Gaming machine

The gaming machine addresses malfunctions by using a rail system with adjustable distances and sensors to manage game ball flow, ensuring smooth operation and preventing malfunctions.

JP2026092030APending Publication Date: 2026-06-04HEIWA CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
HEIWA CORP
Filing Date
2026-03-26
Publication Date
2026-06-04

AI Technical Summary

Technical Problem

Conventional gaming machines face issues that can lead to malfunctions and operational problems.

Method used

The gaming machine incorporates an outer and inner rail system with a displacement member and cover member to guide game balls, featuring adjustable distances and a through hole to prevent malfunctions, and includes sensors to detect abnormal conditions.

Benefits of technology

This design effectively suppresses malfunctions and ensures smooth operation by controlling game ball flow and detecting abnormal states, enhancing the gaming experience.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2026092030000001_ABST
    Figure 2026092030000001_ABST
Patent Text Reader

Abstract

Suppress malfunctions. [Solution] The pachinko machine 1 is equipped with a performance board case 360 ​​that covers the performance control board 300. In particular, the performance board case 360 ​​includes heat dissipation holes rh1 to rh5. The heat dissipation holes rh1 to rh5 are formed to a size that prevents screw members sc, which are located above the performance board case 360, from passing through. This makes it possible to prevent screw members sc from entering the performance board case 360 ​​through the heat dissipation holes rh1 to rh5, thereby suppressing malfunctions.
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, a gaming machine capable of executing a plurality of displays in parallel has been known (see Patent Document 1). In this gaming machine, when a pressing operation of an effect button is received during the standby state, the set value of the volume is set to the maximum value, and the maximum volume setting screen is displayed on the display screen. At this time, the maximum volume setting screen is displayed in the frontmost position with priority over other images.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there is a risk of problems occurring in conventional gaming machines. An object of the present invention is to suppress problems.

Means for Solving the Problems

[0005] To achieve the above objective, the first invention provides a game machine comprising: an outer rail and an inner rail that demarcate and form a guide passage for guiding game balls into a game area; a displacement member that includes an opening / closing piece capable of preventing game balls from entering the guide passage from the game area; and a cover member that covers a substrate, wherein the displacement member has a first state in which the distance between the tip of the opening / closing piece and the outer rail is a first distance; a second state in which the distance between the tip of the opening / closing piece and the outer rail is a second distance greater than the first distance; and a displacement member that contacts both the opening / closing piece and the outer rail and prevents game balls from entering the guide passage from the game area The cover member is characterized in that, when a first game ball moving toward the guide area and a second game ball that is in contact with both the tip of the opening / closing piece and the outer rail and moving from the game area toward the guide area are in contact with each other, the distance between the tip of the opening / closing piece and the outer rail is displaceable to a third state in which the distance between the tip of the opening / closing piece and the outer rail is greater than the first distance, smaller than the second distance, and smaller than the shortest distance from the lowest point of the second game ball toward the outer rail, the cover member includes a through hole, and the through hole is formed to a size that prevents a screw member positioned above the cover member from passing through. [Effects of the Invention]

[0006] According to the present invention, it is possible to suppress malfunctions. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing the overall structure of a pachinko machine. [Figure 2] This diagram shows the front of the game board, schematically illustrating the parts that are particularly necessary for explanation. [Figure 3] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 4] This is the address map of the memory area used by CPU210. [Figure 5] This diagram shows the state of the game. [Figure 6] This chart shows the winning probabilities for various types of lotteries. [Figure 7] This diagram shows the different types of winnings in various lotteries. [Figure 8] It is a diagram showing the variation time of special symbols selected and set during the occurrence of each game state. [Figure 9] It is a diagram showing the transition of game states. [Figure 10] It is a flowchart showing the CPU initialization process. [Figure 11] It is a flowchart showing the initialization process at power-on recovery. [Figure 12] It is a flowchart showing the main loop process. [Figure 13] It is a flowchart showing the save process at power-off. [Figure 14] It is a flowchart showing the timer interrupt process. [Figure 15] It is a flowchart showing the dynamic port output process. [Figure 16] It is a flowchart showing the performance display device output process. [Figure 17] It is a flowchart showing the setting-related process. [Figure 18] It is a flowchart showing the switch management process. [Figure 19] It is a flowchart showing the general diagram start ball detection process. [Figure 20] It is a flowchart showing the special diagram 1 start ball detection process. [Figure 21] It is a flowchart showing the special diagram 2 start ball detection process. [Figure 22] It is a flowchart showing the special symbol random number acquisition process. [Figure 23] It is a flowchart showing the special game management process. [Figure 24] It is a flowchart showing the special game management process for special diagram 2. [Figure 25] It is a flowchart showing the special game management process for special diagram 1. [Figure 26] It is a flowchart showing the special game management process at winning. [Figure 27] It is a flowchart showing the process of waiting for special diagram variation. [Figure 28] It is a flowchart showing the processing during the special figure change. [Figure 29] It is a flowchart showing the processing during the special figure stop. [Figure 30] It is a flowchart showing the pre - opening processing of the big winning opening. [Figure 31] It is a flowchart showing the opening control processing of the big winning opening. [Figure 32] It is a flowchart showing the opening / closing switching processing of the special electric device. [Figure 33] It is a flowchart showing the effective closing processing of the big winning opening. [Figure 34] It is a flowchart showing the wait processing at the end of the big winning opening. [Figure 35] It is a flowchart showing the pre - opening processing of the big winning opening at the time of small win. [Figure 36] It is a flowchart showing the opening control processing of the big winning opening at the time of small win. [Figure 37] It is a flowchart showing the opening / closing switching processing of the special electric device. [Figure 38] It is a flowchart showing the effective closing processing of the big winning opening at the time of small win. [Figure 39] It is a flowchart showing the wait processing at the end of the big winning opening at the time of small win. [Figure 40] It is a flowchart showing the general game management processing. [Figure 41] It is a flowchart showing the general game management processing of the general figure. [Figure 42] It is a flowchart showing the general game management processing at the time of winning. [Figure 43] It is a flowchart showing the waiting processing for the general figure change. [Figure 44] It is a flowchart showing the processing during the general figure change. [Figure 45] It is a flowchart showing the processing during the general figure stop. [Figure 46] It is a flowchart showing the pre - opening processing of the general electric device. [Figure 47] It is a flowchart showing the opening control processing of the general electric device. [Figure 48] This is a flowchart showing the process for switching between normal electric power supply and switchgear. [Figure 49] This is a flowchart showing the process for activating the closing of a standard electric mechanism. [Figure 50] This flowchart shows the normal motorized mechanism release completion wait process. [Figure 51] This is a flowchart showing the control process for the performance display device. [Figure 52] This is a flowchart showing the sub-timer interrupt processing. [Figure 53] This is a flowchart showing the command parsing process. [Figure 54] This is a flowchart showing the process for receiving pending commands. [Figure 55] This is a flowchart showing the process of receiving pre-read commands. [Figure 56] This is a flowchart showing the process of receiving variable commands. [Figure 57] This is a flowchart showing the process of receiving a stop command. [Figure 58] This is a flowchart showing the process of receiving the opening command. [Figure 59] This is a block diagram showing the configuration of the second call button 81 and the data display unit 70. [Figure 60] This figure shows the display screen 31a in a state where the rush entry animation, the ball release button return prevention animation, and the display of the light intensity adjustment interface image G1 are all combined. [Figure 61] This figure shows the display screen 31a in a state where the rush entry animation, the ball release button return prevention animation, and the volume adjustment interface image G2 are all displayed together. [Figure 62] This is a perspective view showing the back of the pachinko machine 1 with the back cover 50 attached. [Figure 63] This is a perspective view showing the back of pachinko machine 1 with the back cover 50 removed. [Figure 64] This is a diagram showing the configuration of the screw component sc. [Figure 65] This is an exploded perspective view of the main board case 260. [Figure 66] This is an exploded perspective view of the 360mm display board case. [Figure 67] This is an exploded perspective view of the dispensing circuit board case 460. [Figure 68] These are cross-sectional views of each circuit board case, 260, 360, and 460. [Figure 69] This diagram shows the configuration of the ball return prevention mechanism 14. [Figure 70] This is a diagram showing the rotating member 14a in its first state. [Figure 71] This figure shows the rotating member 14a in the second state. [Figure 72] This is a diagram showing the rotating member 14a in the third state. [Modes for carrying out the invention]

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

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

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

[0011] The receiving unit 5 includes a receiving tray 5a for receiving game balls (loaned balls and prize balls) and various operating means that can be operated by the player. In this embodiment, the various operating means include a performance button 5b, a rotary selector 5c, a light intensity adjustment button (not shown), a volume adjustment button (not shown), and the like. 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°).

[0012] The light intensity adjustment button comprises two operating parts (a first operating part and a second operating part) that can be pressed by the player, and a light intensity adjustment switch (not shown) that detects the pressing operation of each operating part. The light intensity adjustment switch outputs a first detection signal to the performance control board 300 each time the first operating part is pressed, and outputs a second detection signal to the performance control board 300 each time the second operating part is pressed. The volume control button comprises two operating sections (a third operating section and a fourth operating section) that can be pressed by the player, and a volume control switch (not shown) that detects the pressing of each operating section. The volume control switch outputs a third detection signal to the performance control board 300 each time the third operating section is pressed, and outputs a fourth detection signal to the performance control board 300 each time the fourth operating section is pressed.

[0013] Furthermore, a lending operation unit 7 is provided on the upper surface of the receiving tray unit 5. The lending operation unit 7 has a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is 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, and schematically illustrates the parts that are particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is mounted inside the inner frame of the inner frame unit 3. As a result, the game board unit 10 is positioned on the rear side of the integrated door unit 4. The player can then see the game board 11 (game area 30), which will be described later, through the transparent plate 4a. In this embodiment, the game area 30, which will be described later, is formed between the back of the transparent plate 4a and the front of the game board 11. As shown in Figure 2, the game board unit 10 comprises a set board (not shown), a game board 11 attached to the set board, and various display devices (main image display device 31, sub-image display device 32, movable unit, etc.) attached to the set board. The set plate is formed in a box shape with the front side open. An opening consisting of a through hole is provided approximately in the center of the back panel of the set plate. The game board 11 is attached to the front side of the set board. The game board 11 is formed from resin in a flat shape. An opening (not shown) consisting of a through hole is provided approximately in the center of the game board 11. The player can then view the display screen 31a of the main image display device 31 through the opening provided in the game board 11 and the opening provided in the set board. Around the opening on the front of the game board 11, a game area 30 is formed through which the game balls launched in response to the rotation of the launch handle 6 flow down. Within the game area 30, two paths are configured for the flow of the game balls: a left-side path formed to the left of the main image display device 31, and a right-side path formed to the right of the main image display device 31. Furthermore, a panel lamp 21 (see Figure 3) is provided in the game area 30 of the game board 11. The panel lamp 21 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0015] The main image display device 31 is mounted on the back side of the set board. The main image display device 31 is composed of variable display devices such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 has a display screen 31a capable of displaying performance images. The display screen 31a can be configured to include a performance symbol display area A (not shown) corresponding to the special symbol 1 display device (first special symbol) described later, and a performance symbol display area B (not shown) corresponding to the special symbol 2 display device (second special symbol) described later. Each performance symbol display area A, B consists of three first performance symbol display areas a1 to a3 on which the first performance symbol z1 (not shown) is displayed, and one second performance symbol display area a4 on which the second performance symbol z2 (not shown) is displayed. The first display symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, and characters. Each of the first display symbol display areas a1 to a3 allows for the display of the first display symbol z1 changing and stopping. The second display symbol z2 is composed of a color bar. The second display symbol display area a4 allows for the display of the second display symbol z2 changing and stopping. The display of changing symbols z1 and z2 refers to a display in which, in each of the first symbol display areas a1 to a3, the first symbol z1 moves (scrolls), and the type of the second symbol z2 displayed in the second symbol display area a4 changes (the color represented by the color bar changes sequentially). The display of stopped symbols z1 and z2 refers to a display in which one type of first symbol z1 is stopped at the lottery result display position in each first symbol display area a1 to a3, and one type of second symbol z2 is displayed in the second symbol display area a4 (the color bar represents a predetermined color). Then, in the symbol display area A, the result of the first special symbol lottery is displayed based on the combination of the first symbol z1 that was stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that was stopped and displayed in the second symbol display area a4. Furthermore, in the symbol display area B, the result of the second special symbol lottery is displayed based on the combination of the first symbol z1 that was stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that was stopped and displayed in the second symbol display area a4. Furthermore, the display screen 31a can be configured to include reserved symbol display areas b1 and b2 (not shown) where reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol h corresponding to the special symbol 1 game information described later. The reserved symbol display area b2 displays the reserved symbol h corresponding to the special symbol 2 game information described later.

[0016] 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.

[0017] 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.

[0018] 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.

[0019] A starting gate 41 is provided at the uppermost part of 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.

[0020] A third starting opening 53 is provided downstream of the starting gate 41 in the right-hand path. The third starting opening 53 is equipped with a standard electric mechanism (standard electric mechanism) 53a that can be displaced between a closed state that prevents game balls from entering the third starting opening 53 and an open state that allows game balls to enter the third starting opening 53. The standard electric mechanism 53a is opened and closed by the standard electric mechanism solenoid 64 (see Figure 3). Normally, the standard electric mechanism 53a is closed at the third start port 53, making it impossible for game balls to enter. However, when the standard symbol lottery is won, the standard electric mechanism 53a is opened, making it possible for game balls to enter. The third start port 53 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A second special symbol start switch 102b (see Figure 3) is installed inside the third start port 53. The second special symbol start switch 102b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the third start port 53 (the entry of a game ball into the third start port 53). The main control board 200 executes the second special symbol lottery in response to the input of the detection signal from the second special symbol start switch 102b.

[0021] Downstream of the third starting opening 53 in the right-side path, a first large prize opening 54 is provided. The first large prize opening 54 is equipped with a first special electric mechanism (special electric mechanism) 54a that can be displaced between a closed state that makes it impossible for game balls to enter the first large prize opening 54 and an open state that allows game balls to enter the first large prize opening 54. The first special electric mechanism 54a is opened and closed by the first large prize opening solenoid 65a (see Figure 3). Normally, the first special electric mechanism 54a is closed, making it impossible for game balls to enter the first large prize opening 54. However, when a "jackpot" is won through a special symbol lottery (first special symbol lottery or second special symbol lottery), the first special electric mechanism 54a is opened, making it possible for game balls to enter. The first large prize opening 54 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A first count switch 103a (see Figure 3) is installed inside the first large prize opening 54. The first count switch 103a outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first large prize opening 54 (the entry of a game ball into the first large prize opening 54). In response to the detection signal input from the first count switch 103a, the main control board 200 causes the game ball dispensing device 440 to perform a prize ball dispensing operation. Furthermore, the first large prize opening 54 is provided with a V-zone (not shown), a discharge zone (not shown), and a distribution means (not shown) that distributes the game balls that enter the first large prize opening 54 to either the V-zone or the discharge zone. 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). The main control board 200, upon receiving the detection signal from the V-area switch 110, sets the V-winning flag area of ​​the RAM 230, which will be described later, to "1". The distribution means can be switched between a V-passing state, in which game balls that enter the first large prize opening 54 are distributed to the V area, and a non-V-passing state, in which game balls that enter the first large prize opening 54 are distributed to the discharge area. In other words, when the distribution means is displaced to the V-passing state, all game balls that enter the first large prize opening 54 are distributed to the V area. As a result, it becomes impossible for game balls that enter the first large prize opening 54 to pass through the discharge area. On the other hand, if the distribution means is displaced to a non-V-passage state, all game balls that enter the first large prize opening 54 are distributed to the discharge area. As a result, it becomes impossible for game balls that enter the first large prize opening 54 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 first large prize opening 54 are first detected by the first count switch 103a, and then sorted by the sorting means into either the V area or the discharge area. After passing through the area, they are discharged into the discharge path. At this time, game balls sorted into the V area are detected by the V area switch 110.

[0022] Downstream of the first large prize winning opening 54 in the right-side passage, a second starting opening 52 is provided. The second starting opening 52 is an upward-opening ball entry opening (a so-called "center hole"), and it is possible to enter game balls at all times. The second starting opening 52 allows game balls flowing down the right-side passage to enter (but does not allow game balls flowing down the left-side passage to enter). A first special symbol 2 start port switch 102a (see Figure 3) is installed inside the second start port 52. The first special symbol 2 start port switch 102a 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 (a game ball entering 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 first special symbol 2 start port switch 102a.

[0023] Downstream of the second starting opening 52 in the right-side path, a second large prize opening 55 is provided. The second large prize opening 55 is equipped with a second special electric mechanism (special electric mechanism) 55a that can be displaced between a closed state that makes it impossible for game balls to enter the second large prize opening 55 and an open state that allows game balls to enter the second large prize opening 55. The second special electric mechanism 55a is opened and closed by the second large prize opening solenoid 65b (see Figure 3). Normally, the second special electric mechanism 55a is closed, making it impossible for game balls to enter the second large prize opening 55. However, when a "minor win" is achieved through a special symbol lottery (first special symbol lottery or second special symbol lottery), the second special electric mechanism 55a is opened, allowing game balls to enter. The second large prize opening 55 allows game balls flowing down the right-hand path to enter (but does not allow game balls flowing down the left-hand path to enter). A second count switch 103b (see Figure 3) is installed inside the second large prize opening 55. The second count switch 103b outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second large prize opening 55 (the entry of a game ball into the second large prize opening 55). In response to the detection signal input from the second count switch 103b, the main control board 200 causes the game ball dispensing device 440 to perform a prize ball dispensing operation.

[0024] Downstream from the second major prize-winning opening 55 in the right-side passage, there is a right-side other prize-winning opening 56. The right-side other prize-winning opening 56 is an upward-opening ball entry opening, allowing game balls to enter at all times. The right-side other prize-winning opening 56 allows game balls flowing down the right-side passage to enter (but does not allow game balls flowing down the left-side passage 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.

[0025] 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 holes 51-56, 57a-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 prize entry openings 51-56, 57a-57c, or by passing through the out opening 58. Specifically, game balls that enter each prize entry point 51-56, 57a-57c are detected by switches 101, 102a, 102b, 103a, 103b, 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 51-56, 57a-57c and the starting gate 41.

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

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

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

[0029] Furthermore, the pachinko machine 1 is equipped with one or more movable units (not shown). In this embodiment, one or more movable units are provided in the integrated door unit 4, and one or more movable units are provided in the game board unit 10. Each movable unit of the integrated door unit 4 is positioned on the front of the decorative section 4b, the top surface of the receiving unit 5, etc., and is capable of performing predetermined display actions. Each movable unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable unit is positioned in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable unit is capable of performing predetermined performance actions within the performance space. Each movable unit comprises a performance element, a drive mechanism, a drive source, and a position detection sensor 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.

[0030] 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.

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

[0032] (Configuration of launch channel r1) Next, the configuration of the launch path r1 in the game board 11 will be explained. Figure 69 shows the configuration of the ball return prevention mechanism 14. Figure 70 shows the rotating member 14a in the first state. Figure 71 shows the rotating member 14a in the second state. Figure 72 shows the rotating member 14a in the third state. Note that in Figure 69, the cover 15 covering the front side of the ball return prevention mechanism 14 is removed. As shown in Figure 2, an inner rail 12 and an outer rail 13 are attached to the front of the game board 11. The game area 30 is then partitioned on the front of the game board 11 by the inner rail 12, the outer rail 13, etc. As described above, the game area 30 has a left-side path formed to the left of the main image display device 31 and a right-side path formed to the right of the main image display device 31 as paths for the game balls to flow down. 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 the inner guiding surface 12a that guides the game ball. The outer rail 13 is made of metal. The outer rail 13 is formed in a flat plate shape and extends in an arc shape when viewed from the front. The inner circumferential surface of the outer rail 13 constitutes the outer guiding surface 13a that guides the game ball. On the front of the game board 11, the inner guide surface 12a of the inner rail 12 and the outer guide surface 13a of the outer rail 13 are arranged facing each other at a predetermined distance apart. Between the inner guide surface 12a and the outer guide surface 13a, 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.

[0033] As shown in Figure 69, a ball return prevention mechanism 14 is provided at the tip of the inner rail 12. The ball return prevention mechanism 14 prevents the game balls launched from the launch passage r1 into the game area 30 from returning to the launch passage r1. The ball return prevention mechanism 14 is composed of a rotating member 14a, a rotating shaft 14b, and a weight (biasing means) 14c. The rotating member 14a is formed in a roughly V-shape when viewed from the front. An opening / closing piece 14d for opening and closing the firing passage r1 is provided at one end of the rotating member 14a. A weight 14c is provided at the other end of the rotating member 14a. Furthermore, a rotation shaft 14b is provided at the corner of the rotating member 14a. The rotating member 14a is attached to the end of the inner rail 12 such that the tip of the opening / closing piece 14d extends upward. The rotating member 14a is rotatable about the rotation axis 14b. In this case, the rotating member 14a is rotatable so as to open and close the launch passage r1 with the tip of the opening / closing piece 14d. The rotating member 14a is biased by the weight of the counterweight 14c toward the side where the launch passage r1 is closed by the tip of the opening / closing piece 14d (counterclockwise side as shown in Figures 69 to 72). As a result, when the game balls launched by the game ball launching device 430 are not pushing up the inner surface of the opening / closing piece 14d, the rotating member 14a is pressed against the mechanical stopper (not shown) and positioned (maintained) in the closed position (see Figure 70).

[0034] When the rotating member 14a is in the closed position, the tip of the opening / closing piece 14d closes the launching passage r1, preventing the game ball launched from the launching passage r1 into the game area 30 from returning to the launching passage r1. In other words, even if a game ball attempting to return to the launching passage r1 collides with the outer surface of the opening / closing piece 14d, the state in which the rotating member 14a is pressed against the mechanical stopper is maintained, and the closure of the launching passage r1 by the opening / closing piece 14d is not released. As a result, the game ball that collides with the outer surface of the opening / closing piece 14d does not return to the launching passage r1, but reflects off the outer surface of the opening / closing piece 14d and falls into the game area 30. On the other hand, when the rotating member 14a is in the closed position, if the game machine is launched by the game ball launching device 430, the launched game ball collides with the inner surface of the opening / closing piece 14d, pushing up the opening / closing piece 14d against the weight of the weight 14c, causing the rotating member 14a to rotate toward the side where the opening / closing piece 14d's closure of the launching passage r1 is released (clockwise as shown in Figures 69 to 72). As a result, the launched game ball passes between the inner surface of the opening / closing piece 14d and the outer guide surface 13a and is launched from the launching passage r1 into the game area 30. When the launched game ball passes between the inner surface of the opening / closing piece 14d and the outer guide surface 13a, the rotating member 14a is rotated toward the side where the opening / closing passage r1 is closed by the tip of the opening / closing piece 14d (counterclockwise as shown in Figures 69 to 72) due to the weight of the weight 14c, and returns to the closed position.

[0035] In particular, the rotating member 14a can rotate (displace) between a first state, a second state, and a third state depending on the state of the game balls launched by the game ball launching device 430. The first state is when the rotating member 14a is in the closed position. The rotating member 14a constitutes the first state when the game ball PB1 launched by the game ball launching device 430 does not push up the inner surface of the opening / closing piece 14d. As shown in Figure 70, when the rotating member 14a constitutes the first state, the distance between the tip of the opening / closing piece 14d and the outer guide surface 13a (hereinafter referred to as "opening distance D1") is smaller than the diameter of the game ball PB. As a result, when the rotating member 14a constitutes the first state, the game ball PB2 attempting to return from the game area 30 to the launching passage r1 is blocked from entering the launching passage r1 by the opening / closing piece 14d, making it impossible for it to enter the launching passage r1. The second state is the state of the rotating member 14a when the game ball PB1 launched by the game ball launcher 430 pushes up the opening / closing piece 14d and passes between the tip of the opening / closing piece 14d and the outer guide surface 13a. As shown in Figure 71, when the rotating member 14a is in the second state, the opening interval D1 is larger than when the rotating member 14a is in the first state. Specifically, when the rotating member 14a is in the second state, the opening interval D1 is greater than or equal to the diameter of the game ball PB. As a result, the game ball PB1 launched by the game ball launcher 430 passes between the tip of the opening / closing piece 14d and the outer guide surface 13a and is guided from the launch passage r1 to the game area 30. When the launched game ball PB1 passes between the tip of the opening / closing piece 14d and the outer guide surface 13a, the rotating member 14a returns from the second state to the first state. The third state is the state of the rotating member 14a when the timing of the game ball PB1 launched by the game ball launcher 430 reaching the tip of the opening / closing piece 14d coincides with the timing of the game ball PB2, which was launched into the game area 30 before game ball PB1, returning to the tip of the opening / closing piece 14d, and game balls PB1 and PB2 collide. When the rotating member 14a is in the third state, game ball PB1 is in contact with the inner surface, outer guide surface 13a, and game ball PB2 of the opening / closing piece 14d. Also, when the rotating member 14a is in the third state, game ball PB2 is in contact with the tip of the opening / closing piece 14d, outer guide surface 13a, and game ball PB1. As shown in Figure 72, when the rotating member 14a is in the third state, the opening interval D1 is larger than when the rotating member 14a is in the first state, and smaller than when the rotating member 14a is in the second state. Specifically, when the rotating member 14a is in the third state, the opening interval D1 is smaller than the diameter of the game ball PB. In particular, when the rotating member 14a is in the third state, the opening interval D1 is smaller than the distance D2 from the lowest point of the game ball PB2 to the outer guide surface 13a. As a result, even if the game ball PB2 moves toward the launch passage r1 after colliding with the game ball PB1, it will come into contact with the tip of the opening / closing piece 14d from the outer surface side, and the rotating member 14a is more likely to rotate toward the side where the launch passage r1 is closed by the tip of the opening / closing piece 14d (the counterclockwise side shown in Figures 69 to 72). Therefore, it becomes difficult for the game ball PB2 to enter the launch passage r1. Therefore, even when game ball PB1 and game ball PB2 collide, it is possible to suppress game ball PB2 from returning to the launch path r1.

[0036] (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. Figure 4 is the address map of the memory area used by the CPU 210. 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 260, the performance board case 360, and the payout board case 460, which will be described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are 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.

[0037] (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.

[0038] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Figure 4, 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). In Figure 4, the address used to identify the memory region is shown in hexadecimal (the "H" indicates that it is a hexadecimal number).

[0039] 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.

[0040] 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 switches 102a, 102b, and the gate switch 104 (the 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. 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.

[0041] 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.

[0042] 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]).

[0043] 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]).

[0044] 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 each count switch 103a, 103b, detection signals from the right prize slot switch 105, detection signals from the left prize slot switch 106, detection signals from the output switch 109, and detection signals from the other radio wave detection sensor 114, etc. Input port 3 receives detection signals from the start switch 101 in Figure 1, detection signals from the start switches 102a and 102b in Figure 2, detection signals from the gate switch 104, detection signals from 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).

[0045] 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 standard electric mechanism solenoid 64, control signals for controlling the drive of the large prize winning solenoids 65a and 65b, control signals for controlling the V-region 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.

[0046] 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.

[0047] 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.

[0048] 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.

[0049] 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).

[0050] 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.

[0051] 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).

[0052] 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.

[0053] 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.

[0054] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output processing (step S4-24) described later, the CPU 210 generates test information (test signals) indicating the internal state (jackpot game state, time-saving control execution state, probability state of special symbol lottery, etc.), and stores the generated test signals in the port output request buffer of the RAM 230. As a result, the test signals stored in the port output request buffer are output from a predetermined output port. The test signals output from the predetermined output port are then input to the interface board of a test computer (not shown) via the test signal output circuit. Furthermore, on the main control board 200, detection signals from the start switch 101 (Figure 1), the start switches 102a and 102b (Figure 2), the gate switch 104, the count switches 103a and 103b, the right prize slot switch 105, the left prize slot switch 106, and the output switch 109 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 driving of each solenoid (ordinary electric prize solenoid 64, large prize solenoids 65a, 65b, V-region solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65a, 65b, 66, and are also input to the interface board of the test computer via the test signal output circuit.

[0055] (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.

[0056] (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.

[0057] 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.

[0058] 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 integrated door 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.

[0059] (Consistency of call buttons 71 and 81) Next, we will explain the configuration of call buttons 71 and 81. Figure 59 is a block diagram showing the configuration of the second call button 81 and the data display unit 70. The island equipment in the amusement arcade is equipped with a data display unit 70 capable of displaying information related to the pachinko machine 1 (information related to gameplay and operation). The data display unit 70 is located above the pachinko machine 1. As shown in Figure 59, the data display unit 70 is composed of a first call button 71, a call lamp 72, a call control unit (control circuit) 73, and a data display unit 74. The first call button 71 is an operating means for switching between a call state and a non-call state. The "call state" is the state in which an employee of the gaming hall is being called. In the call state, the call lamp 72 lights up and a call signal is output to the hall computer 800. On the other hand, the "non-call state" is the state in which an employee of the gaming hall is not being called. In the non-call state, the call lamp 72 turns off and the output of a call signal to the hall computer 800 is stopped. The first call button 71 includes an operating unit (not shown) that can receive a press operation by a player, and a first call button sensor 71a that detects the press operation of the operating unit. The first call button sensor 71a outputs a first press detection signal to the call control unit 73 each time the operation unit is pressed. The first call button sensor 71a is composed of a photosensor or the like. Specifically, the first call button sensor 71a includes a light-emitting unit (not shown) and a light-receiving unit (not shown) that receives light emitted from the light-emitting unit. When the operation unit is not pressed, the light emitted from the light-emitting unit is received by the light-receiving unit. When the light emitted from the light-emitting unit is received by the light-receiving unit, the first call button sensor 71a does not output a first press detection signal to the call control unit 73. On the other hand, when the operation unit is pressed, a shielding member (not shown) provided on the operation unit blocks the reception of light emitted from the light-emitting unit by the light-receiving unit. Then, if the reception of light emitted from the light-emitting unit by the light-receiving unit is interrupted, the first call button sensor 71a outputs a first press detection signal to the call control unit 73.

[0060] The call lamp 72 is configured to include a light-emitting means (LED, etc.). When the call lamp 72 is lit, it notifies the staff of the amusement facility that a call is in progress, and when it is off, it notifies the staff of the amusement facility that a call is not in progress. The call control unit 73 is composed of switching circuits and the like. The first press detection signal output by the first call button sensor 71a and the second press detection signal output by the external terminal board 450, which will be described later, are both input to the call control unit 73. The call control unit 73 switches between a call state and a non-call state in response to the input of the press detection signals (first press detection signal and second press detection signal). Specifically, the call control unit 73 switches between a call state and a non-call state each time a press detection signal (first press detection signal or second press detection signal) is input. That is, if a press detection signal (either the first or second press detection signal) is input while the call state is set, the call control unit 73 cancels the call state and sets the non-call state. Also, if a press detection signal (either the first or second press detection signal) is input while the non-call state is set, the call control unit 73 cancels the non-call state and sets the call state. In this embodiment, it is possible to switch between a call state and a non-call state by operating either the first call button 71 or the second call button 81. In particular, the call control unit 73 illuminates the call lamp 72 and outputs a call signal to the hall computer 800 when a call is in progress (as a call). The call control unit 73 also turns off the call lamp 72 and stops outputting a call signal to the hall computer 800 when a call is not in progress (as a call). The hall computer 800 displays (notifies) that any of the pachinko machines 1 located in the island area that have received a call signal are in a call state.

[0061] The data display unit 74 is capable of displaying various information related to the pachinko machine 1 (various information related to gameplay and operation). In this embodiment, as will be described later, various external signals such as the number of times a symbol is confirmed, start gate information, jackpot information, security information, payout amount information, and error occurrence information are output from the pachinko machine 1 to the data display unit 70. Then, the data display unit 70 calculates the number of times the special symbol lottery (display and stop display of the special symbol) is performed (hereinafter referred to as the "number of starts") based on the number of times the symbols have been confirmed, and the calculated number of starts is displayed on the data display unit 74. In addition, the data display unit 70 calculates the number of times the jackpot game state occurs (hereinafter referred to as the "number of jackpots") based on the jackpot information, and the calculated number of jackpots is displayed on the data display unit 74.

[0062] Furthermore, the pachinko machine 1 is equipped with a second call button 81. The second call button 81 is located on the left side of the receiving tray unit 5 in the front frame unit 4. The second call button 81 includes an operating unit (not shown) that can receive a press operation by a player, a second call button sensor 81a that detects the press operation of the operating unit, and a call button lamp 81b. The second call button sensor 81a outputs a detection signal to the external terminal board 450 each time the operation unit is pressed. The second call button sensor 81a is composed of a photosensor or the like. Specifically, the second call button sensor 81a includes a light-emitting unit (not shown) and a light-receiving unit (not shown) that receives light emitted from the light-emitting unit. When the operation unit is not pressed, the light emitted from the light-emitting unit is received by the light-receiving unit. When the light emitted from the light-emitting unit is received by the light-receiving unit, the second call button sensor 81a does not output a detection signal to the external terminal board 450. On the other hand, when the operation unit is pressed, a shielding member (not shown) provided on the operation unit blocks the reception of light emitted from the light-emitting unit by the light-receiving unit. Furthermore, the second call button sensor 81a outputs a detection signal to the external terminal board 450 when the reception of light emitted from the light emitter by the light receiver is interrupted.

[0063] The detection signal output by the second call button sensor 81a is input to the external terminal board 450 via the main control board 200 and the dispensing control board 400. In this process, the main control board 200 and the dispensing control board 400 each function as relay boards. That is, the detection signal output by the second call button sensor 81a is not used in the control processing by the CPU 210 of the main control board 200, nor is it used in the control processing by the CPU of the dispensing control board 400. The external terminal board 450 outputs a second press detection signal to the call control unit 73 of the data display unit 70 while a detection signal is being input from the second call button sensor 81a. As a result, each time the operating part of the second call button 81 is pressed, a second press detection signal is output from the external terminal board 450 to the call control unit 73. Here, the second press detection signal is a type of external signal. In this embodiment, the detection signal output by the second call button sensor 81a is input to the external terminal board 450 via the main control board 200 and the dispensing control board 400. However, it is also acceptable to configure the system so that the detection signal output by the second call button sensor 81a is input to the external terminal board 450 via the main control board 200, without going through the dispensing control board 400. Furthermore, in this embodiment, the detection signal output by the second call button sensor 81a is input to the external terminal board 450 via the main control board 200, and in this case, the detection signal output by the second call button sensor 81a is not used in the control processing by the CPU 210 of the main control board 200. However, the detection signal output by the second call button sensor 81a may also be input to the input port 204 of the main control board 200, and the CPU 210 may monitor the input of the detection signal from the second call button sensor 81a through predetermined processing (such as timer interrupt processing), and when it determines (confirms) the input of the detection signal from the second call button sensor 81a, it may output a predetermined signal from the output port 205 to the external terminal board 450. In such a configuration, the external terminal board 450 is configured to output the second press detection signal to the call control unit 73 of the data display 70 during the period when the predetermined signal is input from the main control board 200.

[0064] The call button lamp 81b is located inside the control unit. The call button lamp 81b is composed of a light-emitting means (LED, etc.). The call button lamp 81b is connected to the performance control board 300 (lighting controller) via a lamp driver 342. The call button lamp 81b is controlled to turn on and off based on the lamp drive signal output from the performance control board 300 (lighting controller). The word "Call" is displayed on the top surface of the control panel. When the call button lamp 81b lights up, the top surface of the control panel illuminates, making the word "Call" displayed on the top surface of the control panel easy to see. On the other hand, when the call button lamp 81b turns off, the top surface of the control panel turns off, making it difficult to see the word "Call" displayed on the top surface of the control panel. As a result, when the call button lamp 81b is lit, it notifies the player that the second call button 81 is usable (the second call button 81 is active), and when it is off, it notifies the player that the second call button 81 is unusable (the second call button 81 is disabled). In other words, when the call button lamp 81b is lit, it notifies the player that the second call button 81 (second call button sensor 81a) is electrically connected to the data display 70 (call control unit 73), and when it is off, it notifies the player that the second call button 81 (second call button sensor 81a) is not electrically connected to the data display 70 (call control unit 73).

[0065] Here, the performance control board 300 is equipped with a performance switching switch SW1 (not shown). The performance switching switch SW1 can be operated by the administrator of the pachinko machine 1, but cannot be operated by the player. By operating the performance switching switch SW1, it is possible to switch the call button lamp 81b on or off. Specifically, the performance switching switch SW1 is composed of a DIP switch (slide switch). The performance switching switch SW1 can be switched to either a first state or a second state by operating the control unit. When the performance switching switch SW1 is in the first state, it outputs a detection signal to the performance control board 300, and when it is in the second state, it stops outputting the detection signal to the performance control board 300.

[0066] Furthermore, when power is turned on to the pachinko machine 1, the CPU of the performance control board 300 performs an initial setup process (not shown). In the initial setup process, it is determined (confirmed) whether or not a detection signal is input from the performance switching switch SW1. Then, if it is determined that a detection signal has been input from the performance switching switch SW1, drive information (hereinafter referred to as "lighting information") specifying that the call button lamp 81b be lit is set at the output port corresponding to the call button lamp 81b (hereinafter referred to as the "call button lamp output port"). Here, the state in which the lighting information is set at the call button lamp output port is maintained at least until the next power is turned on to the pachinko machine 1 (the next initial setup process). In addition, the lighting controller outputs a lamp drive signal to the lamp driver 342 specifying that the call button lamp 81b be lit while the lighting information is set at the call button lamp output port. Furthermore, the lamp driver 342 controls the call button lamp 81b to be lit while the lamp drive signal specifying that the call button lamp 81b be lit is input from the lighting controller. As a result, when the performance switching switch SW1 is set to the first state when the power is turned on to the pachinko machine 1, the call button lamp 81b will be lit at all times while the pachinko machine 1 is powered on. On the other hand, if it is determined that no detection signal has been input from the performance switching switch SW1, drive information specifying that the call button lamp output port be turned off (hereinafter referred to as "turn-off information") is set. Here, the state in which the turn-off information is set at the call button lamp output port is maintained at least until the next power is turned on to the pachinko machine 1 (the next initial setup process). Furthermore, during the period in which the turn-off information is set at the call button lamp output port, the lighting controller outputs a lamp drive signal to the lamp driver 342 specifying that the call button lamp 81b be turned off (or stops outputting the lamp drive signal to the lamp driver 342). In addition, the lamp driver 342 controls the call button lamp 81b to be turned off during the period in which a lamp drive signal specifying that the call button lamp 81b be turned off has been input from the lighting controller (or during the period in which no drive signal has been input from the lighting controller). As a result, when the power is turned on to the pachinko machine 1, if the performance switching switch SW1 is in the second state, the call button lamp 81b will remain off at all times while the pachinko machine 1 is powered on.

[0067] As a result, with pachinko machine 1, players can easily call for the services of the arcade staff. In other words, in the pachinko machine 1, the movable members, decorative members, and design members (for example, the decorative part 4b provided on the front frame unit 4) provided on the front frame unit 4 may interfere with (hinder) the player's operation of pressing the first call button 71 (operation part) located on the data display unit 70. Therefore, in the pachinko machine 1, a second call button 81 is located in the front frame unit 4. Pressing either the first call button 71 or the second call button 81 allows switching between the call state and the non-call state. As a result, players can use the second call button 81 to call an employee of the arcade without being obstructed by the movable members, decorative members, or design members provided on the front frame unit 4, and consequently, it becomes easier to call an employee of the arcade. In the pachinko machine 1, the administrator of the pachinko machine 1 can arbitrarily choose whether or not to electrically connect the second call button sensor 81a of the second call button 81 to the call control unit 73 of the data display unit 70. In other words, the administrator of the pachinko machine 1 can arbitrarily choose whether or not to make the second call button 81 usable (whether or not to make the second call button 81 active). In this case, if the second call button sensor 81a of the second call button 81 is not electrically connected to the call control unit 73 of the data display unit 70, there is a risk that the player may mistakenly believe that the second call button 81 is usable, even though it is actually unusable. Therefore, in the pachinko machine 1, when the second call button sensor 81a of the second call button 81 is electrically connected to the call control unit 73 of the data display 70 (when the second call button 81 is usable), the call button lamp 81b can be turned on by setting the performance switching switch SW1 to the first state. On the other hand, when the second call button sensor 81a of the second call button 81 is not electrically connected to the call control unit 73 of the data display 70 (when the second call button 81 is unusable), the call button lamp 81b can be turned off by setting the performance switching switch SW1 to the second state. This allows players to intuitively understand (determine) whether the second call button 81 is usable or not, based on whether the call button lamp 81b is lit or not. As a result, it becomes possible to prevent players from misinterpreting the situation.

[0068] Here, the performance control board 300 is provided with a first memory area, a second memory area, and a third memory area as memory areas. The first memory area stores information related to the progress of the game (information indicating the number of times the special symbol lottery has been performed, information indicating the number of times the jackpot game state has occurred, information indicating the previous jackpot symbol, etc.). The second memory area stores information related to various settings (information indicating the setting values ​​stored in the RAM setting value area of ​​the performance control board 300, information indicating the occurrence status of various errors, information indicating whether or not to set various movable parts to a movable state, etc.). The third memory area stores information regarding the setting of whether the call button lamp 81b is turned on or off. In this embodiment, the memory area in which the on or off information for the call button lamp output port is set is included in the third memory area. In this embodiment, the contents of the first, second, and third storage areas are maintained even after the power is cut off by supplying backup power. However, the contents of the first storage area may be erased when the power is cut off. Then, when the CPU of the performance control board 300 receives a RAM clear command from the main control board 200, it executes a RAM clear process (not shown). The RAM clear process initializes the first memory area (erasing the information stored in the first memory area). At this time, the second and third memory areas are not initialized (the information stored in the second and third memory areas is retained without being erased). Furthermore, when the deletion of sub-data is performed on the store menu screen described later, the CPU of the performance control board 300 initializes the second memory area accordingly (deleting the information stored in the second memory area). At this time, the third memory area is not initialized (the information stored in the third memory area is retained without being deleted). As described above, in the pachinko machine 1, the information stored in the third memory area (i.e., information regarding the setting of whether the call button lamp 81b is turned on or off) is not erased by pressing the RAM clear switch 207, nor is it erased by deleting sub-data on the store menu screen. Furthermore, the information stored in the third memory area (i.e., information regarding the setting of whether the call button lamp 81b is turned on or off) is maintained after being set in each initial setup process until the next initial setup process is executed. Specifically, the on / off information set for the call button lamp output port is not erased by pressing the RAM clear switch 207, nor is it erased by deleting sub-data on the store menu screen. Furthermore, the on / off information set for the call button lamp output port is maintained after being set during each initial setup process until the next initial setup process is executed. Therefore, in pachinko machine 1, when the RAM clear switch 207 is pressed, or when sub-data is erased on the store menu screen, the process of resetting the on / off information at the call button lamp output port becomes unnecessary, thereby reducing the control burden.

[0069] In particular, when the CPU of the performance control board 300 receives either a power restoration command or a RAM clear command from the main control board 200, it executes an initial operation process (not shown) in response. The initial operation process is executed in parallel with the power restoration process (process to restore power) or the RAM clear process (process to initialize the first memory area). During the initial operation processing, the various performance elements located on the pachinko machine 1 (movable units located on the front frame unit 4, movable units located on the game board unit 10, frame lamps 20, game board lamps 21, call button lamps 81b, etc.) are sequentially made to perform initial operations. In this embodiment, whether lighting information is set in the call button lamp output port (when the call button lamp 81b is lit) or turning off information is set in the call button lamp output port (when the call button lamp 81b is turned off), the call button lamp 81b performs a predetermined initial operation (an operation in which it lights up and blinks in a predetermined manner). This makes it possible to easily detect abnormalities in the call button lamp 81b even when the call button lamp output port is set to be off (i.e., the call button lamp 81b is in an off state).

[0070] In this embodiment, the call button lamp 81b can be switched between an illuminated state and an unilluminated state by setting the performance switching switch SW1 to a first state or a second state. However, the store menu screen may also be configured to allow switching between an illuminated state and an unilluminated state for the call button lamp 81b. In other words, the CPU of the performance control board 300 starts displaying the store menu screen on the display screen 31a when the store menu start condition is met. In this modified example, the store menu start condition is met when the duration of the press operation of the performance button 5b reaches a predetermined time after receiving the RAM clear specification command described later from the main control board 200. In this modified example, the stop symbols (the displayed stop symbols z1 and z2) can be seen (confirmed) while the store menu screen is displayed. That is, while the store menu screen is displayed, the display screen 31a shows both the regular stop symbols and the mini stop symbols. At least a portion of the regular stop symbols is obscured (covered) by the store menu screen and cannot be seen. On the other hand, the mini stop symbols are not obscured by the store menu screen and can be seen in their entirety. The "normal stop symbols" are the performance symbols z1 and z2, which are of the normal size and arrangement displayed in the performance symbol display area a1 to a4. "Mini stop symbols" are stop symbols that correspond to regular stop symbols. In other words, mini stop symbols are stop symbols with the same content (display the same result, the same combination) as regular stop symbols. In particular, mini stop symbols are smaller stop symbols compared to regular stop symbols. Specifically, mini stop symbols consist of mini performance symbols that correspond to the first performance symbol z1 (regular stop symbol) displayed in the performance symbol display area a1 (displaying the same identification information), mini performance symbols that correspond to the first performance symbol z1 (regular stop symbol) displayed in the performance symbol display area a2 (displaying the same identification information), mini performance symbols that correspond to the first performance symbol z1 (regular stop symbol) displayed in the performance symbol display area a3 (displaying the same identification information), and mini performance symbols that correspond to the second performance symbol z2 (regular stop symbol) displayed in the performance symbol display area a4 (displaying the same identification information). As a result, in this modified version, it is possible to confirm the stop symbols based on the mini stop symbols even while the store menu screen is being displayed.

[0071] The store menu screen displays multiple submenus, including "Call Button Lamp Settings" and "Sub-Data Erase." Furthermore, on the store menu screen, it is possible to select one of the submenus from the multiple operation menus by pressing the directional buttons and the performance button 5b. When "Call Button Lamp Settings" is selected on the store menu screen, a sub-screen for call button lamp settings is displayed. On this sub-screen, it is possible to set whether the call button lamp 81b is lit or off by pressing the directional buttons and the performance button 5b. In the sub-screen for setting the call button lamp, when the illuminated state is set (selected) for the call button lamp 81b, the illumination information is set in the call button lamp output port accordingly. Then, the lighting controller outputs a lamp drive signal to the lamp driver 342 specifying that the call button lamp 81b should be illuminated, and the call button lamp 81b is controlled to be illuminated. Here, the state in which the illumination information is set in the call button lamp output port is maintained until the off state is set for the call button lamp 81b in the sub-screen for setting the call button lamp. As a result, when the illuminated state is set for the call button lamp 81b in the sub-screen for setting the call button lamp, the call button lamp 81b will remain illuminated at all times while the pachinko machine 1 is powered on. On the other hand, when the off state is set (selected) for the call button lamp 81b in the sub-screen for call button lamp settings, the off information is set in the call button lamp output port accordingly. Then, the lighting controller outputs a lamp drive signal to the lamp driver 342 specifying that the call button lamp 81b should be turned off (or the output of a lamp drive signal to the lamp driver 342 specifying that the call button lamp 81b should be turned on is stopped), and the call button lamp 81b is controlled to be turned off. Here, the state in which the off information is set in the call button lamp output port is maintained until the on state is set for the call button lamp 81b in the sub-screen for call button lamp settings instead of the off state. As a result, when the off state is set for the call button lamp 81b in the sub-screen for call button lamp settings, the call button lamp 81b will remain off at all times while the pachinko machine 1 is powered on. In this modified example, when the call button lamp 81b is set (selected) to either on or off in the sub-screen for setting the call button lamp, the call button lamp 81b is immediately turned on or off. That is, when the call button lamp 81b is set to on instead of off in the sub-screen for setting the call button lamp, the call button lamp 81b is turned on while the sub-screen for setting the call button lamp is being displayed (before the store menu screen is finished displaying). On the other hand, when the call button lamp 81b is set to off instead of on in the sub-screen for setting the call button lamp, the call button lamp 81b is turned off while the sub-screen for setting the call button lamp is being displayed (before the store menu screen is finished displaying).

[0072] When "Delete Sub-Data" is selected on the store menu screen, a sub-screen for deleting sub-data will be displayed. On this sub-screen, it is possible to delete sub-data by pressing the directional buttons and the performance button 5b. In the sub-screen for erasing sub-data, when the option to erase sub-data is selected, the second memory area is initialized accordingly (the information stored in the second memory area is erased). At this time, the third memory area is not initialized (the information stored in the third memory area is retained without being erased). In this modified version, the conditions for starting the store menu include receiving a RAM clear command from the main control board 200, as described later. When the store menu screen is displayed as a result, the first memory area is initialized (the information stored in the first memory area is erased). However, the second and third memory areas are not initialized at this time (the information stored in the second and third memory areas is retained without being erased). As described above, in the pachinko machine 1, the information stored in the third memory area (i.e., information regarding the setting of whether the call button lamp 81b is turned on or off) is not erased by pressing the RAM clear switch 207, nor is it erased by executing the sub-data erasure on the sub-screen for sub-data erasure. Furthermore, the information stored in the third memory area (i.e., information regarding the setting of whether the call button lamp 81b is turned on or off) is maintained on the sub-screen for call button lamp settings until the on or off state of the call button lamp 81b is changed. Specifically, the on / off information set in the call button lamp output port is not erased by pressing the RAM clear switch 207, nor is it erased by erasing sub-data on the sub-screen for erasing sub-data. Furthermore, the on / off information set in the call button lamp output port is maintained on the sub-screen for call button lamp settings, after one state (on or off) is set, until it is changed to the other state. Therefore, in pachinko machine 1, when the RAM clear switch 207 is pressed, and when the sub-data is erased on the sub-screen for erasing sub-data, the process of resetting the on / off information at the call button lamp output port becomes unnecessary, thereby reducing the control burden.

[0073] As described above, when the CPU of the performance control board 300 receives either a power-up command or a RAM-clear command from the main control board 200, it executes initial operation processing accordingly. When the store menu screen is to be displayed, the display of the store menu screen and the initial operation processing are executed in parallel. That is, while the store menu screen is being displayed, initial operations are executed sequentially for various performance elements (movable units located on the front frame unit 4, movable units located on the game board unit 10, frame lamps 20, game board lamps 21, call button lamps 81b, etc.). In this case, whether lighting information is set in the call button lamp output port (i.e., the call button lamp 81b is lit) or turning off information is set in the call button lamp output port (i.e., the call button lamp 81b is turned off), the call button lamp 81b will perform a predetermined initial operation (an operation in which it lights up in a predetermined manner). This makes it possible to easily detect abnormalities in the call button lamp 81b even when the call button lamp output port is set to be off (i.e., the call button lamp 81b is in an off state).

[0074] The CPU of the performance control board 300 terminates the display of the store menu screen on the display screen 31a when the store menu termination condition is met. In this modified example, the store menu termination condition is met when either of the following conditions is met: (1) the display of special symbols (performance symbols z1, z2) starts to change, or (2) the termination of the store menu screen is selected by pressing the directional key button and the performance button 5b.

[0075] (Configuration of the back side of Pachinko machine 1) Next, we will explain the configuration of the back side of pachinko machine 1. Figure 62 is a perspective view showing the rear side of the pachinko machine 1 with the back cover 50 attached. Figure 63 is a perspective view showing the rear side of the pachinko machine 1 with the back cover 50 removed. Figure 64 is a diagram showing the configuration of the screw member sc. As shown in Figures 62 and 63, the back of the pachinko machine 1 is equipped with a game ball dispensing device 440, various circuit board cases (main circuit board case 260, performance circuit board case 360, dispensing circuit board case 460, etc.), a back cover 50, and the like. The game ball dispensing device 440 is attached to the inner frame unit 3 (inner frame). The game ball dispensing device 440 consists of a prize ball tank 41, an upper prize ball trough 42, a prize ball case 43, etc. The prize ball tank 41 is capable of storing game balls supplied from the island equipment of the game hall via a supply route (not shown). The game balls stored in the prize ball tank 41 are guided to the prize ball case 43 via the upper prize ball trough 42. Then, the game balls dispensed from the prize ball case 43 are guided to the receiving tray 5a via a flow path unit (not shown).

[0076] The back cover 50 is attached to the inner frame unit 3 (inner frame) via a hinge mechanism (not shown). This allows the back cover 50 to be opened and closed relative to the inner frame unit 3 (inner frame). The back cover 50 is formed in a box shape with the front side open. The back cover 50 covers the back sides of the main board case 260 and the performance board case 360. That is, when the back cover 50 is closed, the main board case 260 and the performance board case 360 ​​are housed inside the back cover 50 and covered by the back cover 50 (see Figure 62). This makes it possible to prevent unauthorized actions against each board 200, 300 (especially the main control board 200). On the other hand, when the back cover 50 is opened, the main board case 260 and the performance board case 360 ​​are exposed (see Figure 63). Multiple heat dissipation holes RH are provided on the back (back panel) of the back cover 50. In this embodiment, the back panel of the back cover 50 is defined as having a first region 51 and a second region 52 located below the first region 51. Multiple heat dissipation holes RH are provided in a matrix in the first region 51. On the other hand, no heat dissipation holes are provided in the second region 52.

[0077] Each heat dissipation vent RH is an oval-shaped elongated hole (through hole). In particular, each heat dissipation vent RH is designed to allow easy passage (entry) of the screw member sc. That is, each heat dissipation vent RH is formed to a size that allows easy passage (entry) of the screw member sc, prioritizing improved heat dissipation. Here, the screw member sc is a screw member located above the back cover 50 among the screw members arranged in the pachinko machine 1. In particular, the screw member sc includes screw members for fixing the prize ball tank 41 to the inner frame unit 3 (inner frame), screw members for fixing the upper prize ball trough 42 to the inner frame unit 3 (inner frame), screw members for assembling the outer frame unit 2 (outer frame), etc. As shown in Figure 64, the screw member sc is composed of a head sh and a threaded portion sp extending downward from the lower surface of the head sh. The width (short-side dimension) of each heat dissipation hole RH is larger than the diameter x of the head sh. This makes it easy for the screw member sc to pass through (enter) each heat dissipation hole RH. Furthermore, each heat dissipation vent RH is designed to be difficult (impossible) for game balls to pass through (enter). Specifically, the width (short-side dimension) of each heat dissipation vent RH is smaller than the diameter of a game ball. As a result, it is difficult (impossible) for game balls to pass through (enter) each heat dissipation vent RH.

[0078] (Configuration of the main board case 260) Next, the configuration of the main board case 260 will be explained. Figure 65 is an exploded perspective view of the main board case 260. As shown in Figure 65, the main board case 260 is composed of a base member 261 and a cover member 262. The base member 261 is made of a transparent or translucent material such as resin. The base member 261 is formed in a flat plate shape, and a mounting portion 261a on its back surface is provided on which the main control board 200 is mounted. The cover member 262 is made of a transparent or translucent material such as resin. The cover member 262 is formed in a box shape with an open front. The cover member 262 is configured to be detachable from the base member 261. To house the main control board 200 inside the main board case 260, first, the main control board 200 is placed on the mounting portion 261a of the base member 261. Then, the cover member 262 is fitted onto the base member 261 so that the back side of the base member 261 and the open front side of the cover member 262 face each other. This houses the main control board 200 inside the main board case 260. At this time, the front of the back plate 262a of the cover member 262 faces the surface of the main control board 200. The back side of the main control board 200 is covered by the base member 261, and the sides and front of the main control board 200 are covered by the cover member 262.

[0079] In this embodiment, the back surface (back plate 262a) of the cover member 262 does not have any heat dissipation holes. Specifically, the cover member 262 does not have any heat dissipation holes. Specifically, the back surface (back plate 262a), upper side surface (upper side plate), lower side surface (lower side plate), right side surface (right side plate), and left side surface (left side plate) of the cover member 262 do not have any heat dissipation holes. This makes it possible to prevent unauthorized acts that would interfere with the main control board 200 by inserting foreign objects (such as wires) into the main board case 260 through the heat dissipation holes. The main board case 260 is included in the game board unit 10. Specifically, the main board case 260 is attached to the rear side of the game board 11 (in this embodiment, the main image display device 31). At this time, the main board case 260 is attached to a position below the performance board case 360. The main board case 260 is attached to the game board 11 with the front of the base member 261 facing the front of the pachinko machine 1 and the back of the back plate 262a of the cover member 262 facing the rear of the pachinko machine 1. As a result, the main control board 200 is attached to the game board 11 with its back surface facing the front of the pachinko machine 1 and its front surface facing the rear of the pachinko machine 1.

[0080] When the back cover 50 is closed, the main board case 260 is covered by the second region 52 of the back cover 50. In other words, when the back cover 50 is closed, the back surface of the main board case 260 (specifically, the back surface of the back plate 262a of the cover member 262) and the front surface of the second region 52 of the back plate of the back cover 50 face each other. That is, no heat dissipation holes RH are provided on the back plate of the back cover 50 at a position that faces (corresponds to) the back surface of the main board case 260 (specifically, the back surface of the back plate 262a of the cover member 262). As a result, when the back cover 50 is viewed from the rear, the positions of each heat dissipation hole RH do not overlap with the positions of the main board case 260 (specifically, the back plate 262a of the cover member 262). In particular, when viewing each heat dissipation hole RH from the rear, the position of the heat dissipation hole RH does not overlap with the position of the main board case 260 (specifically, the back plate 262a of the cover member 262). Therefore, it is possible to prevent unauthorized acts such as foreign objects (wires, etc.) inserted through the heat dissipation hole RH penetrating the main board case 260 (specifically, the back plate 262a of the cover member 262) and interfering with the main control board 200. In this configuration, with the back cover 50 closed, the main board case 260 is positioned below the multiple heat dissipation holes RH. This means that dust that enters the back cover 50 through each heat dissipation hole RH may fall towards the main board case 260. However, as described above, in this embodiment, the cover member 262 (particularly the back plate 262a of the cover member 262) does not have heat dissipation holes. This prevents dust that falls towards the main board case 260 from entering the interior of the main board case 260. Furthermore, in this embodiment, when the back cover 50 is closed, the distance between the back surface of the main board case 260 (specifically, the back surface of the back plate 262a of the cover member 262) and the front surface of the back plate of the back cover 50 (specifically, the front surface of the second region 52 on the back plate) is smaller than the diameter x of the head sh of the screw member sc. This makes it possible to retain the screw members sc that have entered the interior of the back cover 50 from each heat dissipation hole RH on the upper surface of the main board case 260, and to facilitate the retrieval of the screw members sc.

[0081] (Configuration of the 360mm display board case) Next, we will explain the configuration of the performance circuit board case 360. Figure 66 is an exploded perspective view of the performance circuit board case 360. As shown in Figure 66, the display board case 360 ​​is composed of a base member 361 and a cover member 362. The base member 361 is formed from a transparent or translucent material such as resin. The base member 361 is formed in a flat plate shape, and a mounting portion 361a on its back surface is provided on which the performance control board 300 is placed. The cover member 362 is made of a transparent or translucent material such as resin. The cover member 362 is formed in a box shape with an open front. The cover member 362 is configured to be detachable from the base member 361. To house the performance control board 300 inside the performance board case 360, first, the performance control board 300 is placed on the mounting portion 361a of the base member 361. Then, the cover member 362 is fitted onto the base member 361 so that the back side of the base member 361 and the open front side of the cover member 362 face each other. This houses the performance control board 300 inside the performance board case 260. At this time, the front of the back plate 362a of the cover member 362 faces the surface of the performance control board 300. The back side of the performance control board 300 is covered by the base member 361, and the sides and front of the performance control board 300 are covered by the cover member 362.

[0082] The cover member 362 is provided with various heat dissipation holes rh1 to rh5. This makes it possible to suppress heat generation from the one-chip microcomputer included in the performance control board 300. In this embodiment, a plurality of heat dissipation holes rh1 are provided on the back surface (back plate 362a) of the cover member 362. Each heat dissipation hole rh1 is a substantially circular through hole. In addition, a plurality of heat dissipation holes rh2 are provided on the upper surface of the cover member 362. Each heat dissipation hole rh2 is an oval-shaped elongated hole (through hole) extending from the back surface to the upper surface of the cover member 362. In addition, a plurality of heat dissipation holes rh3 are provided on the lower surface of the cover member 362. Each heat dissipation hole rh3 is an oval-shaped elongated hole (through hole) extending from the back surface to the lower surface of the cover member 362. In addition, a plurality of heat dissipation holes rh4 are provided on the right side surface of the cover member 362. Each heat dissipation hole rh4 is an oval-shaped elongated hole (through hole) extending from the back surface to the right side of the cover member 362. Furthermore, multiple heat dissipation holes rh5 are provided on the left side of the cover member 362. Each heat dissipation hole rh5 is an oval-shaped elongated hole (through hole) that extends from the back surface to the left side of the cover member 362. Each of the heat dissipation holes rh1 to rh5 is designed to make it difficult (impossible) for the screw member sc to pass through (enter). Specifically, the inner diameter (diameter) of each heat dissipation hole rh1 is smaller than the diameter x of the head sh. Also, the width (dimension in the shorter direction) of each heat dissipation hole rh2 to rh5 is smaller than the diameter x of the head sh. As a result, it is difficult (impossible) for the screw member sc to pass through (enter) each of the heat dissipation holes rh1 to rh5. The performance board case 360 ​​is included in the game board unit 10. Specifically, the performance board case 360 ​​is attached to the rear side of the game board 11 (in this embodiment, the main image display device 31). At this time, the performance board case 360 ​​is attached to the game board 11 in a position above the main board case 260. The performance board case 360 ​​is attached to the game board 11 with the front of the base member 361 facing the front of the pachinko machine 1 and the back of the back plate 362a of the cover member 362 facing the rear of the pachinko machine 1. As a result, the performance control board 300 is attached to the game board 11 with its back surface facing the front of the pachinko machine 1 and its front surface facing the rear of the pachinko machine 1.

[0083] When the back cover 50 is closed, the performance board case 360 ​​is covered by the first region 51 of the back cover 50. In other words, when the back cover 50 is closed, the back of the performance board case 360 ​​(specifically, the back of the back plate 362a of the cover member 362) and the front of the first region 51 of the back plate of the back cover 50 face each other. That is, heat dissipation holes RH are provided on the back plate of the back cover 50 at a position that faces (corresponds to) the back of the performance board case 360 ​​(specifically, the back of the back plate 362a of the cover member 362). As a result, when the back cover 50 is viewed from the rear, the position of each heat dissipation hole RH coincides with the position of the performance board case 360 ​​(specifically, the back plate 363a of the cover member 362). In particular, when each heat dissipation hole RH is viewed from the rear, the position of the heat dissipation hole RH coincides with the position of the performance board case 360 ​​(specifically, the back plate 362a of the cover member 362). In this case, for some of the heat dissipation holes RH, when viewed from the rear, the position of the heat dissipation hole RH coincides with the position of any of the heat dissipation holes rh1 to rh5 provided on the performance board case 360. This improves the performance of releasing heat from inside the performance board case 360 ​​to the outside of the back cover 50, and makes it possible to suppress the heat generation of the one-chip microcomputer in the performance control board 300, which generates more heat than the main control board 200. Furthermore, in this embodiment, when the back cover 50 is closed, the distance between the back surface of the performance board case 360 ​​(specifically, the back surface of the back plate 362a of the cover member 362) and the front surface of the back plate of the back cover 50 (specifically, the front surface of the first region 51 on the back plate) is greater than the diameter x of the head sh of the screw member sc. This makes it possible to further improve the performance of dissipating heat from inside the performance board case 360 ​​to the outside of the back cover 50. Here, for each heat dissipation hole rh1 to rh5, it is acceptable to configure it so that it is difficult (impossible) for the screw member sc to pass through, but the threaded portion sp of the screw member sc can easily (can) enter. Specifically, the inner diameter (diameter) of each heat dissipation hole rh1 may be made smaller than the diameter x of the head sh and larger than the diameter of the threaded portion sp. Also, the width (dimension in the shorter direction) of each heat dissipation hole rh2 to rh5 may be made smaller than the diameter x of the head sh and larger than the diameter of the threaded portion sp. As a result, it becomes difficult (impossible) for the entire screw member sc to pass through each heat dissipation hole rh1 to rh5, but it becomes possible for the threaded portion sp to enter each heat dissipation hole rh1 to rh5. In such a configuration, it is preferable that the distance between the back surface of the base member 361 and the front surface of the back plate 362a of the cover member 362 is set so that the tip of the screw portion sp that enters each heat dissipation hole rh1 to rh5 does not interfere with (contact) various electronic components such as the one-chip microcomputer, ROM, IC, etc. mounted on the performance control board 300. Specifically, it is preferable that the distance from the top surface of the various electronic components mounted on the performance control board 300 to the front surface of the back plate 362a is set to be greater than the length y of the screw portion sp.

[0084] (Configuration of the dispensing circuit board case 460) Next, the configuration of the dispensing circuit board case 460 will be explained. Figure 67 is an exploded perspective view of the dispensing circuit board case 460. As shown in Figure 67, the dispensing substrate case 460 is composed of a base member 461 and a cover member 462. The base member 461 is made of a transparent or translucent material such as resin. The base member 461 is formed in a flat plate shape, and a mounting portion 461a on its back surface is provided on which the dispensing control board 400 is mounted. The cover member 462 is made of a transparent or translucent material such as resin. The cover member 462 is formed in a box shape with an open front. The cover member 462 is configured to be detachable from the base member 461. To house the dispensing control board 400 inside the dispensing board case 460, first, the dispensing control board 400 is placed on the mounting portion 461a of the base member 461. Then, the cover member 462 is fitted onto the base member 461 so that the back side of the base member 461 and the open front side of the cover member 462 face each other. This houses the dispensing control board 400 inside the dispensing board case 460. At this time, the front of the back plate 462a of the cover member 462 faces the surface of the dispensing control board 400. The back side of the dispensing control board 400 is covered by the base member 461, and the sides and front of the dispensing control board 400 are covered by the cover member 462.

[0085] In this embodiment, the back surface (back plate 462a) of the cover member 462 does not have any heat dissipation holes. Specifically, the cover member 462 does not have any heat dissipation holes. Specifically, the back surface (back plate 462a), upper side surface (upper side plate), lower side surface (lower side plate), right side surface (right side plate), and left side surface (left side plate) of the cover member 462 do not have any heat dissipation holes. This makes it possible to prevent fraudulent acts that would interfere with the dispensing control board 400 by inserting foreign objects (such as wires) into the dispensing board case 460 through the heat dissipation holes. The payout board case 460 is included in the inner frame unit 3. Specifically, the payout board case 460 is attached to the inner frame unit 3 (inner frame). In this case, the payout board case 460 is attached to a position below the main board case 260. The payout board case 460 is attached to the inner frame unit 3 (inner frame) with the front of the base member 461 facing the front of the pachinko machine 1 and the back of the back plate 462a of the cover member 462 facing the back of the pachinko machine 1. As a result, the payout control board 400 is attached to the inner frame unit 3 (inner frame) with its back surface facing the front of the pachinko machine 1 and its front surface facing the back of the pachinko machine 1. The payout board case 460 is not covered by the back cover 50.

[0086] (Configuration of back panels 262a, 362a, and 462a in each circuit board case 260, 360, and 460) Next, the configuration of the back panels 262a, 362a, and 462a in each of the circuit board cases 260, 360, and 460 will be described. Figure 68 shows cross-sectional views of each substrate case 260, 360, and 460. Here, Figure 68(a) shows the cross-section of each substrate case 260, 360, and 460, and Figure 68(b) shows the cross-section of a modified substrate case. In this embodiment, electrolytic capacitors ec are arranged on each control board 200, 300, and 400 to obtain a large capacitance. In particular, the electrolytic capacitors ec are formed in a substantially cylindrical shape, and an explosion-proof valve (not shown) is provided on their top surface. If an excessive voltage is applied to the electrolytic capacitor ec, gas will be generated inside the electrolytic capacitor ec, causing the internal pressure to rise and potentially leading to an explosion. Therefore, when the internal pressure of the electrolytic capacitor ec rises, the explosion-proof valve activates, and the gas and electrolyte are ejected from inside the electrolytic capacitor ec through the valve to the outside, thereby preventing the electrolytic capacitor ec from exploding. Note that the electrolytic capacitor ec whose explosion-proof valve has activated will need to be replaced. As shown in Figure 68(a), in each substrate case 260, 360, and 460, there are no heat dissipation holes on the back surface of the cover members 262, 362, and 462 (back plates 262a, 362a, and 462a) at a position above the electrolytic capacitor ec (opposite the explosion-proof valve of the electrolytic capacitor ec). This prevents the electrolyte ejected from the explosion-proof valve of the electrolytic capacitor ec from being sprayed outside each substrate case 260, 360, and 460 when the explosion-proof valve of the electrolytic capacitor ec is activated. Furthermore, in each circuit board case 260, 360, and 460, if the diameter of the top surface of the electrolytic capacitor ec is "A" and the dimension from the top surface of the electrolytic capacitor ec to the top surface of the cover member 262, 362, and 462 (the front of the back plates 262a, 362a, and 462a) is "B", then "B > (A / 2)", preferably "B > A". This prevents the end of the explosion-proof valve from contacting the top surface of the cover member 262, 362, and 462 when the explosion-proof valve is activated, thus preventing the operation of the explosion-proof valve from being hindered. In addition, it becomes easy to determine whether or not the explosion-proof valve of the electrolytic capacitor ec has been activated. Here, as shown in Figure 68(b), in each substrate case 260, 360, 460, a heat dissipation hole rh may be provided on the top surface (back plate 262a, 362a, 462a) of the cover member 262, 362, 462, at a position above the electrolytic capacitor ec (opposite the explosion-proof valve of the electrolytic capacitor ec). In this case, the heat dissipation hole rh is configured such that it is difficult (impossible) for the screw member sc to pass through (enter), but easy (possible) for the threaded portion sp of the screw member sc to enter. That is, the inner diameter (diameter) of the heat dissipation hole rh is configured to be smaller than the diameter x of the head sh and larger than the diameter of the threaded portion sp. In this configuration (hereinafter referred to as "substrate case according to modification"), as described above, "B>(A / 2)", preferably "B>A". In particular, in the substrate case according to modification, when the length of the threaded portion sp of the screw member sc is "y", "B>y", preferably "B>(y+A)". This prevents the tip of the threaded portion sp of the screw member sc from contacting the top surface of the electrolytic capacitor ec when the explosion-proof valve is activated while the threaded portion sp of the screw member sc is inserted into the heat dissipation hole rh, thereby preventing the operation of the explosion-proof valve from being hindered.

[0087] (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.

[0088] 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.

[0089] 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.

[0090] "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.

[0091] "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.

[0092] "Backup Anomaly State" indicates that a gaming machine is in a state where a backup anomaly has occurred. A backup error occurs when a backup error in RAM230 (specifically, an error in the backup flag or an error in the checksum) is detected at power-on. While a backup abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a backup failure occurs, the performance display device 206 displays an error code indicating the occurrence of a backup failure. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a backup failure, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0093] (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. On the other hand, the probability of winning a "minor prize" through the special symbol lottery (first special symbol lottery and second special symbol lottery) does not change according to the value set in the setting value range. However, the probability of winning a "minor prize" through the special symbol lottery may also be configured to change according to the value set in the setting value range, similar to the probability of winning a "jackpot" through the special symbol lottery. 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).

[0094] In particular, in pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area while the setting change state is active. Here, the change of the setting value is performed by the administrator of pachinko machine 1 (such as an employee of the amusement facility where pachinko machine 1 is installed). In other words, as described above, a setting change state occurs when the inner frame unit 3 is open when the power is turned on, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed. While the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. When the setting value in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. Then, if the key switch 208 is rotated to the OFF position while the setting change state is active, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0095] (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 51-53 and other prize entry points 56, 57a-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 51-53 and other prize slots 56, 57a-57c.

[0096] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. Figure 5 is a diagram showing the state of the game. In Pachinko Machine 1, it is possible to implement a time-saving control as an auxiliary control that is advantageous to the player. During the time-saving control, the probability of winning a "regular symbol win" in the regular symbol lottery (described later) is increased compared to when the time-saving control is stopped. In other words, when the time-saving control is stopped, the probability of winning a regular symbol is low, and when the time-saving control is running, the probability of winning a regular symbol is high. Furthermore, while the time-saving control is stopped (when the normal symbol low probability state occurs), the probability of winning a "normal symbol win" through the normal symbol lottery is considered to be the first probability. On the other hand, while the time-saving control is running (when the normal symbol high probability state occurs), the probability of winning a "normal symbol win" through the normal symbol lottery is considered to be the second probability, which is higher than the first probability. Furthermore, while the time-saving control is in operation, the time for displaying the variation of the regular symbols is shortened compared to when the time-saving control is stopped. Also, in the regular symbol winning game state described later, the number of times the regular electric mechanism 53a opens is increased, and the opening time of the regular electric mechanism 53a is extended. In addition, while the time-saving control is in operation, the time for displaying the variation of the special symbols (hereinafter referred to as "variation time") is shortened compared to when the time-saving control is stopped.

[0097] Furthermore, in Pachinko Machine 1, two game states are defined as the winning probability for the special symbol lottery (first special symbol lottery and second special symbol lottery), which will be described later: a low special symbol probability state and a high special symbol probability state. Furthermore, the probability of winning a "jackpot" through the special symbol lottery (the first special symbol lottery and the second special symbol lottery) changes depending on whether a low-probability special symbol state is active or a high-probability special symbol state is active. In other words, when the special symbol low probability state occurs, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is set to the first probability (probability according to the setting value). On the other hand, when the special symbol high probability state occurs, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is set to the second probability (probability according to the setting value), which is higher than the first probability. On the other hand, the probability of winning a "minor win" through the special symbol lottery (first special symbol lottery and second special symbol lottery) does not change whether the special symbol low probability state is active or the special symbol high probability state is active.

[0098] As described above, as shown in Figure 5, four game states (specifically, "Game State A" to "Game State D") are defined for the pachinko machine 1. "Game state A" is a game state in which the time-saving control is stopped (low probability state for normal symbols occurs) and the low probability state for special symbols occurs. "Game state B" is a game state in which time-saving control is being executed (high probability state for normal symbols occurs) and the high probability state for special symbols occurs. "Game state C" is a game state in which the time-saving control is stopped (low probability state for normal symbols occurs) and the high probability state for special symbols occurs. "Game state D" is a game state in which time-saving control is in effect (high probability state for normal symbols occurs) and a low probability state for special symbols occurs.

[0099] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. Figure 6 shows the probability of winning in various lotteries. Figure 7 shows the types of prizes won in various lotteries. Figure 6(a) shows the probability of winning in the regular symbol lottery, Figure 6(b) shows the probability of winning in the first special symbol lottery, and Figure 6(c) shows the probability of winning in the second special symbol lottery. Furthermore, Figure 7(a) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the first special symbol lottery, and Figure 7(b) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the second special symbol lottery.

[0100] (Regular design lottery) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. In Pachinko Machine 1, the results of the regular symbol lottery are defined as either a "regular symbol win" or a "lose." As shown in Figure 6(a), in the regular symbol lottery (regular symbol win / loss determination) performed while the time-saving control is stopped (while the regular symbol low probability state occurs), the probability of being determined to be a "regular symbol win" (winning) is 1 / 65536. On the other hand, in the regular symbol lottery (regular symbol win / loss determination) performed while time-saving control is in effect (while the regular symbol high probability state is occurring), the probability of being determined to have a "regular symbol win" (winning) is 1 / 1 (or approximately 1 / 1).

[0101] Furthermore, in Pachinko Machine 1, only "Normal Symbol Winning Symbol 1" is specified as the winning type (type of normal symbol winning symbol) that is selected when a "normal symbol win" is achieved through the normal symbol lottery. If the "Regular Symbol Winning Symbol 1" is selected, the regular symbol display device is controlled to stop and display the regular symbols as "Regular Symbol Winning Symbol 1". On the other hand, if the regular symbol lottery is unsuccessful (i.e., a "losing" result), the regular symbol display device is controlled to stop and display the regular symbol as a "losing symbol". If the "Normal Winning Symbol 1" is selected, the Normal Winning Game state is activated. In the Normal Winning Game state, the normal electric mechanism 53a is displaced (opened) from the closed state to the open state, allowing the game ball to enter the third start opening 53. In the normal winning state, the number of times the normal electric mechanism 53a opens is set to 1 or 3 times, and the opening time of the normal electric mechanism 53a in each time is set to 0.5 seconds or 2.0 seconds. During this time-saving control, the number of times the standard electric mechanism 53a opens is set to 3, and the opening time of the standard electric mechanism 53a for each opening is set to 2.0 seconds. On the other hand, while the time-saving control is stopped, the number of times the normal electric mechanism 53a opens is set to 1, and the opening time of the normal electric mechanism 53a for each opening is set to 0.5 seconds.

[0102] (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 or the third starting port 53 triggers the second special symbol lottery. In Pachinko Machine 1, the results of the first special symbol lottery are defined as "Big Win," "Small Win," and "Loss." On the other hand, the results of the second special symbol lottery are defined as "Big Win," "Small Win," and "Loss." Furthermore, it is acceptable to have a configuration in which it is not possible to win a "minor prize" in the first special symbol drawing.

[0103] As shown in Figures 6(b) and (c), in pachinko machine 1, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) is 1 / 319 (varies depending on the setting value) when the special symbol low probability state is active, and 1 / 136 (varies depending on the setting value) when the special symbol high probability state is active. In addition, the probability of winning a "minor win" through the first special symbol lottery is 1 / 50. Furthermore, the probability of winning a "minor win" through the second special symbol lottery is 1 / 10. Here, as described above, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) varies according to the set value. However, it is also acceptable to configure the system so that the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) does not vary according to the set value.

[0104] As shown in Figure 7(a), in pachinko machine 1, "Big Win Symbol 1" and "Big Win Symbol 2" are defined as the winning types (types of big win symbols) that are selected when a "Big Win" is achieved through the first special symbol lottery. On the other hand, as shown in Figure 7(b), "Winning Symbol 3" to "Winning Symbol 5" are defined as the winning types (types of winning symbols) that are selected when a "jackpot" is won in the second special symbol lottery. Furthermore, when a "minor win" is achieved through the first or second special symbol lottery, only "minor win symbol 1" is specified as the type of winning symbol (type of minor win symbol) that can be selected.

[0105] If the "Big Win Symbol 1" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 1" will be displayed in the Special Symbol 1 display device. In addition, the stop symbol (display mode) corresponding to the "Chance Symbol" will be displayed in the Performance Symbol Display Area A. Here, the "chance symbol" is defined as a display pattern in which, for example, the first performance symbol z1 that stops and is displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same even number, such as "2,2,2", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color. If the "Big Win Symbol 2" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 2" will be displayed in the Special Feature 1 display device. In addition, the stop symbol (display mode) corresponding to the "Chance Symbol" will be displayed in the Performance Symbol Display Area A. If the "Big Win Symbol 3" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 3" will be displayed in the Special Feature 2 display device. In addition, the stop symbol (display mode) corresponding to the "Rush Symbol" will be displayed in the Performance Symbol Display Area B. Here, the "rush symbol" is, for example, a display pattern in which the first performance symbol z1, which is stopped and displayed at the lottery result display position in the three first performance symbol display areas a1 to a3, is lined up as a "number symbol" that shows a specific number such as "7,7,7", and the second performance symbol z2, which is stopped and displayed in the second performance symbol display area a4, shows a predetermined color. If the "Big Win Symbol 4" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 4" will be displayed in the Special Feature 2 display device. In addition, the stop symbol (display mode) corresponding to the "Probability Change Symbol" will be displayed in the Performance Symbol Display Area B. Here, the "probability change symbols" are, for example, the first performance symbols z1 that stop and are displayed at the lottery result display positions in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same odd number, such as "3,3,3", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color. If the "Big Win Symbol 5" is selected, the stop symbol (display mode) corresponding to "Big Win Symbol 5" will be displayed in the Special Feature 2 display device. In addition, the stop symbol (display mode) corresponding to the "Normal Symbol" will be displayed in the Performance Symbol Display Area B. Here, "normal symbols" refers to a display configuration in which, for example, the first performance symbols z1 that are stopped and displayed at the lottery result display positions in the three first performance symbol display areas a1 to a3 are all "number symbols" that show the same even number, such as "4,4,4", and the second performance symbol z2 that is stopped and displayed in the second performance symbol display area a4 shows a predetermined color.

[0106] On the other hand, if the "minor win symbol 1" is selected, the stop symbol (display mode) corresponding to "minor win symbol 1" will be displayed on the special symbol display device (special symbol 1 display device or special symbol 2 display device). In addition, the stop symbol (display mode) corresponding to the "minor win symbol" will be displayed in the performance symbol display areas A and B. Here, the "minor winning symbols" are, for example, first-generation symbols z1 that are stopped and displayed at the lottery result display positions in the three first-generation symbol display areas a1 to a3, which are combinations with a predetermined regularity such as "1, 2, 3", and second-generation symbols z2 that are stopped and displayed in the second-generation symbol display area a4, which are displayed in a predetermined color. On the other hand, if the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is unsuccessful (i.e., a "loser"), the special symbol display device (special symbol 1 display device or special symbol 2 display device) will stop displaying the symbol corresponding to the "loser". Additionally, the performance symbol display areas A and B will stop displaying the symbol corresponding to the "loser". Here, a "losing symbol" is defined as a first-generation symbol z1 that is stopped and displayed in one of the three first-generation symbol display areas a1 to a3, where the number shown by the "number symbol" stopped and displayed in at least one area is a different combination from the number shown by the "number symbol" stopped and displayed in the other areas, and the second-generation symbol z2 that is stopped and displayed in the second-generation symbol display area a4 shows a predetermined color.

[0107] If you win with "Winning Symbol 1" through "Winning Symbol 5", a jackpot game state is activated. In the jackpot game state, the first special electric mechanism 54a is displaced from a closed state to an open state, allowing game balls to enter the first large prize entry opening 54. Specifically, during a jackpot game state, a predetermined number of round games are played. In this embodiment, if the player wins "jackpot symbol 1" to "jackpot symbol 5", the number of round games is set to 6. Furthermore, if the player wins "Winning Symbol 1" through "Winning Symbol 5", the maximum opening time of the first special electric mechanism 54a in each round of gameplay is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when one of the following conditions is met: (1) the maximum open time has elapsed since the first special electric mechanism 54a was opened, or (2) the number of game balls that have entered the first large prize pocket 54 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).

[0108] If you win with "Winning Symbol 1" through "Winning Symbol 5", the first round of the predetermined number of rounds of gameplay performed during the winning state will be a "V Round Game". In "V-Round Game," the distribution mechanism is changed from a non-V-passing state to a V-passing state. In this case, if the "Big Win Symbol 1" or "Big Win Symbol 5" is selected, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes difficult (impossible) for the game balls that enter the first big prize entry point 54 during the execution of the V-round game to pass through the V-area. As a result, if you win with "Winning Symbol 1" or "Winning Symbol 5," it becomes difficult (impossible) for the game ball to pass through the V area while the jackpot game state is active. Therefore, "Winning Symbol 1" or "Winning Symbol 5" are, in effect, winning types that do not result in the special high probability state occurring after the end of the jackpot game state. On the other hand, if the "Big Win Symbol 2" to "Big Win Symbol 4" is selected, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes easier (possible) for the game balls that enter the first big prize entry point 54 during the execution of the V-round game to pass through the V-area. As a result, when "Winning Symbol 2" to "Winning Symbol 4" are won, it becomes easier (possible) for the game ball to pass through the V area while the jackpot game state is active. Therefore, "Winning Symbol 2" to "Winning Symbol 4" are winning types in which a special high probability state may be generated after the end of the jackpot game state. In this case, during the execution of a predetermined number of round games performed while a jackpot state is occurring, the distribution means is not changed from a non-V-passing state to a V-passing state in round games other than the V-round game. As a result, it becomes impossible for game balls that enter the first jackpot opening 54 to pass through the V area during the execution of round games other than the V-round game.

[0109] If, during a jackpot game state, no passage of the game ball through the V area is detected, the game state after the end of that jackpot game state will be the special low probability state. On the other hand, if the passage of a game ball through the V area is detected while a jackpot game state is occurring, the game state after the end of that jackpot game state will be set to a special high probability state. In other words, if you win either "Big Win Symbol 1" or "Big Win Symbol 5," it becomes difficult (impossible) for the game balls that enter the first big prize slot 54 to pass through the V area during the V-round game. As a result, the game state after the end of the big win state will be the special symbol low probability state. On the other hand, if you win with "Big Win Symbol 2" to "Big Win Symbol 4", it becomes easier (possible) for the game balls that enter the first big prize entry point 54 to pass through the V area during the execution of the V round game. As a result, the game state after the end of the big win game state will normally be the special symbol high probability state. The special symbol high probability state is started in response to the end of a jackpot game state and ends when one of the following conditions is met: (1) the number of special symbol win judgments performed during the occurrence of the special symbol high probability state (the number of times the special symbol notification display is performed during the occurrence of the special symbol high probability state) reaches a predetermined number of probability changes (10,000 [times] in this embodiment) (the number of times the special symbol variation display started during the occurrence of the special symbol high probability state reaches a predetermined number of probability changes); and (2) the next jackpot game state begins (the display of the "jackpot symbol" stop ends). If condition (1) is met, the special symbol high probability state ends when the special symbol variation display starts for a predetermined number of probability variations. On the other hand, if condition (2) is met, the special symbol high probability state ends when the display of the "jackpot symbol" stops (when the stop time has elapsed).

[0110] Furthermore, when the jackpot game state ends, a predetermined number of time-saving rounds is set. Then, after the jackpot game state ends, time-saving control is executed according to the set number of time-saving rounds. As shown in Figure 7(a), if you win either "Big Win Symbol 1" or "Big Win Symbol 2", the number of time-saving rounds will be set to 10,000 or 100. In this case, if it is detected that the game ball has passed through the V area while the big win state is active, the number of time-saving rounds will be set to 10,000. If it is not detected that the game ball has passed through the V area while the big win state is active, the number of time-saving rounds will be set to 100. On the other hand, as shown in Figure 7(b), if the "Big Win Symbol 3" is won, the number of time-saving rounds will be set to 0 or 100. In this case, if the passage of the game ball through the V area is detected during the big win state, the number of time-saving rounds will be set to 0, and if the passage of the game ball through the V area is not detected during the big win state, the number of time-saving rounds will be set to 100. On the other hand, if you win with "Big Win Symbol 4" or "Big Win Symbol 5", the number of time-saving rounds will be set to 10,000 or 100. In this case, if it is detected that the game ball has passed through the V area while the big win state is active, the number of time-saving rounds will be set to 10,000, and if it is not detected that the game ball has passed through the V area while the big win state is active, the number of time-saving rounds will be set to 100.

[0111] If the number of time-saving rounds is set to 0, the time-saving control will not be executed after the jackpot game state ends. On the other hand, if the number of time-saving rounds is set to 1 or more, the time-saving control will be executed after the jackpot game state ends. The time-saving control is initiated in response to the end of a jackpot game state and is terminated when one of the following conditions is met: (1) the number of special symbol win judgments performed during the time-saving control (the number of times the special symbol notification display is performed during the time-saving control) reaches the set number of time-saving times (the number of times the special symbol variation display started during the time-saving control reaches the set number of time-saving times); or (2) the next jackpot game state begins (the display of the "jackpot symbol" stop ends). If condition (1) is met, the time-saving control ends when the special symbol variation display for the set number of time-saving rounds begins. On the other hand, if condition (2) is met, the time-saving control ends when the display of the "jackpot symbol" stops (when the stop time has elapsed).

[0112] If the "minor win symbol 1" is hit, a minor win game state is activated. In the minor win game state, the second special electric mechanism 55a is displaced from a closed state to an open state, allowing game balls to enter the second large prize entry opening 55. Specifically, during the occurrence of the small hit game state, a predetermined number of small hit games are executed. In the present embodiment, when winning on the "small hit symbol 1", the number of small hit games is set to 1 [time]. Also, when winning on the "small hit symbol 1", the longest opening time of the second special electric accessory 55a in each small hit game is set to a predetermined time (in this embodiment, 1.8 [s]). Furthermore, when winning on the "small hit symbol 1", in each small hit game, the second large winning opening 55 is opened. That is, in each small hit game, the second special electric accessory 55a is displaced from the closed state to the open state, enabling the entry of game balls into the second large winning opening 55. And each small hit game ends in response to the fulfillment of one of the following conditions: the longest opening time has elapsed since the second special electric accessory 55a was set to the open state, and the number of game balls entering the second large winning opening 55 during the execution of the small hit game has reached a predetermined upper limit number (in this embodiment, 8 [balls]). In the present embodiment, the game state (execution status of time shortening control) does not change before and after the small hit game state.

[0113] (Regarding the variation time of the special symbol) Next, the variation time of the special symbol selected and set during the occurrence of each game state ("game state A" to "game state D") will be described. FIG. 8 is a diagram showing the variation time of the special symbol selected and set during the occurrence of each game state. Note that FIG. 8(a) shows the variation time of the special symbol selected and set during the occurrence of "game state A", FIG. 8(b) shows the variation time of the special symbol selected and set during the occurrence of "game state B", FIG. 8(c) shows the variation time of the special symbol selected and set during the occurrence of "game state C", and FIG. 8(d) shows the variation time of the special symbol selected and set during the occurrence of "game state D".

[0114] The variation time (variation mode / variation pattern) of the special symbols (first special symbol or second special symbol) during a "jackpot" is selected by the variation pattern determination process at the time of winning, which will be described later. In the variation pattern determination process at the time of winning, the variation time (variation mode / variation pattern) of the special symbols is selected based on the type of hold (special symbol 1 game information or special symbol 2 game information), the game state ("game state A" to "game state D"), and the type of stopped symbols. On the other hand, the variation time (variation mode / variation pattern) of the special symbol (first special symbol or second special symbol) when a "miss" occurs is selected by the variation pattern determination process when a "miss" occurs, which will be described later. In the variation pattern determination process when a "miss" occurs, the variation time (variation mode / variation pattern) of the special symbol is selected based on the type of hold (special symbol 1 game information or special symbol 2 game information), the number of holds (special symbol 1 hold number or special symbol 2 hold number), and the game state ("game state A" to "game state D"). On the other hand, the variation time (variation mode / variation pattern) of the special symbols (first special symbol or second special symbol) during a "minor win" is selected by either the variation pattern determination process when winning or the variation pattern determination process when losing. At this time, either the variation pattern determination process when winning or the variation pattern determination process when losing is selected based on the game state ("Game State A" to "Game State D") and the type of hold (special symbol 1 game information or special symbol 2 game information). This eliminates the need for a dedicated process to determine the variation time (variation mode / variation pattern) of the special symbols (first special symbol or second special symbol) during a "minor win," thus simplifying the process.

[0115] Specifically, as shown in Figure 8(a), if the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State A" is occurring is a "minor win," the variation time of the first special symbol is selected by the variation pattern determination process in case of failure. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State A" is occurring is a "minor win" or a "miss." On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information executed while "Game State A" is occurring is a "minor win," the variation pattern determination process at the time of winning selects the variation time of the second special symbol. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win determination based on the special symbol 2 game information executed while "Game State A" is occurring is a "minor win" or a "big win." On the other hand, as shown in Figure 8(b), if the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State B" is occurring is a "minor win", the variation time of the first special symbol is selected by the winning variation pattern determination process. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State B" is occurring is a "minor win" or a "big win". On the other hand, if the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State B" is occurring is a "minor win," the variation pattern judgment process in case of failure selects the variation time of the second special symbol. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State B" is occurring is a "minor win" or a "miss."

[0116] On the other hand, as shown in Figure 8(c), if the result of the special symbol win determination based on the special symbol 1 game information executed while "game state C" is occurring is a "minor win", the variation time of the first special symbol is selected by the winning variation pattern determination process. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win determination based on the special symbol 1 game information executed while "game state C" is occurring is a "minor win" or a "big win". On the other hand, if the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State C" is occurring is a "minor win," the variation time of the second special symbol is selected by the winning variation pattern judgment process. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State C" is occurring is a "minor win" or a "big win." On the other hand, as shown in Figure 8(d), if the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State D" is occurring is a "minor win", the variation time of the first special symbol is selected by the winning variation pattern determination process. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State D" is occurring is a "minor win" or a "big win". On the other hand, if the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State D" is occurring is a "minor win," the variation pattern judgment process in case of failure selects the variation time of the second special symbol. This makes it possible to make the variation performance (content) the same whether the result of the special symbol win judgment based on the special symbol 2 game information executed while "Game State D" is occurring is a "minor win" or a "miss."

[0117] In particular, in Pachinko Machine 1, the groups of special symbol variation patterns (combinations of variation modes and variation patterns) are defined as "normal variation," "long variation," "short variation," and "dedicated variation." "Normal variation" is the group to which the variation patterns to which the normal variation time is associated belong. In this embodiment, the variation times (normal variation times) corresponding to each variation pattern belonging to "normal variation" are defined as 4.0[s] to 180.0[s]. The "long variation" group comprises variation modes that have a longer variation time (hereinafter referred to as "long variation time") compared to variation modes belonging to other groups. In this embodiment, 590.0 [s] is defined as the variation time (long variation time) corresponding to each variation mode belonging to "long variation". "Short fluctuations" is a group of fluctuation patterns to which fluctuation times shorter than normal fluctuation times (hereinafter referred to as "short fluctuation times") belong. In this embodiment, the fluctuation times (short fluctuation times) corresponding to each fluctuation pattern belonging to "short fluctuations" are defined as 3.0[s] to 10.0[s]. A "dedicated variation" is a variation pattern exclusive to when a "minor win" or "miss" is achieved based on the second special symbol lottery performed while "game state C" is occurring. In this embodiment, the variation time corresponding to each variation pattern belonging to the "dedicated variation" is defined as 1.0[s] to 10.0[s].

[0118] As shown in Figure 8(a), if the result of the special symbol win determination based on the special symbol 1 game information executed while "Game State A" is occurring is "Big Win", "Small Win", or "Miss", then "Normal Variation" is selected as the variation mode. This results in a variation time within the range of 4.0[s] to 180.0[s]. In this case, if the result of the special symbol win determination is "Big Win", then the variation mode corresponding to "Big Win" from among the variation modes belonging to "Normal Variation" (variation time = within the range of 120.0[s] to 180.0[s]) is selected as the variation mode. On the other hand, if the result of the special symbol win determination is "Small Win" or "Miss", then the variation mode corresponding to "Miss" from among the variation modes belonging to "Normal Variation" (variation time = within the range of 4.0[s] to 180.0[s]) is selected as the variation mode. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State A" is occurring is "Big Win," "Small Win," or "Miss," then "Long Variation" is selected as the variation mode. As a result, the variation time becomes 590.0 [s]. On the other hand, as shown in Figure 8(b), if the result of the special symbol win determination based on the special symbol 1 game information performed while "Game State B" is occurring is "Big Win," "Small Win," or "Miss," then "Long Variation" is selected as the variation mode. As a result, the variation time becomes 590.0 [s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State B" is occurring is "Big Win", then "Normal Variation" (the variation pattern that corresponds to "Big Win" among the variation patterns belonging to "Normal Variation") is selected as the variation pattern. As a result, the variation time will be within the range of 120.0[s] to 180.0[s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State B" is occurring is "minor win" or "miss", then "short variation" is selected as the variation mode. As a result, the variation time will be within the range of 3.0[s] to 10.0[s].

[0119] On the other hand, as shown in Figure 8(c), if the result of the special symbol win determination based on the special symbol 1 game information performed while "Game State C" is occurring is "Big Win," "Small Win," or "Miss," then "Long Variation" is selected as the variation mode. As a result, the variation time becomes 590.0 [s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State C" is occurring is "Big Win", then "Normal Variation" (the variation pattern that corresponds to "Big Win" among the variation patterns belonging to "Normal Variation") is selected as the variation pattern. As a result, the variation time will be within the range of 120.0[s] to 180.0[s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State C" is occurring is "minor win" or "miss", then "dedicated variation" is selected as the variation mode. As a result, the variation time will be within the range of 1.0[s] to 10.0[s]. On the other hand, as shown in Figure 8(d), if the result of the special symbol win determination based on the special symbol 1 game information performed while "Game State D" is occurring is "Big Win," "Small Win," or "Miss," then "Long Variation" is selected as the variation mode. As a result, the variation time becomes 590.0 [s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State D" is occurring is "Big Win", then "Normal Variation" (the variation pattern that corresponds to "Big Win" among the variation patterns belonging to "Normal Variation") is selected as the variation pattern. As a result, the variation time will be within the range of 120.0[s] to 180.0[s]. On the other hand, if the result of the special symbol win determination based on the special symbol 2 game information performed while "Game State D" is occurring is "minor win" or "miss", then "short variation" is selected as the variation mode. As a result, the variation time will be within the range of 3.0[s] to 10.0[s].

[0120] (Regarding transitions in game state) Next, I will explain the transitions between game states. As shown in Figure 7(a), if you win either "Big Win Symbol 1" or "Big Win Symbol 2" based on the first special symbol lottery, and if the passage of the game ball through the V area is detected while the big win game state is occurring, the game state after the end of the big win game state will be "Game State B". On the other hand, if you win either "Big Win Symbol 1" or "Big Win Symbol 2" based on the first special symbol lottery, and if no passage of the game ball through the V area is detected during the big win game state, the game state after the end of the big win game state will be "Game State D". Here, as described above, if you win "Big Win Symbol 1", it becomes difficult (impossible) for the game ball to pass through the V area while the big win game state is active. Therefore, if you win "Big Win Symbol 1" based on the first special symbol lottery, the game state after the big win game state ends will normally be "Game State D". On the other hand, as described above, if the "Big Win Symbol 2" is won, it becomes easier (possible) for the game ball to pass through the V area while the big win game state is active. Therefore, if the "Big Win Symbol 2" is won based on the first special symbol lottery, the game state after the big win game state ends is usually "Game State B".

[0121] As shown in Figure 7(b), if the "Big Win Symbol 3" is selected based on the second special symbol lottery, and if the passage of the game ball through the V area is detected during the Big Win game state, the game state after the end of the Big Win game state becomes "Game State C". On the other hand, if the player wins "Big Win Symbol 3" based on the second special symbol lottery, and no passage of the game ball through the V area is detected during the big win game state, the game state after the end of the big win game state will be "Game State D". Here, as described above, if the "Big Win Symbol 3" is won, it becomes easy (possible) for the game ball to pass through the V area while the big win game state is active. Therefore, if the "Big Win Symbol 3" is won based on the second special symbol lottery, the game state after the big win game state ends is usually "Game State C". If you win either "Big Win Symbol 4" or "Big Win Symbol 5" based on the second special symbol lottery, and if the passing of a game ball through the V area is detected while the big win game state is active, the game state after the end of the big win game state will be "Game State B". On the other hand, if you win either "Big Win Symbol 4" or "Big Win Symbol 5" based on the second special symbol lottery, and if no passage of the game ball through the V area is detected during the big win game state, the game state after the end of the big win game state will be "Game State D". Here, as described above, if the "Big Win Symbol 4" is won, it becomes easy (possible) for the game ball to pass through the V area while the big win game state is active. Therefore, if the "Big Win Symbol 4" is won based on the second special symbol lottery, the game state after the big win game state ends is usually "Game State B". On the other hand, as described above, if the "jackpot symbol 5" is won, it becomes difficult (impossible) for the game ball to pass through the V area while the jackpot game state is active. Therefore, if the "jackpot symbol 5" is won based on the second special symbol lottery, the game state after the jackpot game state ends is usually "game state D".

[0122] (Regarding the simultaneous display of special symbols) In the pachinko machine 1, it is possible to simultaneously (during the same period) and in parallel execute the notification display (variable display and stop display) of the first special symbol on the special figure 1 display device and the notification display (variable display and stop display) of the second special symbol on the special figure 2 display device. That is, in the pachinko machine 1, when it is not in the jackpot game state or the small win game state, and for one of the game information (special symbol) of the special figure 1 game information (first special symbol) and the special figure 2 game information (second special symbol), if it is not during the stop display (during the stop time) of the "jackpot symbol", it is possible to execute a start determination (special figure win determination, special figure symbol determination, special figure variable pattern determination, etc.) for the other game information.

[0123] Particularly, when, during the execution of a start determination based on one of the special figure 1 game information and the special figure 2 game information, the other game information is in the variable display (during the variable time) of the "jackpot symbol", the result of the start determination based on the said one game information cannot be "jackpot" (jackpot symbol) or "small win" (small win symbol), and is compulsorily regarded as "loss" ("loss symbol"). For example, when, during the execution of a start determination based on the first game information, the second game information for which a "jackpot symbol" has been determined by the start determination is in the variable display (during the variable time), the result of the start determination based on the said first game information is compulsorily regarded as "loss" (loss symbol). On the other hand, when, during the execution of a start determination based on one of the special figure 1 game information and the special figure 2 game information, the other game information is in the variable display (during the variable time) of the "small win symbol" or the "loss symbol", the result of the start determination based on the said one game information is not compelled. Here, in the present embodiment, when, during the execution of a start determination based on one of the special figure 1 game information and the special figure 2 game information, the other game information is in the variable display (during the variable time) of the "jackpot symbol", in the start determination based on the said one game information, the special figure win determination (special figure jackpot determination and special figure small win determination) is not executed. However, if, when the start determination is executed based on one of the two game information sets, the other game information set is displaying a "jackpot symbol" (during the variation time), then the start determination based on the one game information set may be configured such that, after the special symbol win determination (special symbol jackpot determination and special symbol minor win determination) is executed, the result of the special symbol win determination is rewritten to "miss".

[0124] Furthermore, if, for either the Special Feature 1 game information or the Special Feature 2 game information, the stop display (stop time) of a "jackpot symbol" or "minor win symbol" begins while the other game information is in the process of changing (during the change time), the other game information will be forcibly changed to a "losing symbol," the change display (change time) will end, and the stop display (stop time) will begin. For example, if a stop display based on the first game information, which has determined a "jackpot symbol" through a start-up check, is initiated while a variation display based on the second game information is in progress, the variation display based on the second game information will be forcibly terminated, and the stop display based on the second game information will begin. In this case, regardless of the result of the start-up check based on the second game information, a "losing symbol" will be forcibly displayed as the stop. On the other hand, if, with respect to either the Special Feature 1 game information or the Special Feature 2 game information, the stop display (stop time) of a "losing symbol" for one of the game information, is in the process of displaying a variation (during the variation time) for the other game information, the variation display (variation time) will continue for that other game information.

[0125] Here, if, with respect to either the Special Feature 1 game information or the Special Feature 2 game information, the stopping display (stop time) of a "jackpot symbol" or "minor win symbol" begins for one of the game information, and the other game information is in the process of displaying a variation (during variation time), then the measurement of the variation time for the other game information may be interrupted. In this configuration, for one game information, when the big win game state or minor win game state ends, the measurement of the interrupted variation time for the other game information is restarted. At this time, while the big win game state or minor win game state is occurring for one game information, the measurement of the variation time for the other game information is interrupted, but the variation display of the special symbols (first special symbol or second special symbol) on the special symbol display device (special symbol 1 display device or special symbol 2 display device) and the variation display of the performance symbols on the performance symbol display area (performance symbol display area A or performance symbol display area B) continue. Alternatively, if, for one of the two game information systems, Special Feature 1 game information or Special Feature 2 game information, the stop display (stop time) of a "jackpot symbol" begins while the other game information is still in a variable display (variation time), the other game information will be forcibly changed to a "losing symbol," the variable display (variation time) will end, and the stop display (stop time) will begin. If, for one of the two game information systems, Special Feature 1 game information or Special Feature 2 game information, the stop display (stop time) of a "minor win symbol" begins while the other game information is still in a variable display (variation time), the measurement of the variable time for the other game information will be interrupted.

[0126] Furthermore, in Pachinko Machine 1, since it is possible to perform simultaneous repetition of special symbols, the game state is changed when the repetition display of special symbols begins. In other words, while the time-saving control is in operation, the value of the time-saving counter is updated at the start of the special symbol variation display for each round, and a decision is made whether or not to terminate the time-saving control based on the updated value of the time-saving counter. If it is determined that the time-saving control should be terminated, the time-saving control is terminated. Furthermore, while the special symbol high probability state is active, the value of the probability counter is updated at the start of each round of special symbol variation display, and a decision is made whether or not to end the special symbol high probability state based on the updated probability counter value. If it is determined that the special symbol high probability state should end, the special symbol high probability state ends.

[0127] (Regarding the progress of the game) Next, we will explain the progression of the game in pachinko machine 1. Figure 9 shows the transitions between game states. As shown in Figure 9, the pachinko machine 1 has four defined game states (game sections), and during gameplay, one of the four game states ("Game State A", "Game State B", "Game State C", and "Game State D") will occur. The four game states are ranked in order of advantage from highest to lowest: "Game State C," "Game State B," "Game State D," and "Game State A" (high advantage → low advantage). Here, "advantage" refers to the degree to which the game is advantageous to the player.

[0128] In other words, 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 game balls can be entered into the first large prize entry opening 54. Then, the player can win prize balls by getting game balls into the first large prize entry opening 54. Furthermore, if a "minor win" is achieved through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery), a minor win game state is created in which game balls can be entered into the second large prize slot 55. The player can then win prize balls by entering the game balls into the second large prize slot 55. In this case, in pachinko machine 1, the number of prize balls paid out each time a game ball is detected entering the first large prize pocket 54 is greater than the number of prize balls paid out each time a game ball is detected entering the second large prize pocket 55. Also, the number of round games played during a big win state is the same as or greater than the number of minor win games played during a minor win state. As a result, it is possible to win more prize balls in a big win state than in a minor win state.

[0129] Furthermore, in Pachinko Machine 1, two game states are defined regarding the probability of winning a special symbol lottery (either the first special symbol lottery or the second special symbol lottery) (specifically, the probability of winning a "jackpot"): a high-probability special symbol state and a low-probability special symbol state. Furthermore, during the high-probability special symbol state, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is higher compared to when the low-probability special symbol state is active. This means that the probability of a jackpot occurring is higher when the special symbol is in a high probability state than when it is in a low probability state, which is advantageous to the player. Furthermore, the probability of winning a "minor prize" through the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) does not change whether the special symbol high probability state is active or the special symbol low probability state is active.

[0130] Furthermore, in Pachinko Machine 1, the game states related to the probability of winning a regular symbol lottery (specifically, the probability of winning a "regular symbol win") are defined as a high-probability regular symbol state (a state during which time-saving control is being executed) and a low-probability regular symbol state (a state during which time-saving control is stopped). Furthermore, when the normal symbol high probability state is active (while time-saving control is in operation), the probability of winning a "normal symbol win" through normal symbol lottery is higher compared to when the normal symbol low probability state is active (when time-saving control is stopped). Also, when the normal symbol high probability state is active, the time for displaying the variation of normal symbols is shortened compared to when the normal symbol low probability state is active. Also, when the normal symbol high probability state is active, the number of times the normal electric mechanism 53a opens in the normal symbol win game state is increased compared to when the normal symbol low probability state is active. In addition, when the normal symbol high probability state is active, the opening time of the normal electric mechanism 53a in the normal symbol win game state is extended compared to when the normal symbol low probability state is active. As a result, when the normal probability state is active, it becomes easier for game balls to enter the third starting opening 53 than when the normal probability state is active. This allows for a reduction in the number of balls held while gaining more opportunities to draw special symbols, which is advantageous to the player.

[0131] Furthermore, in Pachinko Machine 1, the types of special symbol lottery (special symbols) are defined as the first special symbol lottery (first special symbol) and the second special symbol lottery (second special symbol). Furthermore, in the second special symbol lottery, the probability of winning a "minor win" is higher compared to the first special symbol lottery. Also, in the second special symbol lottery, the probability of transitioning to a high probability state is higher compared to the first special symbol lottery. As a result, the probability of a minor win occurring is higher in the second special symbol lottery than in the first special symbol lottery, and the probability of a high-probability special symbol state occurring when a "big win" is achieved is also higher, which is advantageous to the player. The "high probability transition probability" is the probability that a "high probability jackpot symbol" will be selected when a "jackpot" is won through the special symbol lottery. A "high probability jackpot symbol" is a type of jackpot symbol (winning type) in which the game ball can easily (make possible) pass through the V area during a jackpot game state. In other words, a "high probability jackpot symbol" is, in effect, a type of jackpot symbol (winning type) in which a special high probability state is generated after the jackpot game state ends. A "low probability jackpot symbol" is a type of jackpot symbol (winning type) in which it is difficult (impossible) for the game ball to pass through the V area during a jackpot game state. In other words, a "low probability jackpot symbol" is effectively a type of jackpot symbol (winning type) in which a special low probability state is generated after the jackpot game state ends.

[0132] Specifically, as shown in Figure 7(a), when a "jackpot" is won in the first special symbol lottery, the winning types selected are defined as "jackpot symbol 1" and "jackpot symbol 2". Of "jackpot symbol 1" and "jackpot symbol 2", "jackpot symbol 1" is the "low probability jackpot symbol", and "jackpot symbol 2" is the "high probability jackpot symbol". The probability of "jackpot symbol 2" being selected is 50%. Therefore, the probability of transitioning to high probability in the first special symbol lottery is 50%. On the other hand, as shown in Figure 7(b), when a "jackpot" is won in the second special symbol lottery, the winning symbols selected are "jackpot symbol 3" to "jackpot symbol 5". Of "jackpot symbol 3" to "jackpot symbol 5", "jackpot symbol 3" and "jackpot symbol 4" are "high probability jackpot symbols", and "jackpot symbol 5" is a "low probability jackpot symbol". Therefore, the probability of transitioning to high probability in the second special symbol lottery is approximately 66%.

[0133] Furthermore, in Pachinko Machine 1, the probability of winning a "minor win" in the special symbol lottery (first special symbol lottery or second special symbol lottery) is higher than the probability of winning a "big win." In particular, the probability of winning a "minor win" is higher in the second special symbol lottery compared to the first special symbol lottery. As a result, in pachinko machine 1, by obtaining more opportunities to draw the second special symbol, it becomes possible to continuously generate minor win states in a short amount of time, and consequently, it becomes possible to improve the payout rate (distribution rate) based on the minor win states. The "payout rate" is the ratio (percentage) of the number of balls dispensed (the number of prize balls dispensed) to the number of balls that are out (the number of game balls that are launched).

[0134] "Game state A" is the normal game section. In pachinko machine 1, when the RAM clear initialization process (step S1-30), described later, is executed, "Game State A" is created. Here, the first starting port 51 is an upward-opening ball entry port (fixed ball entry port), allowing game balls to be entered at all times. As a result, when "Game State A" occurs, by entering a game ball into the first starting port 51, it becomes possible to obtain an opportunity to draw the first special symbol. On the other hand, while "Game State A" is occurring, the probability of winning a "Normal Symbol Win" through the normal symbol lottery becomes low (1 / 65536 in this embodiment). As a result, even if a game ball that has entered the right-side path passes through the start gate 41, the possibility of the normal symbol win game state occurring is low, making it difficult for the game ball to enter the third start opening 53. Therefore, it becomes difficult to obtain an opportunity for the second special symbol lottery based on getting the game ball into the third start opening 53. On the other hand, the second starting port 52 is an upward-opening ball entry port (fixed ball entry port), allowing game balls to be entered at all times. As a result, when "Game State A" occurs, it is possible to enter the second starting port 52 to obtain an opportunity to draw the second special symbol. However, if the second special symbol lottery is performed while "Game State A" is occurring, regardless of the lottery result, the "long variation time" (specifically, 590.0 [s]) is selected as the variation time for the second special symbol. As a result, while "Game State A" is active, even if an opportunity to draw a second special symbol is obtained, the display time for the special symbol's variation becomes longer, making it difficult to obtain more opportunities to draw a second special symbol in a short period of time. Consequently, it becomes difficult to continuously generate minor win game states in a short period of time, and it becomes difficult to improve the payout rate based on the minor win game states. Therefore, while "Game State A" is occurring, the game balls are launched towards the left-hand path with the aim of getting them into the first starting opening 51, in order to obtain the opportunity to draw the first special symbol. Here, while "Game State A" is active, if a "minor win" is achieved through the first special symbol lottery, the minor win game state is activated. However, even if the ball launch path is changed from the left path to the right path at the moment the "minor win symbol" is displayed, the balls that entered the right path will not reach the second major prize entry point 55 by the end of the minor win game state. As a result, even if a "minor win" is achieved through the first special symbol lottery, it becomes difficult to win prize balls based on the minor win game state. Furthermore, while "Game State A" is active, the probability of winning a "jackpot" through the first special symbol lottery becomes low (1 / 319 in this embodiment). This reduces the likelihood of a jackpot game state occurring. As a result, while "Game State A" is occurring, the probability of a jackpot game state occurring is low, and it becomes difficult to win prize balls based on a minor win game state. Therefore, in order to transition to a more advantageous game state, the game will proceed with the aim of obtaining more opportunities to draw the first special symbol. In other words, the game balls will be launched towards the left path with the aim of getting the game balls into the first starting opening 51.

[0135] As shown in Figure 9, if the "Big Win Symbol 1" is won based on the first special symbol lottery performed while "Game State A" is occurring, "Game State D" is usually triggered in accordance with the end of the big win game state. On the other hand, if the player wins the "Big Win Symbol 2" based on the first special symbol lottery conducted while "Game State A" is active, "Game State B" is usually activated upon the end of the big win game state. Thus, while "Game State A" is active, the game state transitions when a "jackpot" is won. In this case, if "jackpot symbol 1" is won, the game state transitions to "Game State D," and if "jackpot symbol 2" is won, the game state transitions to "Game State B." In particular, transitioning to "Game State B" is more advantageous for the player than transitioning to "Game State D."

[0136] "Game State D" is a game section where players aim to trigger a "high probability jackpot symbol" again. In other words, while "Game State D" is occurring, the probability of winning a "Normal Symbol Win" through the normal symbol lottery becomes high (1 / 1 in this embodiment). As a result, each time a game ball that has entered the right-side path passes through the start gate 41, the normal symbol win game state is generated and the third start opening 53 is opened. Therefore, it becomes easier for game balls to enter the third start opening 53, making it possible to obtain more opportunities for the second special symbol lottery while suppressing the decrease in the number of balls held. Therefore, while "Game State D" is occurring, the goal is to prevent a decrease in the number of balls held and to gain an opportunity to draw the second special symbol by launching the game balls towards the right-hand path, aiming for the game balls to enter the third starting opening 53. In this embodiment, almost all game balls that enter the right-side path pass through the start gate 41. As a result, while "game state D" is occurring, almost all game balls that enter the right-side path pass through the start gate 41 and then enter the third start opening 53, which is opened as a result of passing through the gate, and do not reach the second large prize opening 55 located downstream of the third start opening 53. Therefore, while "Game State D" is active, even if a "minor win" is achieved through the second special symbol lottery, it becomes difficult to win prize balls based on the minor win game state. Furthermore, while "Game State D" is active, the probability of winning a "jackpot" through the second special symbol lottery becomes low (1 / 319 in this embodiment). This reduces the likelihood of the jackpot game state occurring. As described above, while "Game State D" occurs, it is possible to suppress the decrease in the number of balls held and obtain more opportunities for the second special symbol lottery, but the probability of a jackpot game state occurring is low, and it becomes difficult to win prize balls based on the minor jackpot game state. Therefore, in order to transition to a more advantageous game state, the game will proceed with the aim of winning a "jackpot" through the second special symbol lottery (aiming to draw back the "high probability jackpot symbol"). In other words, the game balls will be launched towards the right-hand path with the aim of getting the game balls into the third starting opening 53.

[0137] As shown in Figure 9, if the "Big Win Symbol 3" is won based on the second special symbol lottery performed while "Game State D" is occurring, "Game State C" is usually triggered in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 4" is won based on the second special symbol lottery performed while "Game State D" is occurring, "Game State B" is usually triggered in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 5" is won based on the second special symbol lottery performed while "Game State D" is active, "Game State D" is usually triggered in accordance with the end of the big win game state. On the other hand, if the number of time-saving rounds is used up without winning a "jackpot" based on the second special symbol lottery performed while "Game State D" is active, "Game State A" will be activated in accordance with the use of the time-saving rounds. In other words, if the value of the time-saving counter is updated to "0" based on the start determination performed while "Game State D" is active, "Game State A" will be activated in accordance with the start of the special symbol variation display based on said start determination. Thus, while "Game State D" is active, the game state transitions when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is won, or when the time-saving rounds are used up. In this case, if "jackpot symbol 3" is won, the game state transitions to "Game State C". On the other hand, if "jackpot symbol 4" is won, the game state transitions to "Game State B". On the other hand, if "jackpot symbol 5" is won, the game state transitions to "Game State D". On the other hand, if the time-saving rounds are used up, the game state transitions to "Game State A".

[0138] "Game State B" is a game section where the number of prize balls (payouts) is increased based on the jackpot game state. In other words, while "Game State B" is occurring, the probability of winning a "Regular Symbol Win" through the regular symbol lottery becomes high (1 / 1 in this embodiment). As a result, each time a game ball that has entered the right-side path passes through the start gate 41, the regular symbol win game state is generated and the third start opening 53 is opened. Therefore, it becomes easier for game balls to enter the third start opening 53, making it possible to obtain more opportunities for the second special symbol lottery while suppressing the decrease in the number of balls held. Therefore, while "Game State B" is occurring, the goal is to prevent a decrease in the number of balls held and to gain an opportunity to draw the second special symbol by launching the game balls towards the right-hand path, aiming for the game balls to enter the third starting opening 53. As described above, in this embodiment, almost all game balls that enter the right-side path pass through the start gate 41. As a result, while "game state B" is occurring, almost all game balls that enter the right-side path pass through the start gate 41 and then enter the third start opening 53, which is opened as a result of passing through the gate, and do not reach the second large prize opening 55 located downstream of the third start opening 53. Therefore, while "Game State B" is active, even if a "minor win" is achieved through the second special symbol lottery, it becomes difficult to win prize balls based on the minor win game state. On the other hand, while "Game State B" is active, the probability of winning a "jackpot" through the second special symbol lottery becomes high (1 / 136 in this embodiment). This increases the likelihood of a jackpot game state occurring. As a result, during "Game State B," it is possible to suppress the decrease in the number of balls held, obtain more opportunities to draw the second special symbol, and increase the likelihood of a jackpot game state occurring. Therefore, in order to win prize balls based on the jackpot game state, the game will proceed with the aim of obtaining opportunities to draw the second special symbol. In other words, the game balls will be launched towards the right-hand path with the aim of getting the game balls into the third starting opening 53.

[0139] As shown in Figure 9, if the "Big Win Symbol 3" is won based on the second special symbol lottery performed while "Game State B" is occurring, "Game State C" is usually triggered in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 4" is won based on the second special symbol lottery conducted while "Game State B" is active, "Game State B" is usually triggered in accordance with the end of the big win game state. On the other hand, if the player wins the "Big Win Symbol 5" based on the second special symbol lottery conducted while "Game State B" is active, "Game State D" is usually activated upon the end of the big win game state. Thus, while "Game State B" is active, the game state transitions when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is won. If "jackpot symbol 3" is won, the game state transitions to "Game State C". On the other hand, if "jackpot symbol 4" is won, the game state transitions to "Game State B". On the other hand, if "jackpot symbol 5" is won, the game state transitions to "Game State D".

[0140] "Game State C" is a game section where the number of prize balls (payouts) is increased based on the minor win game state. In other words, while "Game State C" is occurring, the probability of winning a "Normal Symbol Win" through the normal symbol lottery becomes low (1 / 65536 in this embodiment). As a result, even if a game ball that has entered the right-side path passes through the start gate 41, the possibility of a normal symbol win game state occurring is low, making it difficult for the game ball to enter the third start opening 53. As a result, when "Game State C" occurs, the game ball that enters the right-side path passes through the start gate 41, then through the third start opening 53, and reaches the second start opening 52 and the second large prize opening 55 located downstream of the third start opening 53. Therefore, when "Game State C" occurs, it becomes easier to enter the game ball into the second starting port 52, and based on the entry of the game ball into the second starting port 52, it becomes possible to obtain an opportunity to draw the second special symbol. In addition, when the minor win game state occurs, it becomes easier to enter the game ball into the second major prize port 55. Furthermore, if the second special symbol lottery is performed while "Game State C" is active, the "long variation time" (specifically, 590.0 [s]) will not be selected as the variation time for the second special symbol. In addition, the probability of winning a "minor win" is higher in the second special symbol lottery compared to the first special symbol lottery. As a result, while "Game State C" is active, it becomes easy to continuously generate minor win game states in a short amount of time, and consequently, it becomes easy to improve the payout rate based on the minor win game states. Furthermore, while "Game State C" is active, the probability of winning a "jackpot" through the second special symbol lottery becomes high (1 / 136 in this embodiment). This increases the likelihood of a jackpot game state occurring. As a result, while "Game State C" is active, it becomes easy to generate a series of minor win game states in a short amount of time, and as a result, it becomes easy to improve the payout rate based on the minor win game states. This encourages players to play the game in order to generate more minor win game states and to acquire more opportunities for the second special symbol lottery. Here, if a "Big Win" is achieved while "Game State C" is active, "Game State C" ends. Therefore, while "Game State C" is active, the goal is to win as many "Small Wins" as possible before winning a "Big Win," thereby aiming to acquire more prize balls based on the Small Win game state. In other words, the game ball is launched towards the right-hand path with the aim of getting it into the second starting opening 52.

[0141] As shown in Figure 9, if the "Big Win Symbol 3" is won based on the second special symbol lottery performed while "Game State C" is occurring, "Game State C" is usually triggered in accordance with the end of the big win game state. On the other hand, if the "Big Win Symbol 4" is won based on the second special symbol lottery conducted while "Game State C" is active, "Game State B" is usually activated in accordance with the end of the big win game state. On the other hand, if the player wins the "Big Win Symbol 5" based on the second special symbol lottery conducted while "Game State C" is active, "Game State D" is usually activated in accordance with the end of the big win game state. Thus, while "Game State C" is active, the game state transitions when a "jackpot" ("jackpot symbol 3" to "jackpot symbol 5") is won. If "jackpot symbol 3" is won, the game state transitions to "Game State C". On the other hand, if "jackpot symbol 4" is won, the game state transitions to "Game State B". On the other hand, if "jackpot symbol 5" is won, the game state transitions to "Game State D".

[0142] As described above, in Pachinko Machine 1, the more times "Game State C" loops, the more prize balls are awarded based on the minor win game state, which is advantageous to the player. Therefore, while any of the four game states other than "Game State C" ("Game State A", "Game State B", or "Game State D") are occurring, the game is played with the aim of upgrading to "Game State C". In particular, in pachinko machine 1, the series of sections in which players can increase their prize ball count (hereinafter referred to as the "prize ball increase section") can be composed of two game sections with different methods for increasing prize ball counts, thereby improving the gameplay experience. Specifically, the "prize ball bonus section" can be composed of a "jackpot bonus section" where prize balls are added based on the jackpot game state, and a "minor win bonus section" where prize balls are added based on the minor win game state.

[0143] (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.

[0144] 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: symbol type specification command, variation mode specification command, variation pattern specification command, stop specification command, game state specification command, number of reserved balls specification command, opening specification command, round start specification command, round end specification command, ending specification command, V-winning 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, 1st big win specification command, 2nd big win specification command, out specification command, etc. The symbol type specification command is used to specify the type of stopping symbol (one of the following: "losing symbol", "minor win symbol 1", and "jackpot symbol 1" to "jackpot symbol 5"). The symbol type specification command is sent at the start of the special symbol variation display. Here, 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). The variable mode specification command is used to specify the type of variable mode (variable mode number). By specifying the variable mode number, the variable mode specification command specifies the variable time associated with that variable mode number. The variable mode specification command specifies the variable time (the manner of the first half of the variable performance) of the variable display (variable performance) of special symbols. In this embodiment, there are m (multiple) types of variation modes, each with a different variation time associated with it. The variation mode specification command then specifies one of the m types of variation modes (variation mode number) ("variation mode m"). The variation pattern specification command is used to specify the type of variation pattern (variation pattern number). By specifying the variation pattern number, the variation pattern specification command specifies the variation time associated with that variation pattern number. The variation pattern specification command specifies the variation time (the manner of the latter half of the variation performance) of the variation display (variation performance) of special symbols. In this embodiment, n (or more) types of variation patterns are set, each with a different variation time associated with it. The variation pattern specification command then specifies one of the n types of variation patterns (variation pattern numbers) ("variation pattern n"). The variable mode specification command and the variable pattern specification command are sent when the variable display of the special symbols begins.

[0145] The stop specification command is a command that specifies the stopping display of special symbols (performance symbols z1, z2). The stop specification command is sent when the stopping display of the special symbols begins. Here, 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), respectively. The game state specification command is a command that specifies the game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, the game state offset value is set to a numerical value corresponding to each combination of the time-saving control flag value, the special symbol high probability state flag value, the previous jackpot symbol flag value, and the post-jackpot spin count counter value. The game state specification command specifies a game state offset value. The game state specification command is sent when the power is turned on, when the special game phase is changed (described later), etc. The command to specify the number of reserved items is a command to specify the number of reserved items. In this embodiment, the command to specify the number of reserved items (number of reserved items in Special Figure 1 or number of reserved items in Special Figure 2) has increased by "1", the number of reserved items has decreased by "1", the number of reserved items, etc. Here, "Number of Special Symbol 1 Reserved" refers to the number of times the notification display (variation display and stop display) for the first special symbol is reserved on the Special Symbol 1 display device. Also, "Number of Special Symbol 2 Reserved" refers to the number of times the notification display (variation display and stop display) for the second special symbol is reserved on the Special Symbol 2 display device. The command to specify the number of reserved symbols is sent when the power is turned on, when game information is stored, when the display of special symbols changes, etc. Here, the command to specify the number of reserved symbols is defined to correspond to the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).

[0146] 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 "minor win symbol 1" and "major win symbol 1" to "major win symbol 5")). 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. The first pre-reading command is a command that specifies the type of stopping symbol (one of the following: "losing symbol", "minor win symbol 1", and "jackpot symbol 1" to "jackpot symbol 5"). Here, the first pre-reading command is defined to correspond to the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second pre-read specification command is a command that specifies the content of the variation mode. Specifically, the second pre-read specification command specifies that the type of variation mode is undefined ("undefined value"), or that it specifies one of the m types of variation modes (variation mode numbers) ("variation mode m"). The second pre-read specification command is sent when game information is stored. The third pre-read specification command is a command that specifies the content of the variation pattern. Specifically, the third pre-read specification command specifies that the type of variation pattern is undefined ("undefined value"), or that it specifies one of n types of variation patterns (variation pattern numbers) ("variation pattern n"). The third pre-read specification command is sent when game information is stored.

[0147] 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.

[0148] The First Grand Prize Designation Command is a command that designates the entry of a game ball into the First Grand Prize Opening 54. The First Grand Prize Designation Command is sent each time an entry of a game ball into the First Grand Prize Opening 54 is detected (each time a detection signal is input from the First Count Switch 103a). That is, the CPU 210 stores the First Grand Prize Designation Command in the subcommand output request buffer of the RAM 230 each time a detection signal is input from the First Count Switch 103a, through a process not shown. As a result, each time a detection signal is input from the First Count Switch 103a, the First Grand Prize Designation Command is sent to the Performance Control Board 300. Therefore, the Performance Control Board 300 can grasp the entry of a game ball into the First Grand Prize Opening 54 (a winning ball). The second major prize designation command is a command that designates the entry of a game ball into the second major prize opening 55. The second major prize designation command is sent each time an entry of a game ball into the second major prize opening 55 is detected (each time a detection signal is input from the second count switch 103b). That is, the CPU 210 stores the second major prize designation command in the subcommand output request buffer of the RAM 230 each time a detection signal is input from the second count switch 103b, through a process not shown in the diagram. As a result, each time a detection signal is input from the second count switch 103b, the second major prize designation command is sent to the performance control board 300. This makes it possible for the performance control board 300 to know when a game ball enters the second major prize opening 55 (a winning ball). The "out" command is a command that specifies the ejection of a game ball from the game area 30 (passage of the game ball through the ejection path). The "out" command is sent each time a game ball is ejected from the game area 30 (each time a game ball passes through the ejection path, i.e., each time a detection signal is input from the out switch 109). Specifically, the CPU 210 stores the "out" command in the subcommand output request buffer of the RAM 230 each time a detection signal is input from the out switch 109, through a process not shown in the diagram. As a result, the "out" command is sent to the performance control board 300 each time a detection signal is input from the out switch 109. This makes it possible for the performance control board 300 to know when a game ball is ejected from the game area 30 (an "out" ball).

[0149] 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.

[0150] 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.

[0151] (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. 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.

[0152] 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 10 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 10. 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.

[0153] 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 startup 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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."

[0160] 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.

[0161] 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.

[0162] 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.

[0163] 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).

[0164] In step S1-15, the power-up initialization process is executed, and the process proceeds to step S1-16. The power-up initialization process will be described later. In step S1-16, the power restoration subcommand transmission process is executed, and the process proceeds to step S1-17. In the power restoration subcommand transmission process, a subcommand (power restoration specification command) that specifies that power has been restored from a power outage is stored in the subcommand output request buffer of RAM230. In step S1-17, the process of sending a power-up-and-recovery

[0165] 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.

[0166] 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 Normal Feature display symbol counter. In this embodiment, the predetermined initial values ​​are set to values ​​corresponding to "losing symbols". Specifically, the value of the Special Feature 1 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the first special symbol lottery, the value of the Special Feature 2 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the second special symbol lottery, and the value of the Normal Feature display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the normal symbol lottery.

[0167] 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.

[0168] 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.

[0169] 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 (RAM clear specification command) indicating that a RAM clear has been performed is stored in the subcommand output request buffer of RAM230.

[0170] 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 Normal Feature display symbol counter. In this embodiment, the predetermined initial values ​​are set to values ​​corresponding to "losing symbols". Specifically, the value of the Special Feature 1 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the first special symbol lottery, the value of the Special Feature 2 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the second special symbol lottery, and the value of the Normal Feature display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the normal symbol lottery. 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.

[0171] 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.

[0172] 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.

[0173] (Initialization process upon power restoration) Next, we will explain the power-up initialization process performed in step S1-15. Figure 11 is a flowchart showing the initialization process when power is restored. When the power-up initialization process is performed in step S1-15, the process first proceeds to step S28-1, as shown in Figure 11. In step S28-1, the initialization process is executed, and the process proceeds to step S28-3. In the initialization process, the range of the used area M1 of RAM230 that was set in step S1-14 is cleared (initialized). Specifically, the initialization process clears (initializes) the remaining areas of RAM230's used area M1, excluding the setting value area, the game machine status flag area, normal game-related area 2, and the stack area (specifically, the checksum area, backup enabled flag area, error-related area, and normal game-related area 1). In this initialization process, the normal game-related area 2 is not cleared (initialized). Therefore, the values ​​of the special symbol 1 display symbol counter, the special symbol 2 display symbol counter, and the normal symbol display symbol counter are not cleared (initialized).

[0174] In step S28-2, it is determined whether the symbol initialization conditions are met. If it is determined that the symbol initialization conditions are met (Yes), the process proceeds to step S28-3. If it is determined that the symbol initialization conditions are not met (No), the process ends and the process proceeds to the next step (step S1-16). In this embodiment, the symbol initialization condition is defined as "the game is not being played (the game is stopped)." Specifically, the conditions for resetting the symbols are defined as "the state in which a special game is not being played (the state in which a special game is stopped), and the state in which a normal game is not being played (the state in which a normal game is stopped)." Here, "a state in which a special game is not being played" refers to a state in which all of the following conditions are met: (1) The Special Symbol 1 display device is not showing the first special symbol in a variable state (during the variable state time) or in a stopped state (during the stopped state); (2) The Special Symbol 2 display device is not showing the second special symbol in a variable state (during the variable state time) or in a stopped state (during the stopped state); (3) The number of reserved symbols in Special Symbol 1 is "0"; (4) The number of reserved symbols in Special Symbol 2 is "0"; (5) Neither a minor win game state nor a major win game state is occurring. "A state in which normal gameplay is not being performed" refers to a state in which all of the following conditions are met: (1) the normal symbol display device is not showing a variation in the normal symbol display (during variation time) or is not showing a stop in the normal symbol display (during stop time); (2) the number of normal symbol reserves is "0"; and (3) the normal symbol winning game state is not occurring.

[0175] Specifically, in step S28-2, if all of the following conditions are met, it is determined that the symbol initialization conditions have been met: (1) a value corresponding to the "waiting state for Special Symbol 1 variation" is set in the Special Symbol 1 Special Game Phase Flag area described later; (2) a value corresponding to the "waiting state for Special Symbol 2 variation" is set in the Special Symbol 2 Special Game Phase Flag area described later; (3) a value corresponding to the "special electric mechanism not activated state" is set in the Winning Special Game Phase Flag area described later; (4) the value of the Special Symbol 1 Reserved Count Counter described later is "0"; (5) the value of the Special Symbol 2 Reserved Count Counter described later is "0"; (6) a value corresponding to the "waiting state for Normal Symbol variation" is set in the Normal Symbol Normal Game Phase Flag area described later; (7) a value corresponding to the "normal electric mechanism not activated state" is set in the Normal Symbol Winning Game Phase Flag area described later; and (8) the value of the Normal Symbol Reserved Count Counter described later is "0". On the other hand, if at least one of the above conditions (1) to (8) is not met, it is determined that the pattern initialization condition has not been met.

[0176] In step S28-3, the symbol initialization process is executed, ending the series of processes and moving on to the next process (step S1-16). In the symbol initialization process, the values ​​of the special symbol 1 display symbol counter, the special symbol 2 display symbol counter, and the regular symbol display symbol counter are cleared (initialized). Specifically, in the symbol initialization process, predetermined initial values ​​are set for the Special Symbol 1 display symbol counter, the Special Symbol 2 display symbol counter, and the Normal Symbol display symbol counter. In this embodiment, the predetermined initial values ​​are set to values ​​corresponding to "losing symbols". That is, the value of the Special Symbol 1 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the first special symbol lottery, the value of the Special Symbol 2 display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the second special symbol lottery, and the value of the Normal Symbol display symbol counter is set to a value corresponding to the "losing symbol" corresponding to the normal symbol lottery.

[0177] (Main loop processing) Next, we will explain the main loop processing executed by CPU210. Figure 12 is a flowchart showing the main loop processing. After the CPU initialization process (step S1-35) shown in Figure 10 is completed, the CPU 210 starts the main loop process shown in Figure 12. 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, and variation pattern random numbers) that are generated within the program. In other words, the value of the loop counter that generates software random numbers is updated within a predetermined range from an initial value to an end value. The initial and end values ​​of the loop counter that generates software random numbers are changed each time the loop counter value reaches the end value. At this time, the initial and end values ​​of the loop counter are determined based on the initial random number.

[0178] In step S2-3, the main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (a control command transmitted from the dispensing control board 400 to the main control board 200) is analyzed, and processing is executed according to the analysis results. In step S2-4, the subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of RAM230 is output to the transmission data register of output port 205 (command output port 1). As a result, the subcommands entered into the transmission data register are stored in the FIFO buffer. Then, the subcommands stored in the FIFO buffer are transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, the interrupt enable process is executed, and the process proceeds to step S2-6. The interrupt enable process releases the interrupt disable state. As a result, the period from the execution of the interrupt enable process in step S2-5 to the execution of the interrupt disable process in step S2-1 becomes an interrupt enable period during which the execution of power outage save process, timer interrupt process, etc., is permitted. In step S2-6, the other random number update process is executed, and the process proceeds to step S2-1. In the other random number update process, the software random numbers excluding the winning symbol random numbers (specifically, the reach mode random numbers, variation pattern random numbers, etc.) are updated.

[0179] (Evacuation procedure in case of power outage) Next, we will explain the power-off backup process performed by CPU210. Figure 13 is a flowchart showing the evacuation process when the power is cut off. The main control board 200 includes a power cutoff detection circuit (not shown). The power cutoff detection circuit monitors the power supply voltage supplied from the power supply board 600 and outputs a power cutoff warning signal to the input port 204 when the power supply voltage falls below a predetermined reference value. When the CPU 210 receives a power cut-off notification signal, it starts the power cut-off save process shown in Figure 13 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.

[0180] In step S3-4, the output port shutdown process is executed, and the process proceeds to step S3-5. The output port shutdown process stops the output of control signals and control commands from output port 205 (output ports 0 to 4). Specifically, the output port shutdown process initializes the values ​​of all bits in the port registers of output port 205 (output ports 0 to 4). This stops the output of control signals and control commands from output port 205 (output ports 0 to 4). In step S3-5, the backup enable flag setting process is executed, and the process proceeds to step S3-6. In the backup enable flag setting process, a predetermined enable value is saved in the backup enable flag area of ​​RAM230.

[0181] In step S3-6, the checksum saving process is performed, and the process proceeds to step S3-7. In the checksum saving process, the checksum is calculated and saved. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H~F1FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area of ​​RAM230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area. In step S3-7, the RAM access prohibition process is executed, and the process proceeds to step S3-8. The RAM access prohibition process executes a process to prohibit access to RAM230. Specifically, in the RAM access prohibition process, a value corresponding to the access prohibition is stored as a RAM protect value in the RAM access protect area of ​​RAM230. This prevents CPU210 from accessing RAM230.

[0182] 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.

[0183] 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).

[0184] (Timer interrupt handling) Next, we will explain the timer interrupt handling performed by CPU210. Figure 14 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 14 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.

[0185] 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.

[0186] 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.

[0187] 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.

[0188] In step S4-8, configuration-related processing is performed, and the process proceeds to step S4-19. The configuration-related processing will be described later. In step S4-9, the timer update process is executed, and the process proceeds to step S4-10. In the timer update process, various timers are updated. Specifically, the timer update process updates the values ​​of various timer counters (special game timer, regular game timer, security timer, etc.). In step S4-10, the initial random number update process is executed, and the process proceeds to step S4-11. The initial random number update process in step S4-10 is the same as the initial random number update process in step S2-2. Specifically, the initial random number update process updates the value of the loop counter used to generate the initial random number. In step S4-11, the winning symbol random number update process is executed, and the process proceeds to step S4-12. In the winning symbol random number update process, the value of the loop counter used to generate the winning symbol random number from the software random numbers is updated. In step S4-12, the switch management process is executed, and the process proceeds to step S4-13. The switch management process executes actions (such as obtaining various random numbers) according to the status of each switch 101, 102a, 102b, 104, and 110 (whether or not an ON state is detected). The switch management process will be described later.

[0189] In step S4-13, the special game management process is executed, and the process proceeds to step S4-14. The special game management process manages the operation of the special symbol display devices (special symbol 1 display device and special symbol 2 display device) and the operation of the special electric mechanisms 54a and 55a. The special game management process will be described later. In step S4-14, the normal game management process is executed, and the process proceeds to step S4-15. The normal game management process manages the operation of the normal display device and the operation of the normal electric mechanism 53a. The normal game management process will be described later. In step S4-15, the state management process is executed, and the process proceeds to step S4-16. In the state management process, various errors (abnormal states) are identified, and settings are made according to the results of the identification. In step S4-16, the prize slot switch processing is executed, and the process proceeds to step S4-17. In the prize slot switch processing, processing (such as updating various counters) is performed according to the state of each switch 101, 102a, 102b, 103a, 103b, 105, and 106 (whether or not an ON state is detected).

[0190] In step S4-17, the payout control management process is executed, and the process proceeds to step S4-18. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-16, and the generated payout command is sent. In this embodiment, the following prize ball control counters are set: prize ball control counter 1 which stores the number of balls that entered the first large prize slot 54; prize ball control counter 2 which stores the number of balls that entered the second large prize slot 55; prize ball control counter 3 which stores the number of balls that entered the left other prize slots 57a to 57c; prize ball control counter 4 which stores the number of balls that entered the right other prize slot 56; prize ball control counter 5 which stores the number of balls that entered the first starting slot 51; prize ball control counter 6 which stores the number of balls that entered the second starting slot 52; and prize ball control counter 7 which stores the number of balls that entered the third starting slot 53.

[0191] In the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or greater. If it is determined that the value of the prize ball control counter 1 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (14 balls in this embodiment), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Subsequently, when the payout control board 400 completes the payout of the prize balls by the game ball payout device 440, it sends a main command to the main control board 200 that specifies the completion of the payout. In response to the receipt of the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.

[0192] Next, it is determined whether the value of the prize ball control counter 2 is "1" or greater. If it is determined that the value of the prize ball control counter 2 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (10 balls in this embodiment), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Subsequently, when the payout control board 400 completes the payout of the prize balls by the game ball payout device 440, it sends a main command to the main control board 200 that specifies the completion of the payout. Upon receiving the main command that specifies the completion of the payout, "1" is subtracted from the value of the prize ball control counter 2. Next, it is determined whether the value of the prize ball control counter 3 is "1" or greater. If it is determined that the value of the prize ball control counter 3 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 4 balls), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 3.

[0193] Next, it is determined whether the value of the prize ball control counter 4 is "1" or greater. If it is determined that the value of the prize ball control counter 4 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 1 ball), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermi...

Claims

[Claim 1] Outer rails and inner rails that demarcate and form guide passages for guiding game balls into the game area, A displacement member comprising an opening / closing piece capable of preventing game balls from entering the guided passage from the game area, It comprises a cover member that covers the substrate, The displacement member is In the first state, the distance between the tip of the opening / closing piece and the outer rail is a first distance, A second state in which the distance between the tip of the opening / closing piece and the outer rail becomes a second distance that is greater than the first distance, In a situation where a first game ball, which is in contact with both the opening / closing piece and the outer rail and moves from the guide passage toward the game area, and a second game ball, which is in contact with both the tip of the opening / closing piece and the outer rail and moves from the game area toward the guide area, are in contact with each other, the distance between the tip of the opening / closing piece and the outer rail is displaceable to a third state in which the distance is greater than the first distance, smaller than the second distance, and smaller than the shortest distance from the lowest point of the second game ball toward the outer rail. The cover member includes a through hole, The gaming machine is characterized in that the through-hole is formed to a size that prevents a screw member, which is positioned above the cover member, from passing through.