-26, it is determined whether or not the setting change condition is met based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 that were saved in step S1-1. In this case, if values indicating that an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition has been met. On the other hand, if values indicating that an ON state has not occurred are 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 has not been met.
[0167] 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, a value corresponding to the setting change state is set in the D register as the game machine state flag. In step S1-28, the game machine status flag saving process is executed, and the process proceeds to step S1-29. In the game machine status flag saving process, the game machine status flag set in the D register is saved to the game machine status flag area of RAM230. In step S1-29, the RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand indicating that a RAM clear has been performed is stored in the subcommand output request buffer of RAM230.
[0168] In step S1-30, the RAM clear initialization process is executed, and the process proceeds to step S1-31. The RAM clear initialization process performs the initial setup of RAM230. In the RAM clear initialization process, the range of the used area M1 of RAM230 set in step S1-9 is cleared (initialized). Specifically, during the RAM clear initialization process, the areas of RAM230 used area M1 that are not 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 cleared (initialized). This sets predetermined initial values for the Special Feature 1 display symbol counter, the Special Feature 2 display symbol counter, and the General Feature display symbol counter. Furthermore, a predetermined initial value (in this embodiment, "600") is set as the value of the playtime counter. Also, the left-hand play period (left-hand play state) is set. In addition, "0" is set in the time-saving control flag area of RAM230, and "0" is set as the value of each time-saving counter (first time-saving counter, second time-saving counter, third time-saving counter). 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.
[0169] 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 subcommands for specifying the setting value stored in the setting value area of RAM230.
[0170] 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.
[0171] (Main loop processing) Next, we will explain the main loop processing executed by CPU210. Figure 9 is a flowchart showing the main loop processing. After the CPU initialization process (step S1-35) shown in Figure 8 is completed, the CPU 210 starts the main loop process shown in Figure 9. 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 a 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, special symbol variation pattern random numbers, and normal symbol 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.
[0172] 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. The other random number update process updates the software random numbers excluding the winning symbol random numbers (specifically, the reach mode random numbers, special symbol variation pattern random numbers, normal symbol variation pattern random numbers, etc.).
[0173] (Evacuation procedure in case of power outage) Next, we will explain the power-off backup process performed by CPU210. Figure 10 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 warning signal, it starts the power cut-off save process shown in Figure 10 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. 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.
[0174] 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 ports 205 (output ports 0 to 4). This stops the output of control signals and control commands from output ports 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.
[0175] 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. As a result, CPU210 is prohibited from accessing RAM230.
[0176] 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.
[0177] 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).
[0178] (Timer interrupt handling) Next, we will explain the timer interrupt handling performed by CPU210. Figure 11 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 11 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. 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.
[0179] 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. 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 and sensor is acquired. RAM230 is provided with ON state memory areas corresponding to each switch and sensor connected to input port 204 (input port 0 to input port 3). During port input processing, it is determined whether an ON state has occurred for each switch / sensor connected to input port 204 (input ports 0 to 3). Here, "ON state" refers to a state in which the detection signal has changed from a state in which no detection signal is input (low level) to a state in which a detection signal is input (high level). At this time, it is determined whether an ON state has occurred for the switch / sensor based on the information set in the receiving memory area corresponding to each switch / sensor. 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.
[0180] 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.
[0181] 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.
[0182] 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 proce...
Claims
1. A display means capable of simultaneously displaying multiple pieces of identification information, A gaming machine characterized by comprising an output means capable of outputting a sound effect including multiple intermittent sounds in response to the simultaneous display of multiple identification information.
2. The gaming machine according to claim 1, characterized in that the intermittent sound is a decaying sound.
3. The gaming machine according to claim 1 or 2, characterized in that the number of identification information items displayed simultaneously is the same as the number of intermittent sounds included in the sound effect.
Citation Information
Patent Citations
Game machine
JP2014083183A