gaming machines
The gaming machine enhances gameplay by using multiple levels of time-saving states based on game information from different ball entrances, addressing the limitation of conventional systems that rely solely on jackpots to trigger time-saving states, thereby increasing player engagement.
Patent Information
- Application Number
- JP2023012578
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-31
- Publication Date
- 2026-01-21
- Estimated Expiration
- 2043-01-31
AI Technical Summary
Conventional gaming machines trigger a time-saving state only upon completion of a jackpot, which can reduce gameplay and player engagement.
A gaming machine that determines game progression based on game information from different ball entrances, allowing for multiple levels of time-saving states with varying durations and frequencies, independent of jackpots, enhancing gameplay through increased opportunities for time-saving states.
Improves gameplay enjoyment by increasing the frequency and duration of time-saving states without relying on jackpots, thereby enhancing player engagement and enjoyment.
Smart Images

Figure 0007803892000001 
Figure 0007803892000002 
Figure 0007803892000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of creating a time-saving state. [Background technology]
[0002] Conventionally, a gaming machine capable of generating a time-shortening state has been known (see Patent Document 1). In this gaming machine, the time-shortening state is generated upon completion of a jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-130774 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in conventional gaming machines, the time-saving state is only triggered by a jackpot, which may reduce the gameplay. An object of the present invention is to improve the playability. [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: Based on the first game information acquired when a game ball enters the first ball entrance provided in the left area, or the second game information acquired when a game ball enters the second ball entrance provided in the right area, The device is provided with a game determination means for executing a game determination, and a time-saving state control means for generating a time-saving state according to a predetermined number of time-saving times, In the non-time-shortening state, the game progresses mainly based on the game judgment based on the first game information by shooting the game ball into the left-side area, and in the time-shortening state, the game progresses mainly based on the game judgment based on the second game information by shooting the game ball into the right-side area, With the end of the special game state, it is possible to generate a time-saving state according to the first time-saving number of times and a time-saving state according to a second time-saving number of times that is greater than the first time-saving number, According to the second time reduction Executed during the time-saving state Based on the second gaming informationWhen a specific result is determined by the gaming judgment, it is possible to cause a time-shortening state corresponding to a third number of time-shortening times without causing the special gaming state, and the third number of time-shortening times is equal to or greater than the second number of time-shortening times, and when the special gaming state caused based on the gaming judgment executed during the time-shortening state ends, it is possible to cause a time-shortening state corresponding to the second number of time-shortening times. Therefore, the time-shortening state corresponding to the third time-shortening number of times is more likely to occur upon termination of the special game state caused by the game judgment based on the second game information executed during the occurrence of the time-shortening state than the time-shortening state corresponding to the first time-shortening number of times. It is characterized by: In the gaming machine according to the first invention, when a specific result is determined by a game judgment executed while the first time-shortening state and the second time-shortening state are occurring, it is possible to cause a third time-shortening state without causing a special game state to occur. In this case, the number of time-shortening times for the third time-shortening state (the third time-shortening number) is equal to or greater than the number of time-shortening times for the second time-shortening state (the second time-shortening number), which is more advantageous than the first time-shortening state. As a result, when a specific result is determined by a game judgment during the occurrence of the time-saving state, it becomes possible to suddenly increase the number of time-saving times without causing a special game state, thereby improving gameplay.In this case, even if a specific result is determined by a game judgment executed during the occurrence of the second time-saving state, which is more advantageous than the first time-saving state, the number of time-saving times will not decrease, thereby improving gameplay. Here, the game judgment corresponds to the start judgment, which will be described later. The game judgment means corresponds to the main control circuit 200 (steps S11-4, S11-5, S11-7), which will be described later. The number of time-shortening times corresponds to the first number of time-shortening times or the second number of time-shortening times, which will be described later. The time-shortening state corresponds to the time-shortening state, which will be described later. The time-shortening state control means corresponds to the main control circuit 200 (steps S13-8, S43-2), which will be described later. The special game state corresponds to the jackpot game state, which will be described later. The first number of time-shortening times corresponds to the first number of time-shortening times = 50 [times], or the second number of time-shortening times = 50 [times], which will be described later. The second number of time-shortening times corresponds to the first number of time-shortening times = 100 [times], or the second number of time-shortening times = 100 [times], which will be described later. The identification result corresponds to "time-shortening," which will be described later. The third time-saving number of times corresponds to the first time-saving number of times = 100, 200, 300 [times] or the second time-saving number of times = 100, 200, 300 [times], which will be described later. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the enjoyment of the game. [Brief explanation of the drawings]
[0007] [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] 1 is an address map of a memory area used by the CPU 210. [Figure 5] FIG. 10 is a diagram showing the winning probabilities of various lotteries. [Figure 6] A diagram showing the types of winnings in the regular pattern lottery. [Figure 7] A diagram showing the types of winnings in the special pattern lottery. [Figure 8] FIG. 10 is a diagram showing the transition of game states. [Figure 9]10 is a flowchart showing a CPU initialization process. [Figure 10] 10 is a flowchart showing a main loop process. [Figure 11] 10 is a flowchart showing a save process when power is cut off. [Figure 12] 10 is a flowchart showing a timer interrupt process. [Figure 13] 10 is a flowchart showing a setting value management process. [Figure 14] 10 is a flowchart illustrating a switch management process. [Figure 15] 10 is a flowchart showing the normal starting ball detection process. [Figure 16] Special Figure 1 is a flowchart showing the starting ball detection process. [Figure 17] This is a flowchart showing the starting ball detection process for Special Figure 2. [Figure 18] 10 is a flowchart showing a special pattern random number acquisition process. [Figure 19] 10 is a flowchart showing a special game management process. [Figure 20] 10 is a flowchart showing a special chart change waiting process. [Figure 21] 10 is a flowchart showing processing during special chart change. [Figure 22] 10 is a flowchart showing a number of cutoff management process; [Figure 23] 10 is a flowchart showing processing during special chart stop. [Figure 24] This is a flowchart showing the processing before opening the first large prize opening. [Figure 25] 10 is a flowchart showing the first large prize opening opening control process. [Figure 26] This is a flowchart showing the first large prize opening closure validity process. [Figure 27] This is a flowchart showing the waiting process for the end of the first large prize opening. [Figure 28] This is a flowchart showing the processing before the second large prize opening is opened. [Figure 29]A flowchart showing the second large prize opening control process. [Figure 30] A flowchart showing the second large prize opening closure validity process. [Figure 31] This is a flowchart showing the waiting process for the end of the second large prize opening. [Figure 32] 10 is a flowchart showing a special electric utility opening / closing switching process. [Figure 33] 10 is a flowchart showing a normal game management process. [Figure 34] 10 is a flowchart showing the process of waiting for a change in the general map. [Figure 35] 10 is a flowchart showing the processing during normal map fluctuation. [Figure 36] 10 is a flowchart showing the processing performed when the map is stopped. [Figure 37] This is a flowchart showing the pre-opening process for normal electric devices. [Figure 38] 10 is a flowchart showing the normal electric accessory opening control process. [Figure 39] 10 is a flowchart showing the normal electric utility opening / closing switching process. [Figure 40] This is a flowchart showing the normal electric device closure validity process. [Figure 41] This is a flowchart showing the waiting process for the end of the release of a normal electric device. [Figure 42] 10 is a flowchart showing a performance display device control process. [Figure 43] 10 is a flowchart showing a base ratio calculation process. [Figure 44] 10 is a flowchart showing a sub-timer interrupt process. [Figure 45] 10 is a flowchart showing a command analysis process. [Figure 46] 10 is a flowchart showing a hold command receiving process. [Figure 47] 10 is a flowchart illustrating a read-ahead command reception process. [Figure 48] 10 is a flowchart showing a variable command receiving process. [Figure 49] 10 is a flowchart showing a stop command reception process. DETAILED DESCRIPTION OF THE INVENTION
[0008] 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.
[0009] (Overall configuration of Pachinko machine 1) First, the overall configuration of the pachinko machine 1 will be described. 1 is a perspective view showing the overall configuration of a pachinko machine 1. The pachinko machine 1 is configured to include an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10. The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to one another via a hinge mechanism, which allows the inner frame unit 3 to be opened and closed relative to the outer frame unit 2. Furthermore, the front frame unit 4 can be opened and closed relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is configured to include a rectangular frame body (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the game center. The inner frame unit 3 is configured to include a rectangular frame body (inner frame). The inner frame unit 3 is disposed inside the outer frame unit 2.
[0010] The front frame unit 4 is formed in the shape of a rectangular door. The front frame 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 firing 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 release portion 4c is provided, inside which a sound generating device (speaker) 22 (see FIG. 3) is disposed. Each sound release portion 4c is provided with a plurality of sound release holes that allow the sound output by the sound generating device 22 to pass through. The decorative portion 4b is also provided with a plurality of frame lamps 20 (see FIG. 3). Each frame lamp 20 includes a plurality of light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0011] The tray unit 5 has a tray 5a for receiving game balls (loan balls and prize balls), and an effect button 5b and a rotary selector 5c disposed in front of the tray 5a. The effect button 5b is formed in a roughly cylindrical shape and is arranged so as to protrude upward from the tray unit 5. The effect button 5b can be pressed (pushed downward) by the player. A first operation detection switch 24 (see Figure 3) that detects the pressing of the effect button 5b is arranged inside the tray unit 5. The first operation detection switch 24 outputs a first operation signal to the effect control circuit 300 (see Figure 3) every time the effect button 5b is pressed. In addition, a button lamp 77 (see Figure 3) is provided inside the effect button 5b. The button lamp 77 is composed of a plurality of light-emitting elements (LEDs).
[0012] The rotary selector 5c (so-called "jog dial") is formed in a roughly cylindrical shape and is disposed so as to surround the effect button 5b. The rotary selector 5c can be rotated by the player (by rotating it around its cylindrical axis). A second operation detection switch 25 (see FIG. 3) that detects the rotation of the rotary selector 5c is disposed inside the tray unit 5. The second operation detection switch 25 outputs a second operation signal to the effect control circuit 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 500 (see FIG. 3) that can read and update information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit 500, the remaining number of points of the valuable medium recorded on the prepaid card inserted into the CR unit 500 is displayed on the point display device 7c. Furthermore, when the ball loan button 7a is operated while the prepaid card is inserted into the CR unit 500, 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 points of valuable media is inserted into the CR unit 500, the prepaid card is returned from the CR unit 500. 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. A firing volume (not shown) is provided inside the firing handle 6 to detect the angle at which the firing handle 6 is rotated. The firing volume outputs a detection signal corresponding to the detected angle to the payout control circuit 400 (see FIG. 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, and is a diagram that shows in schematic form parts particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is attached to the inside of the inner frame of the inner frame unit 3. As a result, the game board unit 10 is disposed on the rear side of the front frame unit 4. A player can view the game board 11 (play area 30) described later through the transparent plate 4a. In this embodiment, the play area 30 described later is formed between the rear side of the transparent plate 4a and the front side of the game board 11. As shown in FIG. 2, the game board unit 10 includes a game board 11 and various effect devices attached to the game board 11 (image display device 31, board lamps 21, etc.).
[0015] The game board 11 is made of resin and has a flat plate shape. A game area 30 is formed on the surface of the game board 11, into which game balls shot out in response to the rotation of the launch handle 6 flow down. In this embodiment, on the front (board surface) of the gaming board 11, a left gaming area RL formed on the left side of the image display device 31 (display screen 31a) and a right gaming area RR formed on the right side of the image display device 31 are formed as gaming areas 30. Then, by adjusting the rotational operation amount of the launch handle 6, the player can launch (make the gaming ball flow into) the intended gaming area RL or RR. Specifically, on the front of the game board 11, there is a launch passage r1 through which the game balls launched in response to the rotation operation of the launch handle 6 pass, and a guide passage r2 that guides the launched game balls to the right-side game area RR. The game ball launched in response to the rotation of the launch handle 6 passes through the launch passage r1 and flows into the game area. 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 game area RL. 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 game area RR.
[0016] In the left game area RL, multiple paths (passages) are formed as paths (paths) for game balls to flow down. The player can launch (make game balls flow into) the intended path by adjusting the rotation amount of the launch handle 6. The left game area RL is provided with a first start opening 51, an upper left other winning opening 55a, a middle left other winning opening 55b, and a lower left other winning opening 55c. The first starting opening 51 is formed in a pocket shape. The first starting opening 51 opens upward and is always capable of receiving game balls. The first starting opening 51 is capable of receiving game balls flowing down the left game area RL. A special symbol 1 start port switch 101 (see FIG. 3) is disposed on the back side of the game board 11. The special symbol 1 start port switch 101 outputs a detection signal to the main control circuit 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 circuit 200 executes a first special symbol lottery. Each of the other winning openings 55a to 55c is formed in a pocket shape. Each of the other winning openings 55a to 55c opens upward and is always capable of receiving game balls. Each of the other winning openings 55a to 55c is capable of receiving game balls that flow down the left game area RL. A left prize opening switch 106 (see FIG. 3) is disposed on the back side of the gaming board 11. The left prize opening switch 106 outputs a detection signal to the main control circuit 200 in response to detection of a gaming ball entering the upper left other prize opening 55a (entry of a gaming ball into the upper left other prize opening 55a), a gaming ball entering the center left other prize opening 55b (entry of a gaming ball into the center left other prize opening 55b), or a gaming ball entering the lower left other prize opening 55c (entry of a gaming ball into the lower left other prize opening 55c). In response to the input of the detection signal from the left prize opening switch 106, the main control circuit 200 causes the gaming ball payout device 440 to perform a payout operation of prize balls. In the left game area RL, a plurality of nails (not shown) are arranged so as to guide game balls to each of the winning holes 51, 55a to 55c.
[0017] The gaming board 11 is configured to include an upper attacker unit 70 and a lower attacker unit 80. The upper attacker unit 70 and the lower attacker unit 80 are separate units. The lower attacker unit 80 is located below (downstream of) the upper attacker unit 70. On the gaming board 11, the upper attacker unit 70 and the lower attacker unit 80 form a right-side gaming area RR. In this case, the upper attacker unit 70 forms the upstream side of the right-side gaming area RR, and the lower attacker unit 80 forms the downstream side of the right-side gaming area RR. The upper attacker unit 70 is configured to include a start gate 41 and a second large winning opening 54. The lower attacker unit 80 is configured to include a first large winning opening 53, a second start opening 52, and an operating opening 56. In the right game area RR, multiple paths are formed as paths (passages) for game balls to flow down. The player can launch (make game balls flow into) the intended path by adjusting the rotation amount of the launch handle 6.
[0018] A start gate 41 is located at the most upstream of the right-side area RR. 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-side game area RR to pass through. A first gate switch 104a (see FIG. 3) is disposed in the start gate 41. The first gate switch 104a outputs a detection signal to the main control circuit 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). The main control circuit 200 executes a normal symbol lottery in response to the input of the detection signal from the first gate switch 104a.
[0019] A second large prize opening 54 is disposed in the right area RR downstream of the start gate 41. The second large prize opening 54 is capable of receiving a gaming ball flowing down the right gaming area RR. The second large prize opening 54 is open toward the front side. The second large prize opening 54 is provided with a second special electric device (special electric device) 54a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the second large prize opening 54 and an open state that makes it easy (possible) for a game ball to enter the second large prize opening 54. The second special electric device 54a is opened and closed by a second large prize opening solenoid 66 (see FIG. 3). Normally, the second special electric device 54a is closed and game balls cannot enter the second large prize opening 54, but when a big win game state occurs, the second special electric device 54a is opened and game balls can enter. A second count switch 103b (see FIG. 3) is disposed within the second large winning opening 54. The second count switch 103b outputs a detection signal to the main control circuit 200 in response to the detection of a gaming ball entering the second large winning opening 54 (entry of a gaming ball into the second large winning opening 54). In response to the input of the detection signal from the second count switch 103b, the main control circuit 200 causes the gaming ball payout device 440 to perform the payout operation of the prize balls.
[0020] The first large prize opening 53 is disposed downstream of the second large prize opening 54 in the right area RR. The first large prize opening 53 is capable of receiving a gaming ball flowing down the right game area RR. The first large prize opening 53 opens upward. The first large prize opening 53 is provided with a first special electric device (special electric device) 53a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the first large prize opening 53 and an open state that makes it easy (possible) for a game ball to enter the first large prize opening 53. The first special electric device 53a is opened and closed by a first large prize opening solenoid 65 (see FIG. 3). Normally, the first special electric device 53a is closed and game balls cannot enter the first large prize opening 53, but when a small win game state occurs, the first special electric device 53a is opened and game balls can enter. A first count switch 103a (see FIG. 3) is disposed within the first large prize opening 53. The first count switch 103a outputs a detection signal to the main control circuit 200 in response to the detection of a gaming ball entering the first large prize opening 53 (entry of a gaming ball into the first large prize opening 53). In response to the input of the detection signal from the first count switch 103a, the main control circuit 200 causes the gaming ball payout device 440 to perform the payout operation of the prize balls. In addition, within the first large prize opening 53, there are provided a V area (not shown), a discharge area (not shown), and a distribution means 53b that distributes game balls that enter the first large prize opening 53 to one of the V area and the discharge area. A V-area switch 105 (see FIG. 3) is disposed in the V-area. The V-area switch 105 outputs a detection signal to the main control circuit 200 in response to the detection of a gaming ball passing through the V-area (passage of the gaming ball through the V-area). The main control circuit 200 generates a jackpot gaming state in response to the input of the detection signal from the V-area switch 105. The gaming balls passing through the discharge area flow into the discharge path described below. The sorting means 53b can be switched between a V-passing state in which gaming balls that enter the first large prize opening 53 are sorted into the V-zone, and a non-V-passing state in which gaming balls that enter the first large prize opening 53 are sorted into the discharge zone. That is, when the sorting means 53b is switched to the V-passing state, all gaming balls that enter the first large prize opening 53 are sorted into the V-zone. This makes it impossible for gaming balls that enter the first large prize opening 53 to pass through the discharge zone. On the other hand, when the sorting means 53b is switched to the non-V-passing state, all gaming balls that enter the first large prize opening 53 are sorted into the discharge zone. This makes it impossible for gaming balls that enter the first large prize opening 53 to pass through the V-zone. The sorting means 53b is displaced by a V sorting solenoid 67 (see FIG. 3). A game ball that enters the first large prize opening 53 is first detected by the first count switch 103a, and then sorted by the sorting means 53b into one of the V area and the discharge area, and after passing through that area, it is discharged to the back side of the game board 11 (discharge path).
[0021] A second start opening 52 is provided in the right area RR downstream of the first big winning opening 53. The second start opening 52 allows game balls flowing down the right game area RR to enter. The second starting hole 52 is open to the right. The second starting hole 52 is provided with a normal electric device (normal electric device) 52a that can be displaced between a closed state that makes it difficult (impossible) for a game ball to enter the second starting hole 52 and an open state that makes it easy (possible) for a game ball to enter the second starting hole 52. The normal electric device 52a is opened and closed by a normal electric device solenoid 64 (see FIG. 3). Normally, the second starting hole 52 is closed with the normal electric device 52a, and it is not possible for a game ball to enter, but if the normal symbol lottery is won, the normal electric device 52a is opened, and it is possible for a game ball to 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 circuit 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 circuit 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.
[0022] An actuation port 56 is provided downstream of the second starting port 52 in the right area RR. The actuation port 56 allows game balls flowing down the right game area RR to enter. The operating opening 56 is an entrance opening that opens upward, and game balls can be inserted at any time. A second gate switch 104b (see FIG. 3) is disposed within the actuation port 56. The second gate switch 104b outputs a detection signal to the main control circuit 200 in response to the detection of a gaming ball entering the actuation port 56 (entry of a gaming ball into the actuation port 56). The main control circuit 200 executes a normal symbol lottery in response to the input of the detection signal from the second actuation port switch 104b.
[0023] An outlet 57 is provided to the right of the operating port 56 in the right area RR. The outlet 57 allows game balls flowing down the right game area RR to enter. The outlet 57 opens to the right side, allowing game balls to enter at any time. In addition, at the most downstream position in the gaming area 30, an outlet 58 is provided for discharging gaming balls that have not entered any of the winning holes 51 to 56 (have won a prize). 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 to 56 or by passing through the outlets 57 and 58, and flow into the discharge path. Specifically, the game balls that enter the winning holes 51 to 56 are detected by the switches 101, 102, 103a, 103b, 104b, 105, and 106 disposed in the winning holes, and then guided to the discharge path. In addition, the game balls that are discharged from the outlets 57 and 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 circuit 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 game balls to each of the winning holes 51 to 56.
[0024] A plurality of board lamps 21 (see FIG. 3) are arranged in the play area 30 of the game board 11. Each board lamp 21 includes a light-emitting element (LED) that is driven by dynamic lighting control. The image display device 31 is configured by a variable display device such as a liquid crystal display, a CRT (Cathode Ray Tube) display, etc. The image display device 31 has a display screen 31a capable of displaying a performance image. The display screen 31a can be configured to have three first performance pattern display areas a1 to a3 (not shown) in which the first performance pattern z1 (not shown) is displayed, and one second performance pattern display area a4 (not shown) in which the second performance pattern z2 (not shown) is displayed. The first effect symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, characters, etc. In each of the first effect symbol display areas a1 to a3, it is possible to display the first effect symbol z1 in a variable and stationary manner. The second effect symbol z2 is composed of color bars. In the second effect symbol display area a4, it is possible to display the second effect symbol z2 in a variable and stationary manner. The variable display of the performance patterns z1 and z2 refers to a display in which the first performance pattern z1 is moved (scrolled) in each of the first performance pattern display areas a1 to a3, and the type of the second performance pattern z2 displayed in the second performance pattern display area a4 is changed (the color represented by the color bar is changed sequentially). The stopped display of the performance patterns z1 and z2 refers to a display in which one type of first performance pattern z1 is stopped at the lottery result display position of each first performance pattern display area a1 to a3, and one type of second performance pattern z2 is displayed in the second performance pattern display area a4 (the color bar shows a specified color). The result of the special pattern lottery (first special pattern lottery or second special pattern lottery) is displayed based on the combination of the first performance pattern z1 displayed in a stopped state in the three first performance pattern display areas a1 to a3 and the second performance pattern z2 displayed in a stopped state in the second performance pattern display area a4. Furthermore, the display screen 31a can be configured with reserved symbol display areas b1 and b2 (not shown) in which reserved symbols hz (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol hz corresponding to the game information during the notification display (variable display and stop display of special symbols). The reserved symbol display area b2 displays the reserved symbol hz corresponding to the game information for which the notification display is pending.
[0025] A main display 60 is disposed on the game board 11. The main display 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). Information about the game is displayed on the main display 60. That is, the main display 60 includes a special chart 1 display device, a special chart 2 display device, a normal chart display device, and a status display device. Specifically, the main display 60 is configured to include 32 lighting elements (LED1 to LED32). In the main display 60, LED1 to LED8 are special display devices, LED7 to LED16 are special display devices, LED17 to LED24 are normal display devices, and LED25 to LED32 are status display devices.
[0026] 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 special pattern (first special pattern or second special pattern) on the special pattern display device and the display of the performance patterns z1 and z2 in the performance pattern display areas a1 to a4 are associated with the time when the variable display starts, 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 (small win 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 (small win pattern), a small win game state, which is a game state advantageous to the player, is created.
[0027] The normal symbol display device is capable of displaying the fluctuations and stopping of normal symbols consisting of numbers, symbols, etc. The normal symbol display device then displays the results of the normal symbol lottery based on the normal symbol that is stopped. When the normal symbol that is stopped and displayed on the normal symbol display device becomes a specific symbol (a normal symbol winning symbol), a normal symbol winning game state, which is a game state advantageous to the player, is created. The status display device displays the number of times the display of the lottery results for the first special pattern lottery is pending (number of reserved special patterns 1), the number of times the display of the lottery results for the second special pattern lottery is pending (number of reserved special patterns 2), the number of times the display of the lottery results for the regular pattern lottery is pending (number of reserved regular patterns), instructions for shooting the game ball into the right-side game area RR, etc.
[0028] The pachinko machine 1 is also provided with detection sensors that detect various abnormal conditions. In this embodiment, a glass frame opening sensor 107, an inner frame opening sensor 108, a vibration detection sensor 113, a radio wave detection sensor 114, a magnetic detection sensor 115, and the like are provided as detection sensors. 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 circuit 200 via the dispensing control board e3. 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 circuit 200 via the dispensing control board e3. 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 circuit 200 in response to the detection of vibrations of the game board 11.
[0029] 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 circuit 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 circuit 200 via the payout control board e3 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 circuit 200 in response to the detection of magnetism.
[0030] (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. Fig. 4 is an address map of the memory area used by the CPU 210. The pachinko machine 1 is configured to include circuit boards such as a main control board e1, a sub-control board e2, a payout control board e3, an inner frame board e4, an external terminal board e5, a connection board e6, and a panel board e7. The main control board e1, sub-control board e2, dispensing control board e3, inner frame board e4, external terminal board e5, connection board e6, and panel board e7 are independent (separate) circuit boards. Also, the main control board e1, sub-control board e2, dispensing control board e3, inner frame board e4, external terminal board e5, connection board e6, and panel board e7 are each housed in an individual board case (not shown). The main control board e1, the sub-control board e2, and the panel board e7 are included in the game board unit 10. Specifically, the main control board e1, the sub-control board e2, and the panel board e7 are attached to the back side of the game board 11. The dispensing control board e3, inner frame board e4, external terminal board e5, and connection board e6 are included in the inner frame unit 3. Specifically, the dispensing control board e3, inner frame board e4, external terminal board e5, and connection board e6 are attached to the back side of the inner frame provided in the inner frame unit 3.
[0031] The pachinko machine 1 also includes various control circuits. Specifically, as shown in Figure 3, the pachinko machine 1 includes a main control circuit 200, a performance control circuit 300, a payout control circuit 400, and a power supply circuit 600 that supplies power (electricity) to each of the control circuits 200, 300, 400, etc. Each control circuit 200, 300, 400 is a microcomputer equipped with a CPU (Central Processing Unit), a ROM (Read Only Memory) that stores programs related to the progress of the game and data necessary for the progress of the game, and a RAM (Random Access Memory) that serves as a temporary storage area used by the CPU to carry out processing based on the programs stored in the ROM.
[0032] The main control circuit 200 is mounted on a main control board e1 and includes a CPU 210, a ROM 220, a RAM 230, an input port 240, an output port 250, a frequency generation circuit 260, and a hardware random number generation circuit 270. The input port 240 is configured to include a plurality of input ports (in this embodiment, input ports 0 to 3). Input port 0 receives detection signals from the glass frame opening sensor 107, the inner frame opening sensor 108, the vibration detection sensor 113, one radio wave detection sensor 114, and three magnetic detection sensors 115. The detection signal from the glass frame opening sensor 107, the detection signal from the inner frame opening sensor 108, and the detection signal from the magnetic detection sensor 115 arranged in the inner frame unit 3 are input to input port 0 via the dispensing control board e3 and the inner frame board e4. The detection signal from the vibration detection sensor 113, the detection signal from one of the radio wave detection sensors 114, and the detection signals from each of the magnetic detection sensors 115 arranged on the game board 11 are input to input port 0 via the panel board e7.
[0033] To the input port 1, a RAM clear signal from the RAM clear switch, a detection signal from the key rotation detection switch 111, a detection signal from the set value selection switch, etc. are input. Input port 2 receives detection signals from the first count switch 103a, the second count switch 103b, the V-area switch 105, the left prize entry switch 106, the out switch 109, and the other radio wave detection sensor 114. Input port 3 receives detection signals from special diagram 1 start port switch 101, detection signals from special diagram 2 start port switch 102, detection signals from gate switches 104a and 104b, etc. Each input port (input port 0 to input port 3) is provided with a reception storage area corresponding to each signal (each detection sensor). In each reception storage area, 1-bit data is set that indicates the reception state of the signal corresponding to the reception storage area. Specifically, when a signal corresponding to the receiving storage area is input, a "1" is set in each receiving storage area, and when a signal corresponding to the receiving storage area is not input, a "0" is set.
[0034] The output port 250 is configured to include a plurality of output ports (output port 0 to output port 4 in this embodiment). Output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display 60. The data signals output from output port 0 are then input to a source driver (not shown) of the main display 60. The output port 1 outputs common signals ("COM0" to "COM3") for controlling the lighting of the main display 60 and the performance display device 61. The common signals output from the output port 1 are input to a sink driver (not shown) that is common to the main display 60 and the performance display device 61. The output port 2 outputs external signals (OUT1 to OUT6, OUT8). The external signals output from the output port 2 are input to the hall computer 450 via the payout control board e3, the inner frame board e4, and the external terminal board e5. The external signals (OUT1 to OUT6, OUT8) output from the output port 2 are input to the hall computer 450 via the payout control board e3, the inner frame board e4, and the external terminal board e5.
[0035] Output port 3 outputs a control signal for controlling the operation of normal electric role solenoid 64, a control signal for controlling the operation of first large prize opening solenoid 65, a control signal for controlling the operation of second large prize opening solenoid 66, a control signal for controlling the operation of V distribution solenoid 67, etc. Each control signal output from output port 3 is input to each solenoid 64 to 67 via panel board e7. The output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 61. The data signals output from the output port 4 are then input to a source driver (not shown) of the performance display device 61.
[0036] The main control circuit 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 transmission signal) from the command output port 1 to the performance control circuit 300, and transmits a control command (dispensing command transmission signal) from the command output port 2 to the dispensing control circuit 400. Each of the command output port 1 and the command output port 2 has a transmission data register (not shown), a FIFO (First In First Out) buffer (not shown), and a transmission shift register (not shown). The transmission data register outputs the control command input based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer is made up of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmission data register and outputs the stored control commands to the transmission shift register in the order in which they were input. The transmission shift register performs parallel-to-serial conversion on the control command input from the FIFO buffer and transmits the serial data to the performance control circuit 300 or the payout control circuit 400.
[0037] Furthermore, a test signal output circuit (not shown) is mounted on the main control board e1. In a test signal management process (step S4-18) described later, the CPU 210 generates test information (test signal) indicating the internal state (jackpot game state, execution state of time-saving control, probability state of special symbol lottery, etc.), and stores the generated test signal in 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 predetermined output port. The test signal output from a predetermined output port is then input to an interface board of a test computer (not shown) via a test signal output circuit. In addition, the detection signal from the special chart 1 start port switch 101, the detection signal from the special chart 2 start port switch 102, the detection signal from the first count switch 103a, the detection signal from the second count switch 103b, the detection signal from the gate switches 104a and 104b, the detection signal from the V area switch 105, the detection signal from the left winning port switch 106, the detection signal from the out switch 109, etc. are input to the input port 240 and are input to the interface board of the test computer via the test signal output circuit. Furthermore, the control signals for controlling the driving of the solenoids 64 to 67 output from the output port 3 are input to the solenoids 64 to 67, and are also input to the interface board of the test computer via the test signal output circuit.
[0038] The main control circuit 200 is configured to include a memory area used by the CPU 210. As shown in Fig. 4, 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. Here, in FIG. 4, addresses for specifying memory areas are shown in hexadecimal numbers ("H" indicates that the numbers are hexadecimal).
[0039] The ROM 220 (memory area of the ROM 220) is provided with a used area m1 (0000H to 1A7AH) and a non-used area m2 (2000H to 2BFFH). The use area m1 stores (memorizes) programs and data for controlling the progress of the game. The unused area m2 stores (memorizes) programs and data for executing processing related to tests stipulated in the gaming machine regulations, and programs and data for controlling the display of the performance display device 61 (including programs and data for calculating the base ratio described below). The used area m1 is provided with a program area (0000H-0A89H), an unused area (0A8AH-0FFFH), and a data area (1000H-1A7AH). The program area stores a program for controlling the progress of the game. On the other hand, the data area stores data for controlling the progress of the game. Note that the used area m1 may be configured without including the unused area. The unused area m2 is provided with a program area (2000H-27FFH) and a data area (2800H-2BFFH). The program area stores a program for executing processing related to tests stipulated by the Gaming Machine Regulations and a program for controlling the display of the performance display device 61. On the other hand, the data area stores data for executing processing related to tests stipulated by the Gaming Machine Regulations and data for controlling the display of the performance display device 61. In addition to the used area m1 and unused area m2, the ROM 220 also has an unused area (1A7BH to 1DFFH), a ROM comment area (1E00H to 1EFFH), a program management area (2FC0H to 2FFFH), 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, 4 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.
[0040] The RAM 230 (memory area of the RAM 230) is provided with a used area M1 (F000H to F1FFH) and a non-used area M2 (F210H to F228H). The use area M1 is used when executing processing based on the program (program for controlling the progress of the game) stored in the use area m1. In other words, various data is temporarily stored in the use area M1 when executing processing based on the program (program for controlling the progress of the game) stored in the use area m1. The unused area M2 is used when executing processing based on a program stored in the unused area m2 (a program for executing processing related to a test defined in the gaming machine regulations, or a program for controlling the display of the performance display device 61). In other words, various data is temporarily stored in the unused area M2 when executing processing based on a program stored in the unused area m2 (a program for executing processing related to a test defined in the gaming machine regulations, or a program for controlling the display of the performance display device 61). Specifically, the use area M1 temporarily stores input / output data for the main control circuit 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), lottery results, flags for managing the game status, etc. In particular, the use area M1 is provided with an area (a game information storage area to be described later) for storing game information acquired in response to the input of detection signals from the special figure 1 start port switch 101, the special figure 2 start port switch 102, and the gate switches 104a and 104b. The usage area M1 is provided with a work area (F000H-F12AH), an unused area (F12BH-F1D7H), and a stack area (F1D8H-F1FFH). The work area is used as an area for temporarily storing various data during execution of a program (a program for controlling the progress of a game) stored in the usage area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program (a program for controlling the progress of a game) stored in the usage area m1. Note that the usage area M1 does not necessarily have to include an unused area. The non-usage area M2 is provided with a work area (F210H-F21FH) and a stack area (F220H-F228H). The work area is used as an area for temporarily storing various data during execution of a program stored in the non-usage area m2 (a program for executing a process related to a test defined by the gaming machine regulations or a program for controlling the display of the performance display device 61). 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 non-usage area m2 (a program for executing a process related to a test defined by the gaming machine regulations or a program for controlling the display of the performance display device 61). Additionally, an unused area M3 of a predetermined number of bytes (four 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.
[0041] In particular, 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 61), it is permitted to refer to data stored in the used area M1. On the other hand, it is prohibited for data stored in the use area M1 to be rewritten (changed) by processing based on a program stored in the non-use area m2 (a program for executing processing related to tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 61). 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.
[0042] The frequency generating circuit 260 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 hardware random number generating circuit 270, respectively. The hard random number generating circuit 270 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 winning random number for the first special symbol lottery, a third loop counter that generates a winning 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 frequency generating circuit 260. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]). The second loop counter generates a winning random number for the first special symbol lottery by updating the value of the loop counter by one within a predetermined range (in this embodiment, within a range of 0 to 65535) every time one clock is input from the frequency generating circuit 260. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz]=0.083 [μs]). The third loop counter generates a winning 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 frequency generating circuit 260. 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 frequency generating circuit 260 (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]).
[0043] The main control board e1 is also provided with a set value operation unit (not shown), which has a key rotation detection switch 111 (see FIG. 3), a set value selection switch 112 (see FIG. 3), and a set value display device 62 (see FIG. 3). The key rotation detection switch 111 has an operation unit that can be switched between a setting permission state and a setting prohibition state. When the operation unit is switched to the setting permission state, the key rotation detection switch 111 outputs a detection signal to the main control circuit 200. On the other hand, when the operation unit is switched to the setting prohibition state, the key rotation detection switch 111 stops outputting the detection signal to the main control circuit 200. In this embodiment, the operation unit of key rotation detection switch 111 is provided with a keyhole into which a dedicated key is inserted. Then, with key rotation detection switch 111, the state of the operation unit (setting permitted state or setting prohibited state) can be switched by inserting the dedicated key into the keyhole. In other words, with key rotation detection switch 111, the state of the operation unit (setting permitted state or setting prohibited state) cannot be switched unless the dedicated key is inserted into the keyhole. Furthermore, when the operation unit is in the setting prohibition state, key rotation detection switch 111 allows a dedicated key to be inserted into the keyhole and can also remove the dedicated key from the keyhole. On the other hand, when the operation unit is in the setting permission state, key rotation detection switch 111 prevents a dedicated key from being inserted into the keyhole and can also prevent a dedicated key from being removed from the keyhole. The set value selection switch 112 has an operation portion that can be pressed down, and the set value selection switch 112 outputs a detection signal to the main control circuit 200 every time the operation portion is pressed down. The setting value display device 62 is configured with a 7-segment LED or the like. The setting values described below are displayed on the setting value display device 62. Note that the setting value display device 62 is arranged on the rear side of the gaming board 11, so that it cannot be seen by the player.
[0044] Here, the setting information (setting values) set in the pachinko machine 1 will be explained. The "setting information" is information that specifies the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery) (in this embodiment, the probability of winning a "small win"). A setting information storage area is provided in the RAM of the main control circuit 200. In the setting information storage area, one of the values "1" to "6" is set (stored) as setting information. In the pachinko machine 1, the probability of winning the special symbol lottery is determined according to the value set in the setting information storage area. In the following description, the values stored in the setting information storage area are referred to as "setting values." In this embodiment, the winning probability of the special pattern lottery corresponding to each setting value is, in order from highest to lowest, the winning probability corresponding to setting value = "6", the winning probability corresponding to setting value = "5", the winning probability corresponding to setting value = "4", the winning probability corresponding to setting value = "3", the winning probability corresponding to setting value = "2", and the winning probability corresponding to setting value = "1" (high winning probability → low winning probability).
[0045] In particular, the pachinko machine 1 allows the setting values to be changed (selected) when the power is turned on. Here, the setting values are changed by the administrator of the pachinko machine 1 (such as an employee of the gaming parlor where the pachinko machine 1 is installed). In the pachinko machine 1, the setting value change permission state is initiated in response to power being turned on in a state in which the operation portion of the key rotation detection switch 111 is displaced to the setting permission state. During the setting value change permission state, the setting value display device 62 displays a value indicating the value (setting value) set in the setting information storage area. Furthermore, during the setting value change permission state, the value (setting value) set in the setting information storage area is changed each time the setting value selection switch 112 is pressed. At this time, if the value (setting value) set in the setting information storage area is changed, the value (value indicating the setting value) displayed on the setting value display device 62 is also changed accordingly. This allows the administrator of the pachinko machine 1 to set (select) the desired value from among "1" to "6" as the setting value by pressing the setting value selection switch 112 while the setting value change is permitted. Then, in the pachinko machine 1, the setting value change permission state is ended in response to the operation unit of the key rotation detection switch 111 being switched from the setting permission state to the setting prohibition state. This makes it impossible to change the value (setting value) set in the setting information storage area. Also, in response to the end of the setting value change permission state, the display of the value indicating the setting value on the setting value display device 62 is ended.
[0046] The main control board e1 is also provided with a performance display device 61. The performance display device 61 is located on the rear side of the game board 11, so that it cannot be seen by the player. The performance display device 61 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 performance display device 61 displays information (a base ratio, which will be described later) calculated based on the number of game balls launched 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 first start port 51, the second start port 52, and other prize entry ports 55a, 55b, 55c). The performance display device 61 is configured to include four (four-digit) display sections (not shown). Each display section is made up of eight lighting elements. That is, each display section 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 61 is configured to include 32 lighting elements (LED33 to LED64). In the performance display device 61, LED33 to LED40 are the first digit display section, LED41 to LED48 are the second digit display section, LED49 to LED56 are the third digit display section, and LED57 to LED64 are the fourth digit display section. The main control circuit 200 calculates a base ratio (described later) during a predetermined game state (in this embodiment, during a special low probability state and while time-saving control is stopped). The calculated base ratio is then displayed on the performance display device 61. The "base ratio" is the ratio (percentage) of the number of payout balls to the number of out balls. The main control circuit 200 calculates the base ratio for each predetermined section (period). In this embodiment, the predetermined interval is defined as an interval in which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval begins at the end of the previous interval, and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The main control circuit 200 then calculates the base ratio as needed (in real time) during each interval. Here, a predetermined time may be defined as the predetermined section, that is, the main control circuit 200 may be configured to calculate the base ratio for each predetermined time. "Number of out balls" refers to the number of out balls. "Out balls" refers to game balls that have been discharged from the game area 30. In this embodiment, out balls refer to game balls that have passed through the discharge path (game balls detected by the out switch 109). Here, the gaming balls discharged from outlets 57 and 58 may be regarded as out balls. Specifically, out switch 109 may be configured to detect only gaming balls discharged from outlets 57 and 58, and the gaming balls detected by out switch 109 may be regarded as out balls. "Number of payouts" refers to the total number of prize balls paid out in response to game balls entering the first start port 51, the second start port 52 and the other winning ports 55a, 55b, 55c. The performance display device 61 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 61, the upper two digits of the four-digit display section display information for identifying the type of base ratio (first base ratio or second base ratio). Also, in the performance display device 61, the lower two digits of the four-digit display section display the base ratio (percentage).
[0047] The performance control circuit 300 is mounted on the sub-control board e2. The performance control circuit 300 includes a CPU, a ROM, a RAM, an input port, and an output port. Based on the control commands received from the main control circuit 200, the performance control circuit 300 controls the display of performance images on the image display device 31, the lighting of each lamp 20, 21, the output of sound by the sound generating device 22, the driving of motors that drive various moving bodies (not shown), etc. The ROM of the performance control circuit 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, and the like. The RAM of the performance control circuit 300 temporarily stores control commands received from the main control circuit 200, data for performing arithmetic processing, and the like. The CPU of the performance control circuit 300 determines the content of the performance to be executed based on the control command received from the main control circuit 200. Then, in accordance with the performance program (performance control table) corresponding to the determined content of the performance, it generates display control data, sound control data, lamp control data, motor control data, etc. Then, it outputs control signals based on the generated control data to the image display device 31, sound generation device 22, each of the lamps 20 and 21, each of the motors, etc.
[0048] The dispensing control circuit 400 is implemented on the dispensing control board e3. The payout control circuit 400 includes a CPU, a ROM, a RAM, an input port, and an output port. The payout control circuit 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume. Specifically, the payout control circuit 400 controls the game ball launching operation by the game ball launcher 430 so that the game balls are launched into the game area 30 with a strength according to the detection signal input from the launch volume. In addition, the payout control circuit 400 controls the game ball payout operation by the game ball payout device 440 based on each of the control command received from the main control circuit 200 and the ball lending instruction signal received from the CR unit 500. Specifically, when the ball lending button 7a is pressed, it transmits a ball lending operation signal to the CR unit 500 via the connection board e6. Then, upon receiving the ball lending operation signal, the CR unit 500 subtracts the number of points required to dispense a predetermined number of loaned balls from the remaining number of points of the valuable medium recorded on the inserted prepaid card, updates the record of the remaining number of points of the valuable medium on the prepaid card, and transmits a ball lending instruction signal to the payout control circuit 400 via the connection board e6 instructing the payout of a predetermined number of game balls. Furthermore, upon receiving the ball lending instruction signal, the payout control circuit 400 controls the payout operation of the game ball payout device 440 to pay out the predetermined number of game balls. The CR unit 500 transmits a credit signal indicating the remaining credits of the valuable medium to the credit display device 7c via the connection board e6 each time a prepaid card is inserted and each time the record of the remaining credits of the valuable medium on the prepaid card is updated. Then, upon receiving the credit signal, the credit display device 7c displays the remaining credits of the valuable medium indicated by the credit signal. When the return button 7b is pressed, it transmits a return operation signal to the CR unit 500 via the connection board e6. When the CR unit 500 receives the return operation signal, it returns (ejects) the prepaid card with remaining credits of the valuable medium.
[0049] (Regarding game status) Next, the game states defined (set) in the pachinko machine 1 will be described. The pachinko machine 1 is capable of executing time-saving control as auxiliary control that is advantageous to the player. In the following description, the gaming state when the time-saving control is stopped is referred to as the "normal state" or "normal mode." Furthermore, the gaming state when the time-saving control is being executed is referred to as the "time-saving state." The time-saving state is a gaming state that is more advantageous to the player than the normal state. In this embodiment, the time for which the variable display of the special symbols is executed is shortened while the time-saving control is being executed (while the time-saving state is occurring) compared to when the time-saving control is stopped (while the normal state is occurring). As a result, the number of special symbol lotteries executed per unit time is increased while the time-saving control is being executed (while the time-saving state is occurring) compared to when the time-saving control is stopped (while the normal state is occurring), which is advantageous to the player. In this embodiment, the probability of winning a "normal win" through a normal symbol lottery does not change depending on the game state. In other words, the probability of winning a "normal win" through a normal symbol lottery is the same when time-saving control is being executed (when the time-saving state is occurring) and when time-saving control is stopped (when the normal state is occurring). In addition, in this embodiment, the probability of winning a "small win" through a special symbol lottery does not change depending on the game state. In other words, the probability of winning a "small win" through a special symbol lottery is the same when time-saving control is being executed (when the time-saving state is occurring) and when time-saving control is stopped (when the normal state is occurring).
[0050] In the pachinko machine 1, the types of time-saving control are provided as a first time-saving control, a second time-saving control, and a third time-saving control. In the following description, the gaming state during execution of the first time-saving control is referred to as a "first time-saving state" or a "lower mode." Furthermore, the gaming state during execution of the second time-saving control is referred to as a "second time-saving state" or a "higher mode." Furthermore, the gaming state during execution of the third time-saving control is referred to as a "third time-saving state" or a "chance mode."
[0051] When the time-saving control (first time-saving control, second time-saving control, third time-saving control) is being executed (when the time-saving state (first time-saving state, second time-saving state, third time-saving state) is occurring), it is easier for the game ball to enter the second starting hole 52 in the normal winning game state described below, which is advantageous to the player, compared to when the time-saving control is stopped (when the normal state is occurring). Specifically, when the time-saving control (first time-saving control, second time-saving control, third time-saving control) is being executed (when the time-saving state (first time-saving state, second time-saving state, third time-saving state) is occurring), compared to when the time-saving control is stopped (when the normal state is occurring), if a "normal winning" is won by the normal symbol lottery, the probability that the "long opening pattern" will be selected as the opening pattern of the normal electric device 52a is higher, which is advantageous to the player. In this embodiment, when a "normal symbol hit" is won in the normal symbol lottery while the first time-saving control is being executed (while the first time-saving state is occurring), while the second time-saving control is being executed (while the second time-saving state is occurring), and while the third time-saving control is being executed (while the third time-saving state is occurring), the probability that the "long opening pattern" will be selected as the opening pattern of the normal electric device 52a is the same. However, during the execution of the second time-saving control (during the occurrence of the second time-saving state), if a "normal symbol hit" is won by the normal symbol lottery, the probability of the "long opening pattern" being selected as the opening pattern of the normal electric device 52a may be higher than during the execution of the first time-saving control (during the occurrence of the first time-saving state). Also, during the execution of the third time-saving control (during the occurrence of the third time-saving state), if a "normal symbol hit" is won by the normal symbol lottery, the probability of the "long opening pattern" being selected as the opening pattern of the normal electric device 52a may be higher than during the execution of the first time-saving control (during the occurrence of the first time-saving state). In addition, when the second time-saving control is being executed (when the second time-saving state is occurring), the probability that the "long opening pattern" will be selected as the opening pattern of the normal electric device 52a is higher if a "normal symbol hit" is won in the normal symbol lottery compared to when the third time-saving control is being executed (when the third time-saving state is occurring).
[0052] The second time-saving control (second time-saving state, higher mode) is a type of time-saving control (type of time-saving state) that is more advantageous to the player than the first time-saving control (first time-saving state, lower mode). That is, in this embodiment, the first time-saving control and the second time-saving control have different time-saving end conditions, which will be described later. The time-saving end conditions for the second time-saving control are more advantageous to the player than the time-saving end conditions for the first time-saving control. Specifically, the time-saving termination conditions for the second time-saving control (second time-saving state, higher mode) include a greater number of first time-saving times (the number of time-saving times related to the "total number of fluctuations in the time-saving special chart" described below), a greater number of second time-saving times (the number of time-saving times related to the "number of fluctuations in the time-saving special chart 2" described below), and a greater number of third time-saving times (the number of time-saving times related to the "number of wins in the time-saving small and medium wins" described below) than the time-saving termination conditions for the first time-saving control (first time-saving state, lower mode). In particular, when the second time-saving control is being executed (when the second time-saving state / higher mode is occurring), if a "small win" is won in the special pattern lottery, it is easier to transition to the second time-saving state (higher mode), which is advantageous for the player, compared to when the first time-saving control is being executed (when the first time-saving state / lower mode is occurring). Specifically, in the time-saving termination condition for the second time-saving control (second time-saving state, upper mode), the third time-saving number of times (the time-saving number of times related to the "time-saving medium / small win number of times") is greater than in the time-saving termination condition for the first time-saving control (first time-saving state, lower mode). In particular, as will be described later, in the first time-saving control (first time-saving state, lower mode), the third time-saving number of times (the time-saving number of times related to the "time-saving medium / small win number of times") is set to 1 [time]. As a result, if a "small win" is won based on the second special symbol lottery executed during the first time-saving control (first time-saving state, lower mode), the time-saving control ends based on the winning of the "small win", and the game state at the time of the time-saving determination standard described below becomes the "normal state". Therefore, in this case, with a 99% probability, the game state after the end of the jackpot game state becomes the first time-saving state (lower mode), and with a 1% probability, the game state after the end of the jackpot game state becomes the second time-saving state (higher mode). On the other hand, if a "small win" is won based on the second special symbol lottery executed during the second time-saving control (second time-saving state, higher mode), the time-saving control will not end based on the fact that the "small win" has been won, and the game state at the time of the time-saving judgment standard will be the "time-saving state." Therefore, in this case, with a 100% probability, the game state after the end of the big win game state will be the second time-saving state (higher mode). This makes it easier to transition to the second time-shortening state (higher mode) during the second time-shortening control (second time-shortening state, higher mode) compared to during the first time-shortening control (first time-shortening state, lower mode) (if a "small win" is won based on the special pattern lottery (if a big win game state occurs), there is a higher probability of transitioning to the second time-shortening state (higher mode)), which is advantageous for the player.
[0053] The third time-saving control (third time-saving state, chance mode) is a type of time-saving control (type of time-saving state) that is more advantageous to the player than the first time-saving control (first time-saving state, lower mode). That is, in this embodiment, the first time-saving control and the third time-saving control have different time-saving end conditions. The time-saving end condition for the third time-saving control is more advantageous to the player than the time-saving end condition for the first time-saving control. Specifically, the time-saving termination conditions for the third time-saving control (third time-saving state, chance mode) include a greater number of first time-saving times (the number of time-saving times related to the "total number of fluctuations in the time-saving special chart" described below), a greater number of second time-saving times (the number of time-saving times related to the "number of fluctuations in the time-saving special chart 2" described below), and a greater number of third time-saving times (the number of time-saving times related to the "number of times of winning small or medium time-saving hits" described below) than the time-saving termination conditions for the first time-saving control (first time-saving state, lower mode). In particular, when the third time-saving control is being executed (when the third time-saving state / chance mode is occurring), if a "small win" is won in the special pattern lottery, it is easier to transition to the second time-saving state (higher mode), which is advantageous for the player, compared to when the first time-saving control is being executed (when the first time-saving state / lower mode is occurring). Specifically, in the time-saving end condition for the third time-saving control (third time-saving state, chance mode), the third time-saving number of times (the time-saving number of times related to the "time-saving small / medium win number of times") is greater than the time-saving end condition for the first time-saving control (first time-saving state, lower mode). In particular, in the first time-saving control (first time-saving state, lower mode), the third time-saving number of times (the time-saving number of times related to the "time-saving small / medium win number of times") is set to 1 [time]. As a result, as described above, if a "small win" is won based on the second special symbol lottery executed during the first time-saving control (first time-saving state, lower mode), the time-saving control is terminated based on the winning of the "small win", and the game state at the time of the time-saving determination standard described below becomes the "normal state." Therefore, in this case, with a 99% probability, the game state after the end of the jackpot game state becomes the first time-saving state (lower mode), and with a 1% probability, the game state after the end of the jackpot game state becomes the second time-saving state (higher mode). On the other hand, if a "small win" is won based on the second special symbol lottery executed during the third time-saving control (third time-saving state, chance mode), the time-saving control will not end based on the fact that the "small win" has been won, and the game state at the time of the time-saving judgment standard will be the "time-saving state." Therefore, in this case, with a 100% probability, the game state after the end of the big win game state will be the second time-saving state (higher mode). This makes it easier to transition to the second time-shortening state (higher mode) during the third time-shortening control (third time-shortening state, chance mode) compared to during the first time-shortening control (first time-shortening state, lower mode) (if a "small win" is won based on the special pattern lottery (if a big win game state occurs), there is a higher probability of transitioning to the second time-shortening state (higher mode)), which is advantageous for the player. In addition, the third time-saving control (third time-saving state, chance mode) is a type of time-saving control (type of time-saving state) that is either of the same degree of advantage as the second time-saving control (second time-saving state, higher mode) or that is more advantageous to the player. That is, in this embodiment, the second time-saving control and the third time-saving control have the same or different time-saving end conditions. The time-saving end condition for the third time-saving control has the same advantage or is more advantageous to the player than the time-saving end condition for the second time-saving control. Specifically, the first number of time reductions (the number of time reductions related to the "total number of fluctuations of the special chart during time reduction" described later) set in the third time reduction control (third time reduction state, chance mode) is equal to or greater than the first number of time reductions (the number of time reductions related to the "total number of fluctuations of the special chart during time reduction") set in the second time reduction control (second time reduction state, higher mode). Alternatively, the first number of time reductions (the number of time reductions related to the "total number of fluctuations of the special chart during time reduction") set in the third time reduction control (third time reduction state, chance mode) is greater than the first number of time reductions (the number of time reductions related to the "total number of fluctuations of the special chart during time reduction") set in the second time reduction control (second time reduction state, higher mode). In addition, the second time-saving number of times (the number of time-saving times related to the "number of times of variation in the special time-saving chart 2" described later) set in the third time-saving control (third time-saving state, chance mode) is equal to or greater than the second time-saving number of times (the number of time-saving times related to the "number of times of variation in the special time-saving chart 2") set in the second time-saving control (second time-saving state, higher mode). Alternatively, the second time-saving number of times (the number of time-saving times related to the "number of times of variation in the special time-saving chart 2") set in the third time-saving control (third time-saving state, chance mode) is greater than the second time-saving number of times (the number of time-saving times related to the "number of times of variation in the special time-saving chart 2") set in the second time-saving control (second time-saving state, higher mode).
[0054] Furthermore, in the pachinko machine 1, the time-saving control is divided into A-time-saving control and C-time-saving control depending on the trigger for starting the control. In the following explanation, the gaming state during which the A-time-saving control is being executed is referred to as the "A-time-saving state." Furthermore, the gaming state during which the C-time-saving control is being executed is referred to as the "C-time-saving state." Furthermore, in the following explanation, the term "time-saving control" is intended to include the A-time-saving control and the C-time-saving control, and the term "time-saving state" is intended to include the A-time-saving state and the C-time-saving state. The A time-saving control is a type of time-saving control that occurs (starts) when the jackpot gaming state ends. In this embodiment, the A time-saving control (A time-saving state) can be performed in two ways: a first time-saving control (first time-saving state, lower mode) and a second time-saving control (second time-saving state, higher mode). On the other hand, the C time-saving control is a type of time-saving control that occurs (starts) when "time-saving" is determined by the special symbol win / loss determination described later (when "time-saving symbol" is determined by the special symbol stop symbol determination described later). In particular, the C time-saving control occurs (starts) without the occurrence of a jackpot game state. In this embodiment, the third time-saving control (third time-saving state, chance mode) can be executed as the C time-saving control (C time-saving state).
[0055] (About various lotteries) Next, various lotteries executed in the pachinko machine 1 will be described. Fig. 5 is a diagram showing the winning probabilities of various lotteries, Fig. 6 is a diagram showing the winning types of the normal symbol lottery, and Fig. 7 is a diagram showing the winning types of the special symbol lottery. 5(a) shows the winning probability of the normal symbol lottery, FIG. 5(b) shows the winning probability of the first special symbol lottery, and FIG. 5(c) shows the winning probability of the second special symbol lottery. Also, FIG. 6 shows the winning type (type of "normal symbol winning") selected when a "normal symbol winning" is won in the normal symbol lottery. Furthermore, FIG. 7(a) shows the winning type (type of "small symbol winning") selected when a "small symbol winning" is won in the first special symbol lottery, FIG. 7(b) shows the winning type (type of "small symbol winning") selected when a "small symbol winning" is won in the second special symbol lottery, and FIG. 7(c) shows the winning type (type of "time-saving symbol") selected when a "time-saving" is won in the second special symbol lottery.
[0056] (Regular design lottery) In the pachinko machine 1, when the game ball passes through the start gate 41, a regular symbol lottery is executed. In this embodiment, only "normal winning" is defined as the result of the normal symbol lottery. However, it is also acceptable to configure the normal symbol lottery to define "normal winning" and "losing." As shown in FIG. 5(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 A and time-saving state C) is higher than the probability of winning a "normal symbol win" through the normal symbol lottery executed during the normal state.
[0057] As shown in Figure 6, in pachinko machine 1, "normal winning pattern 1" and "normal winning pattern 2" are specified as the winning types (types of "normal winning pattern") to be selected when a "normal winning pattern" is won in the normal pattern lottery. In the regular pattern lottery (regular pattern stop determination), if you win a "regular pattern hit," the probability of winning "regular pattern hit 1" is 65,000 / 65,536, and the probability of winning "regular pattern hit 2" is 536 / 65,536. If the "normal winning pattern 1" is won, the normal pattern display device will display the changing normal pattern, and then the stopping pattern (display mode of the normal pattern) corresponding to the "normal winning pattern 1" will be displayed in a stopped state. If the "normal winning pattern 2" is won, the normal pattern display device will display the changing normal pattern, and then the stopping pattern (display mode of the normal pattern) corresponding to the "normal winning pattern 2" will be displayed in a stopped state.
[0058] When a "normal winning" ("normal winning symbol 1" or "normal winning symbol 2") is won, a normal winning game state is generated. In the normal winning game state, the normal electric device 52a is shifted (opened) from a closed state to an open state, and the game ball can 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].
[0059] As shown in Figure 6, when "normal winning symbol 1" or "normal winning symbol 2" is won based on the normal symbol lottery executed during the occurrence of the normal state, the "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" or "normal winning symbol 2" is selected based on the normal symbol lottery executed during the normal state, a first predetermined time (0.004 [s] in this embodiment) is set as the normal symbol stop time (determined time). Here, the "normal symbol stop time (determined 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" or "normal winning symbol 2" is won based on the normal symbol lottery executed during the occurrence of the time-shortening state (first time-shortening state, second time-shortening state, third time-shortening state), the "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 the time-shortening state (first time-shortening state, second time-shortening state, third time-shortening state), the "long opening pattern" is selected and set with a probability of 1 / 1. If "normal winning pattern 1" or "normal winning pattern 2" is won based on the normal pattern lottery executed while the time-saving state (first time-saving state, second time-saving state, third time-saving state) is occurring, the stop time (determined time) of the normal pattern is set to a second predetermined time (0.5 [s] in this embodiment) longer than the first predetermined time (0.004 [s] in this embodiment). The opening and closing control of the normal electric device 52a is terminated when one of the following conditions is met: (1) the opening and closing control (opening and closing operation) of the normal electric device 52a based on the selected opening pattern ("short opening pattern" or "long opening pattern") has ended, and (2) the number of game balls that have entered the second starting port 52 during the opening and closing control has reached a predetermined upper limit number (in this embodiment, 10 [balls]).
[0060] (Special design lottery) In the pachinko machine 1, when a game ball enters the first starting hole 51, a first special symbol lottery is executed, and when a game ball enters the second starting hole 52, a second special symbol lottery is executed. In this embodiment, the results of the first special symbol lottery are set to "small win" and "loss." Also, the results of the second special symbol lottery are set to "small win," "time reduction," and "loss." In this embodiment, the configuration is such that a "jackpot" cannot be won in the special pattern lottery (first special pattern lottery, second special pattern lottery). However, the configuration may be such that a "jackpot" can be won in the special pattern lottery (first special pattern lottery, second special pattern lottery). Furthermore, the configuration may be such that when a "jackpot" is won in the special pattern lottery (first special pattern lottery, second special pattern lottery), a jackpot gaming state is generated without going through a minor jackpot gaming state. As shown in Figure 5(b), in the first special symbol drawing, the probability of winning a "small win" is 1 / 100. Also, as shown in Figure 5(c), in the second special symbol drawing, the probability of winning a "small win" is 2 / 100, and the probability of winning a "time reduction" is 1 / 100. As a result, the probability of winning a "small win" through the second special symbol drawing is higher than the probability of winning a "small win" through the first special symbol drawing.
[0061] As shown in Figure 7(a), in pachinko machine 1, "small win pattern 1" and "small win pattern 2" are specified as the winning types (types of "small win pattern") to be selected when a "small win" is won in the first special pattern lottery. In the first special pattern lottery (special pattern stop pattern determination), if you win a "small win", the probability of winning "small win pattern 1" is 99 / 100, and the probability of winning "small win pattern 2" is 1 / 100. When the "small win symbol 1" is won, a stop symbol corresponding to the "small win symbol 1" is displayed in a stopped state on the special symbol 1 display device. Also, in the effect symbol display areas a1 to a4, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "slight time-saving symbol" or the "bonus symbol" is displayed in a stopped state. At this time, if the game state when the game state preliminary setting process (step S12-8) described later is executed is a normal state, the stop symbol (display mode of effect symbols z1, z2) corresponding to the "slight time-saving symbol" is displayed in the effect symbol display areas a1 to a4. On the other hand, if the game state when the game state preliminary setting process (step S12-8) is executed is a time-saving state, the stop symbol (display mode of effect symbols z1, z2) corresponding to the "bonus symbol" is displayed in a stopped state on the effect symbol display areas a1 to a4. The "slight time-saving pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same even numbers, such as "2, 2, 2," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. The "bonus pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" showing the same odd numbers, such as "1, 1, 1," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "small win symbol 2" is won, the stop symbol corresponding to the "small win symbol 2" is stopped and displayed on the special symbol 1 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "bonus symbol" is stopped and displayed.
[0062] As shown in Figure 7(b), in pachinko machine 1, "small win pattern 3" and "small win pattern 4" are specified as the winning types (types of "small win pattern") to be selected when a "small win" is won in the second special pattern lottery. In the second special pattern lottery (special pattern stop pattern determination), if you win a "small win", the probability of winning "small win pattern 3" is 99 / 100, and the probability of winning "small win pattern 4" is 1 / 100. When the "small win symbol 3" is won, a stop symbol corresponding to the "small win symbol 3" is displayed in a stopped state on the special symbol 2 display device. Also, in the effect symbol display areas a1 to a4, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "slight time-saving symbol" or the "bonus symbol" is displayed in a stopped state. At this time, if the game state when the game state preliminary setting process (step S12-8) is executed is the normal state, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "slight time-saving symbol" is displayed in the effect symbol display areas a1 to a4. On the other hand, if the game state when the game state preliminary setting process (step S12-8) is executed is the time-saving state, a stop symbol (display mode of effect symbols z1, z2) corresponding to the "bonus symbol" is displayed in a stopped state on the effect symbol display areas a1 to a4. When the "small win symbol 4" is won, the stop symbol corresponding to the "small win symbol 4" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display area a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "bonus symbol" is stopped and displayed.
[0063] As shown in Figure 7(c), in the pachinko machine 1, the winning types (types of "time-saving pattern") to be selected when "time-saving" is won in the second special pattern lottery are specified as "time-saving pattern 1," "time-saving pattern 2," and "time-saving pattern 3." In the second special pattern lottery (special pattern stop pattern determination), if you win "Time-saving", the probability of winning "Time-saving pattern 1" is 10 / 100, the probability of winning "Time-saving pattern 2" is 30 / 100, and the probability of winning "Time-saving pattern 3" is 60 / 100. When the "time-saving symbol 1" is selected, the stop symbol corresponding to the "time-saving symbol 1" is displayed in a stopped state on the special symbol 2 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "chance symbol" is displayed in a stopped state. A "chance pattern" is, for example, a display mode in which the first performance pattern z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 is a "number pattern" with a predetermined regular combination such as "1, 2, 3," and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. When the "time-saving symbol 2" is won, the stop symbol corresponding to the "time-saving symbol 2" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "chance symbol" is stopped and displayed. When the "time-saving symbol 3" is won, the stop symbol corresponding to the "time-saving symbol 3" is stopped and displayed on the special symbol 2 display device. Also, in the effect symbol display areas a1 to a4, the stop symbol (the display mode of the effect symbols z1 and z2) corresponding to the "chance symbol" is stopped and displayed.
[0064] On the other hand, if the first special symbol lottery is lost (in the case of "losing"), the special symbol 1 display device displays the variable display of the first special symbol, and then the stop symbol corresponding to the "losing symbol" is displayed. Also, in the effect symbol display areas a1 to a4, the stop symbol (display mode of effect symbols z1 and z2) corresponding to the "losing symbol" is displayed. A "losing pattern" is, for example, a combination in which at least one of the first performance patterns z1 stopped and displayed at the lottery result display position of the three first performance pattern display areas a1 to a3 displays identification information different from that of the other first performance patterns z1, and the second performance pattern z2 stopped and displayed in the second performance pattern display area a4 shows a predetermined color. In addition, if the second special symbol lottery is lost (in the case of "losing"), the special symbol 2 display device displays the variable display of the second special symbol, and then the stopping symbol corresponding to the "losing symbol" is stopped and displayed. In addition, in the effect symbol display areas a1 to a4, the stopping symbol (display mode of effect symbols z1 and z2) corresponding to the "losing symbol" is stopped and displayed.
[0065] If a "small win" is won by the first special symbol lottery or the second special symbol lottery, a small win game state is generated. In the small win game state, a small win game is executed in which the first special electric device 53a is shifted from a closed state to an open state, and it becomes possible (easy) for a game ball to enter the first large winning hole 53. During the occurrence of the small win game state, a predetermined number of small win games are executed. When "small win symbol 1" to "small win symbol 4" are won, the number of small win games is set to 1 [time]. Also, when "small win symbol 1" to "small win symbol 4" are won, the maximum opening time of the first special electric device 53a 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 first special electric device 53a was opened, and (2) the number of game balls entering the first large winning slot 53 during the small win game reaches a predetermined upper limit (10 balls in this embodiment). Furthermore, in each small win game, the allocation means 53b is shifted from a non-V passing state to a V passing state. At this time, in each small win game, the allocation means 53b is shifted from a non-V passing state to a V passing state in such a manner that the gaming ball that entered the first large winning opening 53 during the execution of the small win game can easily (possibly) pass through the V area. As a result, if "small win symbol 1" to "small win symbol 4" are won, the gaming ball can easily (possibly) pass through the V area during the occurrence of the small win gaming state. Note that the type of "small win symbol" may be specified as a type that makes it difficult (impossible) for the gaming ball to pass through the V area during the occurrence of the small win gaming state.
[0066] If the passage of the gaming ball through the V area is detected during the occurrence of a small hit gaming state (if the passage of the gaming ball that entered the first large winning opening 53 through the V area is detected during the execution of a small hit gaming state), a big hit gaming state is triggered upon the end of the small hit gaming state. On the other hand, if the passage of the gaming ball through the V area is not detected during the occurrence of a small hit gaming state (if the passage of the gaming ball that entered the first large winning opening 53 through the V area is not detected during the execution of a small hit gaming state), a big hit gaming state is not triggered. In the jackpot game state, a round game is executed in which the second special electric device 54a is shifted from a closed state to an open state, making it possible (easy) for the game ball to enter the second big winning opening 54. During the occurrence of the big win game state, a predetermined number of round games are executed. At this time, if "small win symbol 1" to "small win symbol 4" 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 9 [times]. As a result, 10 [times] rounds will be executed, with the small win game being the first round game. In addition, if a "small win pattern 1" to a "small win pattern 4" 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 second special electric device 54a 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 opening time has elapsed since the second special electric device 54a was opened, and (2) the number of game balls entering the second large prize opening 54 during the execution of that round of play reaches a predetermined upper limit (10 balls in this embodiment).
[0067] At the end of the jackpot gaming state, a predetermined number of time-saving times (first time-saving times, second time-saving times, third time-saving times) is set. Then, depending on the end of the jackpot gaming state, A time-saving control (first time-saving control or second time-saving control) is started according to the set number of time-saving times. As a result, A time-saving state (first time-saving state or second time-saving state) is started depending on the end of the jackpot gaming state. As described above, in this embodiment, when the A time-saving state (first time-saving state or second time-saving state) occurs and a "normal pattern hit" is won in the normal pattern lottery, the probability of the "long opening pattern" being selected is higher than when the normal state occurs, which is advantageous for the player. Specifically, if a "normal win" is won based on the normal symbol lottery executed during the normal state, a "short opening 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 the A time-saving state (first time-saving state or second time-saving state), a "long opening pattern" is selected and set with a probability of 1 / 1.
[0068] In this embodiment, the termination conditions (hereinafter referred to as "time-saving termination conditions") for the time-saving control (time-saving control A and time-saving control C) are specified as "time-saving termination condition 1," "time-saving termination condition 2," and "time-saving termination condition 3." "Time-saving end condition 1" is a time-saving end condition based on the first special symbol lottery (special symbol hit determination based on special symbol 1 game information) and the second special symbol lottery (special symbol hit determination based on special symbol 2 game information). In other words, time-saving end condition 1 is a time-saving end condition based on the total number of times the first special symbol is displayed in a variable manner and the second special symbol is displayed in a variable manner. In this embodiment, when the total number of fluctuations of the special chart during the time-saving reaches the first time-saving number of times (prescribed number of times) set at the start of the time-saving control, the time-saving end condition 1 is established. The "total number of times that special symbols change during time-saving control" is the total number of times that the first special symbol changes (starts) during time-saving control and the second special symbol changes (starts) during time-saving control. When the time-saving termination condition 1 is met, the time-saving control is terminated at the end of the variable display of the special pattern (first special pattern or second special pattern) that triggered the time-saving termination condition 1 to be met. Specifically, the main control circuit 200 is configured with a first time-saving counter that counts the total number of times the special symbols change during the time-saving period. At the start of a jackpot gaming state, the CPU 210 sets the value of the first time-saving counter to a first number of times corresponding to a combination of the gaming state after the execution of the number-cut management process (step S12-7) (when the gaming state preliminary setting process (step S12-8) is executed) and the winning type (type of winning symbol). In addition, when "time-cut symbol 1" to "time-cut symbol 3" are won, at the end of the stopped display of the special symbols, the value of the first time-saving counter is set to a first number of times corresponding to a combination of the gaming state after the number-cut management process (step S12-7) (when the gaming state preliminary setting process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on the special symbol game information (special symbol 1 game information or special symbol 2 game information) is executed (each time the variable display of the special symbol (first special symbol or second special symbol) ends), "1" is subtracted from the value of the first time-saving counter. Then, in response to the value of the first time-saving counter being subtracted from "1" to "0," time-saving end condition 1 is established and the time-saving control is stopped. As a result, when the number of start determinations (special symbol win / loss determination) based on the special symbol game information (special symbol 1 game information or special symbol 2 game information) executed during time-saving control (A time-saving control or C time-saving control) reaches the first time-saving count (specified number of times) set at the start of the time-saving control, time-saving end condition 1 is established.
[0069] "Time-saving end condition 2" is a condition based on the second special symbol lottery (a special symbol winning / losing 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 (prescribed number) set at the start of time-saving control. "Number of times special symbol 2 changes during time-saving control" is the number of times the second special symbol changes display that is executed (started) during time-saving control (A time-saving control or C time-saving control). When the time-saving termination condition 2 is established, the time-saving control is terminated at the end of the variable display of the second special symbol that triggered the establishment of the time-saving termination condition 2. Specifically, the main control circuit 200 is configured with a second time-saving counter that counts the number of times the special symbol 2 changes during the time-saving period. At the start of a jackpot gaming state, the CPU 210 sets the value of the second time-saving counter to the second number of times corresponding to the combination of the gaming state after the execution of the number-cut management process (step S12-7) (when the gaming state preliminary setting process (step S12-8) is executed) and the winning type (type of winning symbol). Also, in the case where "time-cut symbol 1" to "time-cut symbol 3" are won, at the end of the stopped display of the special symbol, the value of the second time-saving counter is set to the second number of times corresponding to the combination of the gaming state after the number-cut management process (step S12-7) (when the gaming state preliminary setting process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on the special symbol 2 game information is executed (each time the variable display of the second special symbol is terminated), "1" is subtracted from the value of the second time-saving counter. Then, in response to the value of the second time-saving counter being subtracted from "1" to "0," time-saving end condition 2 is established and the time-saving control is stopped. As a result, when the number of start determinations (special symbol win / loss determination) based on the special symbol 2 game information executed during the time-saving control (A time-saving control or C time-saving control) reaches the second time-saving count (specified count) set at the start of the time-saving control, time-saving end condition 2 is established.
[0070] "Time-saving end condition 3" is a condition based on winning a "small win" (small win game state) in the special symbol lottery (special symbol win / loss judgment based on special symbol 1 game information or special symbol win / loss judgment based on special symbol 2 game information). In other words, time-saving end condition 3 is a condition based on the number of times a "small win" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery). In this embodiment, time-saving end condition 3 is established when the number of times a time-saving small or medium win has been won reaches the third time-saving number (specified number) set at the start of time-saving control. The "number of times that a small or medium jackpot has been won during time-saving control" is the number of times that a "small jackpot" has been won through the special pattern lottery (first special pattern lottery or second special pattern lottery) that is executed (started) during time-saving control (the number of times that a "small jackpot" has been determined through the special pattern win / loss determination based on the special pattern game information (special pattern 1 game information or special pattern 2 game information) that is executed during time-saving control). When the time-saving termination condition 3 is established, the time-saving control is terminated at the end of the variable display of the special pattern (first special pattern or second special pattern) that triggered the establishment of the time-saving termination condition 3. Specifically, the main control circuit 200 is configured with a third time-saving counter that counts the number of times a time-saving medium or small win is won. At the end of a big win game state, the CPU 210 sets the value of the third time-saving counter to the third number of times according to the combination of the game state after the execution of the number-cutoff management process (step S12-7) (when the game state preliminary setting process (step S12-8) is executed) and the winning type (type of winning pattern). Also, in the case where "time-cutoff pattern 1" to "time-cutoff pattern 3" are won, at the end of the stopped display of the special pattern, the value of the third time-saving counter is set to the third number of times according to the combination of the game state after the number-cutoff management process (step S12-7) (when the game state preliminary setting process (step S12-8) is executed) and the winning type (type of winning pattern). Furthermore, each time a "small hit" is determined by the start determination (special chart hit / miss determination) based on the special chart game information (special chart 1 game information or special chart 2 game information), "1" is subtracted from the value of the third time-saving counter. Then, in response to the value of the third time-saving counter being subtracted from "1" to "0," time-saving termination condition 3 is established, and time-saving control is stopped. As a result, when the number of times a "small hit" is determined by the start determination (special chart hit / miss determination) based on the special chart game information (special chart 1 game information or special chart 2 game information) executed during time-saving control (A time-saving control or C time-saving control) reaches the third time-saving count (specified number of times) set at the start of the time-saving control, time-saving termination condition 3 is established.
[0071] In addition, in this embodiment, apart from the above-mentioned time-saving termination conditions 1 to 3, if a "small win" is won (if a small win game state occurs), the time-saving control (A time-saving control or C time-saving control) is terminated. Specifically, if a "small win" is won through the special pattern lottery (especially if the game state at the time the game state preliminary setting process (step S12-8) is executed is in a time-saving state), the time-saving control is terminated when the display of the changing special pattern based on the special pattern lottery ends. This makes it possible to always keep the game state normal during the occurrence of a small win game state, and to suppress an increase in the base ratio during the occurrence of a time-shortening state.
[0072] In the pachinko machine 1, first, a start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed, and then a number cut-off management process (step S12-7) determines whether or not to end the time-saving state, and then a game state preliminary setting process (step S12-8) preliminarily sets the game state after the end of the jackpot game state (whether or not the time-saving state is in effect, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times).If a jackpot game state occurs, at the end of the jackpot game state, the game state preliminarily set in the game state preliminary setting process (step S12-8) (whether or not the time-saving state is in effect, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times) is definitively set as the game state after the end of the jackpot game state (whether or not the time-saving state is in effect, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times). As a result, the game state after the end of the jackpot game state (whether or not there is a time-saving state, the first number of time-saving times, the second number of time-saving times, and the third number of time-saving times) will be set according to the game state (normal state or time-saving state) at the time the game state preliminary setting process (step S12-8) is executed, regardless of the game state (normal state or time-saving state) at the time the start judgment (special chart hit / miss judgment) is executed. For example, in the special chart change waiting process based on the special chart 2 game information, even if the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is performed during the time-saving state, if the time-saving state is ended by the number-cut management process (step S12-7), the game state preliminary setting process (step S12-8) will be performed during the normal state. As a result, if a "small win" is won based on the special chart change waiting process and a jackpot game state is generated, even if the start judgment was performed during the time-saving state, the game state after the end of the jackpot game state (presence or absence of the time-saving state, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) is set based on the fact that the normal state is generated. On the other hand, in the special chart change waiting process based on the special chart 2 game information, the start judgment (special chart win / loss judgment, special chart stop pattern judgment, special chart change pattern judgment, etc.) is executed while the time-saving state is occurring, and if the time-saving state is not terminated by the number-cut management process (step S12-7), the game state preliminary setting process (step S12-8) will also be executed while the time-saving state is occurring. As a result, if a "small win" is won based on the special chart change waiting process and a jackpot game state is generated, the start judgment is executed while the time-saving state is occurring, and based on the fact that the time-saving state is occurring, the game state after the end of the jackpot game state (presence or absence of a time-saving state, the first number of time-saving times, the second number of time-saving times, the third number of time-saving times) will be set. In the following description, the time when the game state preliminary setting process (step S12-8) is executed is referred to as the "time-shortening determination reference time." That is, in this embodiment, the time-shortening determination reference time is the timing immediately after the number-cutoff management process (step S12-7) executed at the end of the variable display of the special symbol. Then, in the pachinko machine 1, at the end of the jackpot game state, the game state after the end of the jackpot game state (presence or absence of the time-shortening state, the first number of time-shortening times, the second number of time-shortening times, the third number of time-shortening times) is set based on the game state at the time of the time-shortening determination reference time.
[0073] As described above, the pachinko machine 1 can execute the first time-shortening control (first time-shortening state), the second time-shortening control (second time-shortening state), and the third time-shortening control (third time-shortening state) as types of time-shortening control. The first time-shortening control, the second time-shortening control, and the third time-shortening control have different time-shortening end conditions. Specifically, in the first time-saving control (lower mode), the first number of time-saving times is set to 50 [times], the second number of time-saving times is set to 50 [times], and the third number of time-saving times is set to 1 [time]. Meanwhile, in the second time-saving control (higher mode), the first number of time-saving times is set to 100 [times], the second number of time-saving times is set to 100 [times], and the third number of time-saving times is set to 100 [times]. Meanwhile, in the third time-saving control (chance mode), the first number of time-saving times is set to 100-300 [times], the second number of time-saving times is set to 100-300 [times], and the third number of time-saving times is set to 100 [times]. As a result, the second and third time-saving controls have a greater number of time-saving cycles (first time-saving cycles, second time-saving cycles, third time-saving cycles) than the first time-saving control, making it more advantageous to the player. Also, the second and third time-saving controls have the same number of time-saving cycles (first time-saving cycles, second time-saving cycles), making the degree of advantage the same. Alternatively, the third time-saving control has a greater number of time-saving cycles (first time-saving cycles, second time-saving cycles) than the second time-saving control, making it more advantageous to the player.
[0074] As shown in Figure 7(a), if "small win symbol 1" is won, and the passage of the game ball through the V area is detected during the small win gaming state, and the gaming state at the time of the time-saving judgment reference is "normal state," the first time-saving number of times is set to 50 [times], the second time-saving number of times is set to 50 [times], and the third time-saving number of times is set to 1 [time], and the A time-saving control (first time-saving control) is initiated in response to the end of the jackpot gaming state. As a result, the first time-saving end condition (first time-saving number of times = 50 [times]), the second time-saving end condition (second time-saving number of times = 50 [times]), and the third time-saving end condition (third time-saving number of times = 1 [time]) are set as the time-saving end conditions, and the gaming state after the end of the jackpot gaming state becomes the first time-saving state (lower mode). On the other hand, if "small win symbol 1" is won, and the passage of the game ball through the V area is detected during the small win gaming state, and the gaming state at the time of the time-saving judgment reference is "time-saving state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the big win gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the big win gaming state becomes the second time-saving state (higher mode). 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 gaming state, and the gaming state at the time of the time-saving judgment reference is "normal state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the jackpot gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the jackpot gaming state becomes the second time-saving state (higher mode). 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 gaming state, and the gaming state at the time of the time-saving judgment reference is the "time-saving state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the big win gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the big win gaming state becomes the second time-saving state (higher mode).
[0075] As shown in Figure 7(b), if "small win symbol 3" is won, and the passage of the game ball through the V area is detected during the small win gaming state, and the gaming state at the time of the time-saving judgment reference is "normal state," the first time-saving number of times is set to 50 [times], the second time-saving number of times is set to 50 [times], and the third time-saving number of times is set to 1 [time], and the A time-saving control (first time-saving control) is initiated in response to the end of the jackpot gaming state. As a result, the first time-saving end condition (first time-saving number of times = 50 [times]), the second time-saving end condition (second time-saving number of times = 50 [times]), and the third time-saving end condition (third time-saving number of times = 1 [time]) are set as the time-saving end conditions, and the gaming state after the end of the jackpot gaming state becomes the first time-saving state (lower mode). 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 gaming state, and the gaming state at the time of the time-saving judgment reference is the "time-saving state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the big win gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the big win gaming state becomes the second time-saving state (higher mode). On the other hand, if "small win symbol 4" is won, and the passage of the game ball through the V area is detected during the small win gaming state, and the gaming state at the time of the time-saving judgment reference is "normal state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the jackpot gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the jackpot gaming state becomes the second time-saving state (higher mode). On the other hand, if "small win symbol 4" is won, and the passage of the game ball through the V area is detected during the small win gaming state, and the gaming state at the time of the time-saving judgment reference is "time-saving state," the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and the A time-saving control (second time-saving control) is initiated in response to the end of the big win gaming state. As a result, the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the gaming state after the end of the big win gaming state becomes the second time-saving state (higher mode).
[0076] "Time-saving pattern 1" to "Time-saving pattern 3" are winning patterns that do not grant a game state (specifically, a small win game state or a big win game state) that makes it easy for game balls to enter the variable ball entrance (specifically, the first large prize entrance 53 and the second large prize entrance 54). In other words, even if "Time-saving pattern 1" to "Time-saving pattern 3" are won, the opening and closing operation of the variable ball entrance (specifically, the first special electric device 53a and the second special electric device 54a) is not executed (granted) in response to the winning. As shown in Figure 7(c), if "Time-saving symbol 1" is selected and the game state at the time of the time-saving judgment reference is the time-saving state, when the special symbol stops, the first time-saving number of times is set to 300 [times], the second time-saving number of times is set to 300 [times], and the third time-saving number of times is set to 100 [times]. In response to the end of the special symbol, the C time-saving control (third time-saving control) is initiated. As a result, the first time-saving end condition (first time-saving number of times = 300 [times]), the second time-saving end condition (second time-saving number of times = 300 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]) are set as the time-saving end conditions, and the game state after the special symbol stops is the third time-saving state (chance mode). On the other hand, if "Time-saving pattern 2" is won and the game state at the time of the time-saving judgment reference is the time-saving state, when the special pattern stops, the first time-saving number of times is set to 200 [times], the second time-saving number of times is set to 200 [times], and the third time-saving number of times is set to 100 [times], and in response to the end of the special pattern's stopped display, the C time-saving control (third time-saving control) is initiated. As a result, the time-saving end conditions are set as the first time-saving end condition (first time-saving number of times = 200 [times]), the second time-saving end condition (second time-saving number of times = 200 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]), and the game state after the special pattern stops becomes the third time-saving state (chance mode). On the other hand, if "Time-saving symbol 3" is won and the game state at the time of the time-saving judgment reference is the time-saving state, when the special symbol stops, the first time-saving number of times is set to 100 [times], the second time-saving number of times is set to 100 [times], and the third time-saving number of times is set to 100 [times], and in response to the end of the special symbol's stopped display, the C time-saving control (third time-saving control) is initiated. As a result, the time-saving end conditions are set as the first time-saving end condition (first time-saving number of times = 100 [times]), the second time-saving end condition (second time-saving number of times = 100 [times]), and the third time-saving end condition (third time-saving number of times = 100 [times]), and the game state after the special symbol stops is set to the third time-saving state (chance mode). On the other hand, if "time-saving symbol 1" to "time-saving symbol 3" are won and the game state at the time of the time-saving judgment reference is "normal state," the game state at the time of the time-saving judgment reference (= normal state) continues, and a new time-saving state is not initiated in response to the winning. In this embodiment, if "time-saving symbol 1" to "time-saving symbol 3" are won and the game state at the time of the time-saving judgment reference is "normal state," the winning of "time-saving symbol 1" to "time-saving symbol 3" is invalid (treated as a "loss"). Note that the second special symbol lottery executed while the normal state is occurring may be configured so that "time-saving" is not won.
[0077] (Regarding game progress) Next, the progress of the game in the pachinko machine 1 will be explained. FIG. 8 is a diagram showing the transition of the gaming state. In the pachinko machine 1, when a "small win" is won in the special pattern lottery (first special pattern lottery or second special pattern lottery), a small win gaming state is created in which it is possible (easy) for a gaming ball to enter the first large prize opening 53. Furthermore, when the passage of the gaming ball that entered the first large prize opening 53 through the V area is detected while the small win gaming state is occurring, a big win gaming state is created in which it is possible (easy) for a gaming ball to enter the second large prize opening 54. Then, by having the gaming ball enter the second large prize opening 54, the player can win many prize balls. In particular, in the pachinko machine 1, the probability that a jackpot gaming state will be triggered based on the second special symbol lottery is higher than the probability that a jackpot gaming state will be triggered based on the first special symbol lottery. Specifically, since a "small win" is set as the lottery result in the first special symbol lottery and the second special symbol lottery, a jackpot gaming state is triggered when a "small win" is won and the passage of a gaming ball through the V area is detected during the small win gaming state. The probability of winning a "small win" through the first special symbol lottery is 1 / 100. On the other hand, the probability of winning a "small win" through the second special symbol lottery is 2 / 100. Thus, the probability that a jackpot gaming state will be triggered via a small win gaming state through the second special symbol lottery is higher than that of the first special symbol 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.
[0078] 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 a "normal symbol win" is won by the normal symbol lottery during the normal state (normal mode), the "short opening pattern" is selected with a probability of 1 / 1. As a result, when a "normal symbol win" is won by the normal symbol lottery during the normal state (normal mode), it becomes difficult for the game ball to enter the second starting hole 52 (it becomes difficult to get an opportunity to win the second special symbol lottery) with a probability of 1 / 1. On the other hand, when a time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), or third time-saving state (chance mode)) is occurring, if a "normal hit" is won by the normal symbol lottery, the "long opening pattern" is selected with a probability of 1 / 1. As a result, when a time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), or third time-saving state (chance mode)) is occurring, if a "normal 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.
[0079] As described above, during the normal state (normal mode), if a "normal symbol win" is won in the normal symbol lottery, the "short opening pattern" is selected with a 1 / 1 probability. This makes it virtually impossible to obtain an opportunity to win the second special symbol lottery even if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player will proceed with the game, aiming to win a "small win" in the first special symbol lottery in order to transition the game state to the time-saving state. In other words, the game ball will be shot down the left path, aiming to enter the first starting hole 51. On the other hand, during the time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), third time-saving state (chance mode)), if a "normal symbol win" 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 opportunity to win the second special symbol lottery if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player will play with the aim of winning the "long release pattern" based on the normal symbol lottery in order to win the opportunity to win the second special symbol lottery. In other words, the player will shoot the game ball down the right path with the aim of having the game ball pass through the start gate 41 and enter the second start gate 52. Here, the number of second time-saving times (specifically, 100 times) set in the first time-saving state (lower mode) is less than the number of second time-saving times set in the second time-saving state (higher mode) and the third time-saving state (chance mode). As a result, the first time-saving state (lower mode) is more likely to fall back to the normal state when the number of second time-saving times is consumed, compared to the second time-saving state (higher mode) and the third time-saving state (chance mode). On the other hand, in the second time-saving state (higher mode), the number of second time-saving times is set to 100. Also, in the third time-saving state (chance mode), the number of second time-saving times is set to 300, 200, or 100. Considering that the probability of winning a "small jackpot" through the second special symbol lottery is 2 / 100, when the second time-saving state (higher mode) or third time-saving state (chance mode) is occurring, there is a high possibility of winning a "small jackpot" through the second special symbol lottery before the second time-saving times are consumed. In this regard, in pachinko machine 1, the second time-saving state (higher mode) and the third time-saving state (chance mode) are more advantageous game states than the first time-saving state (lower mode), and players will progress through the game with the aim of transitioning to the second time-saving state (higher mode) or the third time-saving state (chance mode).
[0080] In particular, in the pachinko machine 1, if a "small win" is won in the first special symbol lottery executed during the normal state (normal mode), after the end of the big win gaming state, it is possible to transition the gaming state to the first time-saving state (lower mode) or the second time-saving state (higher mode). In this case, the probability of transitioning to the first time-saving state (lower mode) is higher than the probability of transitioning to the second time-saving state (higher mode). Specifically, the probability of transitioning to the second time-saving state (higher mode) (the probability that "small win symbol 2" is determined) is 1%, and the probability of transitioning to the first time-saving state (lower mode) (the probability that "small win symbol 1" is determined) is 99%. As a result, if a "small win" is won by the first special symbol lottery executed while the normal state (normal mode) is occurring, the possibility of transitioning to the second time-saving state (higher mode) is low, and the possibility of transitioning to the first time-saving state (lower mode) is high. In the following explanation, when a "small win" is won by the first special symbol lottery executed while the normal state (normal mode) is occurring (when a big win game state is generated based on the first special symbol lottery executed while the normal state is occurring), the probability (percentage) of transitioning to the second time-saving state (higher mode) is referred to as the "first higher mode transition probability." On the other hand, if a "small win" is won by the second special symbol lottery executed during the first time-saving state (lower mode), the game state can be transitioned to the first time-saving state (lower mode) or the second time-saving state (higher mode) after the end of the big win game state. In this case, the probability of transitioning to the first time-saving state (lower mode) is higher than the probability of transitioning to the second time-saving state (higher mode). That is, in the first time-saving state (lower mode), the third time-saving count is set to 1. As a result, if a "small win" is won by the second special symbol lottery executed during the first time-saving state (lower mode), the first time-saving control is terminated based on the "small win," and the game state at the time of time-saving determination becomes the "normal state." Therefore, if a "small hit" is won in the second special symbol lottery executed while the first time-saving state (lower mode) is occurring, the probability of transitioning to the second time-saving state (higher mode) (probability of "small hit symbol 4" being determined) is 1%, and the probability of transitioning to the first time-saving state (lower mode) (probability of "small hit symbol 3" being determined) is 99%. As a result, if a "small hit" is won in the second special symbol lottery executed while the first time-saving state (lower mode) is occurring, the probability of transitioning to the second time-saving state (higher mode) is low, and the probability of transitioning to the first time-saving state (lower mode) is high. In the following explanation, when a "small win" is won by the second special pattern lottery executed while the first time-shortening state (lower mode) is occurring (when a big win game state is created based on the second special pattern lottery executed while the first time-shortening state is occurring), the probability (percentage) of transitioning to the second time-shortening state (higher mode) is referred to as the "second higher mode transition probability."
[0081] On the other hand, in the second time-saving state (higher mode), the third time-saving count is set to 100 times. As a result, even if a "small win" is won in the second special symbol drawing executed during the second time-saving state (higher mode), the second time-saving control is not terminated based on the "small win" being won, and the game state at the time of the time-saving determination standard becomes the "time-saving state." In other words, if a "small win" ("small win symbol 3" or "small win symbol 4") is won in the second special symbol drawing executed during the second time-saving state (higher mode), there is a 1 / 1 probability that the game state after the big win game state ends will become the "second time-saving state (higher mode)." As a result, if a "small win" is won in the second special symbol drawing executed during the second time-saving state (higher mode), a transition to the second time-saving state (higher mode) is confirmed. In the following explanation, when a "small win" is won by the second special pattern lottery executed while the second time-shortening state (higher mode) is occurring (when a big win game state occurs based on the second special pattern lottery executed while the second time-shortening state is occurring), the probability (percentage) of transitioning to the second time-shortening state (higher mode) is referred to as the "probability of transitioning to the third higher mode." On the other hand, in the third time-saving state (chance mode), the third time-saving count is set to 100 times. As a result, even if a "small win" is won in the second special symbol drawing executed during the third time-saving state (chance mode), the third time-saving control is not terminated based on the "small win" being won, and the game state at the time of the time-saving determination standard becomes the "time-saving state." In other words, if a "small win" ("small win symbol 3" or "small win symbol 4") is won in the second special symbol drawing executed during the third time-saving state (chance mode), there is a 1 / 1 probability that the game state after the big win game state ends will become the "second time-saving state (higher mode)." As a result, if a "small win" is won in the second special symbol drawing executed during the third time-saving state (chance mode), a transition to the second time-saving state (higher mode) is confirmed. In the following explanation, when a "small win" is won by the second special pattern lottery executed while the third time-shortening state (chance mode) is occurring (when a big win game state is created based on the second special pattern lottery executed while the third time-shortening state is occurring), the probability (percentage) of transitioning to the second time-shortening state (higher mode) is referred to as the "fourth higher mode transition probability." On the other hand, if the "time-saving" is won in the second special symbol lottery executed while the time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), or third time-saving state (chance mode)) is occurring, there is a 1 / 1 probability that the game state will transition to the third time-saving state (chance mode). As a result, if the "time-saving" is won in the second special symbol lottery executed while the time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), or third time-saving state (chance mode)) is occurring, the transition to the third time-saving state (chance mode) is confirmed. In the following explanation, when the "time-saving" is won in the second special pattern lottery executed while the time-saving state (first time-saving state (lower mode), second time-saving state (higher mode), or third time-saving state (chance mode)) is occurring, the probability (percentage) of transitioning to the second time-saving state (higher mode) is referred to as the "5th higher mode transition probability."
[0082] As a result of the above, in the pachinko machine 1, the probability of transition to the fourth higher mode is higher than each of the probability of transition to the first higher mode, the probability of transition to the second higher mode, and the probability of transition to the fifth higher mode. As a result, of the routes from the normal state (normal mode) to the second time-shortened state (higher mode), the main route is one in which first, upon winning a "small win" in the first special pattern lottery executed while the normal state (normal mode) is occurring, the player transitions to the first time-shortened state (lower mode), then, upon winning a "time-shortened" in the second special pattern lottery executed while the first time-shortened state (lower mode), the player transitions to the third time-shortened state (chance mode), and then, upon winning a "small win" in the second special pattern lottery executed while the third time-shortened state (chance mode), the player transitions to the second time-shortened state (higher mode). Therefore, to reach the second time-saving state (higher mode) from the normal state (normal mode), a multi-stage lottery can be carried out, including a first special symbol lottery (first lottery) for entering the first time-saving state (lower mode) by winning a "small win" while the normal state (normal mode) is occurring, a second special symbol lottery (second lottery) for entering the third time-saving state (chance mode) by winning a "time-saving" while the first time-saving state (lower mode) is occurring, and a second special symbol lottery (third lottery) for entering the second time-saving state (higher mode) by winning a "small win" while the third time-saving state (chance mode) is occurring, which makes it possible to gradually increase the player's expectations and improve the gameplay. In addition, in the pachinko machine 1, the probability of transition to the third higher mode and the probability of transition to the fourth higher mode are the same. As a result, even if, after reaching the second time-shortening state (higher mode), a player wins "time-shortening" in the second special pattern lottery executed while the second time-shortening state (higher mode) is occurring and moves to the third time-shortening state (chance mode), the third time-shortening state (chance mode) can be positioned as a gaming state equivalent to the second time-shortening state (higher mode), making it possible to prevent the gaming state from being downgraded.
[0083] Furthermore, in the pachinko machine 1, the first time-shortening number of times (=300, 200, 100 [times]) set in the third time-shortening state (chance mode) is equal to or greater than the first time-shortening number of times (=50 [times]) set in the first time-shortening state (lower mode). In particular, the first time-shortening number of times (=300, 200, 100 [times]) set in the third time-shortening state (chance mode) is greater than the first time-shortening number of times (=50 [times]) set in the first time-shortening state (lower mode). Similarly, the second time-saving number of times (=300, 200, 100 [times]) set in the third time-saving state (chance mode) is equal to or greater than the second time-saving number of times (=50 [times]) set in the first time-saving state (lower mode). In particular, the second time-saving number of times (=300, 200, 100 [times]) set in the third time-saving state (chance mode) is greater than the second time-saving number of times (=50 [times]) set in the first time-saving state (lower mode). This allows the number of first time reductions and the number of second time reductions to be suddenly increased without triggering a jackpot game state when the "time reduction" is won by the second special symbol lottery executed while the first time reduction state (lower mode) is occurring. This gives the player the impression that they have suddenly been promoted to a higher game state, improving gameplay. In addition, in the pachinko machine 1, the first time-shortening number of times (=300, 200, 100 [times]) set in the third time-shortening state (chance mode) is equal to or greater than the first time-shortening number of times (=100 [times]) set in the second time-shortening state (higher mode). Alternatively, the first time-shortening number of times (=300, 200 [times]) set in the third time-shortening state (chance mode) is greater than the first time-shortening number of times (=100 [times]) set in the second time-shortening state (higher mode). Similarly, the second time-saving number of times (= 300, 200, 100 [times]) set in the third time-saving state (chance mode) is equal to or greater than the second time-saving number of times (= 100 [times]) set in the second time-saving state (higher mode). Alternatively, the second time-saving number of times (= 300, 200 [times]) set in the third time-saving state (chance mode) is greater than the second time-saving number of times (= 100 [times]) set in the second time-saving state (higher mode). This makes it possible to prevent a situation in which the first and second time-saving counts decrease when a "time-saving" is selected through a second special symbol drawing executed during the second time-saving state (higher mode). Therefore, it is possible to prevent a situation in which the player feels as if they have been demoted to a lower game state. In particular, when a "time-saving" is selected through a second special symbol drawing executed during the second time-saving state (higher mode), the first and second time-saving counts suddenly increase without triggering a jackpot game state, giving the player the impression that the second time-saving state (higher mode) has suddenly been extended, thereby improving gameplay. The transition of the game state will be explained in detail below.
[0084] During the normal state (normal mode), if a "normal symbol win" is won in the normal symbol lottery, the "short release pattern" is selected with a 1 / 1 probability. This means that even if a "normal symbol win" is won in the normal symbol lottery, it is virtually impossible to get an opportunity to win the second special symbol lottery. Therefore, the player will proceed with the game, aiming to win a "small win" in the first special symbol lottery in order to transition the game state to the time-saving state. In other words, the player will launch the game ball along the left path, aiming to get the game ball into the first starting hole 51. During the normal state (normal mode), if "small win symbol 1" is drawn, it is possible to transition to the first time-saving state (lower mode), and if "small win symbol 2" is drawn, it is possible to transition to the higher mode. However, as mentioned above, even if a "small win" is drawn in the first special symbol drawing executed during the normal state (normal mode), the possibility of transitioning to the second time-saving state (higher mode) is low. As a result, players will mainly progress through the game while the normal state (normal mode) is occurring, aiming to win "small win symbol 1" in the first special symbol drawing. Then, if the "small win pattern 1" is won in the first special pattern lottery executed during the normal state (normal mode), the game state will transition to the first time-saving state (lower mode) after the end of the big win game state.
[0085] During the first time-saving state (lower mode), if a "normal symbol win" is won in the normal symbol lottery, the "long opening pattern" is selected with a 1 / 1 probability. This makes it easier to win the second special symbol lottery if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player plays the game with the aim of winning the "long opening pattern" based on the normal symbol lottery in order to win the second special symbol lottery. In other words, the player launches the game ball along the right path, aiming to have the game ball pass through the start gate 41 and enter the second start gate 52. During the first time-saving state (lower mode), if a "small win" is won, the game state at the time of time-saving determination becomes the "normal state." As a result, during the first time-saving state (lower mode), if "small win symbol 3" is won, the first time-saving state (lower mode) continues, and if "small win symbol 4" is won, a transition to the (higher mode) becomes possible. However, as mentioned above, even if a "small win" is won by the second special symbol lottery executed during the first time-saving state (lower mode), the possibility of transitioning to the second time-saving state (higher mode) is low. As a result, the player will play during the first time-saving state (lower mode) with the aim of winning the "time-saving" by the second special symbol lottery. Then, if a "time-saving" ("time-saving symbol 1" to "time-saving symbol 3") is won by the second special symbol lottery executed while the first time-saving state (lower mode) is occurring, the game state will transition to the third time-saving state (chance mode) after the special symbol stops displaying. At this time, the number of second time-saving turns is set according to the type of time-saving symbol ("time-saving symbol 1" to "time-saving symbol 3") that was won, and it is possible to change the length of the third time-saving state (chance mode). In particular, the first time-saving state (lower mode) has a higher chance of falling back into the normal state when the second time-saving number of times is consumed, compared to the second time-saving state (higher mode) and the third time-saving state (chance mode). Therefore, while the first time-saving state (lower mode) is occurring, the player will play with the aim of winning the "time-saving" by the second special symbol lottery before the second time-saving number of times is consumed.
[0086] During the third time-saving state (chance mode), if a "normal symbol win" is won in the normal symbol lottery, the "long opening pattern" is selected with a 1 / 1 probability. This makes it easier to win the second special symbol lottery if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player plays the game with the aim of winning the "long opening pattern" based on the normal symbol lottery in order to win the second special symbol lottery. In other words, the player launches the game ball along the right path, aiming to have the game ball pass through the start gate 41 and enter the second start gate 52. During the third time-saving state (chance mode), there is a high possibility of winning a "small win" through the second special symbol drawing before the second number of time-saving turns is consumed. Furthermore, during the third time-saving state (chance mode), if "small win symbol 3" or "small win symbol 4" is drawn, the game state at the time of the time-saving determination standard becomes the "time-saving state," enabling a transition to the second time-saving state (higher mode). Therefore, during the third time-saving state (chance mode), the player will play with the aim of winning a "small win" through the second special symbol drawing before the second number of time-saving turns is consumed, thereby transitioning to the second time-saving state (higher mode).
[0087] During the second time-saving state (higher mode), if a "normal symbol win" is won in the normal symbol lottery, the "long opening pattern" is selected with a 1 / 1 probability. This makes it easier to win the second special symbol lottery if a "normal symbol win" is won in the normal symbol lottery. Therefore, the player plays the game with the aim of winning the "long opening pattern" based on the normal symbol lottery in order to win the second special symbol lottery. In other words, the player launches the game ball along the right path, aiming to have the game ball pass through the start gate 41 and enter the second start gate 52. During the second time-saving state (higher mode), there is a high possibility of winning a "small win" through the second special symbol drawing before the second time-saving count is exhausted. If "small win symbol 3" or "small win symbol 4" is drawn during the second time-saving state (higher mode), the game state at the time of the time-saving determination standard becomes the "time-saving state," allowing the second time-saving state (higher mode) to continue. Therefore, during the second time-saving state (higher mode), the player will play with the aim of winning a "small win" through the second special symbol drawing before the second time-saving count is exhausted, thereby looping the second time-saving state (higher mode).
[0088] As shown in FIG. 8, in the pachinko machine 1, a "normal mode", a "chance mode", a "lower mode", and a "higher mode" are defined (set) as game modes (game intervals). The "normal mode" is a game section consisting of a period during which the normal state occurs. During the normal mode, the game state is normal, and the game progresses mainly by executing the first special symbol lottery. The "chance mode" is a game interval consisting of the period during which the third time-saving state is occurring. That is, the chance mode is a game interval that starts when the first time-saving count is set to 100 to 300 times, the second time-saving count is set to 100 to 300 times, and the third time-saving count is set to 100 times, and the time-saving state (third time-saving state) starts. During the chance mode, the game state is in the third time-saving state, and the game progresses mainly by executing the second special symbol lottery. The "lower mode" is a game interval consisting of the period during which the first time-saving state is occurring. In other words, the lower mode is a game interval that starts when the first time-saving count is set to 50 times, the second time-saving count is set to 50 times, and the third time-saving count is set to 1 time, and the time-saving state (first time-saving state) begins. During the lower mode, the game state is the first time-saving state, and the game progresses mainly by executing the second special symbol lottery. The "higher mode" is a game section consisting of the period during which the second time-saving state is occurring. In other words, the higher mode is a game section that starts when the first time-saving count is set to 100 [times], the second time-saving count is set to 100 [times], and the third time-saving count is set to 100 [times], and the time-saving state (second time-saving state) begins. During the higher mode, the game state is in the second time-saving state, and the game progresses mainly by executing the second special symbol lottery. Here, when the time-saving state starts, the more times the time-saving state is activated (first time-saving state, second time-saving state, third time-saving state), the longer the time-saving state will be, which is advantageous to the player. Therefore, of the four game modes, the game mode with the highest advantage will be the higher mode or chance mode. Therefore, players with an advantage will progress through the game with the aim of transitioning to the higher mode (second time-saving state) or chance mode (third time-saving state).
[0089] Specifically, in the pachinko machine 1, when the use area initialization process (step S1-18) described later is executed, the normal state is set and the game mode becomes the normal mode. Here, in the pachinko machine 1, when a jackpot game state occurs as described above, the game state after the end of the jackpot game state (presence or absence of a time-saving state, first number of time-saving times, second number of time-saving times, third number of time-saving times) is set according to the game state at the time of the time-saving judgment standard. If a "small win" is won in the first special pattern lottery executed during normal mode (normal state), the game state will not change in the number-cut management process (step S12-7), and the game state at the time of time-reduction judgment standard will become the normal state. As a result, as shown in Figure 7(a), if the "small win symbol 1" is selected in the first special symbol lottery executed during the normal mode, the first time-saving state is initiated as the gaming state after the big win gaming state ends. Therefore, the lower mode is initiated in response to the end of the big win gaming state. On the other hand, if the "small win symbol 2" is selected in the first special symbol lottery executed during the normal mode, the second time-saving state will be initiated as the game state after the end of the big win game state. Therefore, after the end of the big win game state, the higher mode will be initiated.
[0090] At the start of the lower mode (first time-saving state), the third time-saving count is set to 1 [time]. As a result, if a "small win" is won by the second special symbol lottery executed during the lower mode, the first time-saving state is ended by the count-off management process (step S12-7) related to the second special symbol lottery. Therefore, the game state at the time of the time-saving judgment standard related to the second special symbol lottery becomes the normal state. As a result, as shown in Figure 7(b), if the "small win symbol 3" is selected in the second special symbol lottery executed during the lower mode, the first time-saving state will be initiated as the gaming state after the end of the big win gaming state. Therefore, the lower mode will continue according to the end of the big win gaming state. On the other hand, if the "small win symbol 4" is selected in the second special symbol lottery executed during the lower mode, the second time-saving state will start as the game state after the end of the big win game state. Therefore, the higher mode will continue according to the end of the big win game state. On the other hand, as shown in Figure 7(c), if the "time reduction" is won by the second special symbol lottery executed during the lower mode, the third time reduction state will start in response to the end of the stop display of the second special symbol. This will start the chance mode in response to the stop display of the second special symbol. Here, at the start of the lower mode (first time-saving state), the second time-saving count is set to 50 times. Therefore, if the number of second special symbol draws (start determination based on special symbol 2 game information) executed during the lower mode reaches the second time-saving count (50 times) without winning a "small win" based on the second special symbol draw executed during the lower mode, the first time-saving state ends and the normal state begins in response to the execution of the second special symbol draw for the second time-saving count. Thus, the lower mode ends and the normal mode begins in response to the execution of the second special symbol draw for the second time-saving count.
[0091] At the start of the chance mode (third time-saving state), the third time-saving count is set to 100 times. As a result, even if a "small win" is won in the second special symbol lottery executed during the chance mode, the third time-saving state will not end due to the count-off management process (step S12-7) related to the second special symbol lottery. Therefore, the game state at the time of the time-saving judgment standard related to the second special symbol lottery remains in the third time-saving state. As a result, as shown in Figure 7(b), if the "small win symbol 3" or "small win symbol 4" is selected in the second special symbol lottery executed during the chance mode, the second time-saving state will be initiated as the gaming state after the big win gaming state ends. Therefore, the higher mode will be initiated in response to the end of the big win gaming state. On the other hand, as shown in Figure 7(c), if the "time reduction" is won by the second special symbol lottery executed during the chance mode, the third time reduction state will start in response to the end of the second special symbol stop display. As a result, the chance mode will continue (reset) in response to the stop display of the second special symbol. Here, at the start of the chance mode (third time-saving state), the second time-saving count is set to 100 to 300 times. Therefore, if the number of second special symbol draws (start determination based on special symbol 2 game information) executed during the chance mode reaches the second time-saving count (100 to 300 times) without winning a "small win" or "time-saving" based on the second special symbol draw executed during the chance mode, the third time-saving state ends and the normal state begins in response to the execution of the second special symbol draw for the second time-saving count. Thus, the chance mode ends and the normal mode begins in response to the execution of the second special symbol draw for the second time-saving count.
[0092] At the start of the higher mode (second time-saving state), the third time-saving count is set to 100 times. As a result, even if a "small win" is won in the second special symbol lottery executed during the higher mode, the second time-saving state will not end due to the count-off management process (step S12-7) related to the second special symbol lottery. Therefore, the game state at the time of the time-saving judgment standard related to the second special symbol lottery remains in the second time-saving state. As a result, as shown in Figure 7(b), if the "small win symbol 3" or "small win symbol 4" is selected in the second special symbol lottery executed during the higher mode, the second time-saving state will be initiated as the gaming state after the end of the big win gaming state. Therefore, the higher mode will continue after the end of the big win gaming state. On the other hand, as shown in Figure 7(c), if the "time reduction" is won by the second special symbol lottery executed during the higher mode, the third time reduction state will start in response to the end of the second special symbol stop display. This will start the chance mode in response to the stop display of the second special symbol. Here, at the start of the higher-level mode (second time-saving state), the second time-saving count is set to 100 times. Therefore, if the number of second special symbol draws (start determination based on special symbol 2 game information) executed during the higher-level mode reaches the second time-saving count (100 times) without winning a "small win" or "time-saving" based on the second special symbol draw executed during the higher-level mode, the second time-saving state ends and the normal state begins in response to the execution of the second special symbol draw for the second time-saving count. Thus, the higher-level mode ends and the normal mode begins in response to the execution of the second special symbol draw for the second time-saving count.
[0093] As a result, in the pachinko machine 1, it is easier to transition to the higher mode (second time-shortening state) in the chance mode (third time-shortening state) than in the normal mode (normal state). Also, it is easier to transition to the higher mode (second time-shortening state) in the chance mode (third time-shortening state) than in the lower mode (first time-shortening state). Furthermore, it is easier to transition to the chance mode (third time-shortening state) in the lower mode (first time-shortening state) than in the normal mode (normal state). As a result, it is easier to transition from chance mode (third time-saving state) to higher mode (second time-saving state) than to transition from normal mode (normal state) to higher mode (second time-saving state). Also, it is easier to transition from chance mode (third time-saving state) to higher mode (second time-saving state) than to transition from lower mode (first time-saving state) to higher mode (second time-saving state). Furthermore, it is easier to transition from lower mode (first time-saving state) to chance mode (third time-saving state) than to transition from normal mode (normal state) to chance mode (third time-saving state). Therefore, it is possible to transition from normal mode (normal state) to higher mode (second time-shortening state) via lower mode (first time-shortening state) and chance mode (third time-shortening state), making it possible to diversify the routes from normal mode (normal state) to higher mode (second time-shortening state), thereby improving playability.
[0094] (Regarding control commands) Next, the control commands transmitted from the main control circuit 200 to the performance control circuit 300, and the control commands transmitted and received between the main control circuit 200 and the payout control circuit 400 will be described. The main control circuit 200 and the performance control circuit 300 are connected to each other via a harness for serial communication. Here, communication between the main control circuit 200 and the performance control circuit 300 is performed in only one direction, from the main control circuit 200 to the performance control circuit 300, and communication from the performance control circuit 300 to the main control circuit 200 is not performed. Each control command sent from the main control circuit 200 to the performance control circuit 300 is composed 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. The main control circuit 200 then transmits a control command consisting of upper and lower data via serial communication to the performance control circuit 300. When the performance control circuit 300 receives a control command from the main control circuit 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.
[0095] In the pachinko machine 1, the control commands sent from the main control circuit 200 to the performance control circuit 300 include a pattern type designation command, a variation mode designation command, a variation pattern designation command, a stop designation command, a game status designation command, a time-saving count designation command, a winning designation command, a number of reserved designation commands, an opening designation command, a round start designation command, a round end designation command, an ending designation command, a V winning designation command, a V non-winning designation command, a first advance designation command, a second advance designation command, a third advance designation command, a demo designation command, etc. The symbol type designation command is a command that designates the type of stopping symbol ("missing symbol," "small winning symbol 1" to "small winning symbol 5," or "time-saving symbol 1" to "time-saving symbol 5"). The symbol type designation command is sent when the variable display of the special symbol starts. In this embodiment, the symbol type designation command is set to correspond to each of the first special symbol lottery and the second special symbol lottery.
[0096] The fluctuation mode designation command is a command that designates the type of fluctuation mode (fluctuation mode number). The fluctuation mode designation command designates the fluctuation time associated with the fluctuation mode number by designating the fluctuation mode number. The 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 pattern fluctuation display (fluctuation performance). In this embodiment, m (multiple) types of fluctuation modes are set, each associated with a different fluctuation time. The fluctuation mode designation command designates one ("fluctuation mode m") of the m types of fluctuation modes (fluctuation mode numbers). The fluctuation pattern designation command is a command that designates the type of fluctuation pattern (fluctuation pattern number). The fluctuation pattern designation command designates the fluctuation time associated with the fluctuation pattern number by designating the fluctuation pattern number. The fluctuation pattern designation command designates the fluctuation time of the latter half period (the aspect of the latter half period of the fluctuation performance) of the special pattern fluctuation display (fluctuation performance). In this embodiment, n (plural) types of fluctuation patterns are set, each corresponding to a different fluctuation time. The fluctuation pattern designation command designates one ("fluctuation pattern n") of the n types of fluctuation patterns (fluctuation pattern numbers). The variation mode designation command and the variation pattern designation command are sent when the display of the special symbol begins to vary.
[0097] The stop designation command is a command that designates the stop display of special symbols (effect symbols z1, z2). The stop designation command is sent when the stop display of the special symbols starts. The game state designation command is a command that designates the execution status (executing or stopped) of the time-saving control, etc. The game state designation command is transmitted when the special game phase is updated, etc. The time-saving count designation command is a command that designates the remaining number of time-saving times (the value of the time-saving counter). The time-saving count designation command is sent when the value of the time-saving counter is updated. The winning designation command is a command that designates the entry (winning) of a game ball into each entry port. In this embodiment, the winning designation command designates the entry of a game ball into the first starting port 51, the entry of a game ball into the second starting port 52, the entry of a game ball into the first large winning port 53, the entry of a game ball into the second large winning port 54, the entry of a game ball into the left other winning ports 55a, 55b, 55c, etc. The winning designation command is transmitted when the entry of a game ball into each entry port is detected. The reservation number designation command is a command to designate the reservation number. In this embodiment, the reservation number designation command designates that the reservation number (special drawing 1 reservation number or special drawing 2 reservation number) has increased by "1", that the reservation number has decreased by "1", or the reservation number, etc. Here, "number of reserved special symbols 1" refers to the number of reserved notification displays (variable and stationary) of the first special symbol on the special symbol 1 display device. Also, "number of reserved special symbols 2" refers to the number of reserved notification displays (variable and stationary) of the second special symbol on the special symbol 2 display device. The reserved number designation command is transmitted when the power is turned on, when game information is stored, when the variable display of the special symbol starts, etc. In this embodiment, reserved number designation commands corresponding to the first special symbol lottery and the second special symbol lottery are set.
[0098] The opening designation command is a command that designates the start of the opening period. The opening designation command designates the start of a small win gaming state or a big win gaming state. 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). Specifically, the round start designation command designates the start of one of the first to tenth rounds. In this embodiment, the small win game that is executed during the occurrence of the small win game state is the first round. Also, the first round game to the ninth round game that are executed during the occurrence of the big win game state are the second round to the tenth round. As a result, 10 rounds are executed through the small win game state and the big win game state. The round start designation command is sent at the start of each round. The round end command is a command that specifies the end of a round, and is sent at the end of each round. The ending designation command is a command that designates the start of the ending period. The ending designation command designates the end of the small win game state (when the game ball has not passed through the V area) or the end of the big win game state. The ending designation command is sent at the start of the ending period. The V winning designation command is a command that designates the passage of the gaming ball through the V area (V winning). The V winning designation command is transmitted when the passage of the gaming ball through the V area is detected. The V non-winning designation command is a command that designates that the passage of the game ball through the V area (V winning) was not detected. The V non-winning designation command is sent at the end of the small win game. The first pre-reading designation command is a command that designates the type of stopping symbol ("missing symbol," "small winning symbol 1" to "small winning symbol 4," or "time-saving symbol 1" to "time-saving symbol 3"). In this embodiment, the first pre-reading designation command is set to correspond to each of the first special symbol lottery and the second special symbol lottery. The second read-ahead designation command is a command that designates the content of the variation mode. Specifically, the second read-ahead 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 read-ahead designation command is transmitted when game information is stored. The third read-ahead designation command is a command that designates the content of the fluctuation pattern. Specifically, the third read-ahead designation command designates that the type of fluctuation pattern is indefinite ("indefinite value"), or designates one of n types of fluctuation patterns (fluctuation pattern number) ("fluctuation pattern n"). The third read-ahead designation command is transmitted when game information is stored. 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.
[0099] The main control circuit 200 and the dispensing control circuit 400 are connected to each other via a serial communication harness. Here, communication between the main control circuit 200 and the dispensing control circuit 400 is bidirectional. Each control command sent and received between the main control circuit 200 and the dispensing control circuit 400 consists of one byte of data. The main control circuit 200 then transmits a control command to the dispensing control circuit 400 via serial communication. When the dispensing control circuit 400 receives a control command from the main control circuit 200, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of RAM. The dispensing control circuit 400 also transmits a control command to the main control circuit 200 via serial communication. When the main control circuit 200 receives a control command from the dispensing control circuit 400, a serial communication reception interrupt occurs, and this interrupt processing causes the data of the control command to be stored in a predetermined area of RAM 230. In the pachinko machine 1, a command to designate the number of prize balls and the like are set as control commands to be sent from the main control circuit 200 to the payout control circuit 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 circuit 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 circuit 400 to the main control circuit 200. Each control command is transmitted when the occurrence and cancellation of various errors is detected.
[0100] (Processing executed by the main control circuit 200) Next, the processing executed by the main control circuit 200 will be described. First, the functions of the hardware configured in the main control circuit 200 will be described. When the power supply to the pachinko machine 1 is turned on, the hardware random number generating circuit 270 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 frequency generation circuit 260 (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 frequency generation circuit 260 (in this embodiment, every 2.666 [μs]). Then, the winning random number of the normal symbol lottery, the winning random number of the first special symbol lottery, the winning random number of the second special symbol lottery, and the reach group random number are updated by the hard random number update process. Note that the hard random number update process is executed as a function of the hard random number generating circuit 270 (hardware), and is executed independently of the process executed by the CPU 210 based on software, which will be described later. Furthermore, when the power is turned on to the pachinko machine 1, the transmission shift registers of the command output ports 1 and 2 start a control command transmission process to transmit the control commands stored in the FIFO buffer to the performance control circuit 300 or the payout control circuit 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.
[0101] Next, a game control process that the CPU 210 of the main control circuit 200 executes based on a program (software) stored in the ROM 220 will be described. FIG. 9 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. 9. The CPU initialization process is a process based on a program for controlling the progress of the game. In other words, the CPU initialization process is a process based on a program stored in the use area m1 (program area) of the ROM 220. When the CPU initialization process starts, the process first proceeds to step S1-1. In step S1-1, an initial setting process is executed, and the process proceeds to step S1-2. In the initial setting process, a boot program is read from the ROM 220, and settings required for executing various processes are made. 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 is set in a timer counter. Then, the timer counter starts measuring the set wait processing time. Also, a RAM clear signal is read. Here, a RAM clear switch (not shown) is provided in the pachinko machine 1. When the power is turned on while the RAM clear switch is pressed, a RAM clear signal is input to the input port 240 (input port 1). In the RAM clear signal reading process, the value ("1" or "0") set in the reception storage area corresponding to the RAM clear signal of the input port 240 is read.
[0102] 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 a predetermined area of the RAM 230. This allows the CPU 210 to access the RAM 230. In step S1-5, it is determined whether "1" is set in the backup valid flag area of RAM 230. If it is determined that "1" is set in the backup valid flag area (Yes), the process proceeds to step S1-6. If it is determined that "0" is set in the backup valid flag area (No), the process proceeds to step S1-17.
[0103] In step S1-6, a used area checksum calculation process is executed, and the process proceeds to step S1-7. In the used area checksum calculation process, a checksum is calculated based on the information stored in used area M1 (F000H to F1FFH) of RAM 230 out of the backup information. In step S1-7, a checksum calculation process for an unused area is executed, and the process proceeds to step S1-8. In the checksum calculation process for an unused area, a checksum is calculated based on the information stored in the unused area M2 (F210H to F228H) of RAM 230, out of the backup information. In step S1-8, it is determined whether the checksum calculated in steps S1-6 and 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 S1-17. Here, if both of the following conditions are met: "The checksum value of the used area M1 calculated in step S1-6 matches the checksum value of the used area M1 stored in the checksum buffer area" 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 buffer 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 S1-6 matches the checksum value of the used area M1 stored in the checksum buffer area" 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 buffer area," the checksum is determined to be abnormal.
[0104] In step S1-9, it is determined whether or not a RAM clear signal has been input based on the value read in step S1-2 (the value set in the receiving memory area corresponding to the RAM clear signal). If it is determined that a RAM clear signal has not been input (No), the process proceeds to step S1-10; if it is determined that a RAM clear signal has been input (Yes), the process proceeds to step S1-18. In step S1-10, a backup valid flag reset process is executed, and the process proceeds to step S1-11. In the backup valid flag reset process, the backup valid flag area of the RAM 230 is set to "0". In step S1-11, initialization processing upon power recovery is executed, and the process proceeds to step S1-12. In the initialization processing upon power recovery, data in RAM 230 that should be initialized (cleared) upon power recovery (when maintaining data before power interruption) is initialized. In step S1-12, a subcommand transmission process when power is restored is executed, and the process proceeds to step S1-13. In the subcommand transmission process when power is restored, a subcommand specifying that power has been restored from a power cut (a control command transmitted from the main control circuit 200 to the performance control circuit 300) is stored in a subcommand output request buffer of the RAM 230. In addition, a subcommand specifying a value set in the setting information storage area is stored in the subcommand output request buffer of the RAM 230. In step S1-13, a dispensing command transmission process is executed when the power is restored, and the process proceeds to step S1-14. In the dispensing command transmission process when the power is restored, a dispensing command (a control command transmitted from the main control circuit 200 to the dispensing control circuit 400) specifying that the power has been restored from a power outage is stored in the dispensing command output request buffer of the RAM 230.
[0105] In step S1-14, a subcommand transmission process for restoring the effect is executed, and the process proceeds to step S1-15. In the subcommand transmission process for restoring the effect, subcommands for restoring the effect (power restoration phase designation command, game state designation command, power restoration designation command, etc.) are stored in the subcommand output request buffer of RAM 230. Here, the "power recovery phase designation command" is a control command that designates the special game phase in which the effects are to be restored. In the effect restoration subcommand transmission process, first, the current special game phase is confirmed based on the value of the special game phase flag area set in a predetermined area of the RAM 230. Then, a power restoration phase designation command that designates the confirmed special game phase is stored in the subcommand output request buffer of the RAM 230. In addition, the value of the time-shortening control flag area of the RAM 230 is checked, and a game state designation command that designates information corresponding to this check result is stored in the subcommand output request buffer of the RAM 230. In step S1-15, an interrupt setting process is executed, and the process proceeds to step S1-16. In the interrupt initial setting process, the CTC (counter / timer circuit), which is a peripheral device, is initialized. Specifically, the CPU 210 sets an interrupt vector register, and also sets an interrupt count value (4.0 [ms] in this embodiment) in the CTC.
[0106] In step S1-16, a setting value change permission process is executed, and the process proceeds to the main loop process (step S2-1). In the setting value change permission process, first, it is determined whether the setting value change permission conditions are met. If it is determined that the setting value change permission conditions are met, "1" is set in the setting value change permission flag area of RAM 230. On the other hand, if it is determined that the setting value change permission conditions are not met, "0" is set in the setting value change permission flag area of RAM 230. In this embodiment, the setting value change condition is determined to be met when both conditions are met: "a detection signal is input from the key rotation detection switch 111" and "the inner frame unit 3 is open (or the front frame unit 4 is open)." On the other hand, if at least one of the conditions "a detection signal is input from the key rotation detection switch 111" and "the inner frame unit 3 is open (or the front frame unit 4 is open)" is not met, it is determined that the setting value change condition is not met. In addition, the setting value change condition may be determined to be met when both conditions of "a detection signal is being input from the key rotation detection switch 111" and "door opening information (external signal) is being output" are met, and the setting value change condition may be determined to be not met when at least one of the conditions of "a detection signal is being input from the key rotation detection switch 111" and "door opening information (external signal) is being output" is not met.
[0107] In step S1-17, an unused area initialization process is executed, and the process proceeds to step S1-18. In the unused area initialization process, the unused area M2 of the RAM 230 is initialized. Specifically, the unused area initialization process clears (initializes) the information stored in the unused area M2, thereby initializing all of the work area and stack area of the unused area M2, and erasing the contents of any valid backup information stored therein. In step S1-18, a used area initialization process is executed, and the process proceeds to step S1-19. In the used area initialization process, a used area M1 in RAM 230 is initialized. Specifically, the used area initialization process clears (initializes) the information stored in used area M1, thereby initializing all of the work area and stack area of used area M1, and erasing the contents of any valid backup information stored therein. That is, predetermined initial values are set as values of various flag areas (time-saving control flag area, special game phase flag area, normal game phase flag area, etc.). Also, predetermined initial values ("0" in this embodiment) are set as values of various counter areas (time-saving counter area, post-jackpot spin count counter area, etc.). Furthermore, a predetermined initial value ("3" in this embodiment) is set in the setting information storage area. In particular, a value corresponding to the normal state (in this embodiment, "0") is set in the time-saving control flag area of RAM 230, and "0" is set as the value of each time-saving counter (first time-saving counter, second time-saving counter, third time-saving counter). In this embodiment, if the checksum is not normal, the unused area M2 is initialized and then the used area M1 is initialized. On the other hand, if the checksum is normal, the used area M1 is initialized only if the RAM clear signal is input. This means that as long as the checksum is normal, the unused area M2 will not be initialized even if a RAM clear signal is input, making it possible to maintain information regarding the base ratio (information stored in the unused area M2) even if the RAM clear switch is operated.
[0108] In step S1-19, a RAM clear subcommand transmission process is executed, and the process proceeds to step S1-20. 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. Also, a subcommand specifying the value set in the setting information storage area (set value = "3") is stored in the subcommand output request buffer of RAM 230. In step S1-20, a RAM clear dispensing command transmission process is executed, and the process proceeds to step S1-14. In the RAM clear dispensing command transmission process, a dispensing command specifying that RAM clearing has been executed is stored in the dispensing command output request buffer of RAM 230.
[0109] Next, the main loop process executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the main loop process. When the CPU initialization process (step S1-16) shown in Fig. 9 ends, the CPU 210 starts the main loop process shown in Fig. 10. The main loop process is based on a program for controlling the progress of the game. That is, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220.
[0110] When the main loop process starts, the process first proceeds to step S2-1. In step S2-1, an interrupt disable process is executed, and then the process proceeds to step S2-2. In the interrupt disable process, an interrupt disable state is set, which disables interrupts from other processes. As a result, while the interrupt disable state is set, the execution of the power-off save process, timer interrupt process, etc., which will be described later, is prohibited. In step S2-2, an initial value random number update process is executed, and the process proceeds to step S2-3. In the initial value random number update process, the value of a loop counter for generating an initial value random number is updated. Here, "initial value random number" refers to a random number used to determine the initial value and end value of software random numbers (winning pattern random number, reach mode random number, variable pattern random number, etc.), which are random numbers generated on the program. That is, the value of the loop counter that generates the soft random number is updated within a preset range from the initial value to the end value. The initial value and end value of the loop counter that generates the soft random number are changed each time the value of the loop counter reaches the end value. At this time, the initial value and end value of the loop counter are determined based on the initial value random number.
[0111] In step S2-3, a main command analysis process is executed, and then the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control circuit 400 (the control command sent from the dispensing control circuit 400 to the main control circuit 200) is analyzed, and processing according to the analysis result is executed. In step S2-4, a subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of RAM 230 is output to the transmission data register of output port 250 (command output port 1). As a result, the sub-commands input to the transmission data register are stored in the FIFO buffer, and the sub-commands stored in the FIFO buffer are transmitted to the performance control circuit 300 in a predetermined order by the transmission shift register. In step S2-5, an interrupt enable process is executed, and the process proceeds to step S2-6. In the interrupt enable process, the interrupt disable state is released. As a result, the period from when the interrupt enable process in step S2-5 is executed until when the interrupt disable process in step S2-1 is executed becomes an interrupt enable period in which the execution of power-off save process, timer interrupt process, etc. is permitted. In step S2-6, other random number update processing is executed, and the process proceeds to step S2-1. In the other random number update processing, software random numbers excluding winning symbol random numbers (reach mode random numbers, variable pattern random numbers, etc.) are updated.
[0112] Next, the power-off save process executed by the CPU 210 will be described. FIG. 11 is a flowchart showing the save process when power is cut off. A power interruption detection circuit (not shown) is connected to the power supply circuit 600. The power interruption detection circuit monitors the power supply voltage supplied by the power supply circuit 600, and outputs a power interruption warning signal to the main control circuit 200 when the value of the power supply voltage falls below a predetermined reference value. When the CPU 210 receives the power cutoff warning signal, it starts the power cutoff save process shown in Fig. 11 during the interruption permitted period of the main loop process. The power cutoff save process is a process based on a program for controlling the progress of the game. In other words, the power cutoff save process is a process based on a program stored in the use area m1 (program area) of the ROM 220. When the power-off save process is started, the process first proceeds to step S3-1.
[0113] In step S3-1, a register save process is executed, and the process proceeds to step S3-2. In the register save process, the values of the registers used during the execution of the main loop process are saved in a save area of the RAM 230. In step S3-2, a power cutoff notice signal is read, and the process proceeds to step S3-3. In the power cutoff notice signal read process, the power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of the input port 240 corresponding to the power cutoff warning signal is read. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cutoff warning signal), it is determined (bit check) whether a power cutoff warning signal has been input from the power cutoff detection circuit, and if it is determined that a power cutoff warning signal has been input (Yes), it proceeds to step S3-4, and if it is determined that a power cutoff warning signal has not been input (No), it proceeds to step S3-14.
[0114] In step S3-4, output port stop processing is executed, and the process proceeds to step S3-5. In the output port stop processing, the output of control signals and control commands by the output ports 250 (output ports 0 to 4) is stopped. Also, the input of detection signals to the input ports 240 (input ports 0 to 3) is stopped. In particular, in the output port stopping process, the values of all bits included in the port registers of each output port 0, 1, and 4 are initialized. This stops the output of each data signal ("SEGDATA0" to "SEGDATA7") for controlling the lighting of the main display 60. Also, the output of each common signal ("COM0" to "COM3") for controlling the lighting of the main display 60 and the performance display device 61 is stopped. Furthermore, the output of each data signal ("7SEGDATA0" to "7SEGDATA7") for controlling the lighting of the performance display device 61 is stopped.
[0115] In step S3-5, a used area checksum save process is executed, and the process proceeds to step S3-6. In the used area checksum save process, a checksum is calculated based on the information stored in used area M1 (F000H to F1FFH) of RAM 230. The calculated checksum value is then saved in the checksum buffer area. In step S3-6, a non-used area checksum saving process is executed, and the process proceeds to step S3-7. In the non-used area checksum saving process, a checksum is calculated based on the information stored in the non-used area M2 (F210H to F228H) of RAM 230. The calculated checksum value is then saved in the checksum buffer area. In step S3-7, a backup valid flag setting process is executed, and the process proceeds to step S3-8. In the backup valid flag setting process, "1" is set in the backup valid flag area of the RAM 230. In step S3-8, RAM access prohibition processing is executed, and the process proceeds to step S3-9. In the RAM access prohibition processing, processing for prohibiting access to the work area of the RAM 230 is executed. Specifically, in the RAM access prohibition process, a value corresponding to the access prohibition is stored as a RAM protect value in a predetermined area of RAM 230. This prohibits CPU 210 from accessing the work area of RAM 230 (including the prohibited area and stack area).
[0116] In step S3-9, a loop counter setting process is executed, and the process proceeds to step S3-10. In the loop counter setting process, a predetermined number of times the power cutoff warning signal has been read is set as the value of the loop counter for recovery determination. In step S3-10, a power cutoff notice signal is read, and the process proceeds to step S3-11. In the power cutoff notice signal read process, the power cutoff notice signal is read from the power cutoff detection circuit. Specifically, in the power cutoff warning signal reading process, the value ("1" or "0") set in the reception storage area of the input port 240 corresponding to the power cutoff warning signal is read. In step S3-11, based on the value read in step S3-10 (the value set in the receiving memory area corresponding to the power cutoff warning signal), it is determined whether or not a power cutoff warning signal has been input from the power cutoff detection circuit. If it is determined that a power cutoff warning signal has not been input (No), the process proceeds to step S3-12; if it is determined that a power cutoff warning signal has been input (Yes), the process proceeds to step S3-9.
[0117] In step S3-12, a loop counter update process is executed, and the process proceeds to step S3-13. In the loop counter update process, "1" is subtracted from the value of the loop counter for return determination. In step S3-13, it is determined whether the value of the loop counter for determining recovery is "0" or not. If it is determined that the value of the loop counter for determining recovery is "0" (Yes), the process proceeds to CPU initialization processing (step S1-1). If it is determined that the value of the loop counter for determining recovery is not "0" (No), the process proceeds to step S3-10. In step S3-14, register restoration processing is executed, the series of processing is terminated, and the program returns to the original processing. In the register restoration processing, the register values saved in step S3-1 are restored. After the register restoration processing is completed, the program returns to the main loop processing (the program address indicated by the stack pointer).
[0118] Next, the timer interrupt process executed by the CPU 210 will be described. FIG. 12 is a flowchart showing the timer interrupt process. The frequency generating circuit 260 generates an interrupt request signal at a predetermined interrupt period (4.0 ms in this embodiment). In response to the generation of an interrupt request signal, the CPU 210 starts the timer interrupt process shown in Fig. 12 during the interrupt permission period of the main loop process. The main loop process is based on a program for controlling the progress of the game. In other words, the main loop process is based on a program stored in the use area m1 (program area) of the ROM 220. When the timer interrupt process is started, the process first proceeds to step S4-1. In step S4-1, a register save process is executed, and the process proceeds to step S4-2. In the register save process, the values of all registers used during execution of the main loop process are saved in a save area in the RAM 230. In step S4-2, an interrupt permission process is executed, and the process proceeds to step S4-3. In the interrupt permission process, an interrupt is permitted. In step S4-3, a setting value management process is executed, and the process proceeds to step S4-4, which will be described later.
[0119] In step S4-4, a dynamic port output process is executed, and the process proceeds to step S4-5. In the dynamic port output process, a control signal is output to each of the LEDs that make up the main display 60 and the performance display device 61. Specifically, in the dynamic port output process, first, the values of all bits included in the port register of output port 0 are initialized. This stops the output of each data signal ("SEGDATA0" to "SEGDATA7") (they become low level). Next, it initializes the values of all bits included in the port register of output port 4. This stops the output of each data signal ("7SEGDATA0" to "7SEGDATA7") (they become low level). Next, the common signal control data set in the common signal control data setting area included in the dynamic port output request buffer of the RAM 230 is updated. As a result, the common signal to be output (the common signal to be set to high level) is switched each time the dynamic port output process is executed. In this embodiment, the lighting of the main display 60 and the performance display device 61 is controlled by a common common signal.
[0120] Next, the output of each common signal (each of "COM0" to "COM3") from output port 1 is controlled in accordance with the common signal control data set in the common signal control data setting area. Next, the output of each data signal ("SEGDATA0" to "SEGDATA7") by output port 0 is controlled according to the main display data signal control data set in the main display data signal control data setting area contained in the dynamic port output request buffer of RAM 230. Next, the output of each data signal ("7SEGDATA0" to "7SEGDATA7") by output port 4 is controlled according to the performance display device data signal control data set in the performance display device data signal control data setting area contained in the dynamic port output request buffer of RAM 230.
[0121] In step S4-5, port input processing is performed, and the process proceeds to step S4-6. In the port input processing, the latest switch state is accurately acquired. Specifically, in the port input process, it is determined whether or not an ON state has occurred for each detection signal input to the input port 240 (input port 0 to input port 3). At this time, it is determined whether or not an ON state has occurred for the detection signal based on information set in the reception storage area corresponding to each detection signal (each detection switch / detection sensor). Then, when it is determined that an ON state has occurred for each detection signal, information indicating that an ON state has occurred (detected) for that detection signal is stored in a predetermined area of the RAM 230. Here, the "on state" refers to a state in which the detection signal changes from a state in which the detection signal is not being input (low level) to a state in which the detection signal is being input (high level).
[0122] In step S4-6, a timer update process is executed, and the process proceeds to step S4-7. In the timer update process, various timers are updated. Specifically, in the timer update process, the values of various timer counters (special game timer, normal game timer, external information timer, etc.) are updated. In step S4-7, an initial value random number update process is executed, and then the process proceeds to step S4-8. The initial value random number update process in step S4-7 is the same process as the initial value random number update process in step S2-2. Specifically, in the initial value random number update process, the value of the loop counter used to generate the initial value random number is updated. In step S4-8, a winning symbol random number update process is executed, and the process proceeds to step S4-9. In the winning symbol random number update process, the value of the loop counter for generating the winning symbol random number among the software random numbers is updated. In step S4-9, a switch management process is executed, and the process proceeds to step S4-10. In the switch management process, processes (such as obtaining various random numbers) are executed according to the state (whether or not an ON state is detected) of each switch 101, 102, 104a, 104b, and 105. The switch management process will be described later.
[0123] In step S4-10, an addition number calculation process is executed, and the process proceeds to step S4-11. In the addition number calculation process, a value to be added to the out ball counter (described later) and a value to be added to the payout number counter (described later) are calculated and set. That is, in the addition number calculation process, first, it is determined whether or not the game is in a predetermined game state. If it is determined that the game is not in a predetermined game state, the addition number calculation process for a non-predetermined game state, which will be described later, is executed. On the other hand, if it is determined that the game is in a predetermined game state, the addition number calculation process for a predetermined game state, which will be described later, is executed. In this embodiment, when the time-saving control is stopped, it is determined that the game is in a predetermined state, whereas when the time-saving control is being executed, it is determined that the game is not in a predetermined state.
[0124] In the non-predetermined game state addition number calculation process, first, the value stored in the out ball number addition value memory area is cleared, and the value stored in the payout number addition value memory area is also cleared. Next, in the out ball count addition value storage area of RAM 230, "0" is set as the value to be added to the out ball count counter. Next, in the payout number additional value storage area of the RAM 230, "0" is set as the value to be added to the payout number counter.
[0125] On the other hand, in the predetermined game state addition number calculation process, first, the value stored in the out ball number addition value storage area is cleared, and the value stored in the payout number addition value storage area is cleared. Also, the value of the payout number calculation counter is set to "0". Next, it is determined whether or not the on state of out switch 109 has been detected. If it is determined that the on state of out switch 109 has been detected, "1" is set as the value to be added to the out ball number counter in the out ball number addition value storage area of RAM 230. On the other hand, if it is determined that the on state of out switch 109 has not been detected, "0" is set as the value to be added to the out ball number counter in the out ball number addition value storage area of RAM 230. Next, it is determined whether or not the on state of the left prize entrance switch 106 has been detected. If it is determined that the on state of the left prize entrance switch 106 has been detected, the value of the payout number calculation counter is incremented by "10", which is the number of prize balls paid out in response to game balls entering the left other prize entrances 55a to 55c. On the other hand, if it is determined that the on state of the left prize entrance switch 106 has not been detected, no increment is performed on the value of the payout number calculation counter. Next, it is determined whether or not the on state of the special figure 1 start port switch 101 has been detected. If it is determined that the on state of the special figure 1 start port switch 101 has been detected, the value of the payout number calculation counter is added with "3", which is the number of prize balls paid out in response to the game ball entering the first start port 51. If it is determined that the on state of the special figure 1 start port switch 101 has not been detected, the addition to the value of the payout number calculation counter is not performed. Next, it is determined whether or not the on state of the special figure 2 start port switch 102 has been detected. If it is determined that the on state of the special figure 2 start port switch 102 has been detected, "1", which is the number of prize balls paid out in response to the entry of a game ball into the second start port 52, is added to the value of the payout number calculation counter. If it is determined that the on state of the special figure 2 start port switch 102 has not been detected, no addition is made to the value of the payout number calculation counter. Next, in the payout number addition value storage area of the RAM 230, the value of the payout number calculation counter is set as the value to be added to the payout number counter.
[0126] In step S4-11, a special game management process is executed, and the process proceeds to step S4-12. In the special game management process, the operation of the special symbol display device (special symbol 1 display device and special symbol 2 display device) and the operation of the special electric role device 53a, 54a are managed. The special game management process will be described later. In step S4-12, a normal game management process is executed, and the process proceeds to step S4-13. In the normal game management process, the operation of the normal map display device and the operation of the normal electric accessory 52a are managed. The normal game management process will be described later. In step S4-13, an error management process is executed, and the process proceeds to step S4-14. In the error management process, various errors (abnormal conditions) are judged, and settings are made according to the judgment results.
[0127] In step S4-14, a prize winning port switch process is executed, and the process proceeds to step S4-15. In the prize winning port switch process, processes (such as updating various counters) are executed according to the state of each switch 101, 102, 103a, 103b, and 106 (whether or not the on state is detected). Specifically, in the winning port switch processing, first, it is determined whether or not the on state of the special figure 1 start port switch 101 has been detected. Then, if it is determined that the on state of the special figure 1 start port switch 101 has been detected, "1" is added to the value of the prize ball control counter 4, and a winning designation command that designates the entry of a game ball into the first start port 51 is stored in the subcommand output request buffer of the RAM 230. Next, it is determined whether or not the on state of the special figure 2 start port switch 102 has been detected. If it is determined that the on state of the special figure 2 start port switch 102 has been detected, "1" is added to the value of the prize ball control counter 5, and a winning designation command that designates the entry of a game ball into the second start port 52 is stored in the subcommand output request buffer of the RAM 230.
[0128] Next, it is determined whether or not the on state of the first count switch 103a has been detected. If it is determined that the on state of the first count switch 103a has been detected, "1" is added to the value of the prize ball control counter 1, and a winning designation command that designates the entry of a gaming ball into the first large winning opening 53 is stored in the subcommand output request buffer of the RAM 230. Next, it is determined whether or not the ON state of the second count switch 103b has been detected. If it is determined that the ON state of the second count switch 103b has been detected, "1" is added to the value of the prize ball control counter 1, and a winning designation command that designates the entry of a gaming ball into the second large winning opening 54 is stored in the subcommand output request buffer of the RAM 230. Next, it is determined whether or not the on state of the left prize opening switch 106 has been detected. If it is determined that the on state of the left prize opening switch 106 has been detected, "1" is added to the value of the prize ball control counter 2, and a prize designation command that designates the entry of game balls into the left other prize openings 55a to 55c is stored in the subcommand output request buffer of the RAM 230.
[0129] In step S4-15, the payout control management process is executed, and the process proceeds to step S4-16. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-14, and the generated payout command is sent. In this embodiment, the prize ball control counters include prize ball control counter 1, which stores the number of game balls that have entered the large prize openings 53 and 54; prize ball control counter 2, which stores the number of game balls that have entered the left other prize openings 55a to 55c; prize ball control counter 4, which stores the number of game balls that have entered the first start opening 51; and prize ball control counter 5, which stores the number of game balls that have entered the second start opening 52.
[0130] In the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is equal to or greater than "1". If it is determined that the value of the prize ball control counter 1 is equal to or greater than "1", a payout command specifying the payout of a predetermined number of prize balls (15 balls in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of the RAM 230. As a result, the payout command specifying the payout of the predetermined number of prize balls is transmitted to the payout control circuit 400. Thereafter, when the payout of the prize balls by the game ball payout device 440 is completed, the payout control circuit 400 transmits a main command specifying the completion of the payout to the main control circuit 200. Then, in response to receiving the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1. Next, it is determined whether the value of the prize ball control counter 2 is "1" or greater. If it is determined that the value of the prize ball control counter 2 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (10 balls in this embodiment) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control circuit 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 2 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 4 is "1" or greater. If it is determined that the value of the prize ball control counter 4 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 3 [balls]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control circuit 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 4 in response to receiving a main command specifying the completion of the payout. Next, it is determined whether the value of the prize ball control counter 5 is "1" or greater. If it is determined that the value of the prize ball control counter 5 is "1" or greater, a payout command specifying the payout of a predetermined number of prize balls (in this embodiment, 1 [ball]) is generated, and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control circuit 400. Thereafter, "1" is subtracted from the value of the prize ball control counter 5 in response to receiving a main command specifying the completion of the payout.
[0131] In step S4-16, a launch position designation management process is executed, and the process proceeds to step S4-17. In the launch position designation management process, processing related to the designation of the launch position is executed. Specifically, in the launch position designation management process, when a state that designates the launch of a game ball into the left game area RL is changed to a state that designates the launch of a game ball into the right game area RR (such as when a small win game state starts), a subcommand designating the launch of a game ball into the right game area RR is stored in the subcommand output request buffer of the RAM 230. As a result, the subcommand designating the launch of a game ball into the right game area RR is transmitted to the performance control circuit 300.
[0132] In step S4-17, an external information management process is executed, and the process proceeds to step S4-18. In the external information management process, external information (external signals) to be output to the hall computer 450 (or data display device) is set. In this embodiment, the external information output from the pachinko machine 1 to an external device (electronic device such as a hall computer 450 or a data display device) includes information on the number of times a pattern has been determined, information on the start port, information on a jackpot, security information, information on the number of payouts from the outlet, information on setting values being changed, etc. The "information on the number of times that the symbol has been determined" is external information on the number of times that the special symbol lottery (variable display and stop display of the special symbol) has been executed. The CPU 210 outputs an external signal corresponding to the information on the number of times that the symbol has been determined to the hall computer 450 (or a data display device) every time the number of times that the special symbol has been stopped has reached a predetermined number. The "start gate information" is external information relating to the entry of game balls into the start gates 51 and 52. Every time the CPU 210 detects the on state of the detection signal input from the start gate switches 101 and 102, it outputs an external signal corresponding to the start gate information to the hall computer 450 (or a data display device). The "jackpot information" is external information relating to the occurrence of a jackpot gaming state. Each time a jackpot gaming state occurs, the main control circuit 200 outputs an external signal corresponding to the jackpot information to the hall computer 450 (or a data display device). The "outlet payout information" is external information relating to the number of game balls discharged from the discharge path (or the number of game balls discharged from the outlets 57 and 58). The CPU 210 outputs an external signal corresponding to the outlet payout number information to the hall computer 450 every time the value of the external information out ball number counter reaches a predetermined value. The "setting value change information" is external information indicating that the setting value is being changed (the setting value change permission conditions are met). While the setting value change flag area is set to "1", the CPU 210 constantly outputs an external signal corresponding to the setting value change information to the hall computer 450.
[0133] In the external information management process, it is determined whether the value of the external information determination number counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information determination number counter has reached the predetermined value, the symbol determination number information (external signal) is stored in the port output request buffer of the RAM 230. Then, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information determination number counter. As a result, the symbol determination number information (external signal) is output to the hall computer 450. Furthermore, in the external information management process, it is determined whether the value of the start gate ball scoring counter for external information has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the start gate ball scoring counter for external information has reached the predetermined value, the start gate information (external signal) is stored in the port output request buffer of RAM 230. Then, a predetermined value (1 [time] in this embodiment) is subtracted from the value of the start gate ball scoring counter for external information. As a result, the start gate information (external signal) is output to the hall computer 450. Furthermore, in the external information management process, it is determined whether the value of the external information jackpot count counter has reached a predetermined value (1 [time] in this embodiment). If it is determined that the value of the external information jackpot count counter has reached the predetermined value, the jackpot information (external signal) is stored in the port output request buffer of RAM 230. After that, the predetermined value (1 [time] in this embodiment) is subtracted from the value of the external information jackpot count counter. As a result, the jackpot information (external signal) is output to the hall computer 450. Furthermore, in the external information management process, it is determined whether the value of the external information out ball number counter has reached a predetermined value (10 [balls] in this embodiment). If it is determined that the value of the external information out ball number counter has reached the predetermined value, the out port payout information (external signal) is stored in the port output request buffer of RAM 230. Then, the predetermined value (10 [balls] in this embodiment) is subtracted from the value of the external information out ball number counter. As a result, the out port payout information (external signal) is output to the hall computer 450. Furthermore, in the external information management process, it is determined whether "1" is set in the setting value change flag area. If it is determined that "1" is set in the setting value change flag area, the setting value change information (external signal) is stored in the port output request buffer of RAM 230. As a result, the setting value change information (external signal) is output to hall computer 450.
[0134] In step S4-18, a test signal management process is executed, and the process proceeds to step S4-19. In the test signal management process, test information (test signals) is set. The test signal management process is based on a program for executing test-related processes stipulated in the gaming machine regulations. That is, the test signal management process is based on a program stored in the unused area m2 (program area) of the ROM 220. The test signal management process is called during the execution of the timer interrupt process. Specifically, in the test signal management process, test information (test signal) indicating the internal state (jackpot game state, time-saving control execution state, probability state of special pattern lottery, etc.) is stored in the port output request buffer of RAM230. In step S4-19, a performance display device control process is executed, and the process proceeds to step S4-20, which will be described later. In step S4-20, an LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, control data (drive data) for controlling the lighting of a predetermined display device is set in the dynamic port output request buffer of the RAM 230. In step S4-21, a solenoid data setting process is executed, and the process proceeds to step S4-22. In the solenoid data setting process, the control data (drive data) to be output to each of the solenoids 64 to 67 is stored (set) in the port output request buffer of the RAM 230.
[0135] In step S4-22, a port output process is executed, and the process proceeds to step S4-23. In the port output process, various signals are output to the hall computer 450, the solenoids 64 to 67, and the like. Specifically, in the port output process, various information (external signals, control signals, etc.) set in the port output request buffer is output to the output port 250 (output port 2, output port 3). As a result, the external signals set in the port output request buffer are output to the hall computer 450. In addition, the solenoids 64 to 67 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, register restoration processing is executed, the series of processing is terminated, and the program returns to the original processing. In the register restoration processing, the register values saved in step S4-1 are restored. After the register restoration processing is completed, the program returns to the main loop processing (the program address indicated by the stack pointer).
[0136] Next, the setting value management process in step S4-3 will be described. FIG. 13 is a flowchart showing the setting value management process. When the setting value management process is executed in step S4-3, the process first proceeds to step S29-1 as shown in FIG. In step S29-1, it is determined whether "1" is set in the setting value change permission flag area, and if it is determined that "1" is set in the setting value change permission flag area (Yes), it proceeds to step S29-2, and if it is determined that "0" is set in the setting value change permission flag area (No), it ends the series of processes and proceeds to the next process (step S4-4).
[0137] In step S29-2, it is determined whether the setting value change permission conditions are met, and if it is determined that the setting value change permission conditions are met (Yes), the process proceeds to step S29-3, and if it is determined that the setting value change permission conditions are not met (No), the process proceeds to step S29-6. As described above, if both conditions are met, "a detection signal is input from the key rotation detection switch 111" and "the inner frame unit 3 is open (or the front frame unit 4 is open)", it is determined that the setting value change condition is met. On the other hand, if at least one of the conditions "a detection signal is input from the key rotation detection switch 111" and "the inner frame unit 3 is open (or the front frame unit 4 is open)" is not met, it is determined that the setting value change condition is not met. In addition, if both conditions of "a detection signal is being input from the key rotation detection switch 111" and "door opening information (external signal) is being output" are met, it may be determined that the setting value change condition is met, and if at least one of the conditions of "a detection signal is being input from the key rotation detection switch 111" and "door opening information (external signal) is being output" is not met, it may be determined that the setting value change condition is not met.
[0138] In step S29-3, it is determined whether or not a detection signal has been input from the set value selection switch 112. If it is determined that a detection signal has been input from the set value selection switch 112 (Yes), the process proceeds to step S29-4. If it is determined that a detection signal has not been input from the set value selection switch 112 (No), the process ends and the process proceeds to the next step (step S4-4). In step S29-4, a set value change process is executed, and the process proceeds to step S29-5. In the set value change process, the value (set value) set in the setting information storage area is changed. Here, in this embodiment, each time a detection signal is input from the set value selection switch 112, the set value is changed in a predetermined order (for example, set value = "1", set value = "2", set value = "3", set value = "4", set value = "5", set value = "6", set value = "1", set value = "2", ...).
[0139] In step S29-5, a set value display update process is executed, the series of processes is terminated, and the process proceeds to the next process (step S4-4). In the set value display update process, the display of the set value on the set value display device 62 is updated. Specifically, in the setting value display update process, first, a subcommand specifying the value set in the setting information storage area (the changed setting value) is stored in the subcommand output request buffer of the RAM 230. In the setting value display update process, the setting value display counter is then set to the same value as the value set in the setting information storage area (the changed setting value). As a result, the lighting of the segments corresponding to the value of the setting value display counter among the predetermined number of segments constituting the setting value display device 62 is controlled. In this embodiment, the display of the set value on the set value display device 62 is executed only during the period when the set value change permission condition is satisfied.
[0140] In step S29-6, a set value change end process is executed, the series of processes is ended, and the process proceeds to the next process (step S4-4). In the set value change end process, the set value change permission flag area is set to "0." Also, the value of the set value display counter is initialized (cleared). As a result, all segments constituting the set value display device 62 are turned off (the display of the set value on the set value display device 62 is ended).
[0141] Next, the switch management process in step S4-9 will be described. FIG. 14 is a flowchart showing the switch management process. When the switch management process is executed in step S4-9, the process first proceeds to step S5-1 as shown in FIG. In step S5-1, it is determined whether or not the on state of gate switches 104a and 104b has been detected. If it is determined that the on state of gate switches 104a and 104b has been detected (Yes), the process proceeds to step S5-2. If it is determined that the on state of gate switches 104a and 104b has not been detected (No), the process proceeds to step S5-3. In step S5-2, a normal starting ball detection process is executed, and the process proceeds to step S5-3. The normal starting ball detection process will be described later.
[0142] In step S5-3, it is determined whether the on state of the special diagram 1 start port switch 101 has been detected, and if it is determined that the on state of the special diagram 1 start port switch 101 has been detected (Yes), it proceeds to step S5-4, and if it is determined that the on state of the special diagram 1 start port switch 101 has not been detected (No), it proceeds to step S5-5. In step S5-4, a special drawing 1 starting ball detection process is executed, and the process proceeds to step S5-5. The special drawing 1 starting ball detection process will be described later. In step S5-5, it is determined whether the on state of the special diagram 2 start port switch 102 has been detected, and if it is determined that the on state of the special diagram 2 start port switch 102 has been detected (Yes), the process proceeds to step S5-6, and if it is determined that the on state of the special diagram 2 start port switch 102 has not been detected (No), the process proceeds to step S5-7. In step S5-6, a special drawing 2 starting ball detection process is executed, and the process proceeds to step S5-7. The special drawing 2 starting ball detection process will be described later. In step S5-7, it is determined whether or not the on state of the V region switch 105 has been detected. If it is determined that the on state of the V region switch 105 has been detected (Yes), the process proceeds to step S5-8. If it is determined that the on state of the V region switch 105 has not been detected (No), the process ends and the process proceeds to the next step (step S4-10).
[0143] In step S5-8, a V-passing detection process is executed, the series of processes is ended, and the process moves to the next process (step S4-10). In the V passage detection process, first, it is determined whether or not the V is valid. The "V valid period" is the period from the start of the first round (small win game) to the end of the first round when the valid time (interval time) for closing the large prize opening has elapsed. If it is determined that the V valid period is in progress, "1" is set in the V winning flag area of the RAM 230, and a V winning designation command is stored in the subcommand output request buffer. On the other hand, if it is determined that the V valid period is not in progress, the process ends and proceeds to the next process (step S4-10). In this embodiment, if the value (special game phase) set in the special game phase flag area of RAM230 is a value corresponding to the "first large prize opening control state" or the "first large prize opening closing valid state", it is determined that the V prize is valid, and if the value corresponds to another special game phase, it is determined that the V prize is not valid.
[0144] Next, the normal starting ball detection process in step S5-2 will be described. FIG. 15 is a flowchart showing the normal starting ball detection process. When the normal starting ball detection process is executed in step S5-2, as shown in FIG. 15, the process first proceeds to step S6-1. In step S6-1, a normal symbol random number acquisition process is executed, and the process proceeds to step S6-2. In the normal symbol random number acquisition process, a winning random number (random number value) is acquired (loaded) from a loop counter corresponding to the normal symbol lottery. In step S6-2, it is determined whether the value of the regular map reservation counter is the upper limit value (in this embodiment, "1"), and if it is determined that the value of the regular map reservation counter is not the upper limit value (No), it proceeds to step S6-3, and if it is determined that the value of the regular map reservation counter is the upper limit value (Yes), it terminates the series of processes and proceeds to the next process (step S5-3).
[0145] In step S6-3, a general map reservation number counter update process is executed, and the process proceeds to step S6-4. In the general map reservation number counter update process, "1" is added to the value of the general map reservation number counter. In step S6-4, the normal random number storage process is executed, and the series of processes is terminated and the process proceeds to the next process (step S5-3). In the normal random number storage process, the winning random number obtained in step S6-1 is stored in the normal game information storage area of RAM 230 as normal game information.
[0146] Next, the special chart 1 starting ball detection process in step S5-4 will be explained. Figure 16 is a flowchart showing the special chart 1 starting ball detection process. When the special chart 1 starting ball detection process is executed in step S5-4, it first proceeds to step S7-1 as shown in FIG. In step S7-1, a special symbol identification value setting process is executed, and the process proceeds to step S7-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the first special symbol lottery is set in the special symbol identification value setting area of RAM 230. Also, "1" is added to the value of the external information starting hole ball entry count counter. In step S7-2, a reserved number counter address setting process is executed, and the process proceeds to step S7-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 1 is set in the reserved number counter address setting area of RAM 230. In step S7-3, a special symbol random number acquisition process is executed, and the series of processes is ended, and the process proceeds to the next process (step S5-5). The special symbol random number acquisition process will be described later.
[0147] Next, the special chart 2 starting ball detection process in step S5-6 will be explained. Figure 17 is a flowchart showing the special chart 2 starting ball detection process. When the special chart 2 starting ball detection process is executed in step S5-6, it first proceeds to step S8-1 as shown in FIG. In step S8-1, a special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, a special symbol identification value corresponding to the second special symbol lottery is set in the special symbol identification value setting area of RAM 230. Also, "1" is added to the value of the external information starting hole ball entry count counter. In step S8-2, a reserved number counter address setting process is executed, and the process proceeds to step S8-3. In the reserved number counter address setting process, the address of the reserved number counter for special drawing 2 is set in the reserved number counter address area of RAM 230. In step S8-3, a special symbol random number acquisition process is executed, and the series of processes is ended, and the process proceeds to the next process (step S5-7). The special symbol random number acquisition process will be described later.
[0148] Next, the special symbol random number acquisition process in steps S7-3 and S8-3 will be described. FIG. 18 is a flowchart showing the special symbol random number acquisition process. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, as shown in FIG. 18, the process first proceeds to step S9-1. In step S9-1, a special symbol identification value acquisition process is executed, and the process proceeds to step S9-2. In the special symbol identification value acquisition process, the special symbol identification value set in the special symbol identification value setting area of the RAM 230 is acquired (loaded). In step S9-2, a special drawing reservation number acquisition process is executed, and the process proceeds to step S9-3. In the special drawing reservation number acquisition process, the value (special drawing 1 reservation number or special drawing 2 reservation number) of the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area is acquired (loaded). In step S9-3, a special symbol random number acquisition process is executed, and the process proceeds to step S9-4. In the special symbol random number acquisition process, various random numbers (random value values) such as winning random numbers, winning symbol random numbers, reach group random numbers, reach mode random numbers, and variable pattern random numbers are acquired (loaded) from the loop counters corresponding to each lottery. At this time, the corresponding loop counter is selected based on the special symbol identification value acquired in step S9-1. In step S9-4, it is determined whether the number of reserved special drawings (number of reserved special drawings 1 or number of reserved special drawings 2) obtained in step S9-2 is the upper limit, and if it is determined that the number of reserved special drawings is not the upper limit (No), the process proceeds to step S9-5, and if it is determined that the number of reserved special drawings is the upper limit (Yes), the series of processes is terminated and the process proceeds to the next process (step S5-5 or S5-7). In this embodiment, the upper limit of the number of reserved special drawings 1 is set to "4". On the other hand, the upper limit of the number of reserved special drawings 2 is set to "4". In step S9-5, a special drawing reservation number counter update process is executed, and the process proceeds to step S9-6. In the special drawing reservation number counter update process, "1" is added to the value set in the special drawing reservation number counter (special drawing 1 reservation number counter or special drawing 2 reservation number counter) specified by the address set in the reservation number counter address area.
[0149] In step S9-6, a special random number saving process is executed, and the process proceeds to step S9-7. In the special random number saving process, the various random numbers acquired in step S9-3 are stored as special game information (special game information 1 or special game information 2) in the special game information storage area (special game information 1 or special game information storage area) of RAM 230. Specifically, RAM230 is configured to include a changing game information storage area in which game information is stored while the notification display of the special pattern is being executed, a special pattern 1 game information storage area in which special pattern 1 game information for which start determination is pending is stored, and a special pattern 2 game information storage area in which start determination is pending. The special chart 1 game information storage area is configured to include four storage units (first storage unit to fourth storage unit) as storage units capable of storing the special chart 1 game information. The first storage unit to fourth storage unit are defined with different priorities. That is, the priority of each storage unit is defined to be the first storage unit, the second storage unit, the third storage unit, and the fourth storage unit (highest to lowest) in descending order of priority. Then, the start determination is performed on the special chart 1 game information stored in the special chart 1 game information storage area in order of the special chart 1 game information stored in the storage unit with the highest priority. The special chart 2 game information storage area is configured to include four storage units (first storage unit to fourth storage unit) as storage units capable of storing special chart 2 game information. Different priorities are defined for the first storage unit to the fourth storage unit. That is, the priority of each storage unit is defined to be the first storage unit, the second storage unit, the third storage unit, and the fourth storage unit (highest to lowest) in descending order of priority. Then, the start determination is performed on the special chart 2 game information stored in the special chart 2 game information storage area in order of the special chart 2 game information stored in the storage unit with the highest priority. Then, if the special symbol identification value acquired in step S9-1 corresponds to the first special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 1 game information storage area as special symbol 1 game information. At this time, the various random numbers acquired in step S9-3 are stored in the highest priority storage unit among the available storage units. Specifically, if the current special symbol 1 reserved number counter value is "1", the various random numbers acquired in step S9-3 are stored in the first storage unit. On the other hand, if the current special symbol 1 reserved number counter value is "2", the various random numbers acquired in step S9-3 are stored in the second storage unit. If the current special symbol 1 reserved number counter value is "3", the various random numbers acquired in step S9-3 are stored in the third storage unit. If the current special symbol 1 reserved number counter value is "4", the various random numbers acquired in step S9-3 are stored in the fourth storage unit. On the other hand, if the special symbol identification value acquired in step S9-1 corresponds to the second special symbol lottery, the various random numbers acquired in step S9-3 are stored in the special symbol 2 game information storage area as special symbol 2 game information. At this time, the various random numbers acquired in step S9-3 are stored in the memory unit with the highest priority among the available memory units. Specifically, if the current value of the special symbol 2 reserved number counter is "1", the various random numbers acquired in step S9-3 are stored in the first memory unit. On the other hand, if the current value of the special symbol 2 reserved number counter is "2", the various random numbers acquired in step S9-3 are stored in the second memory unit. If the current value of the special symbol 2 reserved number counter is "3", the various random numbers acquired in step S9-3 are stored in the third memory unit. If the current value of the special symbol 2 reserved number counter is "4", the various random numbers acquired in step S9-3 are stored in the fourth memory unit.
[0150] In step S9-7, a reserved number designation command setting process is executed, and the process proceeds to step S9-8. In the reserved number designation command setting process, a reserved number designation command specifying that the special symbol reserved number (special symbol 1 reserved number or special symbol 2 reserved number) has increased by "1" is stored in the subcommand output request buffer of RAM 230. At this time, if the special symbol identification value acquired in step S9-1 is a value corresponding to the first special symbol lottery, a reserved number designation command specifying that the special symbol 1 reserved number has increased by "1" is stored in the subcommand output request buffer of RAM 230, and if it is a value corresponding to the second special symbol lottery, a reserved number designation command specifying that the special symbol 2 reserved number has increased by "1" is stored in the subcommand output request buffer of RAM 230.
[0151] In step S9-8, a pre-determination process is executed, the series of processes is terminated, and the process proceeds to the next process (step S5-5 or S5-7). In the pre-determination process, various lottery results are pre-determined based on the game information (special game information 1 or special game information 2) (hereinafter referred to as "pre-determined game information") saved (stored) in the special game information storage area (special game information 1 storage area or special game information 2 storage area) in step S9-6. In this embodiment, various lottery results are pre-determined for all game information (special chart 1 game information and special chart 2 game information). In addition, for the game information acquired (stored) during the occurrence of a jackpot game state, a configuration may be adopted in which a pre-determination of various lottery results is not performed. Also, for the special chart 2 game information acquired (stored) while the time-saving control is stopped, a pre-determination of various lottery results is not performed, and for the special chart 1 game information acquired (stored) while the time-saving control is being executed, a configuration may be adopted in which a pre-determination of various lottery results is not performed.
[0152] In the preliminary determination process, first, a preliminary special drawing pass / fail determination process is executed. In the advance special pattern winning / losing determination process, the result of the special pattern lottery ("small win", "time reduction" or "loss") is determined (advance special pattern winning / losing determination). The ROM 220 stores a special symbol small win lottery table in which the small win value of the special symbol lottery is registered, and a special symbol time-saving lottery table in which the time-saving value of the special symbol lottery is registered. Also, as the special symbol small win lottery table, a special symbol small win lottery table corresponding to the special symbol 1 game information and a special symbol small win lottery table corresponding to the special symbol 2 game information are stored. Furthermore, as the special symbol time-saving lottery table, a special symbol time-saving lottery table corresponding to the special symbol 1 game information and a special symbol time-saving lottery table corresponding to the special symbol 2 game information are stored. In the preliminary special chart win / loss determination process, first, the preliminary special chart small win determination process is executed. In the preliminary special chart small win determination process, a special chart small win lottery table corresponding to the type of preliminary determination game information (special chart 1 game information or special chart 2 game information) is read. Then, based on the winning random number included in the preliminary determination game information and the read special chart small win lottery table, it is determined whether or not a "small win" has been won (preliminary special chart small win determination). At this time, if the winning random number included in the pre-determined game information matches the small win value registered in the special small win lottery table, it is determined that a "small win" has been won (the result of the special pattern lottery is determined to be a "small win"). On the other hand, if the winning random number included in the pre-determined game information does not match the small win value registered in the special small win lottery table, it is determined that a "small win" has not been won. If the preliminary special chart small win determination process determines that the player has not won a "small win," the preliminary special chart time reduction determination process is then executed. In the pre-determination special time-saving determination process, a special time-saving lottery table corresponding to the type of pre-determination game information (special game information 1 or special game information 2) is read out. Then, based on the winning random number included in the pre-determination game information and the read special game time-saving lottery table, it is determined whether or not the "time-saving" has been won (pre-determination of special game time-saving). At this time, if the winning random number included in the pre-determined game information matches the time-saving value registered in the special symbol time-saving lottery table, it is determined that the "time-saving" has been won (the result of the special symbol lottery is determined to be "time-saving"). On the other hand, if the winning random number included in the pre-determined game information does not match the time-saving value registered in the special symbol time-saving lottery table, it is determined that the "time-saving" has not been won. If the preliminary special symbol time-saving judgment process determines that the player has not won the "time-saving" option, the result of the special symbol lottery is determined to be a "miss." At this time, as described above, if the reserved type of the pre-determined game information is special chart 1 game information, either a "small win" or a "miss" is determined ("time reduction" is not determined). On the other hand, if the reserved type of the pre-determined game information is special chart 2 game information, either a "small win", "time reduction" or a "miss" is determined.
[0153] In the preliminary determination process, next, a preliminary special symbol stop pattern determination process is executed. In the advance special symbol stop pattern determination process, the type of the special symbol stop pattern is determined (advance special symbol stop pattern determination). In the advance special chart stop pattern determination process, if the advance special chart win / loss determination determines a "small win" (win), the type of small win pattern (win type) is determined (advance small win pattern determination). A small win symbol lottery table in which the correspondence between the winning symbol random number and the type of small win symbol is registered is stored in the ROM 220. In addition, as the small win symbol lottery table, a small win symbol lottery table corresponding to the special symbol 1 game information and a small win symbol lottery table corresponding to the special symbol 2 game information are stored. And, in the small win symbol lottery table corresponding to the special chart 1 game information, "small win symbol 1" and "small win symbol 2" are registered as the types of small win symbols (winning types). On the other hand, in the small win symbol lottery table corresponding to the special chart 2 game information, "small win symbol 3" and "small win symbol 4" are registered as the types of small win symbols (winning types). In the preliminary special symbol stop symbol determination process, if the preliminary special symbol win / loss determination determines a "small win" (win), the type of preliminary determination game information (special symbol 1 game information or special symbol 2 game information) is confirmed, and the small win symbol lottery table corresponding to this confirmation result is read out. Then, the type of small win symbol is determined based on the winning symbol random number included in the preliminary determination game information and the read small win symbol lottery table. On the other hand, in the advance special chart stop pattern determination process, if the advance special chart win / loss determination determines that the result is "time-shortened" (winning), the type of "time-shortened pattern" is determined (advance time-shortened pattern determination). The ROM 220 stores a time-saving symbol lottery table in which the correspondence between the winning symbol random number and the type of "time-saving symbol" (in this embodiment, only "time-saving symbol 1") is registered. In the process of determining the type of the "time-saving symbol," a time-saving symbol lottery table is read out, and the type of the time-saving symbol is determined based on the winning symbol random number included in the pre-determined game information and the read time-saving symbol lottery table. On the other hand, in the advance special chart stop pattern determination process, if the advance special chart win / loss determination determines that the winning / loss is a "miss" (failure), the type of the stop pattern is determined to be a "missing pattern."
[0154] In the preliminary determination process, next, a first pre-read designation command setting process is executed. In the first pre-reading designation command setting process, a first pre-reading designation command that designates the type of the stop symbol determined by the advance special symbol stop symbol determination is stored in the sub-command output request buffer of the RAM 230.
[0155] In the preliminary determination process, next, a preliminary special chart variation mode determination process is executed. In the preliminary special chart fluctuation mode determination process, a fluctuation mode number (type of fluctuation mode) and a fluctuation pattern number (type of fluctuation pattern) are determined. In the preliminary special chart fluctuation mode determination process, if the preliminary special chart win / loss determination determines a "small win" or "time reduction," the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) are determined by the preliminary fluctuation pattern determination process at the time of winning, which will be described later. On the other hand, if the preliminary special drawing success / failure judgment determines that the lottery has been lost, the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) will be determined by the preliminary fluctuation pattern judgment process for when the lottery is lost, which will be described later.
[0156] In the pre-winning fluctuation pattern determination process, first, the fluctuation mode number (type of fluctuation mode) is determined (pre-winning fluctuation mode determination). The ROM 220 stores a winning time variation mode determination table in which correspondence between reach mode random numbers and variation mode numbers (variation mode types) is registered. In addition, as a winning time change mode determination table, a winning time change mode determination table corresponding to each combination of the hold type (special chart 1 game information or special chart 2 game information), game state ("normal state", "first time-shortened state", "second time-shortened state" or "third time-shortened state"), and type of stopping pattern ("small win pattern 1" to "small win pattern 4" or "time-shortened pattern 1" to "time-shortened pattern 3") is stored. In each winning fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a winning fluctuation pattern determination table (information specifying the winning fluctuation pattern determination table) are associated with each reach mode random number. As a result, the fluctuation mode number (type of fluctuation mode) and the winning fluctuation pattern determination table are simultaneously selected based on each winning fluctuation mode determination table. In the pre-selection of the variable mode when winning, first, the hold type of the pre-selection game information (special chart 1 game information or special chart 2 game information), the current game state ("normal state", "first time-shortened state", "second time-shortened state" or "third time-shortened state"), and the type of the stopping pattern determined by the pre-selection of the special chart stopping pattern are confirmed, and the pre-selection variable mode determination table corresponding to the confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the read-out winning time fluctuation mode determination table, the fluctuation mode number (type of fluctuation mode) and the winning time fluctuation pattern determination table are determined. In the pre-winning fluctuation pattern determination process, the fluctuation pattern number (type of fluctuation pattern) is then determined (pre-winning fluctuation pattern determination). The ROM 220 stores a winning fluctuation pattern determination table in which the correspondence between the fluctuation pattern random number and the fluctuation pattern number (type of fluctuation pattern) is registered. In addition, as the winning time fluctuation pattern determination table, a plurality of winning time fluctuation pattern determination tables with mutually different contents are stored. In the pre-winning fluctuation pattern determination, first, the winning fluctuation pattern determination table determined by the pre-winning fluctuation mode determination is read out. Then, the fluctuation pattern number (type of fluctuation pattern) is determined based on the fluctuation pattern random number included in the pre-determined game information and the read-out winning fluctuation pattern determination table.
[0157] In the pre-variation pattern determination process when losing, first, the type of reach group random number contained in the pre-determined game information ("indefinite value" or "fixed value") is determined (pre-random number type determination). In this embodiment, the types of reach group random numbers are defined as "indefinite value" and "fixed value." An "indeterminate value" is a type of reach group random number in which the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) are not determined when the game information (special chart 1 game information or special chart 2 game information) is acquired (stored), and the fluctuation mode number (type of fluctuation mode) and fluctuation pattern number (type of fluctuation pattern) are determined based on the number of reserved balls at that time (special chart 1 reserved number or special chart 2 reserved number) when the start judgment (steps S11-4, S11-5, S11-7) based on the game information is executed. The "fixed value" is a type of reach group random number that determines the fluctuation mode number (type of fluctuation mode) and the fluctuation pattern number (type of fluctuation pattern) when game information (special chart 1 game information or special chart 2 game information) is acquired (stored). In this embodiment, the value of the reach group random number is updated within the range of "0" to "10006." Of the "0" to "10006," "0" to "8499" are set as "indefinite values," and "8500" to "10006" are set as "fixed values." Therefore, in the preliminary random number type determination, if the value of the reach group random number contained in the preliminary determination game information is less than "8500", it is determined to be an "indeterminate value", and if it is "8500" or greater, it is determined to be a "fixed value".
[0158] In the pre-fluctuating pattern determination process when losing, if the pre-random number type determination determines that the value is "indeterminate," the process proceeds to the next step without performing the pre-reach group determination, pre-fluctuating mode determination when losing, and pre-fluctuating pattern determination when losing, which will be described later. On the other hand, if the preliminary random number type determination determines that the value is a "fixed value," preliminary reach group determination, preliminary fluctuation mode determination when losing, and preliminary fluctuation pattern determination when losing are performed.
[0159] In the preliminary reach group determination, the reach group number (type of reach group) is determined. The ROM 220 stores a reach group determination table in which correspondence between reach group random numbers and reach group numbers (reach group types) is registered. Further, as reach group determination tables, a reach group determination table corresponding to an "indefinite value" and a reach group determination table corresponding to a "fixed value" are stored. In the reach group determination table corresponding to "indefinite values", reach group numbers corresponding to "indefinite values" (hereinafter referred to as "indefinite value reach groups") are registered as reach group numbers. On the other hand, in the reach group determination table corresponding to "fixed values", reach group numbers corresponding to "fixed values" (hereinafter referred to as "fixed value reach groups") are registered as reach group numbers. In the advance reach group determination, a reach group determination table corresponding to the "fixed value" is read out. Then, the reach group number (the type of reach group) is determined based on the reach group random number included in the advance determination game information and the read reach group determination table.
[0160] In the pre-fluctuating mode determination when losing the election, the fluctuating mode number (type of fluctuating mode) is determined (pre-fluctuating mode determination when losing the election). The ROM 220 stores a loss-time fluctuation mode determination table in which correspondence between reach mode random numbers and fluctuation mode numbers (types of fluctuation modes) is registered. In addition, as a loss-time fluctuation mode determination table, a loss-time fluctuation mode determination table corresponding to each combination of reach group number, hold type (special chart 1 game information or special chart 2 game information), hold number (special chart 1 hold number or special chart 2 hold number), and game state ("normal state," "first time-shortened state," "second time-shortened state," or "third time-shortened state") is stored. In each loss-time fluctuation mode determination table, a fluctuation mode number (type of fluctuation mode) and a loss-time fluctuation pattern determination table (information specifying the loss-time fluctuation pattern determination table) are associated with each reach mode random number. As a result, the fluctuation mode number (type of fluctuation mode) and the loss-time fluctuation pattern determination table are simultaneously selected based on each loss-time fluctuation mode determination table. In the pre-fluctuating mode determination when a player loses, first, the reach group number determined by the pre-reach group determination, the hold type of the pre-determined game information (special chart 1 game information or special chart 2 game information), the number of holds corresponding to the hold type of the game information to be pre-determined (number of holds for special chart 1 or number of holds for special chart 2), and the current game state ("normal state," "first time-shortened state," "second time-shortened state," or "third time-shortened state") are confirmed, and the pre-fluctuating mode determination table when a player loses corresponding to the confirmation result is read out. Then, based on the reach mode random number included in the pre-determined game information and the read-out loss-time fluctuation mode determination table, the fluctuation mode number (type of fluctuation mode) and the loss-time fluctuation pattern determination table are determined.
[0161] In the pre-determination of fluctuation pattern when losing the election, the fluctuation pattern number (type of fluctuation pattern) is determined (pre-determination of fluctuation pattern when losing the election). The ROM 220 stores a fluctuation pattern determination table for when the winner is not selected, in which correspondence between fluctuation pattern random numbers and fluctuation pattern numbers (types of fluctuation patterns) is registered. In addition, as the unsuccessful election fluctuation pattern determination table, a plurality of unsuccessful election fluctuation pattern determination tables with mutually different contents are stored. In the pre-fluctuating pattern determination at the time of losing, first, the fluctuation pattern determination table at the time of losing determined by the pre-fluctuating mode determination at the time of losing is read out. Then, the fluctuation pattern number (type of fluctuation pattern) is determined based on the fluctuation pattern random number included in the pre-determined game information and the read-out fluctuation pattern determination table for when the player loses.
[0162] In the preliminary determination process, next, second and third pre-read designation command setting processes are executed. In the second and third look-ahead designation command setting processes, a second look-ahead designation command that designates the fluctuation mode number determined by the preliminary fluctuation mode determination, and a third look-ahead designation command that designates the fluctuation pattern number determined by the preliminary fluctuation pattern determination are stored in a subcommand output request buffer of RAM 230. Specifically, when the pre-winning fluctuation pattern determination process is executed, a second pre-reading designation command specifying the fluctuation mode number determined by the pre-winning fluctuation mode determination, and a third pre-reading designation command specifying the fluctuation pattern number determined by the pre-winning fluctuation pattern determination are stored in the sub-command output request buffer of RAM 230. On the other hand, when the pre-fluctuating pattern determination process is executed and the pre-random number type determination determines that the value is a "fixed value," a second pre-reading designation command specifying the fluctuation mode number determined by the pre-fluctuating mode determination process when the election is lost, and a third pre-reading designation command specifying the fluctuation pattern number determined by the pre-fluctuating pattern determination process when the election is lost are stored in the sub-command output request buffer of RAM 230. On the other hand, when the pre-fluctuating pattern determination process is executed when the result of the pre-random number type determination is "undefined value," a second pre-reading designation command specifying "undefined value" and a third pre-reading designation command specifying "undefined value" are stored in the sub-command output request buffer of RAM 230. As a result of the above, if the value of the reach group random number contained in the pre-determined game information is a "fixed value," the type of fluctuation mode (fluctuation mode number) and the type of fluctuation pattern (fluctuation pattern number) are determined, and second and third pre-reading designation commands specifying the determined type of fluctuation mode and type of fluctuation pattern are sent to the performance control circuit 300. On the other hand, if the value of the reach group random number contained in the pre-determined game information is an "indeterminate value," the type of fluctuation mode (fluctuation mode number) and the type of fluctuation pattern (fluctuation pattern number) are not determined, and second and third pre-reading designation commands specifying an "indeterminate value" are sent to the performance control circuit 300.
[0163] Next, the special game management process in step S4-11 will be described. FIG. 19 is a flowchart showing the special game management process. In this embodiment, the following situations and stages (hereinafter referred to as "special game phases") of a game (hereinafter referred to as "special game") executed based on a special pattern lottery are defined: "state waiting for special pattern change," "state during special pattern change," "state displaying special pattern stopped by special pattern," "state before first large prize opening," "state controlling opening of first large prize opening," "state enabling closure of first large prize opening," "state waiting for completion of opening of first large prize opening," "state before opening of second large prize opening," "state controlling opening of second large prize opening," "state enabling closure of second large prize opening," and "state waiting for completion of opening of second large prize opening." Then, in the special game phase flag area of the RAM 230, a value (special game phase flag) corresponding to one of the 11 special game phases is set. The ROM 220 also stores special game control modules (programs) for controlling (executing) special games, each of which corresponds to a special game phase. In the special game management process, a special game control module corresponding to the value set in the special game phase flag area of the RAM 230 is selected, and processing based on the selected special game control module is executed.
[0164] Specifically, when the special game management process is executed in step S4-11, the process first proceeds to step S10-1 as shown in FIG. In step S10-1, a special game phase acquisition process is executed, and the process proceeds to step S10-2. In the special game phase acquisition process, the value (special game phase) set in the special game phase flag area of the RAM 230 is acquired (loaded). In step S10-2, a special game control module acquisition process is executed, and the process proceeds to step S10-3. In the special game control module acquisition process, the special game control module corresponding to the value (special game phase) acquired in step S10-1 is read out. In step S10-3, a special game control module execution process is executed, and the series of processes is ended, and the process proceeds to the next process (step S4-12). In the special game control module execution process, processing based on the special game control module read in step S10-2 is started. Specifically, if the value acquired in step S10-1 is a value corresponding to the "special chart change waiting state", the special chart change waiting process described later is started, if it is a value corresponding to the "special chart changing state", the special chart changing process described later is started, if it is a value corresponding to the "special chart stopped pattern display state", the special chart stopped process described later is started, if it is a value corresponding to the "first large prize opening pre-opening state", the first large prize opening pre-opening process described later is started, if it is a value corresponding to the "first large prize opening opening control state", the first large prize opening opening control process described later is started, if it is a value corresponding to the "first large prize opening closure valid state", the first large prize opening closing valid state is started, The large prize opening closure valid process is started, and if the value corresponds to the ``first large prize opening opening end wait state,'' the first large prize opening opening end wait process described below is started, and if the value corresponds to the ``second large prize opening pre-open state,'' the second large prize opening pre-open process described below is started, and if the value corresponds to the ``second large prize opening opening control state,'' the second large prize opening opening control process described below is started, and if the value corresponds to the ``second large prize opening closure valid state,'' the second large prize opening closure valid process described below is started, and if the value corresponds to the ``second large prize opening opening end wait state,'' the second large prize opening opening end wait process described below is started.
[0165] Next, the special chart change waiting process executed in step S10-3 will be described. FIG. 20 is a flowchart showing the special chart change waiting process. When the special chart change waiting process is executed in step S10-3, as shown in FIG. 20, first, the process proceeds to step S11-1. In step S11-1, it is determined whether the value of the special drawing 2 reserved number counter is "1" or greater, and if it is determined that the value of the special drawing 2 reserved number counter is not "1" or greater (No), it proceeds to step S11-2, and if it is determined that the value of the special drawing 2 reserved number counter is "1" or greater (Yes), it proceeds to step S11-3. In step S11-2, it is determined whether the value of the special drawing 1 reserved number counter is "1" or greater, and if it is determined that the value of the special drawing 1 reserved number counter is "1" or greater (Yes), it proceeds to step S11-3, and if it is determined that the value of the special drawing 1 reserved number counter is not "1" or greater (Yes), it proceeds to step S11-13.
[0166] In step S11-3, a special drawing reservation number update process is executed, and the process proceeds to step S11-4. In the special drawing reservation number update process, the special drawing reservation number (special drawing 1 reservation number or special drawing 2 reservation number) is updated. Specifically, in the special chart reserve number update process, first, one of the game information (special chart 1 game information and special chart 2 game information) stored in the game information storage area (special chart 1 game information storage area and special chart 2 game information storage area) of RAM230 is selected as the judgment game information. In this embodiment, start determination (special chart win / loss determination, special chart stop pattern determination, special chart change pattern determination, etc.) is performed for the special chart 2 game information stored in the special chart 2 game information storage area in priority to the special chart 1 game information stored in the special chart 1 game information storage...
Claims
[Claim 1] A game judgment means for making a game judgment based on first game information obtained when a game ball enters a first ball entrance provided in the left area, or second game information obtained when a game ball enters a second ball entrance provided in the right area; A time-saving state control means capable of generating a time-saving state according to a predetermined number of time-saving times, In the non-time-shortening state, the game is progressed mainly based on the game judgment based on the first game information by launching the game ball into the left area, In the time-saving state, the game is progressed mainly based on the game judgment based on the second game information by hitting the game ball to the right area, With the end of the special game state, it is possible to generate a time-saving state according to a first number of time-saving times and a time-saving state according to a second number of time-saving times that is greater than the first number of time-saving times, As a specific result is determined by the game determination based on the second game information executed during the occurrence of the time-shortening state corresponding to the second time-shortening number of times, it is possible to cause a time-shortening state corresponding to the third time-shortening number of times without causing the special game state, The third time-saving number of times is equal to or greater than the second time-saving number of times, Upon termination of the special game state that has been generated based on the game judgment executed during the generation of the time-saving state, it is possible to generate a time-saving state according to the second number of time-saving times, A gaming machine characterized in that a time-shortening state corresponding to the third number of time-shortening times is more likely to occur upon termination of the special game state caused by the game judgment based on the second game information executed during the occurrence of the time-shortening state than a time-shortening state corresponding to the first number of time-shortening times.
Citation Information
Patent Citations
Game machine
JP2020130774A
Game machine
JP2021119875A
Game machine
JP2022049657A
Game machine
JP2022151342A
Game machine
JP2023007813A