gaming machines
The gaming machine uses separate displays and gaming states to output appropriate external signals based on special and normal symbol variations, addressing the issue of status notification in conventional machines, thereby improving user interaction.
Patent Information
- Application Number
- JP2021139626
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-08-30
- Publication Date
- 2025-10-29
- Estimated Expiration
- 2041-08-30
AI Technical Summary
Conventional gaming machines fail to appropriately notify the status of the gaming machine during the display of changing normal symbols, leading to a risk of miscommunication with external signals.
The gaming machine incorporates a first identification information display for special symbols and a second identification information display for normal symbols, with separate gaming states triggering external signals based on the display variations, ensuring appropriate notification of the machine's status.
This approach allows for accurate and timely notification of the gaming machine's status through distinct external signals based on the gaming state, enhancing user interaction and game engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that executes a variable display of normal symbols. [Background technology]
[0002] BACKGROUND ART Conventionally, a gaming machine that executes a variable display of normal symbols is known (see Patent Document 1). In this gaming machine, when the game ball passes through the gate, a decision is made as to whether to execute an auxiliary game that opens the electric chute, and after the normal symbols are displayed in a variable manner, the normal symbols are displayed stationary in a manner that indicates the result of the decision. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-116317 Summary of the Invention [Problem to be solved by the invention]
[0004] However, with conventional gaming machines, there is a risk that the status of the gaming machine may not be properly notified. In other words, in conventional gaming machines, an external signal is not output based on the display of changing normal symbols, so even during a period in which a game is being played based on the display of changing normal symbols, an external signal cannot be output based on the display of changing normal symbols, and there is a risk that the status of the gaming machine will not be properly notified. An object of the present invention is to provide appropriate notification of the status of a gaming machine. [Means for solving the problem]
[0005] In order to achieve the above object, a gaming machine according to a first aspect of the present invention comprises a first identification information display means for executing the display of a first identification information corresponding to a special symbol lottery, a second identification information display means for executing the display of a second identification information corresponding to a normal symbol lottery, an output means for outputting an external signal, and a gaming state control means for causing one of a plurality of gaming states including a first gaming state and a second gaming state to occur, and wherein the first identification information is displayed in a stopped state during the occurrence of the first gaming state. After The external signal is output, and the second identification information whose variable display has started during the occurrence of the second gaming state is displayed in a static state. After , the external signal is output During the occurrence of the first gaming state, the display of the first identification information becomes the main focus of the game, and the display of the effect pattern corresponding to the display of the first identification information is executed, and during the occurrence of the second gaming state, the display of the second identification information becomes the main focus of the game, and the display of the effect pattern corresponding to the display of the second identification information is executed, and the display of the mini effect pattern corresponding to the display of the second identification information can be executed, and the mode of the mini effect pattern that is stopped and displayed when the result of the regular pattern lottery becomes a specific result can be made different depending on the gaming state. It is characterized by: In the gaming machine according to the first invention, when the first gaming state is occurring, an external signal is output based on the display variation of the first identification information corresponding to the special symbol lottery, and when the second gaming state is occurring, an external signal is output based on the display variation of the second identification information corresponding to the normal symbol lottery. Therefore, it is possible to output an external signal appropriately according to the gaming state, and to appropriately notify the state of the gaming machine. Here, the first identification information corresponds to the first special symbol, which will be described later. The first identification information display means corresponds to the main control board 200 (step S11-13), which will be described later. The second identification information corresponds to the normal symbol, which will be described later. The second identification information display means corresponds to the main control board 200 (step S20-11), which will be described later. The external signal corresponds to the symbol determination count signal, which will be described later. The output means corresponds to the main control board 200 (step S4-19) and the external terminal board 450, which will be described later. The first gaming state corresponds to the normal state, which will be described later. The second gaming state corresponds to the time-saving state (time-saving state 1 to time-saving state 3), which will be described later. The gaming state control means corresponds to the main control board 200 (step S43-2), which will be described later. [Effects of the Invention]
[0007] According to the present invention, it is possible to appropriately notify the status of a gaming machine. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a perspective view showing the overall configuration of a pachinko machine. [Figure 2] FIG. 2 is a diagram showing the front of the game board, and is a schematic diagram showing parts particularly necessary for explanation. [Figure 3] FIG. 2 is a block diagram showing the configuration of a control system of a pachinko machine. [Figure 4] FIG. 10 is a diagram showing the winning probabilities of various lotteries. [Figure 5] A diagram showing the types of winnings in the regular pattern lottery. [Figure 6] A diagram showing the types of winnings in the special pattern lottery. [Figure 7] FIG. 10 is a diagram showing the transition of game states. [Figure 8] 10 is a flowchart showing a CPU initialization process. [Figure 9] 10 is a flowchart showing a main loop process. [Figure 10] 10 is a flowchart showing a save process when power is cut off. [Figure 11] 10 is a flowchart showing a timer interrupt process. [Figure 12] 10 is a flowchart illustrating a dynamic port output process. [Figure 13] 10 is a flowchart showing a performance display device output process. [Figure 14] 10 is a flowchart showing a setting-related process. [Figure 15] 10 is a flowchart illustrating a switch management process. [Figure 16] 10 is a flowchart showing the normal starting ball detection process. [Figure 17] Special Figure 1 is a flowchart showing the starting ball detection process. [Figure 18] This is a flowchart showing the starting ball detection process for Special Figure 2. [Figure 19] 10 is a flowchart showing a special pattern random number acquisition process. [Figure 20] 10 is a flowchart showing a special game management process. [Figure 21] 10 is a flowchart showing a special chart change waiting process. [Figure 22] 10 is a flowchart showing a number of cutoff management process; [Figure 23] 10 is a flowchart showing processing during special chart change. [Figure 24] 10 is a flowchart showing processing during special chart stop. [Figure 25] This is a flowchart showing the processing before opening the first large prize opening. [Figure 26] 10 is a flowchart showing the first large prize opening opening control process. [Figure 27] This is a flowchart showing the first large prize opening closure validity process. [Figure 28] This is a flowchart showing the waiting process for the end of the first large prize opening. [Figure 29] This is a flowchart showing the processing before the second large prize opening is opened. [Figure 30] A flowchart showing the second large prize opening control process. [Figure 31] A flowchart showing the second large prize opening closure validity process. [Figure 32] This is a flowchart showing the waiting process for the end of the second large prize opening. [Figure 33] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 34] 10 is a flowchart showing a normal game management process. [Figure 35] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 36] 10 is a flowchart showing a number of cutoff management process; [Figure 37] 10 is a flowchart showing the processing during normal map fluctuation. [Figure 38] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 39] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 40] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 41] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 42] This is a flowchart showing the normal electric device closure validity process. [Figure 43] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 44] 10 is a flowchart showing a performance display device control process. [Figure 45] FIG. 2 is a diagram showing an example of a display screen 31a. [Figure 46] FIG. [Figure 47] FIG. 2 is a diagram showing the configuration of an outer rail. [Figure 48] FIG. 10 is a diagram showing the arrangement of guide holes gh in the outer rail. [Figure 49] FIG. [Figure 50] A diagram showing the output timing of the pattern determination count signal. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In this embodiment, a gaming machine according to the present invention is applied to a pachinko machine 1.
[0010] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to one another via a hinge mechanism, which allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. Furthermore, the front frame unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2.
[0011] The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2. The front frame unit 4 is formed in the shape of a rectangular door. The door unit 4 has a transparent plate 4a disposed in the approximate center, a decorative portion 4b disposed around the transparent plate 4a, a tray unit 5 disposed below the transparent plate 4a, and a launch handle 6 disposed to the side of the tray unit 5. The transparent plate 4a is formed in a flat plate shape from a transparent material such as resin or glass. The decorative portion 4b is formed from a transparent or translucent resin material and has a shape that bulges out toward the front. At each corner on the upper side of the decorative portion 4b, a sound vent 4c is provided, inside which a speaker 22 (see FIG. 3) is disposed. Each sound vent 4c is provided with a plurality of sound vent holes that allow the sound output by the speaker 22 to pass through. In addition, a frame lamp 20 (see FIG. 3) is disposed on the decorative portion 4b. The frame lamp 20 is configured to include a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0012] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The effect button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The effect button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see Figure 3) that detects the pressing of the effect button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the effect control board 300 (see Figure 3) each time the effect button 5b is pressed. The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is arranged so as to surround the effect button 5b. The rotary selector 5c can be rotated by the player (by rotating it around the cylindrical axis). A second operation detection switch 25 (see Figure 3) that detects the rotation of the rotary selector 5c is arranged inside the tray unit 5. The second operation detection switch 25 outputs a second operation signal to the effect control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60°).
[0013] A loan operation unit 7 is disposed on the top surface of the tray unit 5. The loan operation unit 7 has a ball loan button 7a, a return button 7b, and a degree display device 7c. Here, the pachinko machine 1 is communicably connected to a CR unit (not shown) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit is displayed on the point display device 7c. When the ball loan button 7a is operated while the prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining number of points of the valuable medium recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining number of points of the valuable medium is displayed on the point display device 7c. Furthermore, when the return button 7b is operated while a prepaid card with remaining credits of the valuable medium is inserted into the CR unit, the prepaid card is returned from the CR unit. Here, examples of prepaid cards include magnetic storage media, media with built-in storage ICs, and the like. The firing handle 6 can be rotated by the player. Inside the firing handle 6, there is a firing volume 410 (see Figure 3) that detects the angle at which the firing handle 6 is rotated. The firing volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).
[0014] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be described. Fig. 2 shows the front of the game board unit, and is a diagram that schematically illustrates parts particularly necessary for explanation. Fig. 45 is a diagram showing an example of the display screen 31a. Fig. 46 is an exploded perspective view of the game board. Fig. 47 is a diagram showing the configuration of the outer rail. Fig. 48 is a diagram showing the arrangement of guide holes gh in the outer rail. Fig. 49 is a cross-sectional view of the rail base. In Fig. 2, the rail base 13 and the like are omitted from the illustration. Fig. 47(a) shows the outer rail 14 as viewed from the side, and Fig. 47(b) shows the outer rail 14 as viewed from the front. Fig. 48 shows the outer rail 14 attached to the game board 11 as viewed from the front. In Fig. 49, the game ball is indicated by the symbol "B". The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. This allows the game board unit 10 to be positioned on the back side of the front frame unit 4. A player can then view the game board 11 (play area 30), which will be described later, through the transparent plate 4a. In this embodiment, the play area 30, which will be described later, is configured between the back side of the transparent plate 4a and the front side of the game board 11. As shown in Figure 2, the game board unit 10 includes a set board (not shown), a game board 11 attached to the set board, and various presentation devices (main image display device 31, sub-image display device 32, movable body unit, etc.) attached to the set board. The set plate is formed in a box shape with an open front side, and an opening formed as a through hole is provided in the approximate center of the rear plate of the set plate.
[0015] The game board 11 is attached to the front side of the set board. As shown in Figure 46, the gaming board 11 is made of resin and is formed into a flat plate shape. An opening (not shown in Figure 46) consisting of a through-hole is provided in the approximate center of the gaming board 11. A player can view the display screen 31a of the main image display device 31 through the opening provided in the gaming board 11 and the opening provided in the set board. An inner rail 12, a rail base 13, and an outer rail 14 are attached to the front of the game board 11. A game area 30 is defined by the inner rail 12, the outer rail 14, etc. The inner rail 12 is made of resin or the like. When viewed from the front side, the inner rail 12 is configured in an arc shape. The outer peripheral surface of the inner rail 12 forms an inner guide surface 12a that guides the game balls. A return ball prevention piece 12b is provided at the tip of the inner rail 12. The return ball prevention piece 12b prevents game balls that have been launched from the launch passage r1 into the game area 30 from returning to the launch passage r1 again.
[0016] The rail base 13 is made of resin or the like. As shown in Fig. 46, the rail base 13 is provided with a guide surface 13b that supports the outer rail 14. The guide surface 13b extends in an arc shape when viewed from the front side. At least a portion of the guide surface 13b in the longitudinal direction is inclined toward the rear side (the front side of the gaming board 11). In this embodiment, substantially the entire longitudinal area of the guide surface 13b is inclined toward the rear side. This allows at least a portion (substantially the entire longitudinal area, in this embodiment) of the outer guide surface 14c of the outer rail 14 supported by the guide surface 13b to be inclined toward the rear side (the front side of the gaming board 11). This makes it difficult for the gaming balls launched by the gaming ball launching device 430 to flow toward the front side (the transparent plate g2 side), making it possible to suppress contact with the transparent plate g2. The guide surface 13b is provided with a plurality of protrusions (bosses) pr. Each protrusion pr is formed as a substantially elliptical convex portion and is provided so as to protrude from the guide surface 13b. Each protrusion pr is fitted into a guide hole gh provided in the outer rail 14, and determines the position of the outer rail 14 relative to the rail base 13 (game board 11). A base end (starting end) of the rail base 13 is provided with a base end support portion (not shown) that supports the base end bent portion 14a provided on the outer rail 14. The base end support portion is configured as a recess into which the base end bent portion 14a can be inserted. Furthermore, a tip end support portion (not shown) that supports the tip end bent portion 14b provided on the outer rail 14 is provided at the tip end (terminal end) of the rail base 13. The tip end support portion is configured as a recess into which the tip end bent portion 14b can be inserted. The rail base 13 is also provided with a covering portion 13a that covers (supports) the side surface (front side surface) of the outer rail 14 when viewed from the front side.
[0017] The outer rail 14 is made of metal. As shown in Figures 46 and 47, the outer rail 14 is formed in a flat plate shape and extends in an arc shape when viewed from the front side. A base end (starting end) of the outer rail 14 is provided with a base end bent portion 14a. The base end bent portion 14a is formed by bending the base end of the outer rail 14 into a substantially L-shape. A tip end bent portion 14b is provided at the tip end (terminal end) of the outer rail 14. The tip end bent portion 14b is formed by bending the tip end of the outer rail 14 into a substantially U-shape. The outer peripheral surface of the outer rail 14 formed in an arc shape is supported by the guide surface 13b of the rail base 13. The inner peripheral surface of the outer rail 14 formed in an arc shape constitutes an outer guide surface 14c that guides the game ball. A plurality of guide holes gh are provided in the outer rail 14 (outer guide surface 14c). Each guide hole gh is a through-hole that penetrates the outer rail 14 in the thickness direction. Each guide hole gh is a substantially elliptical through-hole that can fit the protrusion pr. In the outer rail 14 (outer guide surface 14c), guide holes gh are provided at positions corresponding to the protrusions pr provided on the guide surface 13b when the outer rail 14 is supported (attached) on the guide surface 13b. As a result, the guide holes gh and the protrusions pr guide (define) the attachment position of the outer rail 14 relative to the rail base 13 (guide surface 13b), and ultimately guide (define) the attachment position of the outer rail 14 relative to the game board 11.
[0018] Next, the arrangement of the guide holes gh in the outer rail 14 (outer guide surface 14c) will be described. Here, the arrangement of the plurality of guide holes gh in the outer rail 14 and the arrangement of the plurality of protrusions pr on the guide surface 13b correspond to each other. Therefore, the arrangement conditions of the guide holes gh in the outer rail 14 and the arrangement conditions of the protrusions pr on the guide surface 13b are the same. Therefore, the following will describe the arrangement conditions of the guide holes gh in the outer rail 14, and will omit the description of the arrangement conditions of the protrusions pr on the guide surface 13b. The outer rail 14 is attached to the front of the game board 11 via a rail base 13. The outer rail 14 (outer guide surface 14c) extends in an arc shape when viewed from the front side while attached to the game board 11. As shown in Figure 48, in the following explanation, when viewing the outer rail 14 attached to the game board 11 from the front side, the uppermost part of the outer rail 14 (upper vertex) will be referred to as the "upper vertex P1," and the leftmost part of the outer rail 14 (left vertex) will be referred to as the "left vertex P2." The range from the base end (starting end) of the outer rail 14 to the left vertex P2 is referred to as the "first range H1," the range from the left vertex P2 of the outer rail 14 to the upper vertex P1 is referred to as the "second range H2," and the range from the upper vertex P1 of the outer rail 14 to the tip (end) is referred to as the "third range H3." The range from the left vertex P2 to the leading end (terminal end) of the outer rail 14 is defined as a "fourth range." That is, the fourth range = the second range H2 + the third range H3. The range from the base end (starting end) of the outer rail 14 to the upper vertex P1 is defined as a "fifth range." That is, the fifth range = the first range H1 + the second range H2. The range from the base end (starting end) of the outer rail 14 to the middle portion is referred to as the "sixth range," and the range from the middle portion to the tip (ending end) of the outer rail 14 is referred to as the "seventh range." Here, the "middle portion" refers to the middle (center) portion of the outer rail 14 in the longitudinal direction.
[0019] In this embodiment, the first range H1 has a greater number of guide holes gh than the second range H2, and the second range H2 has a greater number of guide holes gh than the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the second range H2 is greater than or equal to the number of guide holes gh provided in the third range H3. In addition, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the third range H3, and the number of guide holes gh provided in the second range H2 is greater than or equal to the number of guide holes gh provided in the third range H3. Furthermore, in this embodiment, the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the second range H2, and the number of guide holes gh provided in the first range H1 is greater than or equal to the number of guide holes gh provided in the third range H3. In this embodiment, the number of guide holes gh provided in the first area H1 is greater than that in the fourth area. In this embodiment, the number of guide holes gh provided in the fifth range H3 is greater than that in the third range H3. In this embodiment, the number of guide holes gh provided in the sixth area is greater than that in the seventh area.
[0020] Specifically, the first region H1 has three guide holes gh along the longitudinal direction, the second region H2 has two guide holes gh along the longitudinal direction, and the third region H3 has no guide holes gh. As a result, two guide holes gh are provided along the longitudinal direction in the fourth section, five guide holes gh are provided along the longitudinal direction in the fifth section, four guide holes gh are provided along the longitudinal direction in the sixth section, and one guide hole gh is provided along the longitudinal direction in the seventh section. In other words, on the outer rail 14, the portion on the base end side (towards the game ball launching device 430) receives a greater impact from the collision of the game ball launched by the game ball launching device 430 than the portion on the tip end side (end side), and the impact on the launch direction of the game ball launched by the game ball launching device 430 is greater. As a result, the outer rail 14 requires higher mounting strength and more accurate positioning at the base end (game ball launching device 430 side) than at the tip end (terminal end). Therefore, in this embodiment, by increasing the number of guide holes gh provided in the base end side (gaming ball launching device 430 side) of the outer rail 14, it is possible to prevent positional deviation and vibration in the base end side portion. In addition, the trajectory of the gaming ball is stabilized, and it is possible to execute the game according to the design values. In particular, it is possible to prevent damage and vibration of the outer rail 14 due to the collision of the launched gaming ball. This makes it possible to prevent the launched gaming ball from shaking due to such damage or vibration, and it is possible to stably send the launched gaming ball to the surface of the gaming board 11. As a result, irregular movements of the gaming ball are reduced, and it is possible to execute the game stably. On the other hand, by reducing the number of guide holes gh provided in the tip (end) portion of the outer rail 14, it becomes possible to facilitate processing of the outer rail 14 and attachment to the rail base 13. As a result, it is possible to prevent the outer rail 14 from shifting position or vibrating, while also facilitating the processing of the outer rail 14 and its attachment to the game board 11.
[0021] In particular, in this embodiment, the guide holes gh are not formed at the upper vertex P1 and the left vertex P2 of the outer rail 14. That is, when an impact is applied to the top or bottom side or the left or right side of the game board 11, the impact is transmitted strongly to the upper vertex P1 or the left vertex P2 of the outer rail 14. As a result, if guide holes gh are formed at the upper vertex P1 and the left vertex P2 of the outer rail 14, the strength of the upper vertex P1 and the left vertex P2 will be reduced by the formation of the guide holes gh, and there is a risk that the outer rail 14 will be damaged when the above-mentioned impact is transmitted. Therefore, by forming the guide holes gh so as to avoid the upper vertex P1 and the left vertex P2 of the outer rail 14, it is possible to prevent damage to the outer rail 14. In this embodiment, no guide holes gh are formed in the third region H3, which makes it possible to easily process the outer rail 14 and attach it to the rail base 13. Note that one or more guide holes gh may be formed in the third region H3.
[0022] As described above, in this embodiment, five guide holes gh are formed in the outer rail 14 along the longitudinal direction. In this case, the arrangement intervals of the five guide holes gh are non-uniform. In particular, the arrangement intervals of the five guide holes gh are set to be wider toward the tip end (terminal end). In other words, the arrangement intervals of the five guide holes gh are set to be narrower toward the base end (starting end). Each guide hole gh is formed at a position where it will not come into contact with a game ball launched by the game ball launching device 430. That is, as shown in Fig. 49, each guide hole gh is formed at the end of the innermost side (the front side of the game board 11) in the width direction of the outer rail 14. In particular, each guide hole gh is formed at a position on the innermost side (the front side of the game board 11) in the width direction of the outer rail 14, which is a distance from the front of the game board 11 by the radius of the game ball toward the front side.
[0023] Next, a method for attaching the rails 12 and 14 to the game board 11 will be described. To attach the inner rail 12 to the game board 11, a positioning protrusion (not shown) provided on the back side of the inner rail 12 is inserted into a positioning recess (not shown) provided on the front side of the game board 11. This positions the inner rail 12 in a predetermined position on the front side of the game board 11. Then, the inner rail 12 is fixed to the front side of the game board 11 by screws. To attach the outer rail 14 to the game board 11, first, the rail base 13 is attached to the front of the game board 11. To do this, a positioning protrusion (not shown) provided on the back side of the rail base 13 is inserted into a positioning recess (not shown) provided on the front of the game board 11. This positions the rail base 13 in a predetermined position on the front of the game board 11. Then, the rail base 13 is fixed to the front of the game board 11 by screws. Next, the outer rail 14 is attached to the rail base 13. To do this, the outer peripheral surface of the outer rail 14 is positioned along the guide surface 13b of the rail base 13. The base-end bent portion 14a of the outer rail 14 is inserted (fitted) into the base-end support portion of the rail base 13, and the tip-end bent portion 14b of the outer rail 14 is inserted (fitted) into the tip-end support portion of the rail base 13. Furthermore, the protrusions pr provided on the guide surface 13b are inserted (fitted) into the guide holes gh provided in the outer rail 14. As a result, the outer rail 14 is attached to the rail base 13 with substantially the entire outer peripheral surface of the outer rail 14 in the longitudinal direction supported by the guide surface 13b.
[0024] A game area 30 is defined in front of the game board 11 by an inner rail 12, an outer rail 14, etc. In the game area 30, a left-side path (left-hitting area) formed on the left side of the main image display device 31 and a right-side path (right-hitting area) formed on the right side of the main image display device 31 are configured as paths along which game balls flow. Furthermore, on the front side of the game board 11, the inner guide surface 12a of the inner rail 12 and the outer guide surface 14c of the outer rail 14 are arranged facing each other at a predetermined distance. A launch passage r1 that guides game balls launched by the game ball launching device 430 to the game area 30 is formed between the inner guide surface 12a and the outer guide surface 14c. In addition, a guide path r2 is formed in the game area 30 to guide (guide) the game balls launched from the launch path r1 to the right path. The guide path r2 is formed at the upper end of the game area 30. The guide path r2 is formed above the main image display device 31. The guide path r2 extends in an arc shape when viewed from the front side. In this embodiment, the outer guide surface 14c constitutes the outer peripheral surface ra of the guide passage r2. A decorative portion 33 is provided above the opening in the front of the game board 11. The upper surface of the decorative portion 33 constitutes the inner peripheral surface rb of the guide passage r2. A game ball launched by the game ball launcher 430 passes through the launch passage r1 and flows into the game area 30. At this time, if the momentum of the launched game ball is weak, the game ball that passed through the launch passage r1 flows into the left path. On the other hand, if the momentum of the launched game ball is strong, the game ball that passed through the launch passage r1 passes through the guide passage r2 and flows into the right path.
[0025] A board lamp 21 (see FIG. 3) is arranged in the play area 30 of the game board 11. The board lamp 21 includes a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control. The main image display device 31 is attached to the back side of the set board. The main image display device 31 is configured with a variable display device such as a liquid crystal display, a CRT (Cathode Ray Tube) display, etc. The main image display device 31 has a display screen 31a that can display performance images. As shown in Figure 45, the display screen 31a can be configured to have the following display areas for identification information for performance: special mini pattern display area A1, special 1 fourth pattern display area A2, special 2 fourth pattern display area A3, regular mini pattern display area A4, regular 4th pattern display area A5, and main performance pattern display area A6.
[0026] The special mini symbol display area A1 is configured to include three special symbol display areas (not shown). In each special symbol display area, it is possible to display the variable and stationary display of the special mini performance symbol a1. Each special mini performance symbol a1 is a symbol for performance, and is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In this embodiment, nine types of special mini performance symbols a1 (special mini performance symbols a1 that display each identification information of the numbers "1" to "9") are specified. In the special chart 1 fourth pattern display area A2, it is possible to perform variable display and stop display of the special chart 1 fourth performance pattern a2. The special chart 1 fourth performance pattern a2 is a pattern for performance, and is composed of identification information (patterns) such as numbers, letters, symbols, characters, etc. In this embodiment, two types of special chart 1 fourth performance pattern a2 (special chart 1 fourth performance pattern a2 that displays the identification information of "◯" and "X") are specified. In the special chart 2 fourth pattern display area A3, it is possible to perform variable display and stop display of the special chart 2 fourth performance pattern a3. The special chart 2 fourth performance pattern a3 is a pattern for performance, and is composed of identification information (patterns) such as numbers, letters, symbols, characters, etc. In this embodiment, two types of special chart 2 fourth performance pattern a3 (special chart 2 fourth performance pattern a3 that displays the identification information of "◯" and "X") are defined.
[0027] In the special mini symbol display area A1 and the special 1 fourth symbol display area A2, a display for notifying the result of the first special symbol lottery, which will be described later, is executed. Then, the result of the first special symbol lottery is notified by the combination of the three special mini effect symbols a1 stopped and displayed in the special mini symbol display area A1 and the special 1 fourth effect symbol a2 stopped and displayed in the special 1 fourth symbol display area A2. That is, the variable display of the effect symbols a1 and a2 executed in the special mini symbol display area A1 and the special symbol 1 fourth symbol display area A2 corresponds to the variable display of the first special symbol executed in the special symbol 1 display device described later. Also, the stop display of the effect symbols a1 and a2 executed in the special mini symbol display area A1 and the special symbol 1 fourth symbol display area A2 corresponds to the stop display of the first special symbol executed in the special symbol 1 display device. Specifically, during the variable display of the first special pattern on the special pattern 1 display device, a variable display of the special pattern mini performance pattern a1 is executed in the special pattern mini pattern display area A1 (each special pattern display area) as a display corresponding to the variable display of the first special pattern, and a variable display of the special pattern 1 fourth performance pattern a2 is executed in the special pattern 1 fourth pattern display area A2. Also, during the stopped display of the first special pattern on the special pattern 1 display device, a stopped display of the special pattern mini performance pattern a1 is executed in the special pattern mini pattern display area A1 (each special pattern display area) as a display corresponding to the stopped display of the first special pattern, and a stopped display of the special pattern 1 fourth performance pattern a2 is executed in the special pattern 1 fourth pattern display area A2. In this case, the display of the first special pattern on the special chart 1 display device and the display of the performance patterns a1 and a2 in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 are associated with the time when the variable display starts, the content of the variable display, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Here, the variable display of the effect patterns a1 and a2 refers to a display in which the type of the special mini effect pattern a1 displayed in each special display area of the special mini pattern display area A1 is changed sequentially, and the type of the special 1 fourth pattern a2 displayed in the special 1 fourth pattern display area A2 is changed sequentially. Also, the stop display of the effect patterns a1 and a2 refers to a display in which one type of special mini effect pattern a1 is stopped in each special display area of the special mini pattern display area A1, and one type of special 1 fourth pattern a2 is stopped in the special 1 fourth pattern display area A2.
[0028] In the special mini symbol display area A1 and the special 2 fourth symbol display area A3, a display for notifying the result of the second special symbol lottery, which will be described later, is executed. Then, the result of the second special symbol lottery is notified by the combination of the three special mini effect symbols a1 stopped and displayed in the special mini symbol display area A1 and the special 2 fourth effect symbol a3 stopped and displayed in the special 2 fourth symbol display area A3. That is, the variable display of the effect symbols a1 and a3 executed in the special mini symbol display area A1 and the special 2 fourth symbol display area A3 corresponds to the variable display of the second special symbol executed in the special symbol 2 display device described later. Also, the stop display of the effect symbols a1 and a3 executed in the special mini symbol display area A1 and the special symbol 2 fourth symbol display area A3 corresponds to the stop display of the second special symbol executed in the special symbol 2 display device. Specifically, during the variable display of the second special pattern on the special pattern 2 display device, a variable display of the special pattern mini performance pattern a1 is executed in the special pattern mini pattern display area A1 (each special pattern display area) as a display corresponding to the variable display of the second special pattern, and a variable display of the special pattern 2 fourth performance pattern a3 is executed in the special pattern 2 fourth pattern display area A3. Also, during the stopped display of the second special pattern on the special pattern 2 display device, a stopped display of the special pattern mini performance pattern a1 is executed in the special pattern mini pattern display area A1 (each special pattern display area) as a display corresponding to the stopped display of the second special pattern, and a stopped display of the special pattern 2 fourth performance pattern a3 is executed in the special pattern 2 fourth pattern display area A3. In this case, the display of the second special pattern on the special chart 2 display device and the display of the performance patterns a1 and a3 in the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3 are associated with the time when the variable display starts, the content of the variable display, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Here, the variable display of the effect patterns a1 and a3 refers to a display in which the type of the special mini effect pattern a1 displayed in each special display area of the special mini pattern display area A1 is changed sequentially, and the type of the special 2 fourth pattern a3 displayed in the special 2 fourth pattern display area A3 is changed sequentially. Also, the stop display of the effect patterns a1 and a3 refers to a display in which one type of special mini effect pattern a1 is stopped in each special display area of the special mini pattern display area A1, and one type of special 2 fourth pattern a3 is stopped in the special 2 fourth pattern display area A3.
[0029] The regular mini symbol display area A4 is configured to include three regular symbol display areas (not shown). In each regular symbol display area, it is possible to display the variable and stationary regular mini performance symbols a4. Each regular mini performance symbol a4 is a symbol for performance, and is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In this embodiment, nine types of regular mini performance symbols a4 (regular mini performance symbols a4 that display each identification information of the numbers "1" to "9") are specified. The special mini performance symbol a1 and the regular mini performance symbol a4 are configured in different display modes. That is, the special mini performance symbol a1 and the regular mini performance symbol a4 differ in at least one of the "design (shape)" and "color (color scheme)." Specifically, the special mini performance symbol a1 is configured with a first design (shape) and a first color (color scheme). On the other hand, the regular mini performance symbol a4 is configured with a second design (shape) different from the first design (shape) and a second color (color scheme) different from the first color (color scheme). This makes it easy for players to distinguish between the special mini performance symbol a1 corresponding to the special symbol and the regular mini performance symbol a4 corresponding to the regular symbol. In the normal map fourth pattern display area A5, it is possible to display the normal map fourth performance pattern a5 in a variable and stationary manner. The normal map fourth performance pattern a5 is a pattern for performance, and is composed of identification information (patterns) such as numbers, letters, symbols, characters, etc. In this embodiment, two types of normal map fourth performance patterns a5 (normal map fourth performance patterns a5 that display the identification information of "◯" and "X") are specified.
[0030] In the normal mini symbol display area A4 and the normal fourth symbol display area A5, a display for notifying the result of the normal symbol lottery, which will be described later, is executed. Then, the result of the normal symbol lottery is notified by the combination of the three normal mini performance symbols a4 stopped and displayed in the normal mini symbol display area A4 and the normal fourth performance symbol a5 stopped and displayed in the normal fourth symbol display area A5. That is, the variable display of the effect symbols a4 and a5 executed in the normal mini symbol display area A4 and the normal fourth symbol display area A5 corresponds to the variable display of the normal symbol executed in the normal symbol display device described later. Also, the stop display of the effect symbols a4 and a5 executed in the normal mini symbol display area A4 and the normal fourth symbol display area A5 corresponds to the stop display of the normal symbol executed in the normal symbol display device. Specifically, during the variable display of the normal pattern in the normal map display device, the variable display of the normal map mini performance pattern a4 is executed in the normal map mini pattern display area A4 (each special pattern display area), and the variable display of the normal map fourth performance pattern a5 is executed in the normal map fourth pattern display area A5. Also, during the stopped display of the normal pattern in the normal map display device, the stopped display of the normal map mini performance pattern a4 is executed in the normal map mini pattern display area A4 (each special pattern display area), and the stopped display of the normal map fourth performance pattern a5 is executed in the normal map fourth pattern display area A5. In this case, the display of the normal pattern on the normal map display device and the display of the performance patterns a4, a5 in the normal map mini pattern display area A4 and the normal map fourth pattern display area A5 are associated with the time when the variable display starts, the content of the variable display, the time when the variable display ends, the time when the stop display starts, and the lottery result indicated by the stopped displayed pattern. Here, the variable display of the performance symbols a4 and a5 refers to a display in which the type of the regular mini performance symbol a4 displayed in each special symbol display area of the regular mini symbol display area A4 is sequentially changed, and the type of the regular fourth symbol a5 displayed in the regular fourth symbol display area A5 is sequentially changed. Also, the stop display of the performance symbols a4 and a5 refers to a display in which one type of regular mini performance symbol a4 is stopped in each special symbol display area of the regular mini symbol display area A4, and one type of regular fourth symbol a5 is stopped in the regular fourth symbol display area A5.
[0031] The main effect symbol display area A6 is configured to include three effect symbol display areas (not shown). In each effect symbol display area, it is possible to display the main effect symbol a6 in a variable and stationary manner. Each main effect symbol a6 is a symbol for performance, and is configured to include identification information (symbols) such as numbers, letters, symbols, characters, etc. In this embodiment, nine types of main effect symbols a6 (main effect symbols a6 that display each identification information of the numbers "1" to "9") are defined. In particular, the first main effect symbol a6 and the second effect symbol a6 are defined as types of the main effect symbol a6. That is, in this embodiment, nine types of first main effect symbol a6 (first main effect symbol a6 that displays each identification information of the numbers "1" to "9") and nine types of second main effect symbol a6 (second main effect symbol a6 that displays each identification information of the numbers "1" to "9") are defined. The first main effect symbol a6 and the second main effect symbol a6 are configured in different display modes. That is, the first main effect symbol a6 and the second main effect symbol a6 are different in at least one of the "design (shape)" and "color (color scheme)." Specifically, the first main effect symbol a6 is configured with a first design (shape) and a first color (color scheme). On the other hand, the second main effect symbol a6 is configured with a second design (shape) different from the first design (shape) and a second color (color scheme) different from the first color (color scheme). This makes it easy for players to distinguish between the first main effect symbol a6 corresponding to the special symbol and the second main effect symbol a6 corresponding to the normal symbol.
[0032] When the normal state described below or the time-saving state 1 described below is occurring, a display is executed in the main effect symbol display area A6 to notify the result of the special symbol lottery (first special symbol lottery or second special symbol lottery). At this time, a display is executed in the main effect symbol display area A6 to notify the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) using the first main effect symbol a6. Then, the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) is notified by the combination of the three first main effect symbols a6 stopped and displayed in the main effect symbol display area A6. That is, when the normal state or time-saving state 1 is occurring, the variable display of the first main effect symbol a6 executed in the main effect symbol display area A6 corresponds to the variable display of the special mini effect symbol a1 executed in the special mini effect symbol display area A1. Also, when the normal state or time-saving state 1 is occurring, the stopped display of the first main effect symbol a6 executed in the main effect symbol display area A6 corresponds to the stopped display of the special mini effect symbol a1 executed in the special mini effect symbol display area A1. Specifically, when the normal state or time-saving state 1 is occurring, during the variable display of the special pattern (first special pattern or second special pattern) on the special pattern display device (special pattern 1 display device or special pattern 2 display device), a variable display of the first main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the variable display of the special pattern. In other words, during the normal state or time-saving state 1 is occurring, during the variable display of the special pattern mini effect pattern a1, a variable display of the first main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the variable display of the special pattern mini effect pattern a1. Also, when the normal state or time-saving state 1 is occurring, during the stopped display of a special pattern (first special pattern or second special pattern) on the special pattern display device (special pattern 1 display device or special pattern 2 display device), a stopped display of the first main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the stopped display of the special pattern. In other words, during the normal state or time-saving state 1 is occurring, during the stopped display of the special pattern mini effect pattern a1, a stopped display of the first main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the stopped display of the special pattern mini effect pattern a1.
[0033] Here, the first main performance symbol a6 and the special mini performance symbol a1 are configured with a common (identical or similar) display mode. That is, the first main performance symbol a6 and the special mini performance symbol a1 have at least one of the "design (shape)" and "color (color scheme)" in common (they are identical or similar). In this embodiment, the first main performance symbol a6 and the special mini performance symbol a1 have both the "design (shape)" and the "color (color scheme)" in common (they are identical or similar). Specifically, the first main performance symbol a6 is configured with a first design (shape) and a first color (color scheme). On the other hand, the special mini performance symbol a1 is configured with a first design (shape) and a first color (color scheme). However, the special mini performance symbol a1 is configured to be smaller in size than the first main performance symbol a6. This allows the player to easily recognize that the first main performance pattern a6 and the special mini performance pattern a1 correspond to each other. Furthermore, the same number of effect symbols are displayed in the main effect symbol display area A6 and the special mini symbol display area A1. That is, three first main effect symbols a6 are displayed in the main effect symbol display area A6, and three special mini symbol effect symbols a1 are displayed in the special mini symbol display area A1. Specifically, the main effect symbol display area A6 is configured to include a first effect symbol display area, a second effect symbol display area, and a third effect symbol display area. Furthermore, the special mini symbol display area A1 is configured to include a first special symbol display area, a second special symbol display area, and a third special symbol display area. The first main effect symbol a6 displayed in the first effect symbol display area of the main effect symbol display area A6 corresponds to the special mini symbol effect symbol a1 displayed in the first special symbol display area of the special mini symbol display area A1. The first main effect pattern a6 displayed in the first effect pattern display area of the main effect pattern display area A6 and the special mini effect pattern a1 displayed in the first special pattern display area of the special mini pattern display area A1 are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). Also, the first main effect pattern a6 displayed in the second effect pattern display area of the main effect pattern display area A6 corresponds to the special mini effect pattern a1 displayed in the second special pattern display area of the special mini pattern display area A1. The first main effect pattern a6 displayed in the second effect pattern display area of the main effect pattern display area A6 and the special mini effect pattern a1 displayed in the second special pattern display area of the special mini pattern display area A1 are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). Furthermore, the first main performance pattern a6 displayed in the third performance pattern display area of the main performance pattern display area A6 corresponds to the special mini performance pattern a1 displayed in the third special pattern display area of the special mini pattern display area A1.The first main performance pattern a6 displayed in the third performance pattern display area of the main performance pattern display area A6, and the special mini performance pattern a1 displayed in the third special pattern display area of the special mini pattern display area A1, are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). As a result of the above, when the normal state or time-saving state 1 is occurring, the player can easily recognize that the three first main performance patterns a6 displayed in the main performance pattern display area A6 correspond to the three special mini performance patterns a1 displayed in the special mini pattern display area A1.
[0034] On the other hand, when the time-saving state 2 or time-saving state 3 described later is occurring, a display to notify the result of the normal pattern lottery is executed in the main effect symbol display area A6. At this time, a display to notify the result of the normal pattern lottery is executed in the main effect symbol display area A6 using the second main effect symbol a6. Then, the result of the normal pattern lottery is notified by the combination of the three second main effect symbols a6 stopped and displayed in the main effect symbol display area A6. That is, when time-saving state 2 or time-saving state 3 is occurring, the variable display of the second main effect symbol a6 executed in the main effect symbol display area A6 corresponds to the variable display of the normal mini effect symbol a4 executed in the normal mini effect symbol display area A4. Also, when time-saving state 2 or time-saving state 3 is occurring, the stop display of the second main effect symbol a6 executed in the main effect symbol display area A6 corresponds to the stop display of the normal mini effect symbol a4 executed in the normal mini effect symbol display area A4. Specifically, when time-shortening state 2 or time-shortening state 3 is occurring, during the variable display of the normal pattern on the normal map display device, a variable display of the second main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the variable display of the normal pattern. In other words, during time-shortening state 2 or time-shortening state 3 is occurring, during the variable display of the normal map mini effect pattern a4, a variable display of the second main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the variable display of the normal map mini effect pattern a4. Also, during time-shortening state 2 or time-shortening state 3 is occurring, during the stopped display of the normal pattern on the normal map display device, a stopped display of the second main effect pattern a6 is executed in the main effect pattern display area A6 (each effect pattern display area) as a display corresponding to the stopped display of the normal pattern. In other words, when time-saving state 2 or time-saving state 3 is occurring, while the normal mini performance pattern a4 is displayed, the second main performance pattern a6 is displayed in the main performance pattern display area A6 (each performance pattern display area) as a display corresponding to the display of the normal mini performance pattern a4.
[0035] Here, the second main performance symbol a6 and the regular mini performance symbol a4 are configured with a common (identical or similar) display mode. That is, the second main performance symbol a6 and the regular mini performance symbol a4 have at least one of the "design (shape)" and "color (color scheme)" in common (they are identical or similar). In this embodiment, the second main performance symbol a6 and the regular mini performance symbol a4 have both the "design (shape)" and "color (color scheme)" in common (they are identical or similar). Specifically, the second main performance symbol a6 is configured with a second design (shape) and a second color (color scheme). On the other hand, the regular mini performance symbol a4 is configured with a second design (shape) and a second color (color scheme). However, the regular mini performance symbol a4 is configured to be smaller in size than the second main performance symbol a6. This allows the player to easily recognize that the second main performance symbol a6 and the regular mini performance symbol a4 correspond to each other. In addition, the same number of effect symbols are displayed in the main effect symbol display area A6 and the regular mini-symbol display area A4. That is, three second main effect symbols a6 are displayed in the main effect symbol display area A6, and three regular mini-symbol effect symbols a4 are displayed in the regular mini-symbol display area A4. Specifically, the main effect symbol display area A6 is configured to include a first effect symbol display area, a second effect symbol display area, and a third effect symbol display area. In addition, the regular mini-symbol display area A4 is configured to include a first regular symbol display area, a second regular symbol display area, and a third regular symbol display area. The second main effect symbol a6 displayed in the first effect symbol display area of the main effect symbol display area A6 corresponds to the regular mini-symbol effect symbol a4 displayed in the first regular symbol display area of the regular mini-symbol display area A4. The second main performance pattern a6 displayed in the first performance pattern display area of the main performance pattern display area A6, and the regular mini performance pattern a4 displayed in the first regular pattern display area of the regular mini pattern display area A4, are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). Also, the second main performance pattern a6 displayed in the second performance pattern display area of the main performance pattern display area A6 corresponds to the regular mini performance pattern a4 displayed in the second regular pattern display area of the regular mini pattern display area A4. The second main performance pattern a6 displayed in the second performance pattern display area of the main performance pattern display area A6, and the regular mini performance pattern a4 displayed in the second regular pattern display area of the regular mini pattern display area A4, are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). Furthermore, the second main performance pattern a6 displayed in the third performance pattern display area of the main performance pattern display area A6 corresponds to the regular mini performance pattern a4 displayed in the third regular pattern display area of the regular mini pattern display area A4.The second main performance pattern a6 displayed in the third performance pattern display area of the main performance pattern display area A6, and the regular mini performance pattern a4 displayed in the third regular pattern display area of the regular mini pattern display area A4, are configured with a common (identical / similar) display mode (in this embodiment, the same "design (shape)" and "color (color scheme)"). As a result of the above, when time-saving state 2 or time-saving state 3 occurs, the player can easily recognize that the three second main performance patterns a6 displayed in the main performance pattern display area A6 correspond to the three regular mini performance patterns a4 displayed in the regular mini pattern display area A4.
[0036] In addition, the display screen 31a can be configured to have the following display areas related to reservations: a pre-change reserved pattern display area B1, a changing reserved pattern display area B2, a special reserved number display area B3, and a regular reserved number display area B4. When the normal state or time-saving state 1 is occurring, the reserved pattern h corresponding to the special pattern 1 game information before the special pattern hit judgment (start judgment) is executed (before the first special pattern variable display starts) is displayed in the reserved pattern display area B1 before the variable. Also, when the normal state or time-saving state 1 is occurring, the reserved pattern h corresponding to the special pattern game information (special pattern 1 game information or special pattern 2 game information) after the special pattern hit judgment (start judgment) is executed (during the variable display / stop display of the special pattern) is displayed in the reserved pattern display area B2 during the variable. On the other hand, when time-saving state 2 or time-saving state 3 is occurring, the reserved pattern h corresponding to the normal pattern game information before the normal pattern hit / miss judgment (start judgment) is executed (before the normal pattern fluctuation display starts) is displayed in the reserved pattern display area B1 before fluctuation. Also, when the time-saving state (time-saving state 1 or time-saving state 2) is occurring, the reserved pattern h corresponding to the normal pattern game information after the normal pattern hit / miss judgment (start judgment) is executed (during the normal pattern fluctuation display / stop display) is displayed in the reserved pattern display area B2 during fluctuation. The special drawing reservation number display area B3 displays the number of special drawing 1 reservations described below. The regular map reservation number display area B4 displays the regular map reservation number described below.
[0037] As a result of the above, during the normal state, an effect to notify the result of the first special pattern lottery is executed mainly in the main effect pattern display area A6 using the first main effect pattern a6, and a reserved pattern h corresponding to the first special pattern lottery (special pattern 1 game information) is displayed in the reserved pattern display areas B1 and B2. On the other hand, during the occurrence of the time-saving state 1, an effect to notify the result of the second special pattern lottery is executed mainly in the main effect pattern display area A6 using the first main effect pattern a6, and a reserved pattern h corresponding to the first special pattern lottery (special pattern 1 game information) is displayed in the reserved pattern display area B2. On the other hand, when time-saving state 2 or time-saving state 3 occurs, an effect to notify the result of the normal pattern lottery is executed mainly in the main effect pattern display area A6 using the second main effect pattern a6, and a reserved pattern h corresponding to the normal pattern lottery (normal pattern game information) is displayed in the reserved pattern display areas B1 and B2. As a result, in the pachinko machine 1, when the normal state or time-saving state 1 occurs, a presentation is mainly executed to notify the result of the special pattern lottery, and when the time-saving state 2 or time-saving state 3 occurs, a presentation is mainly executed to notify the result of the normal pattern lottery.
[0038] The sub image display device 32 is disposed at a position on the front side of the main image display device 31 . The sub-image display device 32 is configured by a variable display device such as a liquid crystal display, a CRT display, etc. The sub-image display device 32 has a display screen 32a that can display a performance image. The sub-image display device 32 can be displaced (moved) in the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range including an origin position (see FIG. 2) and a performance position (not shown) below the origin position. The sub-image display device 32 disposed (displaced) at the origin position is disposed above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 disposed (displaced) at the performance position is disposed in front of the display screen 31a of the main image display device 31 and covers part of the display screen 31a.
[0039] The left path is provided with a first starting opening 51. The first starting opening 51 is an entry opening (a so-called "navel") that opens upward, and game balls can always enter through it. The first starting opening 51 allows game balls flowing down the left path to enter (game balls flowing down the right path cannot enter through it). A special symbol 1 start port switch 101 (see FIG. 3) is disposed within the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (entry of a game ball into the first start port 51). In response to the input of the detection signal from the special symbol 1 start port switch 101, the main control board 200 executes a first special symbol lottery.
[0040] To the left of the first starting opening 51 on the left side path, there are provided an upper left other winning opening 57a, a middle left other winning opening 57b, and a lower left other winning opening 57c. Each of the other winning openings 57a-57c is an opening that opens upward and allows game balls to enter at all times. Each of the other winning openings 57a-57c allows game balls that flow down the left side path to enter (game balls that flow down the right side path cannot enter). A left prize opening switch 106 (see FIG. 3) is disposed on the gaming board 11. The left prize opening switch 106 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball entering one of the other prize openings 57a to 57c (entry of a gaming ball into one of the other prize openings 57a to 57c). In response to the input of the detection signal from the left prize opening switch 106, the main control board 200 causes the gaming ball payout device 440 to perform a payout operation of the prize balls.
[0041] At the most upstream of the right-hand path, there is provided a large prize opening 55. The large prize opening 55 is provided with a special electric device (special electric device) 55a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the large prize opening 55 and an open state that makes it possible (easy) for a game ball to enter the large prize opening 55. The special electric device 55a is opened and closed by a special electric device solenoid 65 (see FIG. 3). Normally, the special electric device 55a is closed, making it impossible (difficult) for game balls to enter the large prize opening 55, but when a small win game state or a large win game state occurs, the special electric device 55a is opened, making it possible (easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A count switch 103 (see FIG. 3) is disposed inside the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 55 (entry of a game ball into the large prize opening 55). In response to the input of the detection signal from the count switch 103, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls. In addition, within the large prize opening 55, there are provided a V area (not shown), a discharge area (not shown), and a distribution means (not shown) that distributes game balls that enter the large prize opening 55 to either the V area or the discharge area. A V-area switch 110 (see FIG. 3) is disposed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). In response to the input of the detection signal from the V-area switch 110, the main control board 200 sets "1" in the V winning flag area of the RAM 230, which will be described later. The distribution means can be switched between a V-passing state in which the game balls entering the big winning opening 55 are distributed to the V area, and a non-V-passing state in which the game balls entering the big winning opening 55 are distributed to the discharge area. That is, when the distribution means is displaced to the V-passing state, the game ball that has entered the big winning opening 55 is distributed to the V-area. This makes it impossible for the game ball that has entered the big winning opening 55 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-V-passing state, the game ball that has entered the big prize opening 55 is distributed to the discharge area. This makes it impossible for the game ball that has entered the big prize opening 55 to pass through the V area. The distribution means is displaced by a V-zone solenoid 66 (see FIG. 3). A gaming ball that enters the big winning opening 55 is first detected by the count switch 103, then sorted by the sorting means into either the V area or the discharge area, and after passing through that area, is discharged into the discharge path. At this time, the gaming ball sorted into the V area is detected by the V area switch 110.
[0042] A second starting opening 52 is provided downstream of the big winning opening 55 on the right path. The second starting opening 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it impossible (difficult) for a game ball to enter the second starting opening 52 and an open state that makes it possible (easy) for a game ball to enter the second starting opening 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). Normally, the second starting opening 52 has the normal electric device 52a in a closed state, making it impossible (difficult) for game balls to enter, but when a normal winning game state occurs, the normal electric device 52a is opened, making it possible for game balls to enter. The second starting opening 52 allows game balls flowing down the right path to enter (game balls flowing down the left path cannot enter). A special symbol 2 start port switch 102 (see FIG. 3) is disposed within the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (entry of a game ball into the second start port 52). The main control board 200 executes a second special symbol lottery in response to the input of the detection signal from the special symbol 2 start port switch 102.
[0043] A start gate 41 is provided downstream of the second start port 52 on the right path. The start gate 41 is formed so that game balls can always pass through. The start gate 41 allows game balls flowing down the right path to pass through (but does not allow game balls flowing down the left path to pass through). A gate switch 104 (see FIG. 3) is provided on the start gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the start gate 41 (passage of the gaming ball through the start gate 41). In response to the input of the detection signal from the gate switch 104, the main control board 200 executes a normal symbol lottery. It is also possible to provide an actuation port instead of the start gate 41. The actuation port is a ball entrance that opens upward, etc., and is configured to allow game balls to enter at all times. When an actuation port is provided, a gate switch 104 is provided inside the actuation port. The gate switch 104 is configured to output a detection signal to the main control board 200 in response to the detection of a game ball entering the actuation port (entry of a game ball into the actuation port). The main control board 200 is configured to execute a normal symbol lottery in response to the input of the detection signal from the gate switch 104.
[0044] A right other winning opening 56 is provided downstream of the start gate 41 on the right path. The right other winning opening 56 is an opening that opens upward and allows game balls to enter at all times. The right other winning opening 56 allows game balls that flow down the right path to enter (game balls that flow down the left path cannot enter). A right prize opening switch 105 (see FIG. 3) is disposed inside the right other prize opening 56. The right prize opening switch 105 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the right other prize opening 56 (entry of a game ball into the right other prize opening 56). In response to the input of the detection signal from the right prize opening switch 105, the main control board 200 causes the game ball payout device 440 to perform the payout operation of the prize balls.
[0045] An outlet 58 is provided at the most downstream side of the gaming area 30 to discharge gaming balls that do not enter (win) any of the winning holes 51, 52, 55, 56, 57a to 57c. Here, the inner frame unit 3 includes a discharge path (not shown) through which game balls discharged from the play area 30 pass. Specifically, the discharge path is attached to the back side of the inner frame of the inner frame unit 3. The pachinko machine 1 is configured so that all game balls shot into the play area 30 (all game balls discharged from the play area 30) pass through the discharge path. That is, the game balls shot into the play area 30 are discharged from the play area 30 by entering any of the winning holes 51, 52, 55, 56, 57a to 57c or by passing through the outlet 58, and then flow into the discharge path. Specifically, the game balls that enter the winning holes 51, 52, 55, 56, 57a to 57c are detected by the switches 101, 102, 103, 105, 106, 110 disposed in the winning holes, and then guided to the discharge path. In addition, the game balls that are discharged from the outlet 58 are also guided to the discharge path. An out switch 109 (see FIG. 3) is disposed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to the detection of a gaming ball passing through the discharge path (a gaming ball discharged from the gaming area 30). As a result, all gaming balls discharged from the gaming area 30 are detected by the out switch 109. Furthermore, in the game area 30, a plurality of nails (not shown) are arranged so as to guide the game balls to each of the winning holes 51, 52, 55, 56, 57a to 57c and the start gate 41.
[0046] A main display device 60 is disposed on the game board 11. The main display device 60 is configured to include a plurality of lighting elements (segments). Each lighting element is configured by a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is configured to include a special chart 1 display device, a special chart 2 display device, a normal chart display device, a special chart 1 reserve display device, a special chart 2 reserve display device, a normal chart reserve display device, a round display device, a right-hand hit display device, a probability variable display device, and a time-saving display device. In this embodiment, the special chart 2 reserve display device and the probability variable display device are not used. Specifically, the main display device 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display device 60, LED1 to LED8 constitute the special chart 1 display device, LED7 to LED16 constitute the special chart 2 display device, LED17 and 18 constitute the normal chart display device, LED19 to LED23 constitute the round display device, LED24 constitutes the right-hit display device, LED25 and 26 constitute the special chart 1 reserve display device, LED27 and 28 constitute the special chart 2 reserve display device, LED29 and 30 constitute the normal chart reserve display device, LED31 constitutes the probability change display device, and LED32 constitutes the time-saving display device.
[0047] The special chart 1 display device is capable of displaying the variation and stopping of the first special pattern, which consists of numbers, patterns, etc. Then, the special chart 1 display device displays the result of the first special pattern lottery by the first special pattern that is stopped and displayed. The special symbol 2 display device is capable of displaying the variation and stopping of the second special symbol, which consists of numbers, symbols, etc. The special symbol 2 display device then displays the result of the second special symbol lottery based on the stopped second special symbol. Here, the display of the first special pattern on the special chart 1 display device and the display of the performance patterns a1 and a2 in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. In addition, the display of the second special pattern on the special chart 2 display device and the display of the performance patterns a1 and a3 in the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stopped display starts, and the lottery result indicated by the stopped displayed pattern. Then, when the first special pattern (stop pattern) displayed in a stopped state on the special chart 1 display device becomes a specific pattern (jackpot pattern), or when the second special pattern (stop pattern) displayed in a stopped state on the special chart 2 display device becomes a specific pattern (jackpot pattern), a jackpot game state, which is a game state advantageous to the player, is created. In addition, when the second special pattern (stop pattern) displayed in a stopped state on the special pattern 2 display device becomes a specific pattern (small win pattern), a small win game state, which is a game state advantageous to the player, is generated. The regular symbol display device is capable of displaying the fluctuations and stopping of regular symbols consisting of numbers, symbols, etc. The regular symbol display device then displays the results of the regular symbol lottery based on the regular symbol that is displayed in a stopped state. Here, the display of the normal pattern on the normal map display device and the display of the performance patterns a4, a5 in the normal map mini pattern display area A4 and the normal map fourth pattern display area A5 are associated with the time when the variable display starts, the time when the variable display ends, the time when the stop display starts, and the lottery result indicated by the stop-displayed pattern. When the normal symbol displayed on the normal symbol display device becomes a specific symbol (normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is generated.
[0048] The special pattern 1 pending display device displays the number of times the display of the lottery results of the first special pattern lottery has been pending (special pattern 1 pending number). As described above, in this embodiment, the special diagram 2 reservation display device is not used. The regular symbol reserved display device displays the number of times the display of the lottery result of the regular symbol lottery has been reserved (regular symbol reserved number). The round display device displays the number of rounds of play executed during the jackpot game state (type of jackpot game state). The right-hand shot display device displays the path (left-hand path or right-hand path) along which the game ball should be shot. As described above, in this embodiment, a probability change display device is not used. The time-saving display device displays the current game status (time-saving control is running or stopped).
[0049] In addition, one or more movable body units (not shown) are arranged in the pachinko machine 1. In this embodiment, one or more movable body units are arranged in the front frame unit 4, and one or more movable body units are arranged in the game board unit 10. Each movable body unit of the front frame unit 4 is disposed in front of the decorative part 4b, on the top surface of the tray unit 5, etc., and is capable of performing predetermined performance operations. Each movable body unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable body unit is disposed in the space (hereinafter referred to as "performance space") between the game board 11 and the main image display device 31 (display screen 31a). Each movable body unit is capable of performing a predetermined performance action in the performance space. Each movable body unit includes a performance member, a drive mechanism, a drive source, and a position detection sensor 26 (see FIG. 3). In this embodiment, a motor 23 (see FIG. 3) is used as the drive source. The motor 23 is a stepping motor. Note that a solenoid may also be used as the drive source. The effect member can be displaced in a predetermined direction by a drive mechanism. Specifically, the effect member can be displaced to a plurality of positions including an initial position and an effect position. The effect member is driven (displaced) by a motor 23.
[0050] The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the position of a performance component. Specifically, the position detection sensor 26 includes a light-projecting unit and a light-receiving unit that receives light projected from the light-projecting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light projected from the light-projecting unit. On the other hand, the position detection sensor 26 stops outputting the detection signal to the performance control board 300 when the light-receiving unit does not receive (detect) the light projected from the light-projecting unit. Furthermore, a shielding plate is provided at a predetermined position of the performance member. When the performance member is placed in its initial position, the shielding plate is placed between the light-emitting portion and the light-receiving portion of the position detection sensor 26, blocking light from entering the light-receiving portion. As a result, when the performance member is placed in its initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance member is not placed in its initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This makes it possible for the performance control board 300 to detect whether or not the performance component is placed in the initial position depending on the input status of the detection signal from the position detection sensor 26.
[0051] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, the detection sensors provided include a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), and a magnetic detection sensor 115 (see Figure 3). The glass frame opening sensor 107 detects the opening of the front frame unit 4 relative to the inner frame unit 3. Then, in response to the opening of the front frame unit 4 relative to the inner frame unit 3, the glass frame opening sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame opening sensor 108 detects the opening of the inner frame unit 3 relative to the outer frame unit 2. Then, in response to the opening of the inner frame unit 3 relative to the outer frame unit 2, the inner frame opening sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is disposed on the game board 11. Then, the vibration detection sensor 113 transmits a detection signal to the main control board 200 in response to detecting vibrations of the game board 11. The radio wave detection sensors 114 detect radio waves generated around the gaming board 11. In this embodiment, two radio wave detection sensors 114 are arranged on the gaming board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of a radio wave. The magnetic detection sensor 115 detects magnetism generated around the gaming board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided in the gaming board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetism. Each magnetic detection sensor 115 provided on the gaming board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetism.
[0052] (Control system configuration) Next, the configuration of the control system in the pachinko machine 1 will be described. FIG. 3 is a block diagram showing the configuration of the control system of the pachinko machine. The pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 3, the pachinko machine 1 is equipped with multiple control boards, such as a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power (electricity) to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The control boards 200, 300, 400, and 600 are independent (separate) circuit boards, and are housed in individual board cases (such as the main board case 250, which will be described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are attached to the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is attached to the back side of the inner frame that the inner frame unit 3 has.
[0053] (Configuration of main control board 200) First, the configuration of the main control board 200 will be described. The main control board 200 controls the progress of the game. The main control board 200 is configured to include a one-chip microcomputer, a clock generating circuit 202, a random number generating circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a, 250b, etc. The one-chip microcomputer is an LSI that integrates a CPU core, a register, a semiconductor memory, etc. Specifically, the one-chip microcomputer is configured to include a CPU 210, a ROM 220, a RAM 230, etc.
[0054] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area (0000H to 2FFFH) allocated to the ROM 220 and a memory area (F000H to F3FFH) allocated to the RAM 230. The ROM 220 (memory area of the ROM 220) is configured to include a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 is configured to include a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of the game. The data area stores data (program data) for controlling the progress of the game. Note that the used area m1 may be configured without including an unused area. The unused area m2 includes a program area and a data area. The program area stores a program (program code) for executing processing related to tests defined in the Gaming Machine Regulations, and a program (program code) for controlling the display of the performance display device 206 (specifically, calculating the base ratio). The data area stores data (program data) for executing processing related to tests defined in the Gaming Machine Regulations, and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and unused area m2, the ROM 220 is also provided with an unused area, a ROM comment area, a program management area, and the like. The ROM comment area stores arbitrary data such as the program title, version, etc. On the other hand, the program management area stores information necessary for the CPU 210 to execute various programs. In addition, an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) is provided between the used area m1 and the unused area m2 in the ROM 220. This clarifies the boundary between the used area m1 and the unused area m2.
[0055] The RAM 230 (memory area of the RAM 230) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The used area M1 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of the program (program for controlling the progress of the game) stored in the used area m1. Note that the used area M1 does not have to be configured to include an unused area. Specifically, the work area is composed of a set value area, a gaming machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The set value area stores set values. The gaming machine status flag area stores gaming machine status flags. The checksum area stores checksums. The backup flag area stores backup flags. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for arithmetic processing, various counters (random number counters, timer counters, etc.), flags for managing lottery results and gaming status, etc. In particular, the normal game-related area 2 includes an area (a game information storage area described later) for storing game information acquired in response to the input of detection signals from the special chart 1 start gate switch 101, the special chart 2 start gate switch 102, and the gate switch 104, a special chart 1 display pattern counter, a special chart 2 display pattern counter, a normal chart display pattern counter, etc.
[0056] The unused area M2 is configured to include a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program stored in the unused area m2 (a program for executing processing related to a test defined by the gaming machine regulations, or a program for controlling the display of the performance display device 206). Specifically, the work area includes a performance display related area, which is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 206. Additionally, an unused area M3 of a predetermined number of bytes (16 bytes or more) is provided between the used area M1 and the unused area M2 in RAM 230. This clarifies the boundary between the used area M1 and the unused area M2.
[0057] In this embodiment, processing based on a program (a program for controlling the progress of the game) stored in the use area m1 is permitted to refer to data stored in the non-use area M2. On the other hand, data stored in the unused area M2 is prohibited from being rewritten (changed) by processing based on the program (program for controlling the progress of the game) stored in the used area m1. In addition, in processing based on a program stored in the unused area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, it is prohibited for the data stored in the use area M1 to be rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). The game in the pachinko machine 1 can be progressed (completed) by a program (a program for controlling the progress of the game) stored in the use area m1.
[0058] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment), and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generating circuit 203 is configured to include a first loop counter that generates a winning random number for the normal symbol lottery, a second loop counter that generates a jackpot random number for the first special symbol lottery, a third loop counter that generates a jackpot random number for the second special symbol lottery, and a fourth loop counter that generates a reach group random number. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a jackpot random number for the first special symbol lottery by updating the loop counter value by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]).
[0059] The third loop counter generates a jackpot random number for the second special symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202. In this embodiment, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]). The fourth loop counter generates a reach group random number by updating the value of the loop counter by one within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (once for each 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 μs (32 s / 12 MHz = 2.666 μs).
[0060] The input port 204 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives a detection signal from the glass frame opening sensor 107, a detection signal from the inner frame opening sensor 108, a detection signal from the vibration detection sensor 113, a detection signal from one of the radio wave detection sensors 114, a detection signal from the magnetic detection sensor 115, etc. To the input port 1, a RAM clear signal from the RAM clear switch 207, a detection signal from the setting key switch 208, etc. are input. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, and the other radio wave detection sensor 114. The input port 3 receives a detection signal from the special diagram 1 start port switch 101, a detection signal from the special diagram 2 start port switch 102, a detection signal from the gate switch 104, a detection signal from the V region switch 110, etc. Each input port (input port 0 to input port 3) has a reception storage area corresponding to each switch / sensor (detection signal). In the reception storage area corresponding to each switch / sensor, one bit of data is set that indicates the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal is input from the switch / sensor (high level), and is set to "0" when a detection signal is not input from the switch / sensor (low level).
[0061] The output port 205 is configured to include a plurality of output ports (output port 0 to output port 4 in this embodiment). The output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display device 60. The data signals output from the output port 0 are then input to the source driver 250a. The output port 1 outputs common signals (“COM0” to “COM3”) for controlling the lighting of the main display device 60 and the performance display device 206. The common signals output from the output port 1 are input to the sink driver 240. The output port 2 outputs an external signal. At this time, the external signal output from the output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. The output port 3 outputs a control signal for controlling the operation of the normal electric role solenoid 64, a control signal for controlling the operation of the special electric role solenoid 65, a control signal for controlling the V-area solenoid 66, etc. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 206. The data signals output from the output port 4 are then input to the source driver 250b.
[0062] Furthermore, the main control board 200 is configured to include a command output port 1 and a command output port 2. The CPU 210 transmits a control command (sub-command) from the command output port 1 to the performance control board 300, and transmits a control command (dispensing command) from the command output port 2 to the dispensing control board 400. Each of the command output ports 1 and 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the performance control board 300 or the payout control board 400.
[0063] The performance display device 206 is configured to include a plurality of lighting elements (segments). Each lighting element is configured with a light-emitting element (in this embodiment, an LED). Note that the performance display device 206 is arranged on the back side of the game board 11, so that it cannot be seen by the player. As will be described later, the following gaming machine states (hereinafter referred to as "gaming machine states") are defined for the pachinko machine 1: a playable state, a setting change state, a setting check state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state. The information displayed on the performance display device 206 changes depending on the gaming machine state that has occurred.
[0064] The performance display device 206 is configured to include four (four-digit) display units (not shown). Each display unit is made up of eight lighting elements. That is, each display unit is made up of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 206, LED33 to LED40 are the display unit for the first digit, LED41 to LED48 are the display unit for the second digit, LED49 to LED56 are the display unit for the third digit, and LED57 to LED64 are the display unit for the fourth digit.
[0065] During the playable state, the game can proceed. During the playable state, the performance display device 206 displays the base ratio. In this embodiment, while a playable state is occurring, the performance display device 206 alternately displays the first base ratio and the second base ratio every predetermined time (5.0 [s] in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present time). The "second base ratio" is the base ratio for the previous section (the final base ratio calculated for the previous section). Specifically, in the performance display device 206, the top two digits of the four-digit display section display information to identify the type of base ratio (first base ratio or second base ratio), and the bottom two digits display a number indicating the base ratio (percentage).
[0066] When the setting change state is occurring, the setting value can be changed. When the setting change state is occurring, the setting value stored (set) in the setting value area of RAM 230 is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a setting change state is occurring (specifically, the top one digit displays "r", the second top digit displays "n.", and the third top digit displays "-"), and the bottom digit displays a number indicating the setting value stored in the setting value area. During the setting confirmation state, it becomes possible to check the setting values. During the setting confirmation state, the performance display device 206 displays the setting values stored (set) in the setting value area of the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that the setting confirmation state is occurring (specifically, the top one digit displays "r", the second digit displays "n.", and the top three digit displays no display), and the bottom digit displays a number indicating the setting value stored in the setting value area.
[0067] During a game stop state (setting abnormal state, RAM abnormal state, or backup abnormal state), game progress becomes impossible. During a game stop state, an error code corresponding to the abnormality that has occurred is displayed on the performance display device 206. Specifically, in the performance display device 206, the top three digits of the four-digit display section display information indicating that a game stop state is occurring (specifically, the top digit displays "E", the second top digit displays "r.", and the top digit displays no display), and the lowest digit displays a number indicating an error code corresponding to the abnormality that has occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).
[0068] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 includes an operation unit that can be pressed. When the operation unit is pressed, the RAM clear switch 207 outputs a RAM clear signal to the input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is configured to include an operation unit with a keyhole. The operation unit is unlocked by inserting a dedicated key into the keyhole, and can be rotated (switched) from the OFF state to the ON state. When the operation unit of the setting key switch 208 is in the ON state, it outputs a detection signal to the input port 1.
[0069] The sink driver 240 controls the output of common signals to each of the display devices 60 and 206 in accordance with the common signals (“COM0” to “COM3”) output from the output port 1. The source driver 250a controls the output of data signals to the main display device 60 in accordance with the data signals (“SEGDATA0” to “SEGDATA7”) output from the output port 0. The source driver 250b controls the output of data signals to the performance display device 206 in accordance with the data signals (“7SEGDATA0” to “7SEGDATA7”) output from the output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the lighting of the lighting elements (LED33 to LED64) included in the performance display device 206.
[0070] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output process (step S4-24) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, game state (normal state, time-shortened state 1 to time-shortened state 3), left-hit period, right-hit period, etc.), and stores the generated test signal in the port output request buffer of the RAM 230. As a result, the test signal stored in the port output request buffer is output from a specified output port. Then, the test signal output from the specified output port is input to the interface board of the test computer (not shown) via the test signal output circuit. In addition, in the main control board 200, detection signals from the special diagram 1 start port switch 101, the special diagram 2 start port switch 102, the gate switch 104, the count switch 103, the right prize port switch 105, the left prize port switch 106, the out switch 109, etc. are input to the input port 204 and are input to the interface board of the test computer via the test signal output circuit. Furthermore, in the main control board 200, control signals for controlling the operation of each solenoid (normal electric feature solenoid 64, special electric feature solenoid 65, V-area solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, 66, and also input to the interface board of the test computer via the test signal output circuit.
[0071] (Configuration of dispensing control board 400) Next, the configuration of the dispensing control board 400 will be described. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, etc. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on the control command received from the main control board 200 and the ball lending instruction signal received from the CR unit. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 so that the game ball is launched into the game area 30 with a strength according to the detection signal input from the launch volume 410.
[0072] (Configuration of performance control board 300) Next, the configuration of the performance control board 300 will be described. The performance control board 300 controls the performance. The performance control board 300 is configured to include a one-chip microcomputer. A one-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, etc. Specifically, a one-chip microcomputer is composed of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, etc. Based on control commands received from the main control board 200, the performance control board 300 controls the display of performance images on various image display devices 31, 32, the lighting of various lamps 20, 21, the output of sound from various speakers 22, and the driving of motors 23 that drive various movable body units.
[0073] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, etc. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for performing arithmetic processing, etc. The CPU of the performance control board 300 determines the performance content to be executed based on the control command received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) in accordance with a performance program (performance control table) set by the CPU, and outputs the generated display control data to the various image display devices 31 and 32. The sound processor generates sound control data (sound control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to the various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The illumination controller generates lamp control data (lamp control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated lamp control data to the driver board 310 and the sub-connection board 320, respectively. The motor controller generates motor control data (motor control signals) according to a performance program (performance control table) set by the CPU, and outputs the generated motor control data to the driver board 310 and the sub-connection board 320, respectively.
[0074] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that constitute the movable body units) arranged in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that make up the panel lamp 21 in accordance with the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). The motor control data output from the performance control board 300 is input to the motor driver. Then, the motor driver controls the output of excitation signals (drive currents) to the various motors 23 (such as the motors 23 that make up the movable body units) arranged in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. Then, the lamp driver controls the driving (light emission) of the light emitting element groups of each system that make up the frame lamp 20 according to the lamp control data input from the performance control board 300.
[0075] (Regarding gaming machine status) In the pachinko machine 1, six states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) are defined as the gaming machine state. A gaming machine state flag area is provided in the RAM 230 of the main control board 200. In the gaming machine state flag area, a value corresponding to one of six gaming machine states (specifically, a playable state, a setting change state, a setting confirmation state, a setting abnormal state, a RAM abnormal state, and a backup abnormal state) is stored (set) as a gaming machine state flag. Then, in the pachinko machine 1, a gaming machine state corresponding to the value stored in the gaming machine state flag area is generated. The "playable state" is a gaming machine state in which game progress is possible. While the game-playable state is occurring, execution of the processes of steps S4-9 to S4-18, which will be described later, is permitted, thereby allowing the game (normal game and special game) to proceed. Furthermore, while the game is in a playable state, the base ratio is displayed on the performance display device 206. Furthermore, information related to the game is displayed on the main display device 60.
[0076] The "setting change state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be changed. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207 at power-on. In other words, the setting change state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed at power-on. While the setting change state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. Furthermore, while the setting change state is occurring, it is possible to change the setting values stored in the setting value area by pressing the RAM clear switch 207. Then, when the key switch 208 is rotated to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting values stored in the setting value area are confirmed.
[0077] The "setting confirmation state" is a gaming machine state in which the setting values stored in the setting value area of RAM 230 can be confirmed. The setting confirmation state is established when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are established when, at power-on, a detection signal is input from the inner frame open sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is not input from the RAM clear switch 207. In other words, at power-on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is not pressed, the setting confirmation state is established. While the setting confirmation state is occurring, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while the setting confirmation state is occurring, the setting values stored in the setting value area are displayed on the performance display device 206. This makes it possible to check the setting values stored in the setting value area. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to the external device. It should be noted that while the setting confirmation state is occurring, the setting values stored in the setting value area cannot be changed. When the key switch 208 is turned to the OFF state while the setting confirmation state is occurring, the setting confirmation state is replaced with a playable state.
[0078] The "setting abnormality state" is the state of the gaming machine in which a setting abnormality has occurred. The abnormal setting state occurs when, during a playable state, it is determined that the setting value set in the setting value area is not within a specified range. During the occurrence of the setting abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a setting abnormality state occurs, an error code specifying the occurrence of a setting abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the abnormal setting state, it is necessary to turn the power off and on again to cause a setting change state.
[0079] "RAM abnormal state" refers to the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state occurs when it is determined that a read / write abnormality has occurred in the RAM 230 at power-on. While the RAM abnormal state occurs, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, while a RAM abnormality state is occurring, an error code specifying the occurrence of a RAM abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the RAM abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0080] The "backup abnormality state" is the state of the gaming machine in which a backup abnormality has occurred. The backup abnormality state occurs when it is determined that a backup abnormality (specifically, an abnormality in the backup flag or an abnormality in the checksum) has occurred in the RAM 230 when the power is turned on. During the occurrence of the backup abnormal state, the execution of the processes of steps S4-9 to S4-18, which will be described later, is prohibited, thereby stopping the game (specifically, the normal game and the special game). Furthermore, when a backup abnormality occurs, an error code specifying the occurrence of a backup abnormality is displayed on the performance display device 206. Furthermore, all lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from the backup abnormality state, it is necessary to perform a power-off and power-on to cause a setting change state.
[0081] (About the setting value) Next, the setting values (setting information) set in the pachinko machine 1 will be described. The "setting value" is information that specifies the winning probability of the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is defined as a value of "0" to "5". A set value area is provided in the RAM 230 of the main control board 200. In the set value area, one of values "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is determined to be the probability according to the value set in the set value area. In this embodiment, the probability of winning a "jackpot" through the special symbol lotteries (first special symbol lotteries and second special symbol lotteries) varies depending on the value set in the set value area. The winning probability of the special pattern lottery corresponding to each setting value (probability of winning the "jackpot") is, in order from highest to lowest, as follows: winning probability corresponding to setting value = "5", winning probability corresponding to setting value = "4", winning probability corresponding to setting value = "3", winning probability corresponding to setting value = "2", winning probability corresponding to setting value = "1", winning probability corresponding to setting value = "0" (winning probability "high" → winning probability "low").
[0082] In particular, in the pachinko machine 1, the setting value stored in the setting value area is fixed at "3" and cannot be changed to another value. Note that the configuration may be such that the setting value stored in the setting value area can be changed (selected) while the setting change state is occurring. Here, the setting value is changed by the administrator of the pachinko machine 1 (such as an employee of the gaming parlor where the pachinko machine 1 is installed). That is, as described above, when the power is turned on, if the inner frame unit 3 is open, the key switch 208 is rotated to the ON state, and the RAM clear switch 207 is pressed, a setting change state is generated. While the setting change state is occurring, the setting value stored in the setting value area is displayed on the performance display device 206. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. At this time, if the setting value set in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. When the key switch 208 is turned to the OFF state while the setting change state is occurring, the setting change state is replaced by a playable state, and the setting value stored in the setting value area is confirmed.
[0083] (Base ratio) In the pachinko machine 1, while a playable state is occurring, a base ratio (base value) is calculated by the CPU 210. In this embodiment, the base ratio is calculated only while a predetermined play state is occurring (specifically, while a special low probability state is occurring and while time-saving control is stopped). Then, while the game is in a playable state, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls shot into the game area 30 and the number of prize balls paid out in response to the game balls entering predetermined entry ports (in this embodiment, the start ports 51, 52 and other prize entry ports 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of payouts (number of prize balls paid out) to the number of out balls (number of game balls shot out). In this embodiment, a base ratio for each predetermined interval (period) is calculated. The predetermined interval is defined as an interval during which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval begins when the previous interval ends, and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio as needed (in real time) during each interval. Note that a predetermined time may be defined as the predetermined section, and the CPU 210 may calculate the base ratio for each predetermined time. The "number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been discharged from the game area 30. Specifically, out balls are game balls that have passed through the discharge path (game balls detected by the out switch 109). It is also possible to use the gaming ball discharged from outlet 58 as the out ball. Specifically, out switch 109 may be configured to detect only gaming balls discharged from outlet 58, and the gaming ball detected by out switch 109 may be used as the out ball. The "number of payouts" refers to the total number of prize balls paid out in response to game balls entering the start holes 51, 52 and the other prize holes 56, 57a to 57c.
[0084] (Regarding game status) Next, the game states defined in the pachinko machine 1 will be explained. In the pachinko machine 1, it is possible to execute time-saving control 1, time-saving control 2, and time-saving control 3 as auxiliary controls that are advantageous to the player. In the following explanation, the gaming state while time-saving control 1 is stopped, while time-saving control 2 is stopped, and while time-saving control 3 is stopped is referred to as the "normal state." Furthermore, the gaming state while time-saving control 1 is being executed is referred to as the "time-saving state (easy to win a prize) 1." Furthermore, the gaming state while time-saving control 2 is being executed is referred to as the "time-saving state (easy to win a prize) 2." Furthermore, the gaming state while time-saving control 3 is being executed is referred to as the "time-saving state (easy to win a prize) 3." When the time-saving control (time-saving control 1 to time-saving control 3) is being executed (when time-saving state 1 to time-saving state 3 are occurring), it is easier for the game ball to enter the second starting hole 52 in the normal winning game state described below, compared to when the time-saving control (time-saving control 1 to time-saving control 3) is stopped (when the normal state is occurring). Furthermore, while time-saving control 1 is being executed (while time-saving state 1 is occurring), it is easier for the game ball to enter the second starting hole 52 in the normal winning game state compared to while time-saving control 2 and time-saving control 3 are being executed (while time-saving state 2 and time-saving control 3 are occurring). In this embodiment, the ease of a game ball entering the second starting hole 52 in a normal winning game state is the same during execution of time-saving control 2 (when time-saving state 2 is occurring) and during execution of time-saving control 3 (when time-saving state 3 is occurring). Note that the normal game fluctuation time (average) is longer during execution of time-saving control 3 (when time-saving state 3 is occurring) than during execution of time-saving control 2 (when time-saving state 2 is occurring). Specifically, when the time-saving control (time-saving control 1 to time-saving control 3) is being executed (when time-saving state 1 to time-saving state 3 are occurring), the probability that the "long opening pattern" described below will be selected as the opening pattern of the normal electric role device 52a is higher if a "normal win" is won by the normal symbol lottery, compared to when the time-saving control (time-saving control 1 to time-saving control 3) is stopped (when the normal state is occurring). In other words, when the time-saving control (time-saving control 1 to time-saving control 3) is being executed (when time-saving state 1 to time-saving state 3 are occurring), the probability of winning the "long opening pattern" based on the normal symbol lottery is higher than when the time-saving control (time-saving control 1 to time-saving control 3) is stopped (when the normal state is occurring). Furthermore, when time-saving control 1 is being executed (when time-saving state 1 is occurring), the probability that the "long opening pattern" will be selected as the opening pattern of normal electric role device 52a when a "normal winning" is won by the normal symbol lottery is higher than when time-saving control 2 and time-saving control 3 are being executed (when time-saving state 2 and time-saving control 3 are occurring). In other words, when time-saving control 1 is being executed (when time-saving state 1 is occurring), the probability of winning the "long opening pattern" based on the normal symbol lottery is higher than when time-saving control 2 and time-saving control 3 are being executed (when time-saving state 2 and time-saving control 3 are occurring). Furthermore, in this embodiment, when a "normal symbol hit" is won by the normal symbol lottery during the execution of time-saving control 2 (while time-saving state 2 is occurring) and during the execution of time-saving control 3 (while time-saving state 3 is occurring), the probability that the "long opening pattern" will be selected as the opening pattern of the normal electric role device 52a is the same. In other words, when the execution of time-saving control 2 (while time-saving state 2 is occurring) and during the execution of time-saving control 3 (while time-saving state 3 is occurring), the probability of winning the "long opening pattern" based on the normal symbol lottery is the same. On the other hand, in this embodiment, the probability of winning a "normal symbol win" through a normal symbol lottery does not change depending on the game state. That is, the probability of winning a "normal symbol win" through a normal symbol lottery is the same while the time-saving control (time-saving control 1 to time-saving control 3) is being executed (while time-saving state 1 to time-saving state 3 are occurring) and while the time-saving control (time-saving control 1 to time-saving control 3) is stopped (while the normal state is occurring). Also, the probability of winning a "normal symbol win" through a normal symbol lottery is the same while time-saving control 1 is being executed (while time-saving state 1 is occurring), while time-saving control 2 is being executed (while time-saving state 2 is occurring), and while time-saving control 3 is being executed (while time-saving state 3 is occurring). In addition, in this embodiment, the probability of winning a "big win" or a "small win" through the special symbol lottery does not change depending on the gaming state.
[0085] (About various lotteries) Next, various lotteries executed in the pachinko machine 1 will be described. Fig. 4 is a diagram showing the winning probabilities of various lotteries, Fig. 5 is a diagram showing the winning types of the normal symbol lottery, and Fig. 6 is a diagram showing the winning types of the special symbol lottery. FIG. 4(a) shows the winning probability of the normal symbol lottery, FIG. 4(b) shows the winning probability of the first special symbol lottery, and FIG. 4(c) shows the winning probability of the second special symbol lottery. FIG. 5 shows the winning type (type of "normal symbol winning") selected when a "normal symbol winning" is won in the normal symbol lottery. Furthermore, FIG. 6(a) shows the winning type (type of "jackpot symbol") selected when a "jackpot" is won in the first special symbol lottery, FIG. 6(b) shows the winning type (type of "jackpot symbol") selected when a "jackpot" is won in the second special symbol lottery, and FIG. 6(c) shows the winning type (type of "small symbol") selected when a "small symbol" is won in the second special symbol lottery.
[0086] In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, only "normal winning" is defined as the result of the normal symbol lottery. However, it is also acceptable to have a configuration in which "normal winning" and "losing" are defined as the result of the normal symbol lottery. As shown in FIG. 4(a), in the normal symbol lottery (normal symbol win / lose determination), the probability of winning a "normal symbol win" is 1 / 1. In this embodiment, the probability of winning a "normal symbol win" through the normal symbol lottery does not change depending on the game state. Note that the configuration may be such that the probability of winning a "normal symbol win" through the normal symbol lottery executed during the time-saving state (time-saving state 1 to time-saving state 3) is higher than the probability of winning a "normal symbol win" through the normal symbol lottery executed during the normal state.
[0087] As shown in Figure 5, in pachinko machine 1, the winning types (types of "regular winning patterns") that are selected when a "regular winning pattern" is won in the regular pattern lottery are specified as "regular winning pattern 1," "regular winning pattern 2," and "regular winning pattern 3." In the regular pattern lottery (regular pattern stop pattern determination), if you win a "regular pattern hit," the probability of winning "regular pattern hit 1" is 65,000 / 65,536, the probability of winning "regular pattern hit 2" is 156 / 65,536, and the probability of winning "regular pattern hit 3" is 380 / 65,536. When "normal winning symbol 1" is won, the normal symbol display device displays a stopped symbol corresponding to "normal winning symbol 1". In particular, when "normal winning symbol 1" is won based on the normal symbol lottery executed during the normal state, the stopped symbol corresponding to the "losing symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, when "normal winning symbol 1" is won based on the normal symbol lottery executed during the time-saving state 1, the stopped symbol corresponding to the "winning symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, if the "normal winning pattern 1" is won based on the normal pattern lottery executed during the occurrence of time-saving state 2 or time-saving state 3, the stopping pattern corresponding to the "losing pattern" is displayed in the normal mini pattern display area A4 and the normal fourth pattern display area A5, and the stopping pattern corresponding to the "losing pattern" is displayed in the main performance pattern display area A6.
[0088] Here, the "losing patterns" displayed in the normal mini pattern display area A4 and the normal fourth pattern display area A5 are, for example, a pattern in which the normal mini performance pattern a4 displayed in the three normal pattern display areas of the normal mini pattern display area A4 has a combination of numbers (identification information) such as "1, 6, 9" that is different from the numbers (identification information) shown by the normal mini performance pattern a4 displayed in at least one of the normal pattern display areas, and the normal mini performance pattern a5 displayed in the normal fourth pattern display area A5 has a display mode that shows "X". On the other hand, the "winning patterns" stopped and displayed in the normal mini pattern display area A4 and the normal fourth pattern display area A5 are displayed in a manner such that, for example, the normal mini performance patterns a4 stopped and displayed in the three normal display areas of the normal mini pattern display area A4 are aligned with the normal mini performance patterns a4 showing the same numbers (identification information), such as "1, 1, 1," and the normal fourth performance pattern a5 stopped and displayed in the normal fourth pattern display area A5 shows a "circle." In addition, the "losing pattern" displayed in a stopped state in the main performance pattern display area A6 is displayed in a manner such that, for example, the main performance pattern a6 displayed in a stopped state in the three performance pattern display areas has a combination of numbers (identification information), such as "1, 6, 9," that is different from the numbers (identification information) shown by the main performance pattern a6 displayed in a stopped state in at least one of the performance pattern display areas. On the other hand, the "winning pattern" displayed in the main performance pattern display area A6 is a display mode in which, for example, the main performance pattern a6 displayed in the three performance pattern display areas is a combination of a regular mini performance pattern a4 showing the same numbers (identification information), such as "1, 1, 1."
[0089] When "normal winning symbol 2" is won, the normal symbol display device displays a stopped symbol corresponding to "normal winning symbol 2". In particular, when "normal winning symbol 2" is won based on the normal symbol lottery executed during the normal state, the stopped symbol corresponding to the "losing symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, when "normal winning symbol 2" is won based on the normal symbol lottery executed during the time-saving state 1, the stopped symbol corresponding to the "winning symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, if the "normal winning pattern 2" is won based on the normal pattern lottery executed during the occurrence of time-saving state 2 or time-saving state 3, the stopping pattern corresponding to the "losing pattern" is displayed in the normal mini pattern display area A4 and the normal fourth pattern display area A5, and the stopping pattern corresponding to the "losing pattern" is displayed in the main performance pattern display area A6. When "normal winning symbol 3" is won, the normal symbol display device displays a stopped symbol corresponding to "normal winning symbol 3". In particular, when "normal winning symbol 3" is won based on the normal symbol lottery executed during the normal state, the stopped symbol corresponding to the "losing symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, when "normal winning symbol 3" is won based on the normal symbol lottery executed during the time-saving state 1, the stopped symbol corresponding to the "winning symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. On the other hand, if the "normal winning pattern 3" is won based on the normal pattern lottery executed during the occurrence of time-saving state 2 or time-saving state 3, the stopping pattern corresponding to the "winning pattern" will be displayed in the normal mini pattern display area A4 and the normal fourth pattern display area A5, and the stopping pattern corresponding to the "winning pattern" will be displayed in the main performance pattern display area A6.
[0090] When a "normal winning" ("normal winning symbol 1" to "normal winning symbol 3") is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the second starting hole 52. In this embodiment, a "short opening pattern" and a "long opening pattern" are defined as the types of opening patterns (opening mode, opening / closing mode) of the normal electric device 52a during the normal winning game state. The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for a game ball to enter the second starting hole 52 during a normal winning game state. In the "short opening pattern," the time that the normal electric device 52a is in an open state during a normal winning game state is shorter than in the "long opening pattern." Specifically, in the "short opening pattern," the number of times that the normal electric device 52a is opened is set to 1 [time], and the opening time of the normal electric device 52a each time is set to 0.044 [s]. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it easier for a game ball to enter the second starting hole 52 during a normal winning game state. In the "long opening pattern," the time during which the normal electric device 52a is in an open state during a normal winning game state is longer than in the "short opening pattern." Specifically, in the "long opening pattern," the number of times the normal electric device 52a is opened is set to 3 [times], the opening time of the normal electric device 52a for the first and second times is set to 2.7 [s], and the opening time of the normal electric device 52a for the third time is set to 0.1 [s].
[0091] As shown in Figure 5, when "normal winning symbol 1", "normal winning symbol 2" or "normal winning symbol 3" is won based on the normal symbol lottery executed during the occurrence of the normal state, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, in the normal symbol lottery executed during the occurrence of the normal state, the "short opening pattern" is selected and set with a probability of 1 / 1. When "normal winning symbol 1," "normal winning symbol 2," or "normal winning symbol 3" is selected based on the normal symbol lottery performed during the normal state, a first predetermined time (0.004 [s] in this embodiment) is set as the normal symbol stop time (determined time). Then, as described above, the stop symbol corresponding to the "losing symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5. Here, the "normal symbol stop time (confirmed time)" is the time during which the normal symbol stop display is executed on the normal symbol display device. On the other hand, if "normal winning symbol 1," "normal winning symbol 2," or "normal winning symbol 3" is won based on the normal symbol lottery executed during the occurrence of time-shortened state 1, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, in the normal symbol lottery executed during the occurrence of time-shortened state 1, the "long opening pattern" is selected and set with a probability of 1 / 1. When "normal winning symbol 1," "normal winning symbol 2," or "normal winning symbol 3" is selected based on the normal symbol lottery executed during the occurrence of time-saving state 1, a second predetermined time (0.5 [s] in this embodiment) longer than the first predetermined time (0.004 [s] in this embodiment) is set as the normal symbol stop time (determined time). Then, as described above, the stop symbol corresponding to the "winning symbol" is displayed in the normal mini symbol display area A4 and the normal fourth symbol display area A5.
[0092] On the other hand, if "normal winning symbol 1" or "normal winning symbol 2" is won based on the normal symbol lottery executed during the occurrence of time-saving state 2 or time-saving state 3, a "short opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. On the other hand, if "normal winning symbol 3" is won based on the normal symbol lottery executed during the occurrence of time-saving state 2 or time-saving state 3, a "long opening pattern" is selected and set as the opening pattern of the normal electric device 52a during the occurrence of the normal winning game state. As a result, in the normal symbol lottery executed during the occurrence of time-saving state 2 or time-saving state 3, the "long opening pattern" is selected and set with a probability of 380 / 65536. When "normal winning symbol 1" or "normal winning symbol 2" is selected based on the normal symbol lottery executed during the time-saving state 2 or the time-saving state 3, a first predetermined time (0.004 [s] in this embodiment) is set as the normal symbol stop time (fixed time). Then, as described above, the normal symbol mini symbol display area A4 and the normal symbol fourth symbol display area A5 display a stopped symbol corresponding to the "losing symbol." On the other hand, when "normal winning symbol 3" is selected based on the normal symbol lottery executed during the time-saving state 2 or the time-saving state 3, a second predetermined time (0.5 [s] in this embodiment) is set as the normal symbol stop time (fixed time). Then, as described above, the normal symbol mini symbol display area A4 and the normal symbol fourth symbol display area A5 display a stopped symbol corresponding to the "winning symbol."
[0093] In addition, in the pachinko machine 1, a first special pattern lottery is executed when a game ball enters the first starting hole 51, and a second special pattern lottery is executed when a game ball enters the second starting hole 52. In this embodiment, a "big win" and a "miss" are defined as the results of the first special pattern drawing. Meanwhile, a "big win" and a "small win" are defined as the results of the second special pattern drawing. Note that this embodiment is configured such that a "small win" cannot be won in the first special pattern drawing. However, a "small win" may be won in the first special pattern drawing with a lower probability than in the second special pattern drawing. Also, a "big win", a "small win", and a "miss" may be defined as the results of the first special pattern drawing. Furthermore, a "big win", a "small win", and a "miss" may be defined as the results of the second special pattern drawing. As shown in Figures 4(b) and (c), the probability of winning a "jackpot" in the special pattern lottery (first special pattern lottery or second special pattern lottery) is 1 / 219. In this embodiment, the probability of winning a "jackpot" or a "small jackpot" through the special pattern lottery does not change depending on the game state. In addition, in this embodiment, since the setting value is fixed at "3", the probability of winning a "jackpot" through the special pattern lottery does not change depending on the setting value. In addition, the probability of winning a "small jackpot" through the special pattern lottery does not change depending on the setting value. Note that the probability of winning a "jackpot" through the special pattern lottery may be configured to change depending on the setting value.
[0094] As shown in Figure 6(a), in pachinko machine 1, "jackpot pattern 1" and "jackpot pattern 2" are specified as the winning types (types of "jackpot pattern") to be selected when a "jackpot" is won in the first special pattern lottery. In the first special pattern lottery (special pattern determination), if you win the "jackpot," the probability of winning "jackpot pattern 1" is 98 / 100, and the probability of winning "jackpot pattern 2" is 2 / 100. When "jackpot symbol 1" is won, the stop symbol corresponding to "jackpot symbol 1" is displayed frozen on the special symbol 1 display device. In particular, when "jackpot symbol 1" is won based on the first special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "single hit symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2, and the stop symbol corresponding to the "single hit symbol" is displayed frozen in the main effect symbol display area A6. On the other hand, when "jackpot symbol 1" is won based on the first special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "single hit symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2. Here, the "single winning patterns" stopped and displayed in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 are displayed in a manner such that, for example, the special chart mini performance patterns a1 stopped and displayed in the three special chart display areas of the special chart mini pattern display area A1 are aligned with the special chart mini performance patterns a1 showing the same even numbers (identification information), such as "6, 6, 6," and the special chart fourth performance pattern a2 stopped and displayed in the special chart 1 fourth pattern display area A2 shows "○." In addition, the "single winning pattern" displayed in the main performance pattern display area A6 is displayed in a manner such that, for example, the main performance patterns a6 displayed in the three performance pattern display areas are aligned with the main performance patterns a6 that show the same even numbers (identification information), such as "6, 6, 6."
[0095] If "jackpot symbol 2" is won, a stop symbol corresponding to "jackpot symbol 2" is displayed on the special symbol 1 display device. In particular, if "jackpot symbol 2" is won based on the first special symbol lottery executed during normal mode or time-saving mode 1, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2, and a stop symbol corresponding to a "consecutive winning symbol" is displayed on the main performance symbol display area A6. On the other hand, if "jackpot symbol 2" is won based on the first special symbol lottery executed during time-saving mode 2 or time-saving mode 3, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2. Here, the "consecutive winning patterns" stopped and displayed in the special chart mini pattern display area A1 and the special chart 1 fourth pattern display area A2 are displayed in a manner such that, for example, the special chart mini performance patterns a1 stopped and displayed in the three special chart display areas of the special chart mini pattern display area A1 are aligned with the special chart mini performance patterns a1 showing the same odd numbers (identification information), such as "7, 7, 7," and the special chart fourth performance pattern a2 stopped and displayed in the special chart 1 fourth pattern display area A2 shows "○." In addition, the "consecutive winning pattern" stopped and displayed in the main performance pattern display area A6 is displayed in a manner such that, for example, the main performance patterns a6 stopped and displayed in the three performance pattern display areas are aligned with the main performance patterns a6 that show the same odd numbers (identification information), such as "7, 7, 7."
[0096] As shown in Figure 6(b), in the pachinko machine 1, the winning types (types of "jackpot patterns") that are selected when a "jackpot" is won in the second special pattern lottery are specified as "jackpot pattern 3," "jackpot pattern 4," "jackpot pattern 5," "jackpot pattern 6," "jackpot pattern 7," and "jackpot pattern 8." In the second special symbol lottery (special symbol determination), if you win the "jackpot," the probability of winning "jackpot symbol 3" is 20 / 100, the probability of winning "jackpot symbol 4" is 15 / 100, the probability of winning "jackpot symbol 5" is 15 / 100, the probability of winning "jackpot symbol 6" is 30 / 100, the probability of winning "jackpot symbol 7" is 8 / 100, and the probability of winning "jackpot symbol 8" is 12 / 100. If "jackpot symbol 3" is won, a stop symbol corresponding to "jackpot symbol 3" is displayed on the special symbol 2 display device. In particular, if "jackpot symbol 3" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and a stop symbol corresponding to a "consecutive winning symbol" is displayed on the main performance symbol display area A6. On the other hand, if "jackpot symbol 3" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. Here, the "consecutive winning patterns" stopped and displayed in the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3 are, for example, displayed in such a manner that the special chart mini performance patterns a1 stopped and displayed in the three special chart display areas of the special chart mini pattern display area A1 are aligned with the special chart mini performance patterns a1 showing the same odd numbers (identification information), such as "7, 7, 7," and the special chart fourth performance pattern a3 stopped and displayed in the special chart 2 fourth pattern display area A3 shows "○."
[0097] If "jackpot pattern 4" is won, the stop symbol corresponding to "jackpot pattern 4" is displayed on the special chart 2 display device. In particular, if "jackpot pattern 4" is won based on the second special pattern lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "consecutive winning pattern" is displayed on the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3, and the stop symbol corresponding to the "consecutive winning pattern" is displayed on the main performance pattern display area A6. On the other hand, if "jackpot pattern 4" is won based on the second special pattern lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "consecutive winning pattern" is displayed on the special chart mini pattern display area A1 and the special chart 2 fourth pattern display area A3. If "jackpot symbol 5" is won, the stop symbol corresponding to "jackpot symbol 5" is displayed frozen on the special symbol 2 display device. In particular, if "jackpot symbol 5" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, a stop symbol corresponding to a "consecutive winning symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and a stop symbol corresponding to a "consecutive winning symbol" is displayed frozen in the main performance symbol display area A6. On the other hand, if "jackpot symbol 5" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, a stop symbol corresponding to a "consecutive winning symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. If "jackpot symbol 6" is won, the stop symbol corresponding to "jackpot symbol 6" is displayed on the special symbol 2 display device. In particular, if "jackpot symbol 6" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and a stop symbol corresponding to a "consecutive winning symbol" is displayed on the main performance symbol display area A6. On the other hand, if "jackpot symbol 6" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, a stop symbol corresponding to a "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3.
[0098] If the "jackpot symbol 7" is won, the stop symbol corresponding to the "jackpot symbol 7" is displayed on the special symbol 2 display device. In particular, if the "jackpot symbol 7" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "consecutive winning symbol" is displayed on the main performance symbol display area A6. On the other hand, if the "jackpot symbol 7" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "consecutive winning symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. If the "jackpot symbol 8" is won, the stop symbol corresponding to the "jackpot symbol 8" is displayed frozen on the special symbol 2 display device. In particular, if the "jackpot symbol 8" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "single hit symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "single hit symbol" is displayed frozen in the main effect symbol display area A6. On the other hand, if the "jackpot symbol 8" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "single hit symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. Here, the "single winning patterns" stopped and displayed in the special mini pattern display area A1 and the special 2 fourth pattern display area A3 are displayed in a manner such that, for example, the special mini performance patterns a1 stopped and displayed in the three special display areas of the special mini pattern display area A1 are aligned with the special mini performance patterns a1 showing the same even numbers (identification information), such as "6, 6, 6," and the special 2 fourth pattern display area A3 is stopped and displayed in a manner such that the special mini performance pattern a3 shows "○."
[0099] As shown in Figure 6(c), in the pachinko machine 1, the winning types (types of "small win patterns") that are selected when a "small win" is won in the second special pattern lottery are specified as "small win pattern 1," "small win pattern 2," "small win pattern 3," "small win pattern 4," "small win pattern 5," and "small win pattern 6." In the second special pattern lottery (special pattern determination), if you win a "small win," the probability of winning "small win pattern 1" is 20 / 100, the probability of winning "small win pattern 2" is 15 / 100, the probability of winning "small win pattern 3" is 15 / 100, the probability of winning "small win pattern 4" is 30 / 100, the probability of winning "small win pattern 5" is 8 / 100, and the probability of winning "small win pattern 6" is 12 / 100. When "small win symbol 1" is won, the stop symbol corresponding to "small win symbol 1" is displayed on the special symbol 2 display device. In particular, when "small win symbol 1" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "consecutive win symbol" is displayed on the main performance symbol display area A6. On the other hand, when "small win symbol 1" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3.
[0100] When "small win symbol 2" is won, the stop symbol corresponding to "small win symbol 2" is displayed on the special symbol 2 display device. In particular, when "small win symbol 2" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to "consecutive win symbol" is displayed on the main performance symbol display area A6. On the other hand, when "small win symbol 2" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. If the "small win symbol 3" is won, the stop symbol corresponding to the "small win symbol 3" is displayed on the special symbol 2 display device. In particular, if the "small win symbol 3" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "consecutive win symbol" is displayed on the main performance symbol display area A6. On the other hand, if the "small win symbol 3" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. When "small win symbol 4" is won, the stop symbol corresponding to "small win symbol 4" is displayed on the special symbol 2 display device. In particular, when "small win symbol 4" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "consecutive win symbol" is displayed on the main performance symbol display area A6. On the other hand, when "small win symbol 4" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to the "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3.
[0101] When "small win symbol 5" is won, the stop symbol corresponding to "small win symbol 5" is displayed on the special symbol 2 display device. In particular, when "small win symbol 5" is won based on the second special symbol lottery executed during normal mode or time-saving mode 1, the stop symbol corresponding to "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to "consecutive win symbol" is displayed on the main effect symbol display area A6. On the other hand, when "small win symbol 5" is won based on the second special symbol lottery executed during time-saving mode 2 or time-saving mode 3, the stop symbol corresponding to "consecutive win symbol" is displayed on the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3. When "small win symbol 6" is won, the stop symbol corresponding to "small win symbol 6" is displayed frozen on the special symbol 2 display device. In particular, when "small win symbol 6" is won based on the second special symbol lottery executed during normal mode or time-saving state 1, the stop symbol corresponding to the "single win symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3, and the stop symbol corresponding to the "single win symbol" is displayed frozen in the main effect symbol display area A6. On the other hand, when "small win symbol 6" is won based on the second special symbol lottery executed during time-saving state 2 or time-saving state 3, the stop symbol corresponding to the "single win symbol" is displayed frozen in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3.
[0102] On the other hand, if the first special symbol lottery is unsuccessful (in the case of a "lose"), the stop symbol corresponding to the "losing symbol" is displayed in a stopped state on the special symbol 1 display device. In particular, if the first special symbol lottery executed during the normal state or time-saving state 1 is unsuccessful, the stop symbol corresponding to the "losing symbol" is displayed in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2, and the stop symbol corresponding to the "losing symbol" is displayed in the main effect symbol display area A6. On the other hand, if the first special symbol lottery executed during the time-saving state 2 or time-saving state 3 is unsuccessful, the stop symbol corresponding to the "losing symbol" is displayed in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2. Here, the "losing patterns" displayed in a stopped state in the special mini pattern display area A1 and the special 1 fourth pattern display area A2 are, for example, a display mode in which the special mini performance pattern a1 displayed in a stopped state in the three special pattern display areas of the special mini pattern display area A1 has a number (identification information) such as "1, 6, 9" that is different from the number (identification information) that is shown by the special mini performance pattern a1 displayed in a stopped state in at least one special pattern display area, and the special mini performance pattern a2 displayed in a stopped state in the special 1 fourth pattern display area A2 has an "X" sign. In addition, the "losing pattern" displayed in a stopped state in the main performance pattern display area A6 is displayed in a manner such that, for example, the main performance pattern a6 displayed in a stopped state in the three performance pattern display areas has a combination of numbers (identification information), such as "1, 6, 9," that is different from the numbers (identification information) shown by the main performance pattern a6 displayed in a stopped state in at least one of the performance pattern display areas.
[0103] When "jackpot symbol 1" to "jackpot symbol 8" are selected, a jackpot game state is generated. In the jackpot game state, the special electric device 55a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the big prize opening 55. During the jackpot game state, a predetermined number of rounds of play are executed. If "jackpot symbol 1," "jackpot symbol 2," "jackpot symbol 6," "jackpot symbol 7," or "jackpot symbol 8" is won, the number of rounds of play is set to 3 [times]. On the other hand, if "jackpot symbol 3" is won, the number of rounds of play is set to 10 [times]. On the other hand, if "jackpot symbol 4" is won, the number of rounds of play is set to 7 [times]. On the other hand, if "jackpot symbol 5" is won, the number of rounds of play is set to 5 [times]. In addition, if the player wins "jackpot pattern 1" to "jackpot pattern 8," the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (29.0 [s] in this embodiment). Each round of play ends when one of the following conditions is met: (1) the longest open time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the round of play reaches a predetermined upper limit (10 balls in this embodiment).
[0104] At the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving number of times, second time-saving number of times, third time-saving number of times) is set. Then, depending on the end of the jackpot gaming state, time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is started according to the set number of time-saving times. As a result, depending on the end of the jackpot gaming state, a time-saving state (time-saving state 1, time-saving state 2, or time-saving state 3) is started. In this embodiment, time-saving control 1 (time-saving state 1), time-saving control 2 (time-saving state 2), and time-saving control 3 (time-saving state 3) are defined as types of time-saving control (time-saving state). In time-saving control 1 (time-saving state 1), time-saving control 2 (time-saving state 2), and time-saving control 3 (time-saving state 3), the probability that a "long opening pattern" will be selected when a "normal symbol hit" is won by the normal symbol lottery is different. In other words, in time-saving control 1 (time-saving state 1), time-saving control 2 (time-saving state 2), and time-saving control 3 (time-saving state 3), the probability of winning a "long opening pattern" based on the normal symbol lottery is different. In other words, the probability that the "long opening pattern" will be selected when a "normal symbol hit" is won in the normal symbol lottery is higher in time-saving control 1 (time-saving state 1) than in time-saving control 2 (time-saving state 2) and time-saving control 3 (time-saving state 3), which is advantageous to the player. In this embodiment, the probability that the "long opening pattern" will be selected when a "normal symbol hit" is won in the normal symbol lottery is the same in time-saving control 2 (time-saving state 2) and time-saving control 3 (time-saving state 3). Specifically, if a "normal win" is won based on the normal symbol lottery executed during time-saving state 1, a "long release pattern" is selected and set with a probability of 1 / 1. On the other hand, if a "normal win" is won based on the normal symbol lottery executed during time-saving state 2 or time-saving state 3, a "long release pattern" is selected and set with a probability of 380 / 65536.
[0105] In this embodiment, the termination conditions (hereinafter referred to as "time-saving termination conditions") for the time-saving control (time-saving control 1, time-saving control 2, time-saving control 3) are specified as "time-saving termination condition 1," "time-saving termination condition 2," "time-saving termination condition 3," and "time-saving termination condition 4." "Time-saving end condition 1" is a condition based on the normal symbol lottery (normal symbol winning / losing judgment). In other words, time-saving end condition 1 is a condition based on the number of times the normal symbol changes. In this embodiment, when the number of normal symbol changes during time-saving reaches the first time-saving number (prescribed number) set at the end of the jackpot game state, time-saving end condition 1 is established. "Number of times that normal symbols change during time-saving control" is the number of times that the normal symbol change display is executed (started) during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). When the time-saving termination condition 1 is met, the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) is terminated at the start of the variable display of the normal pattern that triggered the time-saving termination condition 1 to be met. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the normal symbol changes during the time-saving mode. At the end of the jackpot gaming state, the CPU 210 sets the value of the first time-saving counter to a first number of times for the time-saving mode corresponding to the type of winning (the type of winning symbol). Furthermore, each time a start determination (normal symbol win / loss determination) based on the normal symbol gaming information is executed (each time the normal symbol variable display starts), "1" is subtracted from the value of the first time-saving counter. Then, in response to the value of the first time-saving counter being subtracted from "1" to "0," the time-saving termination condition 1 is established, and the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start determinations (normal symbol win / loss determinations) executed during the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) reaches the first number of times for the time-saving mode (the specified number of times) set at the end of the jackpot gaming state, the time-saving termination condition 1 is established. In addition, the time-saving end condition 1 may be established when the number of times the normal electric device 52a is operated (the number of times the normal symbol win game state is activated) reaches the first time-saving number. Alternatively, the time-saving end condition 1 may be established when the number of times the "normal symbol win" is won by the normal symbol lottery reaches the first time-saving number.
[0106] "Time-saving end condition 2" is a condition based on the second special symbol lottery (special symbol hit determination based on special symbol 2 game information). In other words, time-saving end condition 2 is a condition based on the number of times the second special symbol changes. In this embodiment, time-saving end condition 2 is established when the number of times the special symbol 2 changes during time-saving reaches the second time-saving number (specified number) set at the end of the jackpot game state. "Number of times special symbol 2 changes during time-saving control" is the number of times the second special symbol changes and is displayed during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). If the time-saving termination condition 2 is met, the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) is terminated at the start of the variable display of the second special pattern that triggered the time-saving termination condition 2 to be met. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol 2 changes during the time-saving mode. At the end of the jackpot game state, the CPU 210 sets the value of the second time-saving counter to the number of times the second time-saving mode is performed according to the type of win (the type of winning symbol). In addition, each time a start determination (special symbol win determination) based on the special symbol 2 game information is performed (each time the variable display of the second special symbol starts), "1" is subtracted from the value of the second time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0," the time-saving termination condition 2 is established, and the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start judgments (special chart hit judgments) based on the special chart 2 game information executed during the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) reaches the second time-saving number of times (specified number of times) set at the end of the jackpot game state, the time-saving end condition 2 will be established.
[0107] "Time-saving end condition 3" is a condition based on the special symbol lottery (special symbol winning / losing judgment). In other words, time-saving end condition 3 is a condition based on the number of times the special symbol changes. In this embodiment, time-saving end condition 3 is established when the total number of times the special symbol changes during time-saving reaches the third time-saving number (prescribed number) set at the end of the jackpot game state. The "total number of times that special symbols change during time-saving control" is the sum of the number of times that the first special symbol changes (starts) during time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) and the number of times that the second special symbol changes (starts) during that time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). When the time-saving termination condition 3 is met, the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) is terminated at the start of the variable display of the special pattern that triggered the time-saving termination condition 3 to be met. Specifically, the main control board 200 is configured with a third time-saving counter that counts the total number of times the special symbol changes during the time-saving mode. At the end of the jackpot game state, the CPU 210 sets the value of the third time-saving counter to the third number of times the time-saving mode is activated according to the type of win (the type of winning symbol). In addition, each time a start determination (special symbol win determination) based on the special symbol game information (special symbol 1 game information or special symbol 2 game information) is executed (each time the variable display of the special symbol (first special symbol or second special symbol) starts), "1" is subtracted from the value of the third time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0," time-saving termination condition 3 is established, and time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) is stopped. As a result, when the number of start judgments (special chart hit judgments) based on the special chart game information (special chart 1 game information or special chart 2 game information) executed during the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) reaches the third time-saving number of times (specified number of times) set at the end of the jackpot game state, time-saving end condition 3 will be established.
[0108] The "time-saving termination condition 4" is a condition based on winning a "jackpot" (jackpot gaming state). In this embodiment, the time-saving termination condition 4 is met when a "jackpot" is won (when a jackpot gaming state occurs). If the time-saving end condition 4 is established, the time-saving control (time-saving control 1, time-saving control 2 or time-saving control 3) is ended when the stopped display of the "jackpot pattern" ends. It should be noted that the time-saving termination conditions may include "time-saving termination condition 5." "Time-saving termination condition 5" is a condition based on winning a "small win" (small win gaming state). In other words, when a "small win" is won (when a small win gaming state occurs), time-saving termination condition 5 is established. In this case, when time-saving termination condition 5 is established, the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) may be configured to end at any of the following timings: the start of the variable display of the special symbol based on the special symbol lottery (start determination) that won the "small win," the start of the static display of the special symbol based on the special symbol lottery (start determination) that won the "small win," the start of the small win gaming state (or small win gaming), and the end of the small win gaming state (or small win gaming). Furthermore, in this embodiment, the time-saving termination condition 1 may be established when the number of times that a normal symbol is won during the time-saving period reaches the first time-saving period set at the end of the jackpot game state. The "number of times that a normal symbol is won during the time-saving period" is the number of times that a "normal symbol win" is won based on the normal symbol lottery executed during the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3). In other words, the time-saving control (time-saving control 1 or time-saving control 2) may be terminated on the condition that the number of times that a "normal symbol win" is won based on the normal symbol lottery executed during the time-saving control (time-saving control 1, time-saving control 2, or time-saving control 3) reaches the first time-saving period.
[0109] As shown in FIG. 6(a) or (b), if "jackpot symbol 1" is selected based on the start determination performed during the "normal state" or "time-saving state 1" to "time-saving state 3," at the end of the jackpot gaming state, the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 1 [time], and the third number of time-saving times is set to 5 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 2 is initiated. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 2. On the other hand, if "jackpot pattern 2" to "jackpot pattern 7" are selected based on the start determination performed during the "normal state" or "time-saving state 1" to "time-saving state 3", at the end of the jackpot gaming state, the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 1 [time], and the third number of time-saving times is set to 5 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 1 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 1. On the other hand, if "jackpot pattern 8" is selected based on the start determination executed during the "normal state" or "time-saving state 1" to "time-saving state 3", at the end of the jackpot gaming state, the first time-saving number of times is set to 33 [times], the second time-saving number of times is set to 1 [time], and the third time-saving number of times is set to 5 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 3 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 3.
[0110] When "small win symbol 1" to "small win symbol 6" are selected, a small win game state is generated. In the small win game state, the special electric device 55a is shifted from a closed state to an open state, and it becomes possible (easy) for the game ball to enter the large prize opening 55. During the small win game state, a predetermined number of small win games are executed. If "small win symbol 1" to "small win symbol 6" are won, the number of small win games is set to 1 [time]. In addition, if the player wins "Small Win Pattern 1" to "Small Win Pattern 6," the maximum opening time of the special electric device 55a in each small win game is set to a predetermined time (29.0 [s] in this embodiment). Each small win game ends when one of the following conditions is met: (1) the longest opening time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the small win game reaches a predetermined upper limit (10 balls in this embodiment). Furthermore, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state. At this time, in each small win game, the distribution means is shifted from a non-V passing state to a V passing state in such a manner that it becomes easy (possible) for a gaming ball that enters the large prize opening 55 during the execution of the small win game to pass through the V area. As a result, if "small win symbol 1" to "small win symbol 6" are won, it becomes easy (possible) for the gaming ball to pass through the V area during the occurrence of the small win game state. Note that as the type of "small win symbol", a type that makes it difficult (impossible) for the gaming ball to pass through the V area during the occurrence of the small win game state may be specified.
[0111] If the passage of a game ball through the V area is detected during the occurrence of a small win game state (if the passage of a game ball that has entered the large prize opening 55 through the V area is detected during the execution of a small win game), a large win game state is generated upon the end of the small win game state. In this case, if the "small win symbol 1" is won and the passage of the game ball through the V area is detected during the small win game state, the number of rounds is set to 9. As a result, 10 rounds will be played, with the small win game being the first round. On the other hand, if the "small win symbol 2" is won and the passage of the game ball through the V area is detected during the small win game state, the number of rounds is set to 6. As a result, 7 rounds will be played, with the small win game being the first round. On the other hand, if the "small win symbol 3" is won and the passage of the game ball through the V area is detected during the small win game state, the number of rounds is set to 4. As a result, 5 rounds will be played, with the small win game being the first round. On the other hand, if "small win symbol 4" to "small win symbol 6" are won and the passage of the game ball through the V area is detected during the occurrence of the small win game state, the number of round games is set to 2 [times]. As a result, 3 [times] rounds will be played, with the small win game being the first round game. In addition, if a "small win pattern 1" to a "small win pattern 6" is won and the passage of the game ball through the V area is detected during the small win game state, the maximum opening time of the special electric device 55a in each round of play is set to a predetermined time (in this embodiment, 29.0 [s]). Each round of play ends when one of the following conditions is met: (1) the longest open time has elapsed since the special electric device 55a was opened, and (2) the number of game balls entering the large prize opening 55 during the round of play reaches a predetermined upper limit (10 balls in this embodiment). On the other hand, if the passage of the game ball through the V area is not detected during the occurrence of a small win game state (if the passage of the game ball that entered the large prize opening 55 through the V area is not detected during the execution of a small win game), a large win game state is not generated.
[0112] As shown in FIG. 6(c), if a "small win symbol 1" to "small win symbol 5" are selected based on the start determination performed during the "normal state" or "time-saving state 1" to "time-saving state 3," and if the passage of the gaming ball through the V area is detected during the small win gaming state, at the end of the jackpot gaming state, the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 1 [time], and the third time-saving number of times is set to 5 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 1 is initiated. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 1. On the other hand, if a "small win symbol 6" is selected based on the start determination executed during the "normal state" or "time-saving state 1" to "time-saving state 3", and the passage of the game ball through the V area is detected during the occurrence of the small win gaming state, at the end of the jackpot gaming state, the first time-saving number of times is set to 33 [times], the second time-saving number of times is set to 1 [time], and the third time-saving number of times is set to 5 [times]. Then, in response to the end of the jackpot gaming state, time-saving control 3 is started. As a result, the gaming state after the end of the jackpot gaming state becomes time-saving state 3.
[0113] (About the Yu-time counter) In the pachinko machine 1, when the total number of special chart fluctuations reaches a predetermined number of play times without a jackpot game state occurring, time-shortening control (time-shortening state) is started. The "total number of times special patterns change" is the total number of times the first special pattern changes and the number of times the second special pattern changes. Specifically, the main control board 200 is configured with a play time counter that counts the total number of times the special symbols change. In the RAM clear initialization process (step S1-30) described below, the CPU 210 sets the value of the play time counter to a predetermined number of play times (600 [times] in this embodiment). Each time the display of the special symbols (first special symbol or second special symbol) changes, "1" is subtracted from the value of the play time counter. Then, when the value of the play time counter is subtracted from "1" to "0," time-saving control is initiated. Furthermore, when a jackpot gaming state occurs, the value of the play time counter is set to a predetermined number of play times (600 [times] in this embodiment) at the end of the jackpot gaming state. In this embodiment, when the value of the Yu-time counter is subtracted from "1" to "0," the first time-saving count is set to 100 [times], the second time-saving count is set to 1 [time], and the third time-saving count is set to 5 [times], and time-saving control 1 (time-saving state 1) is initiated. Alternatively, when the value of the Yu-time counter is subtracted from "1" to "0," the first time-saving count may be set to 100 [times], the second time-saving count may be set to 1 [time], and the third time-saving count may be set to 5 [times], and time-saving control 2 (time-saving state 2) may be initiated. Alternatively, when the value of the Yu-time counter is subtracted from "1" to "0," the first time-saving count may be set to 33 [times], the second time-saving count may be set to 1 [time], and the third time-saving count may be set to 5 [times], and time-saving control 3 (time-saving state 3) may be initiated.
[0114] (Regarding the timing of the end of the time-saving mode) Next, the timing of ending the time-saving state will be described. As described above, in the pachinko machine 1, the time-saving termination condition 1 based on the number of times the normal symbol changes is stipulated as the time-saving termination condition. In other words, when the number of normal symbol changes during the time-saving period reaches the first time-saving number set at the end of the jackpot game state, the time-saving termination condition 1 is established and the time-saving control is stopped (the time-saving state is terminated). In the following explanation, when the variable display of the normal symbol executed during the time-saving state (time-saving state 1 to time-saving state 3) reaches the first time-saving number, the variable display of the normal symbol for the first time-saving number is referred to as the "final normal symbol variable." In other words, the final normal symbol variable is the variable display of the normal symbol that establishes the time-saving end condition 1. Here, if the configuration is such that "1" is subtracted from the value of the first time-saving counter when the stopped display of the normal pattern begins or ends, if the variable display of the normal pattern that started during the occurrence of a jackpot game state ends after the end of the jackpot game state, the value of the first time-saving counter related to the time-saving state that starts after the end of the jackpot game state will be subtracted based on the variable display of the normal pattern that started during the occurrence of the jackpot game state, and the player will not be able to enjoy the benefits of the time-saving state for one variable display of the normal pattern, which may be detrimental to the player. Therefore, in this embodiment, when the variable display of the normal symbol starts, "1" is subtracted from the value of the first time-saving counter to determine the end of the time-saving state. This makes it possible to prevent a situation in which the value of the first time-saving counter related to the time-saving state that starts after the end of the jackpot gaming state is subtracted based on the variable display of the normal symbol that started during the occurrence of the jackpot gaming state. Furthermore, when the normal symbol variation display starts, "1" is subtracted from the value of the first time-saving counter, and the end of the time-saving state is determined. If the end of the time-saving state is determined before the start determination based on the normal symbol game information (normal symbol win / lose determination, normal symbol stop symbol determination, normal symbol variation pattern determination, etc.) is made, the time-saving state will end and the normal state will begin before the start determination for the final normal symbol variation is made. As a result, the variation pattern for the final normal symbol variation, the opening pattern of the normal electric device 52a during the normal symbol winning game state for the final normal symbol variation, etc., will be selected to correspond to the normal state, and the player will not be able to enjoy the benefits of the time-saving state for the final normal symbol variation, which may be detrimental to the player. Therefore, in this embodiment, after the start judgment based on the normal game information (normal game win / loss judgment, normal game stop pattern judgment, normal game change pattern judgment, etc.) is executed, "1" is subtracted from the value of the first time-saving counter, and the end of the time-saving state is judged, and the opening pattern of the normal electric device 52a during the occurrence of the normal game win state is selected based on the game state at the time of the start judgment. This prevents a situation where the benefit of the time-saving state cannot be enjoyed for the final normal game change.
[0115] Specifically, in the normal symbol change waiting process (see FIG. 35) executed when the normal symbol change display starts, the CPU 210 first executes a start judgment (normal symbol win / lose judgment process (step S20-5), normal symbol stop symbol judgment process (step S20-6), normal symbol change pattern judgment process (step S20-8), etc.) based on the current game state, then selects the opening pattern of the normal electric device 52a during the occurrence of the normal symbol winning game state based on the current game state, sets information specifying the selected opening pattern in the opening pattern specification flag area (opening pattern setting process (step S20-12)), and then executes the number-off management process (step S20-14). Then, in the number-off management process, "1" is subtracted from the value of the first time-saving counter, and when the value of the first time-saving counter is subtracted from "1" to "0", the time-saving control is stopped (the time-saving state is ended). In addition, in the normal electric role control data setting process (step S22-4) executed when the normal symbol stop display ends, the CPU 210 selects and sets the normal electric role control table based on the information set in the opening pattern designation flag area. This makes it possible to select and set the fluctuation pattern (fluctuation time) and the opening pattern of the normal electric device 52a during the normal winning game state, etc., for the final normal fluctuation that starts during the occurrence of time-saving states 2 and 3, based on the fact that time-saving states 2 and 3 are occurring. In other words, if the final normal symbol variation starts while the time-saving state 2 or 3 is occurring, the time-saving state 2 or 3 ends at the start of the final normal symbol variation, and the normal state begins. As a result, the normal state occurs during the execution of the final normal symbol variation, during the execution of the stop display of the normal symbol related to the final normal symbol variation, and during the occurrence of the normal symbol winning game state related to the final normal symbol variation. However, for the variation pattern (variation time) related to the final normal symbol variation, the opening pattern of the normal electric device 52a during the occurrence of the normal symbol winning game state related to the final normal symbol variation, etc., it is possible to select and set information based on the game state being the time-saving state 2 or 3.
[0116] As described above, in the pachinko machine 1, the time-saving termination condition 2 based on the number of times the second special symbol changes is defined as the time-saving termination condition. That is, when the number of times the second special symbol changes during the time-saving period reaches the second time-saving number set at the end of the jackpot game state, the time-saving termination condition 2 is established and the time-saving control is stopped (the time-saving state is terminated). In the following explanation, when the variable display of the second special symbol executed during the time-saving state (time-saving state 1 to time-saving state 3) reaches the second time-saving number, the variable display of the second special symbol at the second time-saving number is referred to as the "final special symbol 2 variable." In other words, the final special symbol 2 variable is the variable display of the second special symbol that establishes the time-saving end condition 2. Here, the second special symbol lottery results in a 1 / 1 chance of winning a "jackpot" or "minor jackpot." This subtracts "1" from the value of the second time-saving counter when the second special symbol begins or ends, determining the end of the time-saving state. If the "long release pattern" is selected as the release pattern for the normal electric device 52a associated with the normal symbol winning game state for the normal symbol winning game state that begins during the execution of the final special symbol 2 variation, the normal symbol winning game state may be executed across the jackpot game state associated with the final special symbol 2 variation, potentially causing the player to feel uneasy. In particular, if a long-time change pattern is selected as the change pattern for the normal symbol winning game state that begins during the execution of the final special symbol 2 variation, after the jackpot game state associated with the final special symbol 2 variation ends, the player must wait until the change display of the normal symbol ends before the next normal symbol winning game state begins, potentially causing the player to feel uneasy. Therefore, in this embodiment, when the variable display of the second special symbol starts, "1" is subtracted from the value of the second time-saving counter, and the end of the time-saving state is determined. This makes it possible to immediately end the time-saving state in response to a game ball entering the second starting hole 52 during a normal winning game state. Therefore, it is possible to prevent the situation described above where the player feels uncomfortable.
[0117] Specifically, in the special symbol change waiting process (see Figure 21) executed when the change display of the second special symbol starts, the CPU 210 first executes a start judgment (special symbol hit judgment process (step S11-6), special symbol symbol judgment process (step S11-7), special symbol change pattern judgment process (step S11-10), etc.) based on the current game state, then selects the type of time-saving state (time-saving state 1 to time-saving state 3) and the number of time-saving times (first number of time-saving times, second number of time-saving times, third number of time-saving times) that will start after the end of the jackpot game state based on the current game state, sets information specifying the type of the selected time-saving state in the preliminary time-saving control flag area of RAM 230, and sets the selected number of time-saving times in the preliminary time-saving times counter (game state preliminary setting process (step S11-14)), and then executes the number-cutoff management process (step S11-15). Then, in the cut-off number management process, "1" is subtracted from the value of the second time-saving counter, and when the value of the second time-saving counter is subtracted from "1" to "0", the time-saving control is stopped (the time-saving state is ended). In addition, in the game state setting process (step S43-2) executed when the jackpot game state ends, the CPU 210 sets the type of time-saving state (time-saving state 1 to time-saving state 3) that will start after the jackpot game state ends based on the information set in the preliminary time-saving control flag area, and sets the number of time-saving times (first time-saving number to third time-saving number) of the time-saving state that will start after the jackpot game state ends based on the number of time-saving times set in the preliminary time-saving counter. This makes it possible to select and set the fluctuation pattern (fluctuation time), the game state after the end of the jackpot game state (type of time-saving state, number of time-saving times), etc. for the final special chart 2 fluctuation that starts while time-saving states 1, 2, and 3 are occurring, based on the fact that time-saving states 1, 2, and 3 are occurring. In other words, if the final special symbol 2 variation starts while time-saving states 1, 2, and 3 are occurring, time-saving states 1, 2, and 3 end and the normal state begins at the start of the final special symbol 2 variation. As a result, the normal state occurs during the execution of the final special symbol 2 variation, the execution of the stopped display of the second special symbol related to the final special symbol 2 variation, and the occurrence of the jackpot game state related to the final special symbol 2 variation. However, it is possible to select and set information based on whether the game state is time-saving states 1, 2, and 3, such as the variation pattern (variation time) related to the final special symbol 2 variation and the game state after the end of the jackpot game state related to the final special symbol 2 variation (type of time-saving state, number of time-saving states).
[0118] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be explained. FIG. 7 is a diagram showing the transition of the gaming state. In the pachinko machine 1, when a "jackpot" is won through the special pattern lottery (first special pattern lottery or second special pattern lottery), a jackpot game state is created in which it is possible (easy) for the game ball to enter the jackpot opening 55. Furthermore, if a "small win" is won by the second special symbol lottery, a small win gaming state is generated in which it is possible (easy) for the gaming ball to enter the large prize opening 55. Furthermore, if the passage of the gaming ball that has entered the large prize opening 55 through the V area is detected while the small win gaming state is occurring, a large win gaming state is generated in which it is possible (easy) for the gaming ball to enter the large prize opening 55. By making the game ball enter the big prize opening 55, the player can win many prize balls. In particular, in the pachinko machine 1, the probability that a jackpot gaming state will occur based on the second special symbol lottery is higher than the probability that a jackpot gaming state will occur based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, so the big win game state is triggered only when a "big win" is won. The probability of winning a "big win" through the first special symbol lottery is 1 / 219 (probability according to the set value). On the other hand, in the second special symbol lottery, the results of the lottery are set to "big hit" and "small hit," so if a "big hit" is won, a big hit gaming state is triggered, and if a "small hit" is won and the passage of the gaming ball through the V area is detected during the small hit gaming state, a big hit gaming state is triggered. In particular, the probability of winning a "big hit" or a "small hit" through the second special symbol lottery is 1 / 1. In this way, in the second special pattern lottery, it is possible to bring about a big win game state via a small win game state, so the probability of bringing about a big win game state is higher compared to the first special pattern lottery. As a result, in the pachinko machine 1, the possibility of a jackpot game state occurring is higher when a player gets a chance to draw the second special symbol than when a player gets a chance to draw the first special symbol, which is advantageous to the player.
[0119] In order to get a chance to draw the second special symbol, it is necessary to win the "normal symbol win" in the normal symbol lottery and, during the normal symbol game state, to insert the game ball into the second starting hole 52 when the normal electric device 52a is in the open state. Here, in the pachinko machine 1, a "short release pattern" and a "long release pattern" are defined as the release patterns of the normal electric device 52a during the occurrence of a normal winning game state. When the "short release pattern" is selected, it becomes difficult (impossible) for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. On the other hand, when the "long release pattern" is selected, it becomes easy (possible) for a game ball to enter the second start hole 52 during the occurrence of a normal winning game state. In particular, when the normal state occurs, if a "normal symbol win" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1. As a result, when the normal state occurs, if a "normal symbol win" is won by the normal symbol lottery, it becomes difficult for the game ball to enter the second starting hole 52 with a probability of 1 / 1 (it becomes difficult to get an opportunity to win the second special symbol lottery). On the other hand, when the time-saving state 1 is occurring, if the "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, when the time-saving state 1 is occurring, if the "normal symbol hit" is won by the normal symbol lottery, it becomes easy for the game ball to enter the second starting hole 52 (it becomes easy to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. On the other hand, when time-saving state 2 or time-saving state 3 occurs, if a "normal symbol hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 380 / 65536. As a result, when time-saving state 2 or time-saving state 3 occurs, if a "normal symbol hit" is won by the normal symbol lottery, it becomes easy for the game ball to enter second starting hole 52 (it becomes easy to get an opportunity to win the second special symbol lottery) with a probability of 380 / 65536.
[0120] As described above, during the normal state, if a "normal win" is won in the normal symbol lottery, the "short release pattern" is selected with a 1 / 1 probability. This makes it virtually impossible to win the second special symbol lottery even if a "normal win" is won in the normal symbol lottery. Therefore, the player plays with the aim of winning a "jackpot" in the first special symbol lottery to transition the gaming state to time-saving state 1 or time-saving state 2. That is, the player shoots the gaming ball down the left path, aiming for the gaming ball to enter first starting hole 51. Then, if a "jackpot" is won in the first special symbol lottery, after the jackpot gaming state ends, the gaming state transitions to time-saving state 1 or time-saving state 2, depending on the winning symbol. On the other hand, during the occurrence of time-saving state 1, if a "normal hit" is won in the normal symbol lottery, the "long release pattern" is selected with a 1 / 1 probability. This makes it easier to win the second special symbol lottery if a "normal hit" is won in the normal symbol lottery. Therefore, in order to win the second special symbol lottery, the player will play with the aim of winning the "long release pattern" based on the normal symbol lottery. That is, the player will launch the game ball toward the right path with the aim of passing through the starting gate 41. In particular, in this embodiment, the probability of winning a "normal hit" in the normal symbol lottery is 1 / 1, and the probability of winning a "jackpot" or "minor hit" in the second special symbol lottery is 1 / 1. This makes it possible to almost certainly trigger a jackpot game state based on a single normal symbol lottery when transitioning to time-saving state 1. Then, if a "small win" or a "big win" is won in the second special symbol lottery, after the big win game state ends, the game state will transition to time-saving state 1 or time-saving state 3 depending on the winning symbol.
[0121] On the other hand, during Time-Saving State 2, if a "normal win" is won in the normal symbol lottery, the "long release pattern" is selected with a probability of 380 / 65536. This makes it easier to win the second special symbol lottery with a probability of 380 / 65536 if a "normal win" is won in the normal symbol lottery. Therefore, in order to win the second special symbol lottery, the player will play with the aim of winning the "long release pattern" based on the normal symbol lottery. In other words, the player will shoot the game ball toward the right path, aiming to pass through the start gate 41. Then, if a "small win" or "jackpot" is won in the second special symbol lottery, the game state will transition to Time-Saving State 1 or Time-Saving State 3 after the jackpot game state ends, depending on the winning symbol. On the other hand, if the second special pattern lottery does not result in a "small win" or "big win" and the normal pattern variable display is executed for the first time reduction number of times (100 times), the game state will transition to the normal state. On the other hand, during Time-Saving State 3, if a "normal win" is won in the normal symbol lottery, the "long release pattern" is selected with a probability of 380 / 65536. This makes it easier to win the second special symbol lottery with a probability of 380 / 65536 if a "normal win" is won in the normal symbol lottery. Therefore, in order to win the second special symbol lottery, the player will play with the aim of winning the "long release pattern" based on the normal symbol lottery. In other words, the player will shoot the game ball toward the right path, aiming to pass through the start gate 41. Then, if a "small win" or "jackpot" is won in the second special symbol lottery, the game state will transition to Time-Saving State 1 or Time-Saving State 3 after the jackpot game state ends, depending on the winning symbol. On the other hand, if the second special pattern lottery does not result in a "small win" or "big win" and the normal pattern variable display is executed for the first time reduction number of times (33 times), the game state will transition to the normal state.
[0122] In the pachinko machine 1, when the RAM clear initialization process (step S1-30) described later is executed, the normal state is generated. During the normal state, if a "normal symbol win" is won by the normal symbol lottery, the "short opening pattern" is selected with a probability of 1 / 1 (the probability that the "long opening pattern" is selected is 0%). As shown in Figure 7, if "jackpot symbol 1" is selected based on the first special symbol lottery executed during the normal state, time-saving state 2 is initiated upon the end of the jackpot gaming state. On the other hand, if "jackpot symbol 2" is selected based on the first special symbol lottery executed during the normal state, time-saving state 1 is initiated upon the end of the jackpot gaming state. If a "normal hit" is selected based on the normal symbol lottery executed during time-saving state 1, a "long opening pattern" is selected with a 1 / 1 probability. As a result, if a "normal hit" is selected based on the normal symbol lottery executed during time-saving state 1, a game ball will easily enter the second starting slot 52 with a 1 / 1 probability during the normal hit game state. In addition, the second special symbol lottery results in a "jackpot" or "small hit" with a 1 / 1 probability. As a result, if a game ball enters the second starting slot 52, a jackpot game state is triggered with a 1 / 1 probability. In other words, if a "normal hit" is selected based on the normal symbol lottery executed during time-saving state 1, a jackpot game state is triggered with a 1 / 1 probability.
[0123] If "jackpot symbol 3" to "jackpot symbol 7" are selected based on the second special symbol lottery executed during time-saving state 1, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if "jackpot symbol 8" is selected based on the second special symbol lottery executed during time-saving state 1, time-saving state 3 is initiated upon the end of the jackpot gaming state. On the other hand, if "small jackpot symbol 1" to "jackpot symbol 5" are selected based on the second special symbol lottery executed during time-saving state 1, and the passage of the gaming ball through the V area is detected during the small jackpot gaming state, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if the "small win pattern 6" is won based on the second special pattern lottery executed while the time-saving state 1 is occurring, and the passage of the game ball through the V area is detected while the small win game state is occurring, the time-saving state 3 is caused to occur upon the end of the big win game state.
[0124] If a "normal hit" is won based on the normal symbol lottery executed during time-saving state 2, a "long opening pattern" is selected with a probability of 380 / 65536. As a result, if a "normal hit" is won based on the normal symbol lottery executed during time-saving state 2, it becomes easier for a game ball to enter second starting hole 52 during the normal hit game state with a probability of 380 / 65536. Also, as described above, in the second special symbol lottery, there is a 1 / 1 probability of winning a "jackpot" or "small hit." As a result, if a game ball enters second starting hole 52, there is a 1 / 1 probability of a jackpot game state being triggered. In other words, if a "normal symbol hit" is won based on the normal symbol lottery executed while time-saving state 2 is occurring, a jackpot game state will occur with a probability of 380 / 65536. If "jackpot symbol 3" to "jackpot symbol 7" are selected based on the second special symbol lottery executed during time-saving state 2, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if "jackpot symbol 8" is selected based on the second special symbol lottery executed during time-saving state 2, time-saving state 3 is initiated upon the end of the jackpot gaming state. On the other hand, if "small jackpot symbol 1" to "jackpot symbol 5" are selected based on the second special symbol lottery executed during time-saving state 2, and the passage of the gaming ball through the V area is detected during the small jackpot gaming state, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if the "small win symbol 6" is won based on the second special symbol lottery executed during the occurrence of the time-saving state 2, and if the passage of the game ball through the V area is detected during the occurrence of the small win gaming state, the time-saving state 3 is triggered in response to the end of the big win gaming state. On the other hand, if the big win gaming state is not triggered during the occurrence of the time-saving state 2, and the variable display of the normal symbol is executed the first time-saving number of times (specifically, 100 times), the normal state is triggered accordingly.
[0125] If a "normal hit" is won based on the normal symbol lottery executed during time-saving state 3, a "long opening pattern" is selected with a probability of 380 / 65536. As a result, if a "normal hit" is won based on the normal symbol lottery executed during time-saving state 3, it becomes easier for a game ball to enter second starting hole 52 during the normal hit game state with a probability of 380 / 65536. Also, as described above, in the second special symbol lottery, there is a 1 / 1 probability of winning a "jackpot" or "small hit." As a result, if a game ball enters second starting hole 52, there is a 1 / 1 probability of a jackpot game state being triggered. In other words, if a "normal symbol hit" is won based on the normal symbol lottery executed during the time-saving state 3, a jackpot game state will occur with a probability of 380 / 65536. If "jackpot symbol 3" to "jackpot symbol 7" are selected based on the second special symbol lottery executed during time-saving state 3, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if "jackpot symbol 8" is selected based on the second special symbol lottery executed during time-saving state 3, time-saving state 3 is initiated upon the end of the jackpot gaming state. On the other hand, if "small jackpot symbol 1" to "jackpot symbol 5" are selected based on the second special symbol lottery executed during time-saving state 3, and the passage of the gaming ball through the V area is detected during the small jackpot gaming state, time-saving state 1 is initiated upon the end of the jackpot gaming state. On the other hand, if the "small win symbol 6" is won based on the second special symbol lottery executed during the occurrence of the time-saving state 3, and if the passage of the game ball through the V area is detected during the occurrence of the small win gaming state, the time-saving state 3 is triggered in response to the end of the big win gaming state. On the other hand, if the big win gaming state is not triggered during the occurrence of the time-saving state 3, and the variable display of the normal symbol is executed the first time-saving number of times (specifically, 33 times), the normal state is triggered accordingly.
[0126] As a result of the above, the pachinko machine 1 can define multiple game states (specifically, normal state, time-saving state 1, time-saving state 2, and time-saving state 3) with different probabilities of occurrence of a big hit game state (small hit game state). In other words, during the normal state, if a "normal symbol win" is won by the normal symbol lottery, the "short release pattern" is selected with a 1 / 1 probability. As a result, a jackpot gaming state is not triggered based on the second special symbol lottery, and a jackpot gaming state is triggered only based on the first special symbol lottery. Therefore, a jackpot gaming state is triggered with a probability of 1 / 219. On the other hand, during the occurrence of time-saving state 1, if a "normal hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. In particular, the probability of winning a "normal hit" by the normal symbol lottery is 1 / 1, and the probability of winning a "big hit" or "small hit" by the second special symbol lottery is 1 / 1. As a result, when transitioning to time-saving state 1, it is possible to almost certainly create a big hit game state (small hit game state) based on a single normal symbol lottery. Therefore, a big hit game state is created with a probability of 1 / 1. On the other hand, during the occurrence of time-saving state 2 or time-saving state 3, if a "normal hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 380 / 65536. In particular, the probability of winning a "normal hit" by the normal symbol lottery is 1 / 1, and the probability of winning a "big hit" or "small hit" by the second special symbol lottery is 1 / 1. Therefore, a big hit game state (small hit game state) occurs with a probability of 380 / 65536. Therefore, the pachinko machine 1 can improve the playability.
[0127] (About the various performances) Next, various effects executed in the pachinko machine 1 will be described. As described above, in the pachinko machine 1, when the normal state or the time-saving state 1 is occurring, a display for notifying the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) is executed in the main effect symbol display area A6 using the first main effect symbol a6. Then, the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) is notified by the combination of three first main effect symbols a6 stopped and displayed in the main effect symbol display area A6. Also, when the normal state or time-saving state 1 is occurring, a reserved pattern h corresponding to the special pattern lottery (special pattern 1 game information or special pattern 2 game information) is displayed in the reserved pattern display areas B1 and B2. Furthermore, when the normal state or time-saving state 1 is occurring, various preview effects are executed to suggest the result of the special symbol lottery (first special symbol lottery or second special symbol lottery). Specifically, when a start determination is made based on special symbol game information (special symbol 1 game information or special symbol 2 game information) while the normal state or time-saving state 1 is occurring, during the display of the special symbol variation based on the start determination, preview effects suggesting the result of the start determination (preview effects suggesting the result of the special symbol hit determination, preview effects suggesting the result of the special symbol pattern determination, preview effects suggesting the result of the special symbol variation pattern determination, etc.) are executed. Note that when the normal state or time-saving state 1 is occurring, various preview effects suggesting the result of the normal symbol lottery are not executed.
[0128] On the other hand, when time-saving state 2 or time-saving state 3 is occurring, a display is executed in the main effect symbol display area A6 using the second main effect symbol a6 to notify the result of the normal symbol lottery (particularly, the determination of the normal symbol stop symbol). Then, the result of the normal symbol lottery (particularly, the determination of the normal symbol stop symbol) is notified by the combination of three second main effect symbols a6 stopped and displayed in the main effect symbol display area A6. At this time, if the "long release pattern" is won, a stop symbol corresponding to the "winning symbol" is stopped and displayed in the main effect symbol display area A6. On the other hand, if the "short release pattern" is won, a stop symbol corresponding to the "losing symbol" is stopped and displayed in the main effect symbol display area A6. Also, when the time-saving state 2 or the time-saving state 3 is occurring, the reserved symbol h corresponding to the normal symbol lottery (normal symbol game information) is displayed in the reserved symbol display areas B1 and B2. Furthermore, when time-saving state 2 or time-saving state 3 is occurring, various preview effects suggesting the result of the normal symbol lottery are executed. Specifically, when a start determination based on normal symbol game information is executed while time-saving state 2 or time-saving state 3 is occurring, a preview effect suggesting the result of the start determination (such as a preview effect suggesting the result of the normal symbol stop symbol determination (specifically, which of the "long opening pattern" and the "short opening pattern" has been won, or the possibility of winning the "long opening pattern")) is executed during the variable display of the normal symbol based on the start determination. Note that when time-saving state 2 or time-saving state 3 is occurring, various preview effects suggesting the result of the special symbol lottery (first special symbol lottery or second special symbol lottery) are not executed.
[0129] In addition, a plurality of presentation stages are defined in the pachinko machine 1, and one of the presentation stages is set according to the progress of the game (game state). Then, various presentations corresponding to the presentation stage that has been set are executed. In this embodiment, a rendering mode corresponding to each rendering stage is defined as a rendering mode for the background rendering, and the background rendering is executed in accordance with the rendering mode corresponding to the set rendering stage. The "background effect" is an effect that includes a background image displayed as the background of various effect images (effect symbols a1 to a5, reserved symbol h, etc.) displayed on the display screen 31a, and BGM (music) output from the various speakers 22. This allows the player to grasp (recognize) the current effect stage based on the background effect. In this embodiment, four production stages (specifically, "production stage A," "production stage B," "production stage C," and "production stage D") are defined. Then, when the normal state is occurring, "effect stage A" is set. As a result, when the normal state is occurring, a background effect corresponding to "effect stage A" is executed. On the other hand, when the time-saving state 1 is occurring, a "production stage B" is set. As a result, when the time-saving state 1 is occurring, a background production corresponding to the "production stage B" is executed. On the other hand, when the time-shortened state 2 is occurring, a "production stage C" is set. As a result, when the time-shortened state 2 is occurring, a background production corresponding to the "production stage C" is executed. On the other hand, when the time-shortened state 3 is occurring, a "production stage D" is set. As a result, when the time-shortened state 3 is occurring, a background production corresponding to the "production stage D" is executed.
[0130] Here, as described above, when the number of times the normal symbol variable display executed during the occurrence of time-saving state 2 reaches the first time-saving number, time-saving state 2 ends and the normal state begins at the start of the first time-saving number of times of the normal symbol variable display (final normal symbol variable). As a result, the normal state occurs during the execution of the final normal symbol variable. However, for the variable pattern (variation time) related to the final normal symbol variable, information is selected and set based on the game state being time-saving state 2. Therefore, in this embodiment, when the final normal variation is being performed, the normal state is occurring, but the same effects as when the time-saving state 2 is occurring are executed. In other words, while time-saving state 2 is occurring, a display is executed in the main effect pattern display area A6 using the second main effect pattern a6 to notify the result of the normal pattern lottery, and in the reserved pattern display areas B1 and B2, a reserved pattern h corresponding to the normal pattern lottery (normal pattern game information) is displayed, and various preview effects suggesting the result of the normal pattern lottery are executed, and furthermore, a ``performance stage B'' is set (hereinafter referred to as ``time-saving state 2 performance setting''). In particular, in this embodiment, when the time-saving state 2 is ended based on the final normal pattern change (the establishment of the time-saving end condition 1), the time-saving state 2 effect setting is configured to continue until the end of the normal pattern winning game state related to the final normal pattern change. As a result, during the execution of the final normal pattern change, during the stop display of the normal pattern related to the final normal pattern change, and during the occurrence of the normal pattern winning game state related to the final normal pattern change, although the normal state is occurring, the same effect as during the occurrence of the time-saving state 2 is executed. In other words, while the final normal pattern change is being carried out, while the normal pattern related to the final normal pattern change is stopped and displayed, and while the normal pattern winning game state related to the final normal pattern change is occurring, a display is executed in the main effect pattern display area A6 using the second main effect pattern a6 to notify the result of the normal pattern lottery (start determination) related to the final normal pattern change (a change display based on the change pattern (change time) selected based on the time-saving state 2), and in the pending pattern display area B2 during change, a reserved pattern h corresponding to the final normal pattern change is displayed, and in the reserved pattern display area B1 before change, a reserved pattern h corresponding to the reserved normal pattern lottery (normal pattern game information) is displayed, and various preview effects suggesting the result of the normal pattern lottery (start determination) related to the final normal pattern change are executed, and further, a ``performance stage B'' is set.
[0131] Similarly, as described above, when the number of times the normal symbol variable display is executed during the occurrence of time-saving state 3 reaches the first time-saving number, time-saving state 3 ends and the normal state begins at the start of the first time-saving number of times the normal symbol variable display (final normal symbol variable). As a result, the normal state occurs during the execution of the final normal symbol variable. However, for the variable pattern (variation time) related to the final normal symbol variable, information is selected and set based on the game state being time-saving state 3. Therefore, in this embodiment, when the final normal variation is being performed, the normal state is occurring, but the same effects as when the time-saving state 3 is occurring are executed. In other words, while time-saving state 3 is occurring, a display is executed in the main effect pattern display area A6 using the second main effect pattern a6 to notify the result of the normal pattern lottery, and in the reserved pattern display areas B1 and B2, a reserved pattern h corresponding to the normal pattern lottery (normal pattern game information) is displayed, and various preview effects suggesting the result of the normal pattern lottery are executed, and furthermore, a ``performance stage C'' is set (hereinafter referred to as ``time-saving state 3 performance setting''). In particular, in this embodiment, when the time-saving state 3 is ended based on the final normal pattern change (the establishment of the time-saving end condition 1), the time-saving state 3 effect setting is configured to continue until the end of the normal pattern winning game state related to the final normal pattern change. As a result, during the execution of the final normal pattern change, during the stop display of the normal pattern related to the final normal pattern change, and during the occurrence of the normal pattern winning game state related to the final normal pattern change, although the normal state is occurring, the same effect as during the occurrence of the time-saving state 3 is executed. In other words, while the final normal pattern change is being carried out, while the normal pattern related to the final normal pattern change is stopped and displayed, and while the normal pattern winning game state related to the final normal pattern change is occurring, a display is executed in the main effect pattern display area A6 using the second main effect pattern a6 to notify the result of the normal pattern lottery (start determination) related to the final normal pattern change (a change display based on the change pattern (change time) selected based on the time-saving state 3), and in the pending pattern display area B2 during change, a reserved pattern h corresponding to the final normal pattern change is displayed, and in the reserved pattern display area B1 before change, a reserved pattern h corresponding to the reserved normal pattern lottery (normal pattern game information) is displayed, and various preview effects suggesting the result of the normal pattern lottery (start determination) related to the final normal pattern change are executed, and further, a ``performance stage C'' is set.
[0132] (About right-hand hit notification) Next, the right hit notification executed in the pachinko machine 1 will be described. In the pachinko machine 1, a right-hit notification is executed during the right-hit period (right-hit state). The right-hit notification is executed constantly (continuously) during the right-hit period. In this embodiment, as the right-hit notification, right-hit designation information is displayed on the right-hit display device, and a right-hit notification image is displayed on the display screen 31a. The "right-hand hit designation information" is information that designates the right-hand path as the path along which the game ball should be shot. The "right hit notification image" is an image (information) that instructs (notifies) the player to hit the game ball to the right path. In this embodiment, the left-hand hitting period (left-hand hitting state) is set in the RAM clear initialization process (step S1-30). Then, if a "small hit" is won based on the special symbol lottery executed during the left-hand hitting period, the left-hand hitting period ends and the right-hand hitting period begins in response to the start of the small hit gaming state. Alternatively, if a "big hit" is won based on the special symbol lottery executed during the left-hand hitting period, the left-hand hitting period ends and the right-hand hitting period begins in response to the start of the big hit gaming state. Alternatively, the left-hand hitting period ends and the right-hand hitting period begins in response to the value of the play-time counter being subtracted from "1" to "0". The right-hand hitting period continues as long as any one of the time-saving states (time-saving state 1 to time-saving state 3), small win game state, and big win game state occurs. Then, when the time-saving state (time-saving state 2 or time-saving state 3) ends due to consumption of the time-saving number of times (first time-saving number or third time-saving number), the right-hand hitting period ends and the left-hand hitting period begins. Here, as described above, when the number of times the normal pattern change display is executed during the occurrence of time-saving states 2 and 3 reaches the first time-saving number (when the first time-saving number is consumed), time-saving states 2 and 3 are ended and the normal state is initiated at the start of the first time-saving number of times the normal pattern change display (final normal pattern change). However, in this embodiment, since the probability of winning a "normal symbol" in the normal symbol lottery is 1 / 1, a normal symbol winning game state is always generated after the end of the final normal symbol fluctuation. As a result, if the right-hand hitting period is configured to end at the start of the final normal symbol fluctuation in accordance with the start of the normal state, the game ball will be launched to the left path during the occurrence of the normal symbol winning game state related to the final normal symbol fluctuation, which may be disadvantageous to the player. Therefore, in this embodiment, when the time-saving state 2, 3 is ended based on the final normal pattern change (the establishment of time-saving end condition 1), the right-hit period (right-hit notification) is configured to continue at least until the normal pattern winning game state related to the final normal pattern change ends. In particular, if a game ball is detected entering the second starting hole 52 during the occurrence of a normal winning game state related to the final normal pattern variation (if the second special pattern lottery is executed), the right-hit period (right-hit) continues at least until the variable display and stationary display of the second special pattern based on the detection ends. In this case, since a small win game state or a big win game state always occurs based on the second special pattern lottery, the right-hit period (right-hit notification) will continue even after the variable display and stationary display of the second special pattern ends. On the other hand, if the entry of a game ball into the second starting hole 52 is not detected at the end of the normal winning game state relating to the final normal pattern variation (if the second special pattern lottery is not executed), the right-hand hitting period (right-hand hitting) ends and the left-hand hitting period begins in accordance with the end of the normal winning game state. As described above, in this embodiment, while the final normal pattern change is being executed, while the normal pattern related to the final normal pattern change is stopped and displayed, and while the normal pattern winning game state related to the final normal pattern change is occurring, the right-hit notification will be executed even though it is in the normal state. As will be described later, the pachinko machine 1 outputs test information (test signals) indicating the internal state. In particular, test signals are output according to the gaming state and the right-hand hitting period. That is, while each gaming state (normal state, time-shortening state 1, time-shortening state 2, and time-shortening state 3) is occurring, a test signal specifying the gaming state is output. Also, during the left-hand hitting period, a test signal specifying that the left-hand hitting period is in progress is output. On the other hand, during the right-hand hitting period, a test signal specifying that the right-hand hitting period is in progress is output.
[0133] (Regarding the output of the symbol confirmation count signal) Next, the symbol determination count signal output from the pachinko machine 1 will be described. FIG. 50 is a diagram showing the output timing of the symbol determination count signal. In the pachinko machine 1, the external signal (external information) output to an external device (electronic device such as a hall computer or a data display device) includes a symbol determination number signal (symbol determination number information). The "pattern determination count signal (pattern determination count information)" is an external signal (external information) regarding the number of times a special pattern lottery (variable display / stop display of special pattern) is performed and the number of times a normal pattern lottery (variable display / stop display of normal pattern) is performed. A data display device (not shown) capable of displaying information (information related to games and actions) related to the pachinko machine 1 is arranged in the island equipment of the gaming parlor. The data display device is arranged above the pachinko machine 1. The data display device is configured to include a data display unit (not shown). The data display unit is capable of displaying various information (various information related to games and operations) related to the pachinko machine 1. In this embodiment, various external signals such as a symbol determination count signal are output from the pachinko machine 1 to the data display unit. Then, based on the symbol determination count signal, the data display unit calculates the total number of times (hereinafter referred to as the "number of starts") that the first special symbol lottery (variable display and stationary display of the first special symbol) has been performed and the normal symbol lottery (variable display and stationary display of the normal symbol) has been performed, and the calculated number of starts is displayed on the data display unit. The symbol determination count signal (symbol determination count information) is input from the main control board 200 to the external terminal board 450 via the payout control board 400. At this time, the payout control board 400 functions as a relay board. In other words, the symbol determination count signal (symbol determination count information) output from the main control board 200 is not used for control processing by the CPU of the payout control board 400. The external terminal board 450 outputs the symbol determination count signal (symbol determination count information) relating to the external signal to the data display device during the period when the symbol determination count signal (symbol determination count information) is being input from the main control board 200. As a result, every time the symbol determination count signal (symbol determination count information) is input from the main control board 200, the symbol determination count signal (symbol determination count information) relating to the external signal is output from the external terminal board 450 to the data display device. In this embodiment, the symbol determination count signal (symbol determination count information) output by the main control board 200 is configured to be input to the external terminal board 450 via the payout control board 400. However, the symbol determination count signal (symbol determination count information) output by the main control board 200 may be configured to be input to the external terminal board 450 without going through the payout control board 400.
[0134] Here, in the pachinko machine 1, during the normal state, the game progresses mainly by executing the first special symbol lottery, and effects based on the result of the first special symbol lottery are executed. On the other hand, during the time-shortened state, the game progresses mainly by executing the normal symbol lottery, and effects based on the result of the normal symbol lottery are executed. As a result, if the signal for the number of times the pattern was determined (information on the number of times the pattern was determined) is output based only on the execution of the special pattern lottery (the variable display and stop display of the special pattern), the number of starts will not be updated even though the game is in progress during the time-saving state, which may cause the player to feel uncomfortable. Therefore, in this embodiment, the pattern determination count signal (pattern determination count information) is output based on the execution of the first special pattern lottery (variable display and stop display of the first special pattern) when the normal state is occurring, and is output based on the execution of the normal pattern lottery (variable display and stop display of the normal pattern) when the time-saving state (time-saving state 1 to time-saving state 3) is occurring. That is, as shown in Fig. 50, during the occurrence of the normal state, a pattern confirmation count signal (pattern confirmation count information) is output each time the variable display of the first special pattern ends (each time the stationary display of the first special pattern starts). On the other hand, during the occurrence of the time-saving state (time-saving state 1 to time-saving state 3), a pattern confirmation count signal (pattern confirmation count information) is output each time the variable display of the normal pattern ends (each time the stationary display of the normal pattern starts). Here, the pattern confirmation count signal (pattern confirmation count information) output each time the variable display of the first special pattern ends, and the pattern confirmation count signal (pattern confirmation count information) output each time the variable display of the normal pattern ends are the same signal (signal output by the same signal line).
[0135] Specifically, the CPU 210 determines the current gaming state at the end of the variable display of the first special symbol (at the start of the stopped display of the first special symbol). If it determines that the current gaming state is the normal state, it controls so that a symbol determination count signal (symbol determination count information) for a predetermined time (128 [ms] in this embodiment) is output to the external terminal board 450 (data display device). On the other hand, if it determines that the current gaming state is not the normal state (time-shortened state 1 to time-shortened state 3), it controls so that the symbol determination count signal (symbol determination count information) is not output to the external terminal board 450 (data display device). Furthermore, the CPU 210 determines the game state at the time of execution of the normal symbol winning / losing judgment related to the variable display of the normal symbol at the end of the variable display of the normal symbol (at the start of the stopped display of the normal symbol). Then, if it determines that the game state at the time of execution of the normal symbol winning / losing judgment related to the variable display of the normal symbol is a time-shortening state (time-shortening state 1 to time-shortening state 3), it controls so that a symbol determination count signal (symbol determination count information) for a predetermined time (128 [ms] in this embodiment) is output to the external terminal board 450 (data display device). On the other hand, if it determines that the game state at the time of execution of the normal symbol winning / losing judgment related to the variable display of the normal symbol is not a time-shortening state (time-shortening state 1 to time-shortening state 3) (it is a normal state), it controls so that the symbol determination count signal (symbol determination count information) is not output to the external terminal board 450 (data display device). As a result, when the display of the normal pattern change (final normal pattern change) for the first time-saving number of times (in this embodiment, the 100th time) that is executed while time-saving state 2 is occurring is started, time-saving state 2 ends at the start of the final normal pattern change, and the normal state begins. As a result, the normal state occurs while the final normal pattern change is being executed. However, because the start judgment related to the final normal pattern change (normal pattern win / loss judgment, normal pattern stop pattern judgment, normal pattern change pattern judgment, etc.) is executed while time-saving state 2 is occurring, at the end of the final normal pattern change, a pattern confirmation number signal (pattern confirmation number information) is output to the external terminal board 450 (data display device). Similarly, when the normal symbol variation display (final normal symbol variation) for the first time-saving number of times (in this embodiment, the 33rd time) that is executed while the time-saving state 3 is occurring is started, the time-saving state 3 ends and the normal state begins at the start of the final normal symbol variation. As a result, the normal state occurs while the final normal symbol variation is being executed. However, because the start judgment related to the final normal symbol variation (normal symbol win / loss judgment, normal symbol stop symbol judgment, normal symbol variation pattern judgment, etc.) is executed while the time-saving state 3 is occurring, at the end of the final normal symbol variation, a symbol determination number signal (symbol determination number information) is output to the external terminal board 450 (data display device). In addition, during the occurrence of the jackpot gaming state, the gaming state becomes the normal state. As a result, during the occurrence of the jackpot gaming state (during the occurrence of the normal state), start judgment (normal symbol win / loss judgment, normal symbol stop symbol judgment, normal symbol variation pattern judgment, etc.) is executed, the variable display of the normal symbol begins, and if the variable display of the normal symbol ends during the occurrence of the time-saving state that started after the end of the jackpot gaming state, at the end of the variable display of the normal symbol, the symbol determination number signal (symbol determination number information) is not output to the external terminal board 450 (data display device).
[0136] As described above, in this embodiment, during the occurrence of the normal state, a symbol determination count signal (symbol determination count information) is output each time the variable display of the first special symbol ends. On the other hand, during the occurrence of the time-saving state (time-saving state 1 to time-saving state 3), a symbol determination count signal (symbol determination count information) is output each time the variable display of the normal symbol ends. As a result, the data display section of the data display device displays the total number of starts, which is the number of times the variable display of the first special pattern was executed while the normal state was occurring and the number of times the variable display of the normal pattern was executed while the time-saving state (time-saving state 1 to time-saving state 3) was occurring. However, with such a configuration, there will be a difference between the number of starts displayed on the data display unit and the value of the Yu-time counter (the number of spins remaining until the value of the Yu-time counter reaches "0"), so there is a risk that the player will not be able to recognize the number of spins remaining until the value of the Yu-time counter reaches "0" based on the number of starts displayed on the data display unit. Therefore, in the pachinko machine 1, while the normal state is occurring, the display screen 31a is configured to display the number of remaining spins (total number of remaining special spins) until the value of the play time counter reaches "0." This makes it possible to prevent a situation in which the player is unable to recognize the number of spins remaining until the value of the play time counter reaches "0."
[0137] In this embodiment, the configuration is such that the pattern determination count signal (pattern determination count information) is not output based on the execution of the second special pattern lottery (variable display / stop display of the second special pattern). However, a configuration may be adopted in which the symbol determination count signal (symbol determination count information) is output based on the execution of the second special symbol lottery (variable display / stop display of the second special symbol). For example, in addition to the above configuration, a configuration may be adopted in which the current gaming state is determined at the end of the variable display of the second special symbol (at the start of the stopped display of the second special symbol). If the current gaming state is determined to be the normal state, a symbol determination count signal (symbol determination count information) may be output to the external terminal board 450 (data display device), and if the current gaming state is determined not to be the normal state (time-shortened state 1 to time-shortened state 3), the symbol determination count signal (symbol determination count information) may not be output to the external terminal board 450 (data display device).
[0138] (Regarding control commands) Next, the control commands sent from the main control board 200 to the performance control board 300, and the control commands sent and received between the main control board 200 and the payout control board 400 will be explained. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Here, communication between the main control board 200 and the performance control board 300 is carried out in only one direction, from the main control board 200 to the performance control board 300, and communication from the performance control board 300 to the main control board 200 is not carried out. Each control command sent from the main control board 200 to the performance control board 300 consists of one byte of upper data indicating the type of control command and one byte of lower data indicating the content of the control command. Then, the main control board 200 transmits a control command consisting of upper and lower data via serial communication to the performance control board 300. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the control command data to be stored in a specified area of RAM.
[0139] In the pachinko machine 1, the control commands sent from the main control board 200 to the performance control board 300 include a special symbol pattern type designation command, a special symbol variation mode designation command, a special symbol variation pattern designation command, a special symbol stop designation command, a regular symbol pattern designation command, a regular symbol variation pattern designation command, a regular symbol stop designation command, a game status designation command, a special symbol reserved number designation command, a regular symbol reserved number designation command, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a first look-ahead designation command, a second look-ahead designation command, a third look-ahead designation command, an error designation command, a demo designation command, a setting value designation command, etc. The special symbol type designation command is a command that designates the type of special symbol stopping pattern (one of the types of "miss symbol," "big hit symbol 1" to "big hit symbol 8," and "small hit symbol 1" to "small hit symbol 6"). The special symbol type designation command is sent when the variable display of the special symbol starts. Here, the special symbol type designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).
[0140] The special symbol fluctuation mode designation command is a command that designates the type of fluctuation mode (fluctuation mode number) of the special symbol. The special symbol fluctuation mode designation command designates the fluctuation time associated with the fluctuation mode number by designating the fluctuation mode number. The special symbol fluctuation mode designation command designates the fluctuation time of the first half period (the aspect of the first half period of the fluctuation performance) of the special symbol fluctuation display (fluctuation performance). In this embodiment, m (plural) types of special symbol fluctuation modes are set, each corresponding to a different fluctuation time. The special symbol fluctuation mode designation command specifies one of the m types of fluctuation modes (variation mode number) ("variation mode m"). The special symbol fluctuation pattern designation command is a command that designates the type of fluctuation pattern (fluctuation pattern number) of the special symbol. The special symbol fluctuation pattern designation command designates the fluctuation time associated with the fluctuation pattern number by designating the fluctuation pattern number. The special symbol fluctuation pattern designation command designates the fluctuation time of the latter half period (the manner of the latter half period of the fluctuation performance) of the special symbol fluctuation display (fluctuation performance). In this embodiment, n (plural) types of special symbol fluctuation patterns are set, each corresponding to a different fluctuation time. The special symbol fluctuation pattern designation command specifies one of the n types of fluctuation patterns (variation pattern number) ("variation pattern n"). The special pattern variation mode designation command and the special pattern variation pattern designation command are sent when the display of the special pattern variation starts.
[0141] The special symbol stop designation command is a command that designates the stop display of a special symbol. The special symbol stop designation command is sent when the stop display of a special symbol starts. Here, the special symbol stop designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The normal symbol type designation command is a command that designates the type of normal symbol stop pattern ("normal symbol hit pattern 1" to "normal symbol hit pattern 3"). The normal symbol type designation command is sent when the normal symbol variable display starts. The normal pattern variation pattern designation command is a command that designates the type of normal pattern variation pattern (variation pattern number). The normal pattern variation pattern designation command designates the variation time associated with the variation pattern number by designating the variation pattern number. The normal symbol stop command is a command that specifies the normal symbol stop display. The normal symbol stop command is sent when the normal symbol stop display starts. The game state designation command is a command that designates the game state (game state offset value). Here, the "game state offset value" is information that designates the game state. In this embodiment, the game state offset value is set to a numerical value that corresponds to each combination of the value of the time-saving control flag, the value of the previous jackpot pattern flag, and the value of the post-jackpot spin count counter. The game state designation command designates one game state offset value. The game state designation command is sent when the power is turned on, when the special game phase described below is changed, etc.
[0142] The special symbol reservation number designation command is a command that designates the reservation number of the first special symbol. In this embodiment, the special symbol reservation number designation command designates that the special symbol 1 reservation number has increased by "1", that the special symbol 1 reservation number has decreased by "1", the special symbol 1 reservation number, etc. Here, the "number of reserved special symbols 1" refers to the number of reserved notification displays (variable display and stop display) of the first special symbol on the special symbol 1 display device. In other words, the number of reserved special symbols 1 refers to the number of reserved special symbol 1 game information for which start determination is reserved. The special symbol reservation number designation command is sent when the power is turned on, when game information is stored, when the display of the special symbol changes, etc. The regular reserved number designation command is a command that designates the reserved number of regular patterns. In this embodiment, the special reserved number designation command designates that the regular reserved number has increased by "1", that the regular reserved number has decreased by "1", the regular reserved number, etc. Here, the "number of reserved normal symbols" refers to the number of reserved normal symbol notification displays (variable display and stop display) on the normal symbol display device. In other words, the number of reserved normal symbols refers to the number of normal symbol game information for which the normal symbol winning / losing judgment is reserved. The command to specify the number of reserved normal symbols is sent when the power is turned on, when game information is stored, when the display of changing normal symbols begins, etc.
[0143] The opening designation command is a command that designates the start of the opening period (the start of a small win gaming state or a big win gaming state). The opening designation command designates the type of small win gaming state or big win gaming state to start (the type of stopped symbol (specifically, any of the types of "small win symbol 1" to "small win symbol 6" and "big win symbol 1" to "big win symbol 8")). The opening designation command is sent at the start of the opening period (at the start of a small win gaming state or a big win gaming state). The round start designation command is a command that designates the start of a round (small win game or round game). The round start designation command is transmitted at the start of a round (small win game or round game). The round end designation command is a command that designates the end of a round (small win game or round game). The round end designation command is transmitted at the end of a round (small win game or round game). The ending designation command is a command that designates the start of an ending period and is transmitted at the start of the ending period. The V winning designation command is a command that designates the detection of the gaming ball passing through the V area. The V winning designation command is transmitted when the gaming ball passing through the V area is detected.
[0144] The first pre-reading designation command is a command that designates the type of special symbol that will stop (one of the types of "miss symbol," "big hit symbol 1" to "big hit symbol 8," and "small hit symbol 1" to "small hit symbol 6"). Here, the first pre-reading designation command is defined to correspond to each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second pre-reading designation command is a command that designates the content of the special symbol variation mode. Specifically, the second pre-reading designation command designates that the type of variation mode is indefinite ("indefinite value"), or designates one of m types of variation modes (variation mode number) ("variation mode m"). The second pre-reading designation command is transmitted when game information is stored. The third look-ahead designation command is a command that designates the content of the variation pattern of the special symbol. Specifically, the third look-ahead designation command designates that the type of variation pattern is indefinite ("indefinite value"), or designates one of n types of variation patterns (variation pattern number) ("variation pattern n"). The third look-ahead designation command is transmitted when game information is stored.
[0145] The error specification command is a command that specifies the occurrence of various errors. In this embodiment, the error specification command specifies the occurrence of a vibration error, a magnetic error, a radio wave error, or a right-hit error. The error specification command is transmitted when the occurrence of various errors is detected. The demo designation command is a command that designates the start of a customer waiting state, and is sent when the customer waiting state starts. The setting value designation command is a command that designates a setting value stored in the setting value area of the RAM 230. The setting value designation command is sent when clearing the RAM, when power is restored after being turned on, when the setting change state ends, when the setting confirmation state ends, etc.
[0146] The main control board 200 and the dispensing control board 400 are connected to each other via a serial communication harness. Here, communication between the main control board 200 and the dispensing control board 400 is bidirectional. Each control command sent and received between the main control board 200 and the dispensing control board 400 consists of one byte of data. The main control board 200 then transmits a control command to the dispensing control board 400 via serial communication. When the dispensing control board 400 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing causes the control command data to be stored in a predetermined area of RAM. The dispensing control board 400 also transmits a control command to the main control board 200 via serial communication. When the main control board 200 receives a control command from the dispensing control board 400, a serial communication reception interrupt occurs, and this interrupt processing causes the control command data to be stored in a predetermined area of RAM 230.
[0147] In the pachinko machine 1, a command to designate the number of prize balls and the like is set as a control command to be sent from the main control board 200 to the payout control board 400. The prize ball number designation command is a command that designates the number of prize balls to be paid out. In this embodiment, the prize ball number designation command designates the payout of n (n=1 to 15) prize balls. The prize ball number designation command is sent when the payout control board 400 executes the payout operation of the prize balls. In addition, in the pachinko machine 1, control commands that specify the occurrence and cancellation of a payout error, the occurrence and cancellation of a full tank error, the occurrence and cancellation of a ball jam error, etc. are set as control commands that are transmitted from the payout control board 400 to the main control board 200. Each control command is transmitted when the occurrence and cancellation of various errors is detected.
[0148] (Processing executed on the main control board 200) Next, the processing executed by the main control board 200 will be described. First, the functions of the hardware configured on the main control board 200 will be described. When the power supply to the pachinko machine 1 is turned on, the random number generating circuit 203 starts the hardware random number updating process. In the hard random number update process, the values of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535) every time one clock is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]). In addition, in the hard random number update process, the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006) every time 32 clocks are input from the clock generation circuit 202 (in this embodiment, every 2.666 [μs]). Then, the winning random number of the normal symbol lottery, the jackpot random number of the first special symbol lottery, the jackpot random number of the second special symbol lottery, and the reach group random number are updated by the hardware random number update process. Note that the hardware random number update process is executed as a function of the random number generation circuit 203 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.
[0149] Furthermore, when the power is turned on to the pachinko machine 1, the transmission shift registers of the command output ports 1 and 2 start a control command transmission process to transmit the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. The control command transmission process is executed as a function of the command output ports 1 and 2 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later.
[0150] Next, a game control process that the CPU 210 of the main control board 200 executes based on a program (software) stored in the ROM 220 will be described. (CPU initialization process) First, the CPU initialization process executed by the CPU 210 will be described. FIG. 8 is a flowchart showing the CPU initialization process. When the power is turned on to the pachinko machine 1, the CPU 210 starts the CPU initialization process shown in Fig. 8. The CPU initialization process is a process based on a program for controlling the progress of the game. In other words, the CPU initialization process is a process based on a program stored in the use area m1 (program area) of the ROM 220.
[0151] When the CPU initialization process starts, the process first proceeds to step S1-1. In step S1-1, an initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, a boot program is read from the ROM 220, and settings required for executing various processes, such as register settings, are made. In the initial setting process, the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the detection signal from the inner frame open sensor 108 are read.
[0152] Specifically, the value set in the receiving storage area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the ON state of the RAM clear switch 207 has occurred. The determination result is then saved as switch information for the RAM clear switch 207. At this time, if it is determined that the ON state has occurred, a value indicating that the ON state has occurred ("1" in this embodiment) is saved as the switch information, and if it is determined that the ON state has not occurred, a value indicating that the ON state has not occurred ("0" in this embodiment) is saved as the switch information.
[0153] Furthermore, the value set in the receiving storage area corresponding to the setting key switch 208 is read twice, and based on the results of the two reads, it is determined whether or not the setting key switch 208 is in an ON state. The determination result is then saved as switch information for the setting key switch 208. At this time, if it is determined that the ON state is in an ON state, a value indicating that the ON state is in an ON state ("1" in this embodiment) is saved as the switch information, and if it is determined that the ON state is not in an ON state, a value indicating that the ON state is not in an ON state ("0" in this embodiment) is saved as the switch information.
[0154] Furthermore, the value set in the receiving memory area corresponding to the inner frame open sensor 108 is read twice, and based on the results of the two reads, it is determined whether or not the inner frame open sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring ("0" in this embodiment). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.
[0155] In step S1-2, a wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 [s] in this embodiment) is set in a timer counter. This causes the timer counter to start measuring the set wait processing time. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process of step S1-3 is repeated. In step S1-4, RAM access permission processing is performed, and the process proceeds to step S1-5. In the RAM access permission processing, processing required to permit access to the work area of the RAM 230 is performed. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protect value in the RAM access protection area of the RAM 230. This allows the CPU 210 to access the RAM 230.
[0156] In step S1-5, a gaming machine status flag acquisition process is executed, and the process proceeds to step S1-6. In the gaming machine status flag acquisition process, a gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of the RAM 230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup valid flag is normal or not. If it is determined that the backup valid flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup valid flag is not normal (No), the process proceeds to step S1-18. Here, if the value (backup valid flag) stored in the backup valid flag area of RAM 230 is a predetermined valid value, the backup valid flag is determined to be normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the backup valid flag is determined to be abnormal.
[0157] In step S1-7, a checksum calculation process is executed, and the process proceeds to step S1-8. In the checksum calculation process, a checksum is calculated based on the backup information. Specifically, in the checksum calculation process, first, a checksum is calculated based on the information stored in the used area M1 (F000H to F1FFH) of the RAM 230 out of the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H to F3FFH) of the RAM 230 out of the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is normal. If it is determined that the checksum is normal (Yes), the process proceeds to step S1-9. If it is determined that the checksum is not normal (No), the process proceeds to step S1-18. Here, if both of the following conditions are met: "The checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of RAM 230" and "The checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area," the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met: "The checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of RAM 230" and "The checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area," the checksum is determined to be abnormal.
[0158] In step S1-9, a process for setting an area to be cleared when power is turned on is executed, and the process proceeds to step S1-10. In the process for setting an area to be cleared when power is turned on, the range to be cleared (initialized) in the used area M1 of the RAM 230 is set to include areas other than the set value area and the gaming machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area). In step S1-10, it is determined whether the RAM clear switch 207 is in an ON state. If it is determined that the ON state is not occurring (No), the process proceeds to step S1-11. If it is determined that the ON state is occurring (Yes), the process proceeds to step S1-21. Here, based on the switch information of the RAM clear switch 207 saved in step S1-1, it is determined whether or not an ON state has occurred for the RAM clear switch 207. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that an ON state has occurred, and if a value indicating that an ON state has not occurred is saved, it is determined that an ON state has not occurred.
[0159] In step S1-11, it is determined whether a playable state has occurred (set), and if it is determined that a playable state has occurred (Yes), the process proceeds to step S1-12, and if it is determined that a playable state has not occurred (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred, and if the value is not corresponding to the playable state, it is determined that the playable state has not occurred.
[0160] In step S1-12, it is determined whether the setting confirmation condition is met, and if it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13, and if it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation condition" is met when a playable state has occurred, the RAM clear switch 207 is not in the on state, the setting key switch 208 is in the on state, and the inner frame open sensor 108 is in the on state. Here, in step S1-1, if the inner frame open sensor 108 is not in an ON state, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring. As a result, if the ON state is occurring for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state is occurring is saved as the switch information of the setting key switch 208. On the other hand, if the ON state is not occurring for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state is not occurring is saved as the switch information of the setting key switch 208. Therefore, in step S1-12, it is determined whether or not the setting confirmation condition is met based on the switch information of the setting key switch 208 saved in step S1-1. At this time, if a value indicating that an ON state has occurred is saved as the switch information, it is determined that the setting confirmation condition is met, and if a value indicating that an ON state has not occurred is saved, it is determined that the setting confirmation condition is not met.
[0161] In step S1-13, a setting confirmation state setting process is executed, and the process proceeds to step S1-14. In the setting confirmation state setting process, a value corresponding to the setting value confirmation state is set as the gaming machine state flag in the D register. In step S1-14, a process for setting an area to be cleared when the power is restored is executed, and the process proceeds to step S1-15. In the process for setting an area to be cleared when the power is restored, the range to be cleared (initialized) in the used area M1 of the RAM 230 is set to include the set value area, the gaming machine status flag area, the normal game related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1).
[0162] In step S1-15, power restoration initialization processing is executed, and the process proceeds to step S1-16. In the power restoration initialization processing, the range set in step S1-14 of the used area M1 of RAM 230 is cleared (initialized). In step S1-16, a subcommand transmission process upon power recovery is executed, and the process proceeds to step S1-17. In the subcommand transmission process upon power recovery, a subcommand specifying that power has been restored from a power outage is stored in the subcommand output request buffer of the RAM 230. In step S1-17, a dispensing command transmission process is executed when the power is restored, and the process proceeds to step S1-32. In the dispensing command transmission process when the power is restored, a dispensing command specifying that the power has been restored from a power cut is stored in the dispensing command output request buffer of RAM 230.
[0163] In step S1-18, a backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register. In step S1-19, an unused area read / write check process is executed, and the process proceeds to step S1-20. In the unused area read / write check process, the unused area M2 of the RAM 230 is cleared (initialized) and a read / write check is performed. In step S1-20, an area to be cleared in an abnormal event setting process is executed, and the process proceeds to step S1-21. In the area to be cleared in an abnormal event setting process, all areas (specifically, the set value area, gaming machine status flag area, checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are set as the range to be cleared (initialized) in the used area M1 of the RAM 230.
[0164] In step S1-21, a used area read / write check process is executed, and the process proceeds to step S1-22. In the used area read / write check process, the range of the used area M1 of RAM 230 set in step S1-20 is cleared (initialized) and a read / write check is performed. Specifically, in the used area read / write check process, all areas of the used area M1 of RAM230 (specifically, the setting value area, gaming machine status flag area, checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter.
[0165] In step S1-22, it is determined whether the results of the read / write checks performed in steps S1-19 and S1-21 are normal. If it is determined that the results of the read / write checks are not normal (No), the process proceeds to step S1-23. If it is determined that the results of the read / write checks are normal (Yes), the process proceeds to step S1-24. In step S1-23, a RAM abnormal state setting process is executed, and the process proceeds to step S1- 28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. In step S1-24, it is determined whether a setting confirmation state has occurred (set), and if it is determined that a setting confirmation state has occurred (Yes), it proceeds to step S1-25, and if it is determined that a setting confirmation state has not occurred (No), it proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the gaming machine state flag stored in the D register. At this time, if the gaming machine state flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred, and if the value is not corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, a game-ready state setting process is executed, and the process proceeds to step S1-26. In the game-ready state setting process, a value corresponding to the game-ready state is set as the gaming machine state flag in the D register.
[0166] In step S1-26, it is determined whether the setting change condition is met, and if it is determined that the setting change condition is met (Yes), it proceeds to step S1-27, and if it is determined that the setting change condition is not met (No), it proceeds to step S1-28. The "setting change condition" is met when the RAM clear switch 207 is in the on state, the setting key switch 208 is in the on state, and the inner frame open sensor 108 is in the on state. Here, as described above, when the ON state occurs for both the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state has occurred is saved as the switch information for the setting key switch 208. On the other hand, when the ON state has not occurred for at least one of the setting key switch 208 and the inner frame open sensor 108, a value indicating that the ON state has not occurred is saved as the switch information for the setting key switch 208. Therefore, in step S1-26, it is determined whether or not the setting change conditions are met based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 saved in step S1-1. At this time, if values indicating that an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is met. On the other hand, if a value indicating that an ON state has not occurred is stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition is not met.
[0167] In step S1-27, a setting change state setting process is executed, and the process proceeds to step S1-28. In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. In step S1-28, a gaming machine status flag saving process is executed, and the process proceeds to step S1-29. In the gaming machine status flag saving process, the gaming machine status flag set in the D register is saved in the gaming machine status flag area of the RAM 230. In step S1-29, a RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand specifying that RAM clear has been executed is stored in the subcommand output request buffer of RAM 230.
[0168] In step S1-30, RAM clear initialization processing is executed, and the process proceeds to step S1-31. In the RAM clear initialization processing, initial settings are made to the RAM 230. In the RAM clear initialization processing, the range set in step S1-9 of the used area M1 of the RAM 230 is cleared (initialized). Specifically, in the initialization process when RAM is cleared, the areas in the used area M1 of RAM230 other than the setting value area and the gaming machine status flag area (specifically, the checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are cleared (initialized). This sets a predetermined initial value as the value of each counter for the special chart 1 display pattern counter, the special chart 2 display pattern counter, and the regular chart display pattern counter. In addition, a predetermined initial value ("600" in this embodiment) is set as the value of the Yu-time counter. Also, a left-hit period (left-hit state) is set. Furthermore, "0" is set in the time-saving control flag area of RAM 230, and the values of each time-saving counter (first time-saving counter, second time-saving counter, third time-saving counter) are set to "0". In step S1-31, a RAM clearing dispensing command sending process is executed, and the process proceeds to step S1-32. In the RAM clearing dispensing command sending process, a dispens...
Claims
[Claim 1] a first identification information display means for displaying first identification information corresponding to the special symbol lottery; A second identification information display means for displaying second identification information corresponding to the normal symbol lottery; an output means for outputting an external signal; a game state control means for generating one of a plurality of game states including a first game state and a second game state; the external signal is output after the first identification information is statically displayed during the first gaming state; The external signal is output after the second identification information, the variable display of which has started during the second gaming state, is displayed in a static state. During the occurrence of the first gaming state, the display of the first identification information becomes the main focus of the game, and the display of the effect pattern corresponding to the display of the first identification information is executed, During the occurrence of the second game state, the display of the second identification information becomes the main focus of the game, and the display of the effect pattern corresponding to the display of the second identification information is executed, It is possible to display a mini performance pattern corresponding to the display of the second identification information, A gaming machine characterized in that the mode of the mini performance pattern that is stopped and displayed when the result of the normal pattern lottery becomes a specific result can be changed depending on the game status.
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