Gaming machine

The gaming machine enhances player engagement by implementing a suggestion effect mechanism that allows for selective suggestive presentations, addressing the lack of interest enhancement in conventional systems.

JP7829526B2Active Publication Date: 2026-03-13HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-08-30
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Conventional gaming machines lack an effective mechanism to enhance player interest during the execution of a preview effect, leading to a potential decrease in game engagement.

Method used

A gaming machine that includes game information acquisition, determination, and control mechanisms to execute a suggestion effect, allowing for a first suggestive presentation to be restricted during specific periods while enabling a second suggestive presentation, thereby enhancing player expectation and interest.

Benefits of technology

The implementation improves player interest by allowing for enhanced game engagement through dynamic suggestive presentations, even during restricted periods.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve the amusement of games.SOLUTION: In a Pachinko machine 1, during a read-ahead prohibition period, a performance of a read-ahead prediction presentation for suggesting the result of a prior determination is restricted. However, even during the read-ahead prohibition period, a performance of a prior-flag prediction presentation for suggesting the result of the prior determination is configured to be allowed. That is, a permission condition is different between the read-ahead prediction presentation and prior-flag prediction presentation. In this manner, a player's expectation can be improved even during the read-ahead prohibition period in which the read-ahead prediction presentation is restricted to be performed. Thereby, the amusement of games can be improved.SELECTED DRAWING: Figure 47
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Description

Technical Field

[0005] , ,

[0001] The present invention relates to a gaming machine that executes a suggestion effect that suggests the result of a pre-game determination.

Background Art

[0002] Conventionally, a gaming machine that executes a preview effect (suggestion effect) that suggests the result of a pre-game determination has been known (see Patent Document 1). In this gaming machine, a new preview lottery is not executed during the execution of the preview effect.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in a conventional gaming machine, during the execution of the preview effect, it is impossible to execute an effect that improves the player's expectation, and there is a risk that it may be difficult to improve the interest of the game. An object of the present invention is to improve the interest of the game.

Means for Solving the Problems

[0005] In order to achieve the above object, a gaming machine according to a first invention includes: game information acquisition means for acquiring game information as a game ball enters a specific ball entry port; game determination means for executing a game determination based on the game information; game control means for executing a game according to the result of the game determination; pre-game determination means for executing a pre-game determination based on the game information; and suggestion effect control means capable of executing a suggestion effect that suggests the result of the pre-game determination. As types of the suggestion effect, a first suggestion effect and a second suggestion effect are included. The aforementioned second suggestive effect includes a light-emitting effect by a predetermined light-emitting part,For game information acquired outside the specific period, execution of the first suggestive presentation is permitted; for game information acquired within the specific period, execution of the first suggestive presentation is prohibited, and execution of the second suggestive presentation is permitted. Furthermore, if the first suggestive performance based on game information acquired prior to a given game information is being performed, the execution of the first suggestive performance based on that given game information can be prohibited, and even if the second suggestive performance based on game information acquired prior to a given game information is being performed, the second suggestive performance based on that given game information can be executed by the light-emitting unit. It is characterized by this. In the gaming machine according to the first invention, even during the specific period in which execution of the first suggestive presentation is restricted, it is possible to execute the second suggestive presentation. As a result, even during the specific period in which execution of the first suggestive presentation is restricted, it is possible to improve the expectations of the player and to improve the interest of the game. Here, as the game information, the game information (special drawing 1 game information, special drawing 2 game information) described later is applicable. As the game information acquisition means, the main control board 200 (step S9-2) described later is applicable. As the game determination, the start determination described later is applicable. As the game determination means, the main control board 200 (steps S11-7, S11-8, S11-11) described later is applicable. As the game, the notification display (variable display, stop display) of the special symbol described later is applicable. As the game control means, the main control board 200 (step S11-13) described later is applicable. As the pre-game determination, the pre-determination described later is applicable. As the pre-game determination means, the main control board 200 (step S9-8) described later is applicable. As the first suggestive presentation, the advance prediction presentation described later is applicable. As the suggestive presentation control means, the presentation control board 300 described later is applicable. As the specific period, the advance prediction prohibition period described later is applicable. As the second suggestive presentation, the pre-flash prediction presentation described later is applicable.

Effect of the Invention

[0007] According to the present invention, it is possible to improve the interest of the game.

Brief Description of the Drawings

[0008] [Figure 1] It is a perspective view showing the overall configuration of the pachinko machine. [Figure 2] It is a view showing the front of the game board and schematically showing the parts necessary for the explanation. [Figure 3]It is a block diagram showing the configuration of the control system of a pachinko machine. [Figure 4] It is an address map of the memory area used by the CPU 210. [Figure 5] It is a diagram showing the winning probabilities of various lotteries. [Figure 6] It is a diagram showing the winning types of various lotteries. [Figure 7] It is a diagram showing the transition of the game state. [Figure 8] It is a flowchart showing the CPU initialization process. [Figure 9] It is a flowchart showing the main loop process. [Figure 10] It is a flowchart showing the save process at power-off. [Figure 11] It is a flowchart showing the timer interrupt process. [Figure 12] It is a flowchart showing the dynamic port output process. [Figure 13] It is a flowchart showing the performance display device output process. [Figure 14] It is a flowchart showing the setting-related process. [Figure 15] It is a flowchart showing the switch management process. [Figure 16] It is a flowchart showing the general diagram start ball detection process. [Figure 17] It is a flowchart showing the special diagram 1 start ball detection process. [Figure 18] It is a flowchart showing the special diagram 2 start ball detection process. [Figure 19] It is a flowchart showing the special symbol random number acquisition process. [Figure 20] It is a flowchart showing the special game management process. [Figure 21] It is a flowchart showing the special diagram change waiting process. [Figure 22] It is a flowchart showing the special diagram change in progress process. [Figure 23] It is a flowchart showing the count cut management process. [Figure 24] It is a flowchart showing the processing during the special drawing stop. [Figure 25] It is a flowchart showing the pre - processing before opening the first major winning port. [Figure 26] It is a flowchart showing the control processing for opening the first major winning port. [Figure 27] It is a flowchart showing the effective processing for closing the first major winning port. [Figure 28] It is a flowchart showing the wait processing after the end of opening the first major winning port. [Figure 29] It is a flowchart showing the pre - processing before opening the second major winning port. [Figure 30] It is a flowchart showing the control processing for opening the second major winning port. [Figure 31] It is a flowchart showing the effective processing for closing the second major winning port. [Figure 32] It is a flowchart showing the wait processing after the end of opening the second major winning port. [Figure 33] It is a flowchart showing the switching process for opening and closing the special electric function. [Figure 34] It is a flowchart showing the general game management processing. [Figure 35] It is a flowchart showing the waiting process for the general drawing variation. [Figure 36] It is a flowchart showing the processing during the general drawing variation. [Figure 37] It is a flowchart showing the processing during the general drawing stop. [Figure 38] It is a flowchart showing the pre - processing before opening the general electric accessory. [Figure 39] It is a flowchart showing the switching process for opening and closing the general electric function. [Figure 40] It is a flowchart showing the control processing for opening the general electric accessory. [Figure 41] It is a flowchart showing the effective processing for closing the general electric accessory. [Figure 42] It is a flowchart showing the wait processing after the end of opening the general electric accessory. [Figure 43]It is a flowchart showing the performance display device control process. [Figure 44] It is a flowchart showing the reserved command reception process. [Figure 45] It is a flowchart showing the pre-read command reception process. [Figure 46] It is a flowchart showing the pre-read preview effect management process. [Figure 47] It is a flowchart showing the pre-flash preview effect management process. [Figure 48] It is a flowchart showing the variable command reception process. [Figure 49] It is a flowchart showing the pre-flash preview effect management process. [Figure 50] It is a flowchart showing the stop command reception process.

Mode for Carrying Out the Invention

[0009] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to the pachinko machine 1.

[0010] (Overall Configuration of Pachinko Machine 1) First, the overall configuration of the pachinko machine 1 will be described. FIG. 1 is a perspective view showing the overall configuration of the pachinko machine. The pachinko machine 1 includes 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, the inner frame unit 3, and the front frame unit 4 are fixed to each other via a hinge mechanism. As a result, the inner frame unit 3 can be opened and closed with respect to the outer frame unit 2. Further, the front frame unit 4 can be opened and closed with respect to each of the inner frame unit 3 and the outer frame unit 2.

[0011] The outer frame unit 2 includes a rectangular frame body (outer frame). And the outer frame provided in the outer frame unit 2 is fixed to the island equipment in the game hall. The inner frame unit 3 is composed of a rectangular frame (inner frame). The inner frame unit 3 is positioned inside the outer frame unit 2. The front frame unit 4 is formed in the shape of a rectangular door. The front frame unit 4 has a transparent plate 4a located approximately in the center, a decorative part 4b located around the transparent plate 4a, a receiving tray unit 5 located below the transparent plate 4a, and a launching handle 6 located to the side of the receiving tray unit 5. The transparent plate 4a is formed in a flat shape from a transparent material such as resin or glass. The decorative part 4b is formed from a transparent or translucent resin material and has a shape that bulges forward. At each upper corner of the decorative part 4b, there are sound vents 4c inside which a speaker 22 (see Figure 3) is disposed. Each sound vent 4c is provided with multiple sound vents that allow the sound output by the speaker 22 to pass through. A frame lamp 20 (see Figure 3) is also provided on the decorative part 4b. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0012] The receiving unit 5 includes a receiving tray 5a for receiving game balls (loaned balls and prize balls), and an action button 5b and a rotary selector 5c located in front of the receiving tray 5a. The performance button 5b is formed in a roughly cylindrical shape and is positioned to protrude upward from the receiving unit 5. The performance button 5b can be pressed by the player (by pushing it downwards). Inside the receiving unit 5 is a first operation detection switch 24 (see Figure 3) which detects the pressing operation of the performance button 5b. Each time the performance button 5b is pressed, the first operation detection switch 24 outputs a first operation signal to the performance control board 300 (see Figure 3). The rotary selector 5c (a so-called "jog dial") is formed in a roughly cylindrical shape and is arranged to surround the effect button 5b. The rotary selector 5c can be rotated by the player (rotated around its cylindrical axis). Inside the tray unit 5 is a second operation detection switch 25 (see Figure 3) that detects the rotation of the rotary selector 5c. The second operation detection switch 25 outputs a second operation signal to the effect control board 300 each time the rotary selector 5c is rotated by a predetermined angle (for example, 60°).

[0013] Furthermore, a lending operation unit 7 is provided on the upper surface of the receiving tray unit 5. The lending operation unit 7 includes a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is communicatively connected to a CR unit (not shown) capable of reading and updating information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining balance of the value medium recorded on the inserted prepaid card is displayed on the balance display device 7c. Furthermore, when the ball dispensing button 7a is operated while a prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining balance of the redeemable media recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining balance of the redeemable media is displayed on the balance display device 7c. Furthermore, if the return button 7b is pressed while a prepaid card with remaining credit on the payable media is inserted into the CR unit, the prepaid card will be returned from the CR unit. In this context, prepaid cards include, for example, magnetic storage media and media with embedded storage ICs. The launch handle 6 can be rotated by the player. Inside the launch handle 6 is a launch volume 410 (see Figure 3) that detects the angle at which the launch handle 6 is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).

[0014] (Configuration of game board unit 10) Next, the configuration of the game board unit 10 will be explained. Figure 2 shows the front view of the game board, and schematically illustrates the parts that are particularly necessary for explanation. The game board unit 10 is supported by the inner frame unit 3. Specifically, the game board unit 10 is mounted inside the inner frame of the inner frame unit 3. As a result, the game board unit 10 is positioned on the rear side of the front frame unit 4. The player can then see the game board 11 (game area 30), which will be described later, through the transparent plate 4a. In this embodiment, the game area 30, which will be described later, is formed between the back of the transparent plate 4a and the front of the game board 11. As shown in Figure 2, the game board unit 10 comprises a set board (not shown), a game board 11 attached to the set board, and various display devices (main image display device 31, sub-image display device 32, movable unit, etc.) attached to the set board. The set plate is formed in a box shape with the front side open. An opening consisting of a through hole is provided approximately in the center of the back panel of the set plate.

[0015] The game board 11 is attached to the front side of the set board. The game board 11 is formed from resin in a flat shape. An opening (not shown) consisting of a through hole is provided approximately in the center of the game board 11. The player can then view the display screen 31a of the main image display device 31 through the opening provided in the game board 11 and the opening provided in the set board. Around the opening on the front of the game board 11, a game area 30 is formed through which the game balls launched in response to the rotation of the launch handle 6 flow down. Within the game area 30, two paths are configured for the flow of the game balls: a left-side path formed to the left of the main image display device 31, and a right-side path formed to the right of the main image display device 31. Furthermore, a panel lamp 21 (see Figure 3) is provided in the game area 30 of the game board 11. The panel lamp 21 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.

[0016] The main image display device 31 is mounted on the back side of the set board. The main image display device 31 is composed of variable display devices such as a liquid crystal display or a CRT (Cathode Ray Tube) display. The main image display device 31 has a display screen 31a capable of displaying performance images. The display screen 31a can be configured with the following display areas for the identification information (performance symbols) used for the performance: a mini symbol display area A (not shown), a main symbol display area B (not shown), and a fourth symbol display area C. The mini-symbol display area A is composed of three mini-symbol display sections. Each mini-symbol display section is capable of displaying the variation and stop of mini-symbol a. Each mini-symbol a is a symbol for performance purposes and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, nine types of mini-symbol a (special figure 1 mini-symbol a that displays the identification information of "1" to "9") are defined. Here, each mini-symbol a is smaller than each main symbol b, which will be described later. The main symbol display area B is composed of three main symbol display sections. Each main symbol display section is capable of displaying the variation and stop of the main symbol b. Each main symbol b is a symbol used for performance and is composed of identification information (symbols) such as numbers, letters, symbols, and characters. In this embodiment, nine types of main symbol b (main symbol b that display the identification information "1" to "9") are defined. In the fourth symbol display area C, it is possible to display the variation and stop of the fourth symbol c. The fourth symbol c is composed of a color bar.

[0017] During the normal state and time-saving state described later, displays indicating the results of the special symbol lottery are executed in the mini symbol display area A, the main symbol display area B, and the fourth symbol display area C. The results of the special symbol lottery are then announced based on the combination of the three main symbols b displayed in the mini symbol display area A and the fourth symbol c displayed in the fourth symbol display area C. The main symbols b displayed in the main symbol display area B are symbols used for special effects. In other words, the variable display of mini-symbol a performed in mini-symbol display area A, and the variable display of fourth-symbol c performed in fourth-symbol display area C, correspond to the variable display of special symbols (mainly the first special symbol) performed in the special symbol display device (special symbol 1 display device or special symbol 2 display device) described later. Furthermore, the stop display of mini-symbol a performed in mini-symbol display area A, and the stop display of fourth-symbol c performed in fourth-symbol display area C, correspond to the stop display of special symbols (mainly the first special symbol) performed in the special symbol display device (mainly the special symbol 1 display device).

[0018] Specifically, during the display of variations of special symbols (first special symbol and second special symbol) in the special symbol display device (special symbol 1 display device and special symbol 2 display device), the following displays corresponding to the variation of the special symbol are performed: the variation of mini symbol a is performed in the mini symbol display area A (each mini symbol display section), the variation of main symbol b is performed in the main symbol display area B (each main symbol display section), and the variation of fourth symbol c is performed in the fourth symbol display area C. Furthermore, while a special symbol (first special symbol, second special symbol) is stopped in the special symbol display device (special symbol 1 display device, special symbol 2 display device), the following displays corresponding to the stop display of the special symbol are performed: in the mini symbol display area A (each mini symbol display section), the mini symbol a is stopped; in the main symbol display area B (each main symbol display section), the main symbol b is stopped; and in the fourth symbol display area C, the fourth symbol c is stopped. In this case, the display of special symbols (first special symbol and second special symbol) in the special symbol display device (special symbol 1 display device and special symbol 2 display device) and the display of symbols a, b, c in symbol display areas A, B, and C are associated with the timing when the variable display starts, the timing when the variable display ends, the timing when the stop display starts, and the lottery result indicated by the stopped display.

[0019] Here, the variation display of mini symbol a refers to a display in which the type of mini symbol a displayed in the mini symbol display section of mini symbol display area A is changed sequentially. The stop display of mini symbol a refers to a display in which one type of mini symbol a is stopped in each mini symbol display section of mini symbol display area A. The variation display of main symbol b refers to a display in which the type of main symbol b displayed in the main symbol display section of main symbol display area B is changed sequentially. The stop display of main symbol b refers to a display in which one type of main symbol b is stopped in each main symbol display section of main symbol display area B. The variation display of the fourth symbol c refers to a display in which the type of fourth symbol c displayed in the fourth symbol display area C is changed sequentially (the color represented by the color bar is changed sequentially). Furthermore, the stop indication of the fourth symbol c refers to the indication that one type of fourth symbol c is stopped in the fourth symbol display area C (the color bar represents a predetermined color).

[0020] The sub-image display device 32 is positioned in front of the main image display device 31. The sub-image display device 32 is composed of a variable display device such as a liquid crystal display or a CRT display. The sub-image display device 32 has a display screen 32a capable of displaying performance images. The sub-image display device 32 can be displaced (moved) along the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range that includes the origin position (see Figure 2) and a display position (not shown) below the origin position. The sub-image display device 32 positioned (displaced) at the origin position is located above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 positioned (displaced) at the production position is located on the front side of the display screen 31a of the main image display device 31 and covers a portion of the display screen 31a.

[0021] A first starting opening 51 is provided on the left side of the path. The first starting opening 51 is an upward-opening ball entry point (a so-called "center hole"), and it is possible to enter game balls at all times. The first starting opening 51 allows game balls flowing down the left side of the path to enter (but does not allow game balls flowing down the right side of the path to enter). A special symbol 1 start port switch 101 (see Figure 3) is installed inside the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (a game ball entering the first start port 51). The main control board 200 executes the first special symbol lottery in response to the input of the detection signal from the special symbol 1 start port switch 101.

[0022] To the left of the first starting opening 51 in the left-side path, there are three other prize openings: upper left other prize opening 57a, middle left other prize opening 57b, and lower left other prize opening 57c. Each of these other prize openings 57a to 57c is an upward-opening ball entry opening, allowing game balls to be entered at all times. Each of these other prize openings 57a to 57c allows game balls flowing down the left-side path to enter (but does not allow game balls flowing down the right-side path to enter). The game board 11 is equipped with a left prize slot switch 106 (see Figure 3). The left prize slot switch 106 outputs a detection signal to the main control board 200 in response to the detection of game balls entering the other prize slots 57a to 57c (game balls entering the other prize slots 57a to 57c). The main control board 200, in response to the detection signal input from the left prize slot switch 106, causes the game ball dispensing device 440 to perform a prize ball dispensing operation.

[0023] At the uppermost part of the right-hand path, a large prize opening 55 is provided. The large prize opening 55 is equipped with a special electric mechanism (special electric mechanism) 55a that can be switched between a closed state that makes it impossible (difficult) for game balls to enter the large prize opening 55 and an open state that makes it possible (easy) for game balls to enter the large prize opening 55. The special electric mechanism 55a is opened and closed by the special electric mechanism solenoid 65 (see Figure 3). Normally, the special electric mechanism 55a is closed, making it impossible (or difficult) for game balls to enter the large prize opening 55. However, when a minor win or a major win occurs, the special electric mechanism 55a is opened, making it possible (or easy) for game balls to enter. The large prize opening 55 allows game balls flowing down the right-side path to enter (but makes it impossible for game balls flowing down the left-side path to enter). A count switch 103 (see Figure 3) is installed inside the large prize opening 55. The count switch 103 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the large prize opening 55 (the entry of a game ball into the large prize opening 55). In response to the detection signal input from the count switch 103, the main control board 200 causes the game ball dispensing device 440 to perform the prize ball dispensing operation. Furthermore, the large prize opening 55 is provided with a V-region (not shown), a discharge region (not shown), and a distribution means (not shown) that distributes the game balls that enter the large prize opening 55 to either the V-region or the discharge region. A V-area switch 110 (see Figure 3) is installed in the V-area. The V-area switch 110 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the V-area (passage of the V-area by a game ball). In response to the detection signal input from the V-area switch 110, the main control board 200 sets the V-winning flag area of ​​the RAM 230, which will be described later, to "1". The distribution mechanism can be switched between a V-passing state, in which game balls that enter the large prize opening 55 are distributed to the V-area, and a non-V-passing state, in which game balls that enter the large prize opening 55 are distributed to the discharge area. In other words, when the distribution means is displaced to the V-passing state, game balls that enter the large prize opening 55 are distributed to the V area. This makes it impossible for game balls that enter the large prize opening 55 to pass through the discharge area. On the other hand, if the sorting mechanism is displaced to a non-V-passage state, game balls that enter the large prize opening 55 are sorted into the discharge area. This makes it impossible for game balls that enter the large prize opening 55 to pass through the V-area. The distribution means is displaced by the V-region solenoid 66 (see Figure 3). Game balls that enter the large prize opening 55 are first detected by the count switch 103, and then sorted by the sorting means into either the V area or the discharge area. After passing through the respective area, the game balls are discharged into the discharge path. At this time, game balls sorted into the V area are detected by the V area switch 110.

[0024] Downstream of the large prize opening 55 in the right-hand path, a second starting opening 52 is provided. The second starting opening 52 is equipped with a standard electric mechanism (standard electric mechanism) 52a that can be displaced between a closed state that makes it impossible (difficult) for game balls to enter the second starting opening 52, and an open state that makes it possible (easy) for game balls to enter the second starting opening 52. The standard electric mechanism 52a is opened and closed by the standard electric mechanism solenoid 64 (see Figure 3). Normally, the standard electric mechanism 52a is closed at the second start port 52, making it impossible (or difficult) for game balls to enter. However, when a normal winning game state occurs, the standard electric mechanism 52a is opened, allowing game balls to enter. The second start port 52 allows game balls flowing down the right-hand path to enter (but it is impossible for game balls flowing down the left-hand path to enter). A special symbol 2 start port switch 102 (see Figure 3) is installed inside the second start port 52. The special symbol 2 start port switch 102 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the second start port 52 (the entry of a game ball into the second start port 52). The main control board 200 executes the second special symbol lottery in response to the detection signal input from the special symbol 2 start port switch 102.

[0025] A starting gate 41 is provided downstream of the second starting port 52 in the right-hand path. The starting gate 41 is designed to allow game balls to pass through at all times. The starting gate 41 allows game balls flowing down the right-hand path to pass through (but does not allow game balls flowing down the left-hand path to pass through). A gate switch 104 (see Figure 3) is installed at the starting gate 41. The gate switch 104 outputs a detection signal to the main control board 200 in response to the detection of a game ball passing through the starting gate 41 (passage of the starting gate 41 by a game ball). The main control board 200 performs a normal symbol lottery in response to the input of the detection signal from the gate switch 104.

[0026] Downstream of the starting gate 41 in the right-side path, there is a right-side prize entry opening 56. The right-side prize entry opening 56 is an entry opening that opens upward, allowing game balls to enter at all times. The right-side prize entry opening 56 allows game balls flowing down the right-side path to enter (but does not allow game balls flowing down the left-side path to enter). A right prize slot switch 105 (see Figure 3) is installed inside the right prize slot 56. The right prize slot switch 105 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the right prize slot 56 (a game ball entering the right prize slot 56). The main control board 200 causes the game ball dispensing device 440 to perform a prize ball dispensing operation in response to the detection signal input from the right prize slot switch 105.

[0027] At the downstream end of the game area 30, there is an outlet 58 for discharging game balls that did not enter (win) any of the winning pockets 51, 52, 55, 56, 57a to 57c. Here, the inner frame unit 3 includes an outlet passage (not shown) through which the game balls discharged from the game area 30 pass. Specifically, the outlet passage is attached to the back side of the inner frame of the inner frame unit 3. In the pachinko machine 1, all game balls launched into the game area 30 (all game balls discharged from the game area 30) are configured to pass through the outlet passage. That is, game balls launched into the game area 30 are discharged from the game area 30 and flow into the outlet passage by entering any of the winning holes 51, 52, 55, 56, 57a~57c, or by passing through the out hole 58. Specifically, game balls that enter each prize entry point 51, 52, 55, 56, 57a~57c are detected by switches 101, 102, 103, 105, 106, and 110 located within the respective prize entry points, and then guided to the discharge path. Game balls discharged from the out entry point 58 are also guided to the discharge path. An out switch 109 (see Figure 3) is installed in the inner frame unit 3. The out switch 109 outputs a detection signal to the main control board 200 in response to the detection of game balls passing through the discharge path (game balls discharged from the game area 30). In this way, all game balls discharged from the game area 30 are detected by the out switch 109. Furthermore, multiple pins (not shown) are arranged in the game area 30 to guide the game balls to each of the prize entry points 51, 52, 55, 56, 57a~57c and the starting gate 41.

[0028] The game board 11 is equipped with a main display device 60. The main display device 60 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is composed of a special figure 1 display device, a special figure 2 display device, a regular figure display device, a special figure 1 hold display device, a special figure 2 hold display device, a regular figure hold display device, a round display device, a right-hand shooting display device, a probability variation display device, and a time reduction display device. In this embodiment, the probability variation display device is not used. Specifically, the main display device 60 is composed of 32 lighting elements (LED1 to LED32). In the main display device 60, LEDs 1 to 8 constitute the special feature 1 display device, LEDs 7 to 16 constitute the special feature 2 display device, LEDs 17 and 18 constitute the regular feature display device, LEDs 19 to 23 constitute the round display device, LED 24 constitutes the right-hand shooting display device, LEDs 25 and 26 constitute the special feature 1 hold display device, LEDs 27 and 28 constitute the special feature 2 hold display device, LEDs 29 and 30 constitute the regular feature hold display device, LED 31 constitutes the probability variation display device, and LED 32 constitutes the time reduction display device.

[0029] The Special Symbol 1 display device is capable of displaying the fluctuations and stops of the first special symbol, which consists of numbers and symbols. The Special Symbol 1 display device then displays the result of the first special symbol lottery based on the first special symbol that is stopped. The Special Symbol 2 display device is capable of displaying the fluctuations and stops of the second special symbol, which consists of numbers and symbols. The Special Symbol 2 display device then displays the result of the second special symbol lottery based on the second special symbol that has stopped. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (jackpot symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (jackpot symbol), a jackpot game state, which is advantageous to the player, is established. Also, if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (minor win symbol), a minor win game state, which is advantageous to the player, is established. The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers, patterns, etc. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have stopped. When the regular symbols displayed on the regular symbol display device become a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created.

[0030] The Special Symbol 1 Reserve Display Device shows the number of times the result of the first special symbol lottery has been reserved (Special Symbol 1 Reserve Count). The Special Symbol 2 Reserve Display Device shows the number of times the result of the second special symbol lottery has been reserved (Special Symbol 2 Reserve Count). The regular symbol hold display device shows the number of times the results of the regular symbol lottery are being held in abeyance (number of regular symbol holds). The round display device shows the number of rounds played during a jackpot state (the type of jackpot state). The right-hand display shows the path the game ball should be launched along (left-hand path or right-hand path). As described above, the probability change display device is not used in this embodiment. The time-saving display device shows the current game status (whether time-saving control is running or stopped).

[0031] Furthermore, the pachinko machine 1 is equipped with one or more movable units (not shown). In this embodiment, one or more movable units are provided in the front frame unit 4, and one or more movable units are provided in the game board unit 10. Each movable unit of the front frame unit 4 is positioned on the front of the decorative section 4b, the top surface of the receiving unit 5, etc., and is capable of performing predetermined performance actions. Each movable unit of the game board unit 10 is attached to the front side of the set board. Specifically, each movable unit is positioned in the space between the game board 11 and the main image display device 31 (display screen 31a) (hereinafter referred to as the "performance space"). Each movable unit is capable of performing predetermined performance actions within the performance space. Each movable unit comprises a performance element, a drive mechanism, a drive source, and a position detection sensor 26 (see Figure 3). In this embodiment, a motor 23 (see Figure 3) is used as the drive source. The motor 23 is a stepping motor. Alternatively, a solenoid may be used as the drive source. The performance component can be displaced along a predetermined direction by a drive mechanism. Specifically, the performance component can be displaced to multiple positions, including an initial position and a performance position. The performance component is driven (displaced) by a motor 23.

[0032] The position detection sensor 26 is composed of a photosensor or the like. The position detection sensor 26 detects the position of the performance element. Specifically, the position detection sensor 26 comprises a light-emitting unit and a light-receiving unit that receives the light emitted from the light-emitting unit. The position detection sensor 26 outputs a detection signal to the performance control board 300 in response to the light-receiving unit receiving (detecting) the light emitted from the light-emitting unit. On the other hand, when the light-receiving unit is not receiving (detecting) the light emitted from the light-emitting unit, the position detection sensor 26 stops outputting the detection signal to the performance control board 300. Furthermore, a shielding plate is provided at a predetermined position of the performance component. When the performance component is in its initial position, the shielding plate is placed between the light-emitting and light-receiving sections of the position detection sensor 26, blocking the entry of light into the light-receiving section. As a result, when the performance component is in its initial position, the output of a detection signal from the position detection sensor 26 to the performance control board 300 is stopped. On the other hand, when the performance component is not in its initial position, a detection signal is output from the position detection sensor 26 to the performance control board 300. This allows the performance control board 300 to detect whether or not the performance element is positioned in its initial location based on the input status of the detection signal from the position detection sensor 26.

[0033] Furthermore, the pachinko machine 1 is equipped with detection sensors that can detect various abnormal conditions. In this embodiment, the following are provided as detection sensors: a glass frame opening sensor 107 (see Figure 3), an inner frame opening sensor 108 (see Figure 3), a vibration detection sensor 113 (see Figure 3), a radio wave detection sensor 114 (see Figure 3), a magnetic detection sensor 115 (see Figure 3), etc. The glass frame release sensor 107 detects the release of the front frame unit 4 relative to the inner frame unit 3. In response to the release of the front frame unit 4 relative to the inner frame unit 3, the glass frame release sensor 107 transmits a detection signal to the main control board 200 via the dispensing control board 400. The inner frame release sensor 108 detects the release of the inner frame unit 3 relative to the outer frame unit 2. In response to the release of the inner frame unit 3 relative to the outer frame unit 2, the inner frame release sensor 108 transmits a detection signal to the main control board 200 via the dispensing control board 400. The vibration detection sensor 113 detects vibrations of the game board 11. In this embodiment, the vibration detection sensor 113 is installed on the game board 11. The vibration detection sensor 113 then transmits a detection signal to the main control board 200 in response to the detection of vibrations of the game board 11. The radio wave detection sensor 114 detects radio waves generated around the game board 11. In this embodiment, two radio wave detection sensors 114 are installed in the game board 11. Each radio wave detection sensor 114 transmits a detection signal to the main control board 200 in response to the detection of radio waves. The magnetic detection sensor 115 detects the magnetic field generated around the game board 11. In this embodiment, three magnetic detection sensors 115 are provided. Specifically, one magnetic detection sensor 115 is provided in the inner frame unit 3 (discharge path). Two magnetic detection sensors 115 are provided on the game board 11. The magnetic detection sensor 115 provided in the inner frame unit 3 transmits a detection signal to the main control board 200 via the payout control board 400 in response to the detection of magnetic field. Each magnetic detection sensor 115 provided on the game board 11 also transmits a detection signal to the main control board 200 in response to the detection of magnetic field.

[0034] (Control system configuration) Next, the configuration of the control system in pachinko machine 1 will be explained. Figure 3 is a block diagram showing the configuration of the control system of a pachinko machine. Figure 4 is the address map of the memory area used by the CPU 210. Pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 3, the pachinko machine 1 is equipped with multiple control boards, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The multiple control boards 200, 300, 400, and 600 are independent (separate) circuit boards. Furthermore, each control board 200, 300, 400, and 600 is housed in an individual board case (such as the main board case 250 described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are mounted on the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is mounted on the back side of the inner frame of the inner frame unit 3.

[0035] (Configuration of the main control board 200) First, let's explain the configuration of the main control board 200. The main control board 200 controls the progress of the game. The main control board 200 is composed of a one-chip microcomputer (one-chip microcontroller), a clock generation circuit 202, a random number generation circuit 203, an input port 204, an output port 205, a performance display device 206, a RAM clear switch 207, a setting key switch 208, a sink driver 240, source drivers 250a and 250b, etc. A single-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU 210, ROM 220, RAM 230, and so on.

[0036] The main control board 200 is configured to include a memory area used by the CPU 210. As shown in Figure 4, the memory area used by the CPU 210 is configured to include a memory area allocated to the ROM 220 (0000H to 2FFFH) and a memory area allocated to the RAM 230 (F000H to F3FFH). In Figure 4, the address used to identify the memory region is shown in hexadecimal (the "H" indicates that it is a hexadecimal number).

[0037] ROM220 (the memory area of ​​ROM220) consists of a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 consists of a program area, an unused area, and a data area. The program area stores the program (program code) for controlling the progress of the game. The data area stores the data (program data) for controlling the progress of the game. Note that the used area m1 does not necessarily have to include an unused area. The unused area m2 consists of a program area and a data area. The program area stores a program (program code) for executing the tests specified in the Gaming Machine Regulations and a program (program code) for controlling the display of the performance display device 206 (specifically, for calculating the base ratio). The data area stores data (program data) for executing the tests specified in the Gaming Machine Regulations and data (program data) for controlling the display of the performance display device 206. In addition to the used area m1 and the unused area m2, the ROM220 also includes unused areas, a ROM comment area, a program management area, and other areas. The ROM comment area stores arbitrary data such as the program title and version. On the other hand, the program management area stores the information necessary for the CPU 210 to execute various programs. Furthermore, the ROM220 has an unused area m3 of a predetermined number of bytes (for example, 16 bytes or more) between the used area m1 and the unused area m2. This clarifies the boundary between the used area m1 and the unused area m2.

[0038] RAM230 (the memory area of ​​RAM230) consists of a used area M1 (F000H~F1FFH) and an unused area M2 (F300H~F3FFH). The usage area M1 consists of a work area and a stack area. The work area is used to temporarily store various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. On the other hand, the stack area is used to temporarily save various data while the program stored in the usage area m1 (the program that controls the progress of the game) is being executed. Note that the usage area M1 does not necessarily have to include any unused area. Specifically, the work area consists of a setting value area, a game machine status flag area, a checksum area, a backup flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. The setting value area stores the setting value. The game machine status flag area stores the game machine status flag. The checksum area stores the checksum. The backup flag area stores the backup flag. The error-related area stores information related to errors. The normal game-related area 1 stores subcommand pointers, etc. The normal game-related area 2 stores input / output data for the main control board 200, data for calculation processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game status, etc. In particular, the normal game-related area 2 is composed of an area for storing game information acquired in response to the input of detection signals from the special figure 1 start gate switch 101, the special figure 2 start gate switch 102, and the gate switch 104 (game information storage area described later), the special figure 1 display symbol counter, the special figure 2 display symbol counter, the normal figure display symbol counter, etc. The unused area M2 consists of a work area and a stack area. The work area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. On the other hand, the stack area is used as a temporary storage area for various data while programs stored in the unused area m2 (programs for executing tests specified in the gaming machine regulations, or programs for controlling the display of the performance display device 206) are being executed. Specifically, the work area includes a performance display-related area. The performance display-related area is used as a temporary storage area for various data during the execution of a program for controlling the display of the performance display device 206. Furthermore, the RAM230 has an unused area M3 of a predetermined number of bytes (16 bytes or more) between the used area M1 and the unused area M2. This clarifies the boundary between the used area M1 and the unused area M2.

[0039] In this embodiment, processing based on a program (a program for controlling the progress of the game) stored in the used area m1 is permitted to refer to data stored in the unused area M2. On the other hand, processing based on the program stored in the used area m1 (a program for controlling the progress of the game) is prohibited from overwriting (changing) the data stored in the unused area M2. Furthermore, in processing based on a program stored in the unused area m2 (a program for executing tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206), it is permitted to refer to data stored in the used area M1. On the other hand, it is prohibited for data stored in the used area M1 to be rewritten (modified) by processing based on a program stored in the unused area m2 (a program for executing tests specified in the gaming machine regulations, or a program for controlling the display of the performance display device 206). Furthermore, the gameplay in pachinko machine 1 can be completed (progressed) by a program (a program for controlling the progress of the game) stored in the usage area m1.

[0040] The clock generation circuit 202 generates a clock (synchronization signal) at a predetermined clock frequency (12 MHz in this embodiment) and outputs this clock to the CPU 210 and the random number generation circuit 203, respectively. The random number generation circuit 203 includes a first loop counter that generates winning random numbers for the normal symbol lottery, a second loop counter that generates jackpot random numbers for the first special symbol lottery, a third loop counter that generates jackpot random numbers for the second special symbol lottery, and a fourth loop counter that generates reach group random numbers. The first loop counter generates a winning random number for the normal symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal is input from the clock generation circuit 202. In this embodiment, the value of the first loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The second loop counter generates a winning random number for the first special symbol lottery by updating its value by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time a clock signal is input from the clock generation circuit 202. In this embodiment, the value of the second loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]).

[0041] The third loop counter generates a winning random number for the second special symbol lottery by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 65535) each time one clock signal is input from the clock generation circuit 202. In this embodiment, the value of the third loop counter is updated every 0.083 [μs] (1 [s] / 12 [MHz] = 0.083 [μs]). The fourth loop counter generates a reach group random number by updating the value of the loop counter by 1 within a predetermined range (in this embodiment, within the range of 0 to 10006) every 32 clocks input from the clock generation circuit 202 (once every 32 divisions of the clock frequency). In this embodiment, the value of the fourth loop counter is updated every 2.666 [μs] (32 [s] / 12 [MHz] = 2.666 [μs]).

[0042] The input port 204 is configured to include multiple input ports (in this embodiment, input ports 0 to 3). Input port 0 receives detection signals from the glass frame release sensor 107, the inner frame release sensor 108, the vibration detection sensor 113, the one-way radio wave detection sensor 114, the magnetic detection sensor 115, and the like. Input port 1 receives signals such as the RAM clear signal from the RAM clear switch 207 and the detection signal from the setting key switch 208. Input port 2 receives detection signals from the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the output switch 109, and the other radio wave detection sensor 114, among others. Input port 3 receives detection signals from the start switch 101 (Figure 1), the start switch 102 (Figure 2), the gate switch 104, the V-region switch 110, and the like. Each input port (input port 0 to input port 3) is provided with a receiving memory area corresponding to each switch / sensor (detection signal). Each receiving memory area corresponding to a switch / sensor is set with 1 bit of data indicating the reception status of the detection signal from that switch / sensor. Specifically, the receiving memory area corresponding to each switch / sensor is set to "1" when a detection signal from that switch / sensor is input (high level), and to "0" when no detection signal from that switch / sensor is input (low level).

[0043] Output port 205 is configured to include multiple output ports (in this embodiment, output ports 0 to 4). Output port 0 outputs data signals ("SEGDATA0" to "SEGDATA7") for controlling the illumination of the main display device 60. The data signals output from output port 0 are then input to the source driver 250a. Output port 1 outputs common signals ("COM0" to "COM3") for controlling the illumination of the main display device 60 and the performance display device 206. The common signals output from output port 1 are input to the sink driver 240. Output port 2 outputs an external signal. In this case, the external signal output from output port 2 is input to the hall computer via the payout control board 400 and the external terminal board 450. Output port 3 outputs control signals for controlling the drive of the normal electric mechanism solenoid 64, control signals for controlling the drive of the special electric mechanism solenoid 65, control signals for controlling the V-range solenoid 66, and so on. Output port 4 outputs data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the illumination of the performance display device 206. The data signals output from output port 4 are then input to the source driver 250b.

[0044] Furthermore, the main control board 200 is configured to include command output port 1 and command output port 2. The CPU 210 transmits control commands (subcommands) from command output port 1 to the performance control board 300, and transmits control commands (payout commands) from command output port 2 to the payout control board 400. Command output port 1 and command output port 2 each have a data register for transmission (not shown), a FIFO (First In First Out) buffer (not shown), and a shift register for transmission (not shown), respectively. The data register for transmission outputs the control command entered based on the subcommand transmission process (step S2-4) described later to the FIFO buffer. The FIFO buffer consists of multiple registers and is capable of storing multiple control commands. The FIFO buffer stores the control commands input from the transmit data register and outputs the stored control commands to the transmit shift register in the order they were input. The transmission shift register performs parallel-to-serial conversion on the control commands input from the FIFO buffer and transmits them as serial data to the performance control board 300 or the payout control board 400.

[0045] The performance display device 206 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (LED in this embodiment). The performance display device 206 is located on the back side of the game board 11, making it impossible for the player to see it. As will be described later, in pachinko machine 1, the following states of the game machine (hereinafter referred to as "game machine state") are defined: playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, and backup abnormal state. The information displayed on the performance display device 206 changes according to the game machine state that is occurring.

[0046] The performance display device 206 is composed of four (four-digit) display units (not shown). Each display unit is composed of eight lighting elements. Specifically, each display unit is composed of a 7-segment LED capable of displaying numbers, symbols, etc., and a dot-segment LED capable of displaying dots such as decimal points. Specifically, the performance display device 206 is composed of 32 lighting elements (LEDs 33 to 64). In the performance display device 206, LEDs 33 to 40 form the first digit display, LEDs 41 to 48 form the second digit display, LEDs 49 to 56 form the third digit display, and LEDs 57 to 64 form the fourth digit display.

[0047] While the game-ready state is active, the game can proceed. During this time, the base ratio is displayed on the performance display device 206. In this embodiment, while the game is playable, the first base ratio and the second base ratio are displayed alternately on the performance display device 206 at predetermined intervals (5.0 seconds in this embodiment). The "first base ratio" is the base ratio for the current section (the base ratio calculated for the period from the start of the current section to the present). The "second base ratio" is the base ratio for the previous interval (the final base ratio calculated for the previous interval). Specifically, in the performance display device 206, the upper two digits of the four-digit display section show information for identifying the type of base ratio (first base ratio or second base ratio), and the lower two digits display section shows a number indicating the base ratio (percentage).

[0048] While the setting change state is active, it becomes possible to change the setting value. Furthermore, while the setting change state is active, the performance display device 206 displays the setting value stored (set) in the setting value area of ​​the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section show information indicating that a setting change state is occurring (specifically, "r" in the first digit, "n." in the second digit, and "-" in the third digit), and the last digit displays a number indicating the setting value stored in the setting value area. While the setting confirmation state is active, it becomes possible to check the setting values. During this time, the performance display device 206 displays the setting values ​​stored (set) in the setting value area of ​​the RAM 230. Specifically, in the performance display device 206, the top three digits of the four-digit display section show information indicating that the setting confirmation state is in progress (specifically, "r" in the first digit, "n." in the second digit, and no display in the third digit), and the last digit displays a number indicating the setting value stored in the setting value area.

[0049] During a game stoppage state (setting error state, RAM error state, and backup error state), it becomes impossible to continue playing the game. Furthermore, during a game stoppage state, the performance display device 206 displays an error code corresponding to the error that occurred. Specifically, in the performance display device 206, the top three digits of the four-digit display section show information indicating that a game stop state is occurring (specifically, "E" in the first digit, "r." in the second digit, and no display in the third digit), and the last digit displays a number indicating an error code corresponding to the abnormality that occurred (setting abnormality state, RAM abnormality state, or backup abnormality state).

[0050] The RAM clear switch 207 is a tactile switch. That is, the RAM clear switch 207 is configured to include a pressable operating part. When the operating part is pressed, the RAM clear switch 207 outputs a RAM clear signal to input port 1. The setting key switch 208 is a key lock switch. That is, the setting key switch 208 is composed of an operating part with a keyhole. When a special key is inserted into the keyhole, the lock on the operating part is released, and it becomes possible to rotate (switch) it from the OFF state to the ON state. When the operating part of the setting key switch 208 is in the ON state, it outputs a detection signal to input port 1.

[0051] The sink driver 240 controls the output of common signals ("COM0" to "COM3") to each display device 60,206 according to the common signals output from output port 1. The source driver 250a controls the output of data signals to the main display device 60 according to the data signals ("SEGDATA0" to "SEGDATA7") output from output port 0. The source driver 250b controls the output of data signals to the performance display device 206 according to the data signals ("7SEGDATA0" to "7SEGDATA7") output from output port 4. As a result, the source driver 250a and the sink driver 240 control the lighting of the lighting elements (LED1 to LED32) included in the main display device 60. Furthermore, the source driver 250b and the sink driver 240 control the illumination of the lighting elements (LEDs 33 to 64) included in the performance display device 206.

[0052] Furthermore, the main control board 200 is configured to include a test signal output circuit (not shown). In the test signal output processing (step S4-24) described later, the CPU 210 generates test information (test signals) indicating the internal state (jackpot game state, time-saving control execution state, probability state of special symbol lottery, etc.), and stores the generated test signals in the port output request buffer of the RAM 230. As a result, the test signals stored in the port output request buffer are output from a predetermined output port. The test signals output from the predetermined output port are then input to the interface board of a test computer (not shown) via the test signal output circuit. Furthermore, on the main control board 200, detection signals from the start port switch 101 (Figure 1), the start port switch 102 (Figure 2), the gate switch 104, the count switch 103, the right prize slot switch 105, the left prize slot switch 106, the out switch 109, etc., are input to the input port 204 and also to the interface board of the test computer via the test signal output circuit. Furthermore, on the main control board 200, control signals for controlling the drive of each solenoid (normal electric mechanism solenoid 64, special electric mechanism solenoid 65, V-domain solenoid 66, etc.) output from output port 3 are input to each solenoid 64, 65, and 66, and are also input to the interface board of the test computer via the test signal output circuit.

[0053] (Configuration of the dispensing control board 400) Next, the configuration of the dispensing control board 400 will be explained. The payout control board 400 controls the launch of game balls into the game area 30 and the payout of game balls. The dispensing control board 400 includes a one-chip microcomputer. A single-chip microcomputer is an LSI (Large-Scale Integrated Circuit) that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU, ROM (Remote Memory), RAM (Backup Memory), and other components. The payout control board 400 controls the game ball payout operation by the game ball payout device 440 based on the control commands received from the main control board 200 and the ball dispensing instruction signals received from the CR unit. Furthermore, the payout control board 400 controls the game ball launching operation of the game ball launcher 430 based on the detection signal input from the launch volume 410. Specifically, it controls the game ball launching operation of the game ball launcher 430 so that the game balls are launched into the game area 30 with a strength corresponding to the detection signal input from the launch volume 410.

[0054] (Configuration of the performance control board 300) Next, the configuration of the performance control board 300 will be explained. The performance control board 300 controls the performance. The performance control board 300 is comprised of a single-chip microcomputer. A single-chip microcomputer is an LSI that integrates a CPU core, registers, semiconductor memory, and other components. Specifically, a single-chip microcomputer consists of a CPU, ROM, RAM, VDP, sound processor, lighting controller, motor controller, and other components. The performance control board 300 controls the display of performance images on various image display devices 31 and 32, the lighting of various lamps 20 and 21, the output of sound from various speakers 22, the driving of motors 23 that drive various movable units, etc., based on control commands received from the main control board 200.

[0055] The ROM of the performance control board 300 stores programs related to the progress of the performance, data necessary for the progress of the performance, and so on. The RAM of the performance control board 300 temporarily stores control commands received from the main control board 200, data for calculation processing, and other similar information. The CPU of the performance control board 300 determines the performance content to be executed based on the control commands received from the main control board 200, and sets a performance program (performance control table) corresponding to the determined performance content. The VDP generates display control data (display control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated display control data to various image display devices 31 and 32. The sound processor generates sound control data (sound control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated sound control data to a digital audio power amplifier (not shown). The digital audio power amplifier then generates control signals corresponding to various speakers 22 based on the sound control data input from the sound processor, and outputs the generated control signals to the various speakers 22 via the sub-connection board 320. The lighting controller generates lamp control data (lamp control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated lamp control data to the driver board 310 and the sub-connection board 320, respectively. The motor controller generates motor control data (motor control signals) according to the performance program (performance control table) set by the CPU, and outputs the generated motor control data to the driver board 310 and the sub-connection board 320, respectively.

[0056] The driver board 310 includes a motor driver (not shown) and a lamp driver (not shown). Motor control data output from the performance control board 300 is input to the motor driver. The motor driver then controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting the movable body unit, etc.) installed in the game board unit 10 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. The lamp driver then controls the driving (light emission) of each light-emitting group that makes up the panel lamp 21 according to the lamp control data input from the performance control board 300. The sub-connection board 320 includes a motor driver (not shown) and a lamp driver (not shown). Motor control data output from the performance control board 300 is input to the motor driver. The motor driver then controls the output of excitation signals (drive currents) to the various motors 23 (motors 23 constituting the movable body unit, etc.) installed in the front frame unit 4 according to the motor control data input from the performance control board 300. The lamp control data output from the performance control board 300 is input to the lamp driver. The lamp driver then controls the driving (light emission) of each light-emitting element group that makes up the frame lamp 20 according to the lamp control data input from the performance control board 300.

[0057] (Regarding the status of the gaming machine) In Pachinko Machine 1, six game machine states are defined (specifically, playable state, setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, and backup abnormal state). The RAM 230 of the main control board 200 is provided with a game machine state flag area. The game machine state flag area stores (sets) values ​​corresponding to one of six game machine states (specifically, playable state, setting change state, setting confirmation state, setting error state, RAM error state, and backup error state) as game machine state flags. Then, in the pachinko machine 1, a game machine state corresponding to the value stored in the game machine state flag area is generated. "Game-ready state" means the game machine is in a state where gameplay can proceed. While the game-playable state is established, the execution of steps S4-9 to S4-18, described later, is permitted. This allows the game (regular game and special game) to proceed. Furthermore, while the game is playable, the base ratio is displayed on the performance display device 206. In addition, information related to the game is displayed on the main display device 60.

[0058] The "settings change state" is a state in the gaming machine where it is possible to change the settings stored in the setting value area of ​​RAM230. The setting change state occurs when the setting change conditions are met. In this embodiment, the setting change conditions are met when, at power-on, a detection signal is input from the inner frame release sensor 108, a detection signal is input from the setting key switch 208, and a detection signal is input from the RAM clear switch 207. That is, when, at power-on, the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed, the setting change state occurs. While the settings change state is active, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Also, all the lighting elements constituting the main display device 60 are turned off. In addition, security information (external information) is output to an external device. Furthermore, while the setting change state is active, the setting value stored in the setting value area can be changed by pressing the RAM clear switch 207. Then, while the setting change state is active, if the key switch 208 is rotated to the OFF position, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0059] The "settings confirmation state" is a gaming machine state in which the settings stored in the setting value area of ​​RAM230 can be checked. The setting confirmation state occurs when the setting confirmation conditions are met. In this embodiment, the setting confirmation conditions are met when, at power-on, a detection signal is received from the inner frame release sensor 108, a detection signal is received from the setting key switch 208, and no detection signal is received from the RAM clear switch 207. That is, at power-on, the setting confirmation state occurs when the inner frame unit 3 is open, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is not pressed. While the settings confirmation state is active, the execution of steps S4-9 to S4-18 described later is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while the setting confirmation state is active, the performance display device 206 displays the setting value stored in the setting value area. This makes it possible to confirm the setting value stored in the setting value area. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. Furthermore, while the settings confirmation state is active, it is not possible to change the settings stored in the settings value area. Then, if the key switch 208 is rotated to the OFF position while the settings confirmation state is active, the game-ready state is activated instead of the settings confirmation state.

[0060] "Setting Abnormal State" indicates that the gaming machine is in a state where a setting abnormality has occurred. The setting error state occurs when, while the game is playable, it is determined that the setting value set in the setting value range is not within the specified range. While an abnormal setting state occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, the game (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a setting error occurs, the performance display device 206 displays an error code indicating the occurrence of the setting error. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.

[0061] "RAM abnormal state" indicates that the gaming machine is in a state where a RAM abnormality has occurred. A RAM abnormality condition occurs when a read / write abnormality in RAM230 is detected during power-on. While a RAM abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a RAM abnormality occurs, the performance display device 206 displays an error code indicating the occurrence of a RAM abnormality. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a RAM abnormal state, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0062] "Backup Anomaly State" indicates that a gaming machine is in a state where a backup anomaly has occurred. A backup error occurs when a backup error in RAM230 (specifically, an error in the backup flag or an error in the checksum) is detected at power-on. While a backup abnormality occurs, the execution of the processes described in steps S4-9 to S4-18 is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a backup failure occurs, the performance display device 206 displays an error code indicating the occurrence of a backup failure. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a backup failure, it is necessary to perform a power cut-off and power-on operation to induce a configuration change state.

[0063] (Regarding the settings) Next, we will explain the settings (setting information) that are set in pachinko machine 1. The "setting value" is information that specifies the probability of winning in the special symbol lottery (first special symbol lottery and second special symbol lottery). In this embodiment, the setting value is defined as a value from "0" to "5". The RAM 230 of the main control board 200 is provided with a set value area. In the set value area, one value from "0" to "5" is stored (set) as a set value. The probability of winning the special symbol lottery is then determined according to the value set in the set value area. In this embodiment, the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes according to the value set in the setting value range. The probability of winning the special symbol lottery corresponding to each setting value (the probability of winning a "jackpot") is as follows, from highest to lowest probability: probability for setting value = "5", probability for setting value = "4", probability for setting value = "3", probability for setting value = "2", probability for setting value = "1", and probability for setting value = "0" (highest probability → lowest probability).

[0064] In particular, in pachinko machine 1, it is possible to change (select) the setting value stored in the setting value area while the setting change state is active. Here, the change of the setting value is performed by the administrator of pachinko machine 1 (such as an employee of the amusement facility where pachinko machine 1 is installed). In other words, as described above, a setting change state occurs when the inner frame unit 3 is open when the power is turned on, the key switch 208 is rotated to the ON position, and the RAM clear switch 207 is pressed. While the setting change state is active, the performance display device 206 displays the setting value stored in the setting value area. Furthermore, each time the RAM clear switch 207 is pressed, the setting value stored in the setting value area is changed. When the setting value in the setting value area is changed, the setting value displayed on the performance display device 206 is also changed accordingly. Then, if the key switch 208 is rotated to the OFF position while the setting change state is active, the game-ready state is activated instead of the setting change state. This confirms the setting value stored in the setting value area.

[0065] (Regarding the base ratio) In the pachinko machine 1, the CPU 210 calculates the base ratio (base value) while a playable state is in effect. In this embodiment, the base ratio is calculated only while a predetermined play state is in effect (specifically, while a low probability state for special symbols is in effect and while the time-saving control is stopped). While the game is playable, the calculated base ratio is displayed on the performance display device 206. The "base ratio" is information calculated based on the number of game balls launched into the game area 30 and the number of prize balls dispensed according to the number of game balls entering the predetermined entry points (in this embodiment, the starting points 51, 52 and other prize entry points 56, 57a to 57c). Specifically, the base ratio is the ratio (percentage) of the number of balls dispensed (the number of prize balls dispensed) to the number of balls out (the number of game balls launched). In this embodiment, the base ratio is calculated for each predetermined interval (period). A predetermined interval is defined as a period in which a predetermined number of out balls (60,000 balls in this embodiment) are detected (discharged). That is, each interval starts when the previous interval ends and ends when the number of out balls detected during the current interval reaches the predetermined number (60,000 balls). The CPU 210 calculates the base ratio in real time during each interval. Furthermore, a predetermined time period may be defined as the predetermined interval. In other words, the CPU 210 may be configured to calculate the base ratio for each predetermined time period. "Number of out balls" refers to the number of out balls. "Out balls" refer to game balls that have been ejected from the game area 30. Specifically, out balls are game balls that have passed through the ejection path (game balls detected by the out switch 109). Furthermore, game balls ejected from the out port 58 may also be considered out balls. Specifically, the out switch 109 may be configured to detect only game balls ejected from the out port 58, and game balls detected by the out switch 109 may also be considered out balls. "Payout amount" refers to the total number of prize balls dispensed in response to the entry of game balls into starting slots 51 and 52 and other prize slots 56, 57a to 57c.

[0066] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. In Pachinko Machine 1, it is possible to implement a time-saving control as an auxiliary control that is advantageous to the player. In the following explanation, the game state when the time-saving control is stopped will be referred to as the "normal state," and the game state when the time-saving control is running will be referred to as the "time-saving state." During the execution of the time-saving control (while the time-saving state is active), compared with when the time-saving control is stopped (while the normal state is active), it becomes easier for game balls to enter the second start port 52 in the normal winning game state described later (i.e., it becomes easier for the conditions for acquiring special symbol 2 game information to be met). Also, during the execution of the time-saving control (while the time-saving state is active), compared with when the time-saving control is stopped (while the normal state is active), the time for displaying the variation of the special symbols (hereinafter referred to as "special symbol variation time") is shortened. Specifically, while the time-saving control is in operation (while the time-saving state is active), compared to when the time-saving control is stopped (while the normal state is active), the number of times the normal electric mechanism 52a opens is increased and the opening time of the normal electric mechanism 52a is extended in the normal winning game state. That is, when the time-saving control is stopped (while the normal state is active), the number of times the normal electric mechanism 52a opens is set to 1 in the normal winning game state, and the opening time of the normal electric mechanism 52a for each time is set to 0.48 seconds, making it difficult for game balls to enter the second start opening 52. On the other hand, while the time-saving control is in effect (while the time-saving state is occurring), in the normal game state, the number of times the normal electric mechanism 52a opens is set to 2, the opening time of the normal electric mechanism 52a for the first opening is set to 4.0 seconds, and the opening time of the normal electric mechanism 52a for the second opening is set to 0.1 seconds, making it easier for game balls to enter the second start opening 52. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery does not change depending on the game state. That is, the probability of winning a "regular symbol win" through the regular symbol lottery is the same whether the time-saving control is running (when the time-saving state is active) or when the time-saving control is stopped (when the normal state is active).

[0067] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. Figure 5 shows the probability of winning in various lotteries. Figure 6 shows the types of winnings in various lotteries. Figure 5(a) shows the probability of winning in the regular symbol lottery, Figure 5(b) shows the probability of winning in the first special symbol lottery, and Figure 5(c) shows the probability of winning in the second special symbol lottery. Furthermore, Figure 6(a) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the first special symbol lottery, Figure 6(b) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the second special symbol lottery, Figure 6(c) shows the type of winning symbol (type of "minor win symbol") selected when a "minor win (non-fall)" is won in the second special symbol lottery, and Figure 6(d) shows the type of winning symbol (type of "falling symbol") selected when a "minor win (fall)" is won in the second special symbol lottery.

[0068] (Regular pattern drawing) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. In this embodiment, only "regular symbol win" is defined as a result of the regular symbol lottery. However, it is also acceptable to have a configuration in which both "regular symbol win" and "loser" are defined as results of the regular symbol lottery. As shown in Figure 5(a), in the regular symbol lottery (regular symbol win / loss determination), the probability of winning a "regular symbol win" is 1 / 1. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery does not change depending on the game state. However, it is also acceptable to configure the system so that the probability of winning a "regular symbol win" through the regular symbol lottery performed during the time-saving state is higher than the probability of winning a "regular symbol win" through the regular symbol lottery performed during the normal state.

[0069] In Pachinko Machine 1, the only winning type (type of "regular symbol winning symbol") selected when a "regular symbol win" is achieved through the regular symbol lottery is "Regular Symbol Winning Symbol 1". In the regular symbol lottery (regular symbol stop symbol determination), if you win a "regular symbol win," the probability of winning "regular symbol win symbol 1" is 1 / 1. If you win with "Regular Winning Symbol 1," the regular symbol display will stop and display the symbol corresponding to "Regular Winning Symbol 1." If the "Normal Symbol Win" ("Normal Symbol Win Symbol 1") is won, the Normal Symbol Win game state is activated. In the Normal Symbol Win game state, the normal electric mechanism 52a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the second start opening 52. In this case, if a "Normal Symbol Win" ("Normal Symbol Win Symbol 1") is won based on a normal symbol lottery performed during the normal state, the number of times the normal electric mechanism 52a opens is set to 1 in the normal symbol win game state, and the opening time of the normal electric mechanism 52a for each opening is set to 0.48. On the other hand, if a "Normal Symbol Win" ("Normal Symbol Win Symbol 1") is won based on a normal symbol lottery performed during the time-saving state, the number of times the normal electric mechanism 52a opens is set to 2 in the normal symbol win game state, the opening time of the normal electric mechanism 52a for the first opening is set to 4.0 s, and the opening time of the normal electric mechanism 52a for the second opening is set to 0.1 s.

[0070] (Special design lottery) In addition, in pachinko machine 1, the entry of a game ball into the first starting port 51 triggers the first special symbol lottery, and the entry of a game ball into the second starting port 52 triggers the second special symbol lottery. In this embodiment, the results of the first special symbol lottery are defined as "Big Win" and "Loss". On the other hand, the results of the second special symbol lottery are defined as "Big Win", "Small Win (Non-Demotion)", "Small Win (Demotion)", and "Loss". In this embodiment, it is not possible to win a "Small Win" in the first special symbol lottery. However, it is also possible to configure the first special symbol lottery to have a lower probability of winning a "Small Win (Non-Demotion)" than in the second special symbol lottery. As shown in Figures 5(b) and (c), in the special symbol lottery (first special symbol lottery or second special symbol lottery), the probability of winning a "jackpot" is 1 / 350 (which changes depending on the setting value). In this embodiment, the probability of winning a "jackpot," "minor win (non-fall)," or "minor win (fall)" through the special symbol lottery does not change depending on the game state. Also, the probability of winning a "minor win (non-fall)" or "minor win (fall)" through the special symbol lottery does not change depending on the setting value.

[0071] As shown in Figure 6(b), in pachinko machine 1, when a "jackpot" is won by the first special symbol lottery, the winning type (type of "jackpot symbol") to be selected is defined as "jackpot symbol 1" and "jackpot symbol 2". In the first special symbol lottery (special symbol determination), if you win a "jackpot," the probability of winning "jackpot symbol 1" is 45%, and the probability of winning "jackpot symbol 2" is 55%. If the "Big Win Symbol 1" is selected, the stop symbols corresponding to "Big Win Symbol 1" will be displayed in the Special Symbol 1 display device. In addition, the stop symbols corresponding to the "Single Symbol" (display modes of symbols a and c) will be displayed in the symbol display areas A and C. A "single symbol" is, for example, a display configuration in which three symbols (mini symbols a) stopped and displayed in the mini symbol display area A are all "number symbols" that show the same even number, such as "2,2,2", and the fourth symbol c stopped and displayed in the fourth symbol display area C shows a predetermined color. If the "Big Win Symbol 2" is selected, the stop symbol corresponding to "Big Win Symbol 2" will be displayed on the Special Feature 1 display device. In addition, the stop symbols corresponding to the "Rush Symbol" (display modes of symbols a and c) will be displayed in the symbol display areas A and C. A "rush symbol" is a display pattern in which, for example, in the mini symbol display area A, the symbols (mini symbol a) that are stopped and displayed in the three symbol display areas are all "number symbols" that show the same odd number, such as "1,1,1", and the fourth symbol c that is stopped and displayed in the fourth symbol display area C shows a predetermined color.

[0072] As shown in Figure 6(c), in pachinko machine 1, when a "jackpot" is won by the second special symbol lottery, the winning type (type of "jackpot symbol") to be selected is defined as "jackpot symbol 3" and "jackpot symbol 4". In the second special symbol lottery (special symbol determination), if you win a "jackpot," the probability of winning "jackpot symbol 3" is 75%, and the probability of winning "jackpot symbol 4" is 25%. If the "Big Win Symbol 3" is selected, the stop symbols corresponding to "Big Win Symbol 3" will be displayed in the Special Feature 2 display device. In addition, the stop symbols corresponding to the "Bonus Symbol" (display patterns of symbols a and c) will be displayed in the symbol display areas A and C. The "bonus symbols" are, for example, symbols (mini symbols a) that stop and are displayed in the mini symbol display area A, all of which are "number symbols" that show the same specific number, such as "7,7,7", and the fourth symbol c that stops and is displayed in the fourth symbol display area C shows a predetermined color. If the "Big Win Symbol 4" is selected, the stop symbols corresponding to "Big Win Symbol 4" will be displayed in the Special Feature 2 display device. In addition, the stop symbols corresponding to the "Bonus Symbol" (display patterns of symbols a and c) will be displayed in the symbol display areas A and C.

[0073] As shown in Figure 6(c), in pachinko machine 1, when a "minor win (non-fall)" is won by the second special symbol lottery, the winning type (type of "minor win symbol") to be selected is defined as "minor win symbol 1" and "minor win symbol 2". In the second special symbol lottery (special symbol determination), if you win a "minor win," the probability of winning "minor win symbol 1" is 75%, and the probability of winning "minor win symbol 2" is 25%. If the "minor win symbol 1" is selected, the stop symbol corresponding to "minor win symbol 1" will be displayed on the special display device 2. In addition, the stop symbol corresponding to the "bonus symbol" (display mode of symbols a and c) will be displayed in the symbol display areas A and C. If the "minor win symbol 2" is selected, the stop symbol corresponding to "minor win symbol 2" will be displayed on the special symbol 2 display device. In addition, the stop symbol corresponding to the "bonus symbol" (display mode of symbols a and c) will be displayed in the symbol display areas A and C.

[0074] As shown in Figure 6(d), in pachinko machine 1, "falling symbol 1" is defined as the type of winning (type of "falling symbol") selected when a "minor win (falling)" is won by the second special symbol lottery. In the second special symbol lottery (special symbol judgment), if you win a "minor win (fall)", the probability of winning "fall symbol 1" is 100%. If the "Falling Symbol 1" is selected, the stop symbol corresponding to "Falling Symbol 1" will be displayed in the Special Feature 2 display device. In addition, the stop symbol corresponding to the "Falling Symbol" (display mode of symbols a and c) will be displayed in the symbol display areas A and C. A "falling symbol" is, for example, a symbol (mini symbol a) that stops and is displayed in the three symbol display areas A, and that is a specific combination of "number symbols" such as "2, 4, 6", and the fourth symbol c that stops and is displayed in the fourth symbol display area C shows a predetermined color. Here, if the result of the special symbol lottery (first special symbol lottery / second special symbol lottery) is a "miss", the mini symbol display area A is configured so that no "number symbols" of the same form (combination) as the "falling symbol" are displayed. In other words, the mini symbol a displayed in the mini symbol display area A is configured so that the "falling symbol" is not included in the "missing symbols".

[0075] On the other hand, if the first special symbol lottery is unsuccessful (i.e., a "losing" result), the stop symbol corresponding to the "losing symbol" will be displayed in the special symbol 1 display device. In addition, the stop symbols corresponding to the "losing symbol" (display modes of symbols a and c) will be displayed in the symbol display areas A and C. Furthermore, if the second special symbol lottery is unsuccessful (i.e., a "losing" result), the stop symbol corresponding to the "losing symbol" will be displayed in the special symbol 2 display device. In addition, the stop symbols corresponding to the "losing symbol" (display modes of symbols a and c) will be displayed in the symbol display areas A and C. A "losing symbol" is, for example, a symbol in the mini-symbol display area A where, among the symbols (mini-symbol a) stopped and displayed in the three symbol display areas, at least one symbol is a combination that shows a different number from the other symbols, and the fourth symbol c stopped and displayed in the fourth symbol display area C shows a predetermined color.

[0076] If you win with "Winning Symbol 1" to "Winning Symbol 4", a jackpot game state is activated. In the jackpot game state, the special electric mechanism 55a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the large prize entry opening 55. During a jackpot state, a predetermined number of rounds of gameplay are performed. If you win with "Jackpot Symbol 1" to "Jackpot Symbol 4", the number of rounds of gameplay is set to 10. Furthermore, if the player wins "Winning Symbol 1" through "Winning Symbol 4", the maximum opening time of the special electric mechanism 55a in each round of gameplay is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when either of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 55a was opened, or (2) the number of game balls that have entered the large prize pocket 55 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).

[0077] If the player wins "Small Win Symbol 1", "Small Win Symbol 2", or "Fall-Out Symbol 1", a small win game state is activated. In the small win game state, the special electric mechanism 55a is displaced from a closed state to an open state, making it possible (easy) for the game balls to enter the large prize opening 55. During a minor win state, a predetermined number of minor win games are played. If you win with "Minor Win Symbol 1", "Minor Win Symbol 2", or "Declining Symbol 1", the number of minor win games is set to 1. Furthermore, if the "minor win symbol 1", "minor win symbol 2", or "fall symbol 1" is selected, the maximum opening time of the special electric mechanism 55a in each minor win game is set to a predetermined time (29.0 [s] in this embodiment). Each minor win game is terminated when either of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 55a was opened, or (2) the number of game balls that have entered the large prize opening 55 during the execution of the minor win game has reached a predetermined upper limit (10 balls in this embodiment).

[0078] In particular, during each minor win round, the distribution mechanism is shifted from a non-V-passing state to a V-passing state. In this case, if the "minor win symbol 1" or "minor win symbol 2" is won, the distribution means is displaced from a non-V-passing state to a V-passing state during the execution of each minor win game so that it is easy (possible) for the game balls that enter the major prize pocket 55 during the execution of the minor win game to pass through the V-area. As a result, if the "minor win symbol 1" or "minor win symbol 2" is won, it becomes easy (possible) for the game balls to pass through the V-area while the minor win game state is occurring. On the other hand, if the "falling symbol 1" is selected, the distribution means is changed from a non-V-passing state to a V-passing state during the execution of each minor win game, in such a manner that it becomes difficult (impossible) for the game balls that enter the major prize pocket 55 during the execution of the minor win game to pass through the V-area. As a result, if the "falling symbol 1" is selected, it becomes difficult (impossible) for the game balls to pass through the V-area during the occurrence of the minor win game state.

[0079] If the passage of a game ball through the V-area is detected while a minor win game is in progress (if the passage of a game ball that entered the large prize slot 55 is detected while a minor win game is being played), a major win game state will be established in accordance with the end of the minor win game state. On the other hand, if the passage of a game ball through the V-area is not detected while a minor win game is in progress (if the passage of a game ball that entered the large prize slot 55 is not detected while a minor win game is being played), a major win game state will not be established. In the big win game state that follows the small win game state, a round game is performed in which the special electric mechanism 55a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the large prize entry opening 55. During the big win state that follows the small win state, a predetermined number of rounds of gameplay are performed. If the player wins "small win symbol 1", "small win symbol 2", or "fall symbol 1", and if the game ball is detected passing through the V area during the small win state, the number of rounds of gameplay is set to 9. As a result, 10 rounds are performed, with the small win game being the first round. Furthermore, if the player wins "Small Win Symbol 1," "Small Win Symbol 2," or "Fall-Out Symbol 1," and the passing of the game ball through the V area is detected while the small win game state is occurring, the maximum opening time of the special electric mechanism 55a in each round of game is set to a predetermined time (29.0 [s] in this embodiment). Each round of gameplay ends when either of the following conditions is met: (1) the maximum open time has elapsed since the special electric mechanism 55a was opened, or (2) the number of game balls that have entered the large prize pocket 55 during the execution of the round of game has reached a predetermined upper limit (10 balls in this embodiment).

[0080] At the end of a jackpot game state, a predetermined number of time-saving rounds (1st time-saving round, 2nd time-saving round, 3rd time-saving round) is set. Then, in response to the end of the jackpot game state, time-saving control is started according to the set number of time-saving rounds. As a result, the time-saving state is started in response to the end of the jackpot game state. Furthermore, while the time-saving control is in operation (while the time-saving state is active), compared to when the time-saving control is stopped (while the normal state is active), it becomes easier for the game balls to enter the second start port 52 during normal gameplay, which is advantageous to the player. In this embodiment, it is possible to execute two types of time-saving control: time-saving control A and time-saving control B. In the following description, the game state while time-saving control A is being executed will be referred to as "time-saving state A". The game state while time-saving control B is being executed will be referred to as "time-saving state B". Time-saving control B (time-saving state B) is a type of time-saving control (time-saving state) that is more advantageous to the player compared to time-saving control A (time-saving state A). In other words, in this embodiment, the termination conditions for time-saving control A and time-saving control B (hereinafter referred to as "time-saving termination conditions") are different. Furthermore, the time-saving termination conditions for time-saving control B are more advantageous to the player compared to the time-saving termination conditions for time-saving control A. Specifically, the time-saving termination conditions for time-saving control B (time-saving state B) are greater than the time-saving termination conditions for time-saving control A (time-saving state A), with a higher number of third time-saving rounds (the number of time-saving rounds related to the "number of times the losing symbol is won during time-saving rounds" described later). In this embodiment, the following time-saving termination conditions are defined: "Time-saving termination condition 1", "Time-saving termination condition 2", "Time-saving termination condition 3", and "Time-saving termination condition 4".

[0081] "Time-saving termination condition 1" is a time-saving termination condition based on the first special symbol lottery (special symbol win determination based on special symbol 1 game information) and the second special symbol lottery (special symbol win determination based on special symbol 2 game information). In other words, time-saving termination condition 1 is a time-saving termination condition based on the total number of times the first special symbol is displayed and the number of times the second special symbol is displayed. In this embodiment, the time-saving termination condition 1 is met when the total number of special feature fluctuations during time-saving mode reaches the first time-saving mode (predetermined number) set at the start of time-saving control. The "Total number of special symbol variations during time-saving mode" is the sum of the number of times the first special symbol is displayed as a variation during time-saving control and the number of times the second special symbol is displayed as a variation during time-saving control. If the first time-saving termination condition is met, the time-saving control will end when the display of the special symbol (first special symbol or second special symbol) that triggered the meeting of the first time-saving termination condition ends. Specifically, the main control board 200 is configured with a first time-saving counter that counts the total number of special symbol variations during time-saving mode. At the start of a jackpot game state, the CPU 210 sets the value of the first time-saving counter according to the combination of the game state at the time of execution of the start determination (special symbol win determination) described later, and the type of win (type of winning symbol). In addition, each time a start determination (special symbol win determination) based on special symbol game information (special symbol 1 game information or special symbol 2 game information) is executed (each time the variation 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, when the value of the first time-saving counter is subtracted from "1" to "0", time-saving termination condition 1 is met, and time-saving control is stopped. As a result, when the number of start determinations (special symbol win determinations) based on special symbol game information (special symbol 1 game information or special symbol 2 game information) executed during the time-saving control reaches the first time-saving number (predetermined number) set at the start of the time-saving control, time-saving termination condition 1 will be met.

[0082] "Time-saving termination condition 2" is a time-saving termination condition based on the second special symbol lottery (special symbol win determination based on special symbol 2 game information). In other words, time-saving termination condition 2 is a time-saving termination condition based on the number of times the second special symbol is displayed in a variation. In this embodiment, the time-saving termination condition 2 is met when the number of times the special figure 2 changes during time-saving reaches the second time-saving number (predetermined number) set at the start of time-saving control. "Number of Special Symbol 2 Variations During Time Reduction" refers to the number of times the second special symbol variation is displayed during time reduction control. If the second time-saving termination condition is met, the time-saving control will end when the display of the second special symbol that triggered the meeting of the second time-saving termination condition ends. Specifically, the main control board 200 is configured with a second time-saving counter that counts the number of times the special symbol 2 changes during time-saving mode. At the start of a jackpot game state, the CPU 210 sets the value of the second time-saving counter to a number corresponding to the combination of the game state at the time of execution of the start determination (special symbol win determination) and the type of win (type of winning symbol). Furthermore, each time a start determination (special symbol win determination) based on the special symbol 2 game information is executed (each time the display of the second special symbol changes ends), "1" is subtracted from the value of the second time-saving counter. Then, when the value of the second time-saving counter is subtracted from "1" to "0", time-saving termination condition 2 is met and time-saving control is stopped. In this way, time-saving termination condition 2 is met when the number of start determinations (special symbol win determinations) based on the special symbol 2 game information executed during time-saving control reaches the number of second time-saving rounds (predetermined number) set at the start of the time-saving control.

[0083] "Time-saving termination condition 3" is a condition based on winning a "minor win (fall)" ("fall symbol 1") in the second special symbol lottery. In other words, time-saving termination condition 3 is a condition based on the number of times a "minor win (fall)" ("fall symbol 1") is won in the second special symbol lottery. In this embodiment, time-saving termination condition 3 is met when the number of times the fall symbol is won during time-saving reaches the third time-saving number (predetermined number) set at the start of time-saving control. The "Number of times a losing symbol is won during the time-saving mode" refers to the number of times a "minor win (losing)" ("losing symbol 1") is won in the second special symbol lottery performed during the time-saving control mode (the number of times a "minor win (losing)" ("losing symbol 1") is determined by the special symbol win / loss judgment based on the special symbol 2 game information performed during the time-saving control mode). In this embodiment, when the time-saving termination condition 3 is met, the time-saving control is terminated at the end of the minor win game state based on the "minor win (fall)" ("fall symbol 1") that triggered the meeting of the time-saving termination condition 3. Alternatively, when the time-saving termination condition 3 is met, the time-saving control may be terminated at the end of the fluctuation display of the second special symbol that triggered the meeting of the time-saving termination condition 3. Alternatively, when the time-saving termination condition 3 is met, the time-saving control may be terminated at the start of the fluctuation display of the second special symbol that triggered the meeting of the time-saving termination condition 3. Alternatively, when the time-saving termination condition 3 is met, the time-saving control may be terminated at the end of the stop display of the second special symbol that triggered the meeting of the time-saving termination condition 3. Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of times a losing symbol is won during the time-saving mode. At the end of a big win game state, the CPU 210 sets the value of the third time-saving counter according to the combination of the game state at the time of the start determination (special symbol win determination) and the type of win (type of winning symbol). In addition, each time a "minor win (losing)" ("losing symbol 1") is determined by the start determination (special symbol win / loss determination) based on the special symbol 2 game information, "1" is subtracted from the value of the third time-saving counter. Then, when the value of the third time-saving counter is subtracted from "1" to "0", time-saving end condition 3 is met and the time-saving control is stopped. As a result, when the number of times a "minor win (fall)" ("fall symbol 1") is determined by the start determination (special symbol win / loss determination) based on the special symbol 2 game information executed during the time-saving control reaches the third time-saving number (specified number) set at the start of the time-saving control, time-saving termination condition 3 will be met.

[0084] "Time-saving termination condition 4" is a condition based on winning a "jackpot" (jackpot game state). In this embodiment, time-saving termination condition 4 is met when a "jackpot" is won (when the jackpot game state occurs). If time-saving termination condition 4 is met, the time-saving control will end when the display of the "jackpot symbol" stops.

[0085] As described above, Pachinko machine 1 is capable of executing two types of time-saving control (time-saving state): time-saving control A (time-saving state A) and time-saving control B (time-saving state B). The conditions for ending the time-saving control differ between time-saving control A and time-saving control B. Specifically, in time-saving control A and B (time-saving states A and B), the first number of time-saving rounds is set to 10,000, and the second number of time-saving rounds is set to 10,000. During time-saving control (time-saving state), the game progresses mainly by executing the second special symbol lottery. In this case, the probability of winning a "jackpot" in the second special symbol lottery is 1 / 350, the probability of winning a "minor win (non-fall)" is 1 / 50, and the probability of winning a "minor win (fall)" is 1 / 140. In other words, during time-saving control A and B (time-saving states A and B), the probability of winning a "big win," "minor win (non-decreasing)," or "minor win (decreasing)" before the number of draws for the second special symbol reaches the second time-saving round (10,000 rounds) is high, and the probability of the second time-saving round being used up (the probability of reaching the second time-saving round) is low. In particular, in Time-Saving Control A (Time-Saving State A), the third number of Time-Saving rounds is set to 1. As a result, in Time-Saving Control A (Time-Saving State A), if a "minor win (fall)" is won once, the Time-Saving Control (Time-Saving State) ends. Here, in the second special symbol lottery, the probability of winning a "big win" or a "minor win (non-fall)" is 8 / 350, and the probability of winning a "minor win (fall)" is 1 / 140. Thus, in Time-Saving Control A (Time-Saving State A), if a "minor win (fall)" is won before a "big win" or "minor win (non-fall)" is won, the Time-Saving Control (Time-Saving State) ends, making it effectively a type of Time-Saving Control (Time-Saving State) where the next win ("big win" or "minor win (non-fall)") is not guaranteed. On the other hand, in time-saving control B (time-saving state B), 10,000 rounds are set as the third time-saving round. As a result, in time-saving control B (time-saving state B), the possibility of the third time-saving round being used up (the possibility of reaching the third time-saving round) is low. Here, as mentioned above, in the second special symbol lottery, the probability of winning a "jackpot" or a "minor win (non-fall)" is 8 / 350. Thus, time-saving control B (time-saving state B) has a high probability of continuing until a "jackpot" or a "minor win (non-fall)" is won, and is effectively a type of time-saving control (time-saving state) in which the next win ("jackpot" or "minor win (non-fall)") is guaranteed. As described above, time-saving control B (time-saving state B) offers more time-saving rounds (especially the third time-saving round) than time-saving control A (time-saving state A), and the probability of winning a "big win" or "minor win (non-reducing)" through the special symbol lottery performed during the time-saving control (time-saving state) is higher, making it more advantageous for the player.

[0086] As shown in Figure 6(a), if the "Big Win Symbol 1" is won and the game state at the time of the start determination is "Normal State", then at the end of the big win game state, the first number of time-saving rounds will be set to 0, the second number of time-saving rounds will be set to 0, and the third number of time-saving rounds will be set to 0. As a result, the time-saving round termination conditions 1 to 3 are not set, and the game state after the end of the big win game state becomes the normal state. On the other hand, if the "Big Win Symbol 1" is hit and the game state at the time of the start determination is "Shortened Time State", then at the end of the Big Win game state, 10,000 rounds will be set as the 1st Shortened Time Round, 10,000 rounds as the 2nd Shortened Time Round, and 1 round as the 3rd Shortened Time Round. As a result, Shortened Time Round Termination Conditions 1 to 3 will be set as Shortened Time Termination Conditions, and the game state after the end of the Big Win game state will be Shortened Time State A. On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of the start determination is "Normal State", then at the end of the Big Win game state, 10,000 rounds will be set as the 1st Short Time Round, 10,000 rounds as the 2nd Short Time Round, and 10,000 rounds as the 3rd Short Time Round. As a result, Short Time Round Termination Condition 1 to Short Time Round Termination Condition 3 will be set as the Short Time Round Termination Conditions, and the game state after the end of the Big Win game state will be Short Time Round State B. On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of the start determination is "Shortened Time State", then at the end of the Big Win game state, 10,000 rounds will be set as the 1st Shortened Time Round, 10,000 rounds as the 2nd Shortened Time Round, and 10,000 rounds as the 3rd Shortened Time Round. As a result, Shortened Time End Condition 1 to Shortened Time End Condition 3 will be set as Shortened Time End Conditions, and the game state after the end of the Big Win game state will be Shortened Time State B.

[0087] On the other hand, as shown in Figure 6(b), if the "Big Win Symbol 3" is won and the game state at the time of the start determination is "Normal State", then at the end of the Big Win game state, 10,000 rounds will be set as the first time-saving round, 10,000 rounds as the second time-saving round, and 1 round as the third time-saving round. As a result, time-saving round termination conditions 1 to 3 are set, and the game state after the end of the Big Win game state becomes time-saving state A. On the other hand, if the "Big Win Symbol 3" is won and the game state at the time of the start determination is "Shortened Time State", then at the end of the Big Win game state, 10,000 rounds will be set as the first Shortened Time round, 10,000 rounds as the second Shortened Time round, and 1 round as the third Shortened Time round. As a result, Shortened Time End Condition 1 to Shortened Time End Condition 3 will be set as Shortened Time End Conditions, and the game state after the end of the Big Win game state will be Shortened Time State A. On the other hand, if the "Big Win Symbol 4" is won and the game state at the time of the start determination is "Normal State", then at the end of the Big Win game state, 10,000 rounds will be set as the 1st Short Time Round, 10,000 rounds as the 2nd Short Time Round, and 10,000 rounds as the 3rd Short Time Round. As a result, Short Time Round Termination Condition 1 to Short Time Round Termination Condition 3 will be set as the Short Time Round Termination Conditions, and the game state after the end of the Big Win game state will be Short Time Round State B. On the other hand, if the "Big Win Symbol 4" is won and the game state at the time of the start determination is "Shortened Time State", then at the end of the Big Win game state, 10,000 rounds will be set as the 1st Shortened Time Round, 10,000 rounds as the 2nd Shortened Time Round, and 10,000 rounds as the 3rd Shortened Time Round. As a result, Shortened Time Round Termination Conditions 1 to 3 will be set as Shortened Time Termination Conditions, and the game state after the end of the Big Win game state will be Shortened Time State B.

[0088] On the other hand, as shown in Figure 6(c), if the "minor win symbol 1" is won, and the passage of the game ball through the V area is detected during the minor win game state, and the game state at the time of execution of the start determination is the "normal state", then at the end of the big win game state, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 1 round as the third time-saving round. As a result, time-saving end conditions 1 to 3 are set, and the game state after the end of the big win game state becomes time-saving state A. On the other hand, if the "minor win symbol 1" is hit, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of execution of the start determination is the "time-saving state", then at the end of the big win game state, 10,000 [times] will be set as the first time-saving round, 10,000 [times] will be set as the second time-saving round, and 1 [time] will be set as the third time-saving round. As a result, time-saving end conditions 1 to 3 will be set, and the game state after the end of the big win game state will be time-saving state A. On the other hand, if the "minor win symbol 2" is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of execution of the start determination is the "normal state", then at the end of the big win game state, 10,000 rounds will be set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round. As a result, time-saving end conditions 1 to 3 are set, and the game state after the end of the big win game state becomes time-saving state B. On the other hand, if the "minor win symbol 2" is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of execution of the start determination is the "time-saving state", then at the end of the big win game state, 10,000 [times] will be set as the first time-saving round, 10,000 [times] as the second time-saving round, and 10,000 [times] as the third time-saving round. As a result, time-saving end conditions 1 to 3 will be set, and the game state after the end of the big win game state will be time-saving state B. On the other hand, as shown in Figure 6(d), if the "falling symbol 1" is won, and the passage of the game ball through the V area is detected during the occurrence of the minor win game state, and the game state at the time of execution of the start determination is the "normal state", then at the end of the big win game state, the first time reduction count is set to 0, the second time reduction count is set to 0, and the third time reduction count is set to 0. As a result, the time reduction termination conditions 1 to 3 are not set, and the game state after the end of the big win game state becomes the normal state. On the other hand, if the "Falling Symbol 1" is won, and the passage of the game ball through the V area is detected while the minor win game state is occurring, and the game state at the time of execution of the start judgment is the "Shortened Time State", then at the end of the big win game state, the first Shortened Time count will be set to 0, the second Shortened Time count will be set to 0, and the third Shortened Time count will be set to 0. As a result, Shortened Time End Conditions 1 to 3 will not be set as Shortened Time End Conditions, and the game state after the end of the big win game state will be the normal state.

[0089] (Regarding the progress of the game) Next, we will explain the progression of the game in pachinko machine 1. Figure 7 shows the transitions between game states. In pachinko machine 1, when a "jackpot" is won through a special symbol lottery (first special symbol lottery or second special symbol lottery), a jackpot game state is created in which it becomes possible (easy) for game balls to enter the large prize entry opening 55. Furthermore, if a "minor win (non-fall)" is won in the second special symbol lottery, a minor win game state is created in which it becomes possible (easy) for the game ball to enter the large prize opening 55. Moreover, if it is detected that a game ball that has entered the large prize opening 55 has passed through the V area while the minor win game state is in effect, a big win game state is created in which it becomes possible (easy) for the game ball to enter the large prize opening 55. Then, by getting the game balls into the large prize slot 55, the player can win a large number of prize balls. In particular, in pachinko machine 1, the probability of a jackpot game state occurring based on the second special symbol lottery is higher than the probability of a jackpot game state occurring based on the first special symbol lottery. Specifically, in the first special symbol lottery, since there is no "minor win (non-decrease)" option as a result, the jackpot game state is only triggered when a "jackpot" is won. The probability of winning a "jackpot" in the first special symbol lottery is set at 1 / 350 (probability according to the setting value). On the other hand, in the second special symbol lottery, the lottery results are set to be "Big Win" and "Minor Win (Non-Declining)". If a "Big Win" is won, the Big Win game state is activated. Also, if a "Minor Win (Non-Declining)" is won and the passage of the game ball through the V area is detected while the minor win game state is active, the Big Win game state is activated. In particular, the probability of winning a "Big Win" or a "Minor Win (Non-Declining)" in the second special symbol lottery is set to 8 / 350. Thus, in the second special symbol lottery, it is possible to trigger a big win game state via a minor win game state, and therefore the probability of triggering a big win game state is higher compared to the first special symbol lottery. As a result, in pachinko machine 1, obtaining the opportunity to draw the second special symbol is more likely to result in a jackpot than obtaining the opportunity to draw the first special symbol, making it more advantageous for the player.

[0090] In order to win the second special symbol lottery, it is necessary to win a "regular symbol win" in the regular symbol lottery, and while the regular symbol game state is occurring, to put a game ball into the second start opening 52 when the regular electric mechanism 52a is in the open state. In the pachinko machine 1, when the time-saving control is stopped (while the normal state is active), the number of times the normal electric mechanism 52a opens is set to 1 [times] in the normal winning game state, and the opening time of the normal electric mechanism 52a for each time is set to 0.48. As a result, when the normal winning game state is active, it becomes difficult (effectively impossible) for game balls to enter the second start port 52. On the other hand, when the time-saving control is running (while the time-saving state is active), the number of times the normal electric mechanism 52a opens is set to 2 [times] in the normal winning game state, and the opening time of the normal electric mechanism 52a for the first opening is set to 4.0 [s]. As a result, when the normal winning game state is active, it becomes easy for game balls to enter the second start port 52. Thus, during normal play, even if a player wins a "regular symbol win" through the regular symbol lottery, it is virtually impossible to obtain an opportunity to participate in the second special symbol lottery. Therefore, during normal play, players aim to win a "jackpot" through the first special symbol lottery in order to transition the game state to a time-saving state. In other words, they aim to get the game balls into the first starting opening 51 and shoot the balls along the left-hand path. If a "jackpot" is won through the first special symbol lottery, after the jackpot game state ends, the game state will transition to either normal or time-saving mode, depending on the winning symbol. During normal play, if the player wins "jackpot symbol 1," the normal state continues. On the other hand, during normal play, if the player wins "jackpot symbol 2," the game state transitions to time-saving mode B. On the other hand, during the time-saving state, if a player wins a "regular symbol win" in the regular symbol lottery, they can easily obtain an opportunity to win the second special symbol lottery. Therefore, during the time-saving state, the player will proceed with the game aiming to win the regular symbol lottery in order to obtain an opportunity to win the second special symbol lottery. That is, the player will shoot the game ball towards the right-hand path, aiming to pass the game ball through the starting gate 41. In particular, in this embodiment, the probability of winning a "regular symbol win" in the regular symbol lottery is set to 1 / 1. As a result, when the game transitions to the time-saving state, it is almost certain that the player will obtain an opportunity to win the second special symbol lottery based on one regular symbol lottery. When a "minor win (non-fall)" or a "big win" is won in the second special symbol lottery, after the big win game state ends, the game state will transition to time-saving state A or time-saving state B, depending on the winning symbol. During this time-saving state, if you win either "Big Win Symbol 3" or "Minor Win Symbol 1", the game state will transition to Time-Saving State A. On the other hand, if you win either "Big Win Symbol 4" or "Minor Win Symbol 2" during the time-saving state, the game state will transition to Time-Saving State B.

[0091] In particular, Pachinko machine 1 has two types of time-saving states: time-saving state A and time-saving state B. Time-saving state A is a type of time-saving state that ends when the "Falling Symbol 1" is won. Specifically, at the start of time-saving state A, the first and second time-saving rounds are set to 10,000 rounds, and the third time-saving round is set to 1 round. Here, while the time-saving state is active, it is designed so that, statistically, a "Big Win," "Small Win (Non-Falling)," or "Small Win (Falling)" will be won before the special symbol variation display is executed 10,000 times. In this case, there is a 1 / 140 probability of winning the "Falling Symbol 1." As a result, time-saving state A effectively ends when the "Falling Symbol 1" is won, unless a "Big Win" or "Small Win (Non-Falling)" is won. In other words, time-saving state A is a type of time-saving state in which the next win ("Big Win" or "Small Win (Non-Falling)") is not guaranteed. Time-saving state B is a type of time-saving state in which the state does not end even if the "falling symbol 1" is won. In other words, at the start of time-saving state B, the first and second time-saving rounds are set to 10,000, and the third time-saving round is set to 100,000. Here, as described above, while the time-saving state is active, statistically, it is designed so that a "jackpot," "minor win (non-falling)," or "minor win (falling)" is won before the special symbol variation display is executed 10,000 times. As a result, time-saving state B effectively ends when a "jackpot" or "minor win (non-falling)" is won. In other words, time-saving state B is a type of time-saving state in which the next win ("jackpot" or "minor win (non-falling)") is guaranteed. Thus, time-saving state B is more advantageous to the player compared to time-saving state A. In this embodiment, as described above, during the shortened time state, the machine is designed so that, statistically, a "jackpot," "minor win (non-decrease)," or "minor win (decrease)" is won before the special symbol variation display is executed 10,000 times. As a result, the shortened time state (shortened time state A or shortened time state B) is not terminated in accordance with the fulfillment of shortened time termination conditions 1 and 2.

[0092] In pachinko machine 1, the normal state is established when the RAM clear initialization process (step S1-30), described later, is executed. As shown in Figure 7, if the "Big Win Symbol 1" is won based on the first special symbol lottery performed during the normal state, the game state after the end of the big win game state will be the normal state. On the other hand, if the "Big Win Symbol 2" is won based on the first special symbol lottery performed during the normal state, the first number of time-saving rounds will be set to 10,000, the second number of time-saving rounds to 10,000, and the third number of time-saving rounds to 10,000, and time-saving state B will be triggered according to the end of the big win game state.

[0093] If the "Big Win Symbol 3" is won based on the second special symbol lottery performed while Time-Saving State B is active, the first number of Time-Saving rounds will be set to 10,000, the second number of Time-Saving rounds to 10,000, and the third number of Time-Saving rounds to 1. In response to the end of the Big Win game state, Time-Saving State A will be activated. Also, if the "Small Win Symbol 1" is won based on the second special symbol lottery performed while Time-Saving State B is active, and the passage of the game ball through the V area is detected while the Small Win game state is active, the first number of Time-Saving rounds will be set to 10,000, the second number of Time-Saving rounds to 10,000, and the third number of Time-Saving rounds to 1. In response to the end of the Big Win game state, Time-Saving State A will be activated. On the other hand, if the "Big Win Symbol 4" is won based on the second special symbol lottery performed while the time-saving state B is active, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and the time-saving state B is activated in accordance with the end of the big win game state. Furthermore, if the "Small Win Symbol 2" is won based on the second special symbol lottery performed while the time-saving state B is active, and if the passage of the game ball through the V area is detected while the small win game state is active, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and the time-saving state B is activated in accordance with the end of the big win game state. Here, as described above, if the "falling symbol 1" is won, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes difficult (impossible) for the game balls that enter the big prize opening 55 during the execution of the minor win game to pass through the V-area. As a result, if the "falling symbol 1" is won, it becomes difficult (impossible) for the game balls to pass through the V-area during the minor win game state, and in effect, the big win game state does not occur after the end of the minor win game state. Therefore, if the "falling symbol 1" is won based on the second special symbol lottery executed during the occurrence of the time-saving state B, the game state does not change, and the time-saving state B continues.

[0094] If the "Big Win Symbol 3" is won based on the second special symbol lottery performed while Time-Saving State A is active, the first number of Time-Saving rounds will be set to 10,000, the second number of Time-Saving rounds to 10,000, and the third number of Time-Saving rounds to 1. In response to the end of the Big Win game state, Time-Saving State A will be activated. Also, if the "Small Win Symbol 1" is won based on the second special symbol lottery performed while Time-Saving State A is active, and the passage of the game ball through the V area is detected while the Small Win game state is active, the first number of Time-Saving rounds will be set to 10,000, the second number of Time-Saving rounds to 10,000, and the third number of Time-Saving rounds to 1. In response to the end of the Big Win game state, Time-Saving State A will be activated. On the other hand, if the "Big Win Symbol 4" is won based on the second special symbol lottery performed while the time-saving state A is active, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and the time-saving state B is activated in accordance with the end of the big win game state. Also, if the "Small Win Symbol 2" is won based on the second special symbol lottery performed while the time-saving state A is active, and if the passage of the game ball through the V area is detected while the small win game state is active, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and the time-saving state B is activated in accordance with the end of the big win game state. On the other hand, if the "falling symbol 1" is won based on the second special symbol lottery performed while the shortened time state A is occurring, the normal state is established in accordance with the end of the minor win game state. As described above, if the "falling symbol 1" is won, in each minor win game, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes difficult (impossible) for the game balls that enter the big prize opening 55 during the execution of the minor win game to pass through the V-area. As a result, if the "falling symbol 1" is won, it becomes difficult (impossible) for the game balls to pass through the V-area while the minor win game state is occurring, and in effect, the big win game state is not established after the end of the minor win game state. If the game transitions to the normal state in response to winning "Falling Symbol 1," the remaining reserves of Special Symbol 2 will be rotated after the transition to the normal state. If "Big Win Symbol 3" is won based on the remaining reserves of Special Symbol 2, 10,000 rounds will be set as the first time-saving round, 10,000 rounds as the second time-saving round, and 1 round as the third time-saving round, and time-saving state A will be generated in response to the end of the big win game state. On the other hand, if "Small Win Symbol 1" is won based on the remaining reserves of Special Symbol 2, and if the passage of the game ball through the V area is detected while the small win game state is active, 10,000 rounds will be set as the first time-saving round, 10,000 rounds as the second time-saving round, and 1 round as the third time-saving round, and time-saving state A will be generated in response to the end of the big win game state. On the other hand, if the "Big Win Symbol 4" is won based on the remaining reserve fluctuations of Special Feature 2, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and time-saving state B is generated in accordance with the end of the big win game state. On the other hand, if the "Small Win Symbol 2" is won based on the remaining reserve fluctuations of Special Feature 2, and if the passage of the game ball through the V area is detected while the small win game state is occurring, 10,000 rounds are set as the first time-saving round, 10,000 rounds as the second time-saving round, and 10,000 rounds as the third time-saving round, and time-saving state B is generated in accordance with the end of the big win game state. On the other hand, if the result of the remaining reserve variation in Special Symbol 2 is a "miss" (missing symbol) or a "minor win 'fall'" (falling symbol 1), the game will then proceed based on the first special symbol lottery. Furthermore, if the time-saving control ends in accordance with the winning of "Fall-Out Symbol 1" in the second special symbol lottery (consumption of the third time-saving round), the special symbol 2 game information (special symbol 2 game information for which the start judgment is pending) stored in memory area 1 of the special symbol 2 game information memory area will be referred to as "special symbol 2 remaining pending" at the end of the time-saving control. In addition, the notification display (variation display / stop display) of the second special symbol based on the special symbol 2 remaining pending will be referred to as "special symbol 2 remaining pending variation".

[0095] (Regarding control commands) Next, we will explain the control commands transmitted from the main control board 200 to the performance control board 300, and the control commands transmitted and received between the main control board 200 and the payout control board 400. The main control board 200 and the performance control board 300 are connected to each other via a serial communication harness. Communication between the main control board 200 and the performance control board 300 is unidirectional, from the main control board 200 to the performance control board 300; no communication occurs from the performance control board 300 to the main control board 200. Each control command transmitted from the main control board 200 to the performance control board 300 consists of a 1-byte upper-order data indicating the type of control command and a 1-byte lower-order data indicating the content of the control command. The main control board 200 then transmits a control command consisting of higher-level data and lower-level data to the performance control board 300 via serial communication. When the performance control board 300 receives a control command from the main control board 200, a serial communication reception interrupt occurs, and this interrupt processing stores the control command data in a predetermined area of ​​RAM.

[0096] In pachinko machine 1, the following control commands are set to be sent from the main control board 200 to the performance control board 300: special symbol type specification command, special symbol variation mode specification command, special symbol variation pattern specification command, special symbol stop specification command, game state specification command, special symbol reserve number specification command, opening specification command, round start specification command, round end specification command, ending specification command, V-win specification command, big win specification command, first pre-read specification command, second pre-read specification command, third pre-read specification command, error specification command, demo specification command, setting value specification command, etc. The special symbol type specification command is used to specify the type of special symbol that stops (one of the following types: "missing symbol", "jackpot symbol 1" to "jackpot symbol 4", "minor win symbol 1" to "minor win symbol 2", and "falling symbol 1"). The special symbol type specification command is sent at the start of the special symbol's variation display. Here, special symbol type specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).

[0097] The Special Symbol Variation Mode Specification command is used to specify the type of variation mode (variation mode number) for the special symbols. By specifying the variation mode number, the Special Symbol Variation Mode Specification command specifies the variation time associated with that variation mode number. The Special Symbol Variation Mode Specification command specifies the variation time (the manner of the first half of the variation display) of the special symbols. In this embodiment, there are m (multiple) types of special symbol variation modes, each with a different variation time associated with it. The special symbol variation mode specification command specifies one of the m types of variation modes (variation mode number) ("variation mode m"). The Special Symbol Variation Pattern Specification command is used to specify the type (variation pattern number) of the variation pattern of the special symbols. By specifying the variation pattern number, the Special Symbol Variation Pattern Specification command specifies the variation time associated with that variation pattern number. The Special Symbol Variation Pattern Specification command specifies the variation time (the manner of the latter half of the variation performance) of the variation display (variation effect) of the special symbols. In this embodiment, there are n (multiple) types of special symbol variation patterns, each with a different variation time associated with it. The special symbol variation pattern specification command specifies one of the n types of variation patterns (variation pattern numbers) ("variation pattern n"). The special symbol variation mode specification command and the special symbol variation pattern specification command are sent when the special symbol variation display begins.

[0098] The special symbol stop specification command is a command that specifies the stop display of a special symbol. The special symbol stop specification command is sent at the start of the stop display of the special symbol. Here, special symbol stop specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The game state specification command is a command that specifies the game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, the game state offset value is set to a numerical value corresponding to each combination of the value of the time-saving control flag, the value of the previous jackpot symbol flag, and the value of the spin counter after the jackpot. The game state specification command then specifies one of the game state offset values. The game state specification command is sent when the power is turned on, when the special game phase described later is changed, etc.

[0099] The Special Symbol Reserve Count Specification command is a command that specifies the number of special symbols to be reserved. In this embodiment, the Special Symbol Reserve Count Specification command specifies that the number of reserved symbols (Special Symbol 1 Reserve Count or Special Symbol 2 Reserve Count) has increased by "1", that the number of reserved symbols (Special Symbol 1 Reserve Count or Special Symbol 2 Reserve Count) has decreased by "1", or the number of reserved symbols (Special Symbol 1 Reserve Count or Special Symbol 2 Reserve Count), etc. Here, "Number of Reserved Special Symbols 1" refers to the number of reserved notification displays (variation display and stop display) for the first special symbol on the Special Symbol 1 display device. In other words, the Number of Reserved Special Symbols 1 refers to the number of Special Symbol 1 game information for which the start determination is reserved. Also, "Number of Reserved Special Symbols 2" refers to the number of reserved notification displays (variation display and stop display) for the second special symbol on the Special Symbol 2 display device. In other words, the Number of Reserved Special Symbols 2 refers to the number of Special Symbol 2 game information for which the start determination is reserved. The special symbol retention count specification command is transmitted when the power is turned on, when game information is stored, when the special symbol variation display starts, etc. Here, the special symbol retention count specification command is defined to correspond to the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).

[0100] The opening command is a command that specifies the start of the opening period (the start of a minor win game state or a major win game state). The opening command specifies the type of minor win game state or major win game state to start (the type of stopping symbols (specifically, one of the following types: "minor win symbol 1" to "minor win symbol 2", "major win symbol 1" to "major win symbol 4", and "fall symbol 1")). The opening command is sent at the start of the opening period (at the start of a minor win game state or a major win game state). The round start command is a command that specifies the start of a round (either a minor win game or a round game). The round start command is sent at the start of a round (either a minor win game or a round game). The round end command is used to specify the end of a round (either a minor win game or a round game). The round end command is sent when a round (either a minor win game or a round game) ends. The ending specification command is a command that specifies the start of the ending period. The ending specification command is sent at the start of the ending period. The V-winning designation command is a command that specifies the detection of a game ball passing through the V-zone. The V-winning designation command is sent when it is detected that a game ball has passed through the V-zone. The Grand Prize Designation command is a command that designates the entry (winning) of a game ball into the Grand Prize opening 55. The Grand Prize Designation command is sent when a game ball is detected by the count switch 103.

[0101] The first pre-read specification command is a command that specifies the type of special symbol that will stop (one of the following types: "miss symbol", "jackpot symbol 1" to "jackpot symbol 4", "minor win symbol 1" to "minor win symbol 2", and "fall symbol 1"). Here, the first pre-read specification command is defined for each of the first special symbols (special symbol 1 game information) and the second special symbols (special symbol 2 game information). The second pre-read specification command is a command that specifies the content of the special symbol's variation mode. Specifically, the second pre-read specification command specifies that the type of variation mode is undefined ("undefined value"), or that it specifies one of m types of variation modes (variation mode number) ("variation mode m"). The second pre-read specification command is sent when game information is stored. The third pre-read specification command is a command that specifies the content of the special symbol variation pattern. Specifically, the third pre-read specification command specifies that the type of variation pattern is undefined ("undefined value"), or that it specifies one of n types of variation patterns (variation pattern numbers) ("variation pattern n"). The third pre-read specification command is sent when game information is stored.

[0102] The error specification command is a command that specifies the occurrence of various errors. In this embodiment, the error specification command specifies the occurrence of a vibration error, a magnetic error, a radio wave error, or a right-hand stroke error. The error specification command is transmitted when the occurrence of any of the errors is detected. The demo command is used to specify the start of the customer waiting state. The demo command is sent when the customer waiting state begins. The setting value specification command is used to specify a setting value stored in the setting value area of ​​RAM230. The setting value specification command is sent when RAM is cleared, when power is restored after power-on, when the setting change state ends, when the setting confirmation state ends, etc.

[0103] The main control board 200 and the dispensing control board 400 are connected to each other via a serial communication harness. Communication between the main control board 200 and the dispensing control board 400 is bidirectional. Each control command transmitted and received between the main control board 200 and the dispensing control board 400 consists of one byte of data. The main control board 200 then transmits control commands to the dispensing control board 400 via serial communication. When the dispensing control board 400 receives a control command from the main control board 200, a serial communication reception interrupt is generated, and this interrupt processing stores the control command data in a predetermined area of ​​RAM. The dispensing control board 400 also transmits control commands to the main control board 200 via serial communication. When the main control board 200 receives a control command from the dispensing control board 400, a serial communication reception interrupt is generated, and this interrupt processing stores the control command data in a predetermined area of ​​RAM 230.

[0104] In pachinko machine 1, control commands such as the prize ball count specification command are set as control commands transmitted from the main control board 200 to the payout control board 400. The prize ball specification command is a command that specifies the number of prize balls to be dispensed. In this embodiment, the prize ball specification command specifies the dispensing of n prize balls (n=1 to 15). The prize ball specification command is transmitted when the payout control board 400 executes the prize ball dispensing operation. Furthermore, in the pachinko machine 1, control commands are set to be transmitted from the payout control board 400 to the main control board 200, specifying the occurrence and cancellation of payout errors, full tank errors, ball jam errors, and so on. Each control command is transmitted when the occurrence or cancellation of various errors is detected.

[0105] (Processing performed on the main control board 200) Next, we will explain the processes executed on the main control board 200. First, I will explain the functions of the hardware configured on the main control board 200. When power is turned on to the pachinko machine 1, the random number generation circuit 203 starts the hardware random number update process. In the hardware random number update process, each time one clock signal is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]), the values ​​of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535). Furthermore, in the hardware random number update process, every 32 clock cycles input from the clock generation circuit 202 (every 2.666 [μs] in this embodiment), the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006). Then, the hardware random number update process updates the random numbers for the regular symbol draw, the jackpot random numbers for the first special symbol draw, the jackpot random numbers for the second special symbol draw, and the reach group random numbers, respectively. Note that the hardware random number update process is executed as a function of the random number generation circuit 203 (hardware) and is executed independently of the process that the CPU 210 executes based on software, which will be described later.

[0106] Furthermore, when power is turned on to the pachinko machine 1, the transmission shift registers of command output ports 1 and 2 begin the control command transmission process, which sends the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. Note that the control command transmission process is executed as a function of command output ports 1 and 2 (hardware) and is executed independently of the process that the CPU 210 executes based on software, which will be described later.

[0107] Next, we will explain the game control process that the CPU 210 of the main control board 200 executes based on the program (software) stored in the ROM 220. (CPU initialization process) First, let's explain the CPU initialization process performed by CPU210. Figure 8 is a flowchart showing the CPU initialization process. When power is turned on to the pachinko machine 1, the CPU 210 starts the CPU initialization process shown in Figure 8. The CPU initialization process is based on a program that controls the progress of the game. In other words, the CPU initialization process is based on a program stored in the usage area m1 (program area) of the ROM 220.

[0108] Once the CPU initialization process begins, the system first proceeds to step S1-1. In step S1-1, the initial setup process is performed, and then the process moves to step S1-2. In the initial setup process, the boot program is read from ROM220, and various settings necessary for executing the process, such as register settings, are made. Furthermore, the initial setup process reads the RAM clear signal from the RAM clear switch 207, the detection signal from the setting key switch 208, and the detection signal from the inner frame release sensor 108. Specifically, the value set in the receiving memory area corresponding to the RAM clear switch 207 is read twice, and based on the results of the two reads, it is determined whether or not the RAM clear switch 207 is in an ON state. The determination result is then saved as switch information for the RAM clear switch 207. In this case, if it is determined that the ON state is occurring, a value indicating that the ON state is occurring (in this embodiment, "1") is saved as switch information, and if it is determined that the ON state is not occurring, a value indicating that the ON state is not occurring (in this embodiment, "0") is saved as switch information. Furthermore, the system reads the value set in the receiving memory area corresponding to the setting key switch 208 twice, and based on the results of these two reads, it determines whether or not the setting key switch 208 is in an ON state. The determination result is then saved as the switch information for the setting key switch 208. If it is determined that the ON state is occurring, a value indicating that the ON state is occurring (in this embodiment, "1") is saved as the switch information, and if it is determined that the ON state is not occurring, a value indicating that the ON state is not occurring (in this embodiment, "0") is saved as the switch information. Furthermore, the system reads the value set in the receiving memory area corresponding to the inner frame release sensor 108 twice, and based on the results of these two reads, it is determined whether or not the inner frame release sensor 108 is in an ON state. If it is determined that the ON state is not occurring, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring (in this embodiment, "0"). On the other hand, if it is determined that the ON state is occurring, the switch information of the setting key switch 208 is not rewritten.

[0109] In step S1-2, the wait processing time setting process is executed, and the process proceeds to step S1-3. In the wait processing time setting process, a predetermined wait processing time (3.1 seconds in this embodiment) is set in the timer counter. This starts the timer counter from measuring the set wait processing time. In step S1-3, it is determined whether the wait processing time set in step S1-2 has elapsed. If it is determined that the wait processing time has elapsed (Yes), the process proceeds to step S1-4. If it is determined that the wait processing time has not elapsed (No), the process in step S1-3 is repeated. In step S1-4, the RAM access permission process is executed, and the process proceeds to step S1-5. The RAM access permission process executes the necessary steps to grant access to the work area of ​​RAM230. Specifically, in the RAM access permission process, a value corresponding to the access permission is stored as a RAM protection value in the RAM access protection area of ​​RAM230. This allows CPU210 to access RAM230.

[0110] In step S1-5, the process for acquiring the gaming machine status flag is executed, and the process proceeds to step S1-6. In the process for acquiring the gaming machine status flag, the gaming machine status flag is acquired. Specifically, in the process of acquiring the gaming machine status flag, the value (gaming machine status flag) stored in the gaming machine status flag area of ​​RAM230 is saved (loaded) into the D register. In step S1-6, it is determined whether the backup enable flag is normal or not. If it is determined that the backup enable flag is normal (Yes), the process proceeds to step S1-7. If it is determined that the backup enable flag is not normal (No), the process proceeds to step S1-18. Here, if the value stored in the backup enable flag area of ​​RAM230 (backup enable flag) is a predetermined valid value, it is determined that the backup enable flag is normal. If the value stored in the backup enable flag area is not a predetermined valid value, it is determined that the backup enable flag is not normal.

[0111] In step S1-7, the checksum calculation process is performed, and the process proceeds to step S1-8. In the checksum calculation process, the checksum is calculated based on the backup information. Specifically, in the checksum calculation process, the checksum is first calculated based on the information stored in the used area M1 (F000H~F1FFH) of RAM230 from the backup information. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of RAM230 from the backup information. In step S1-8, it is determined whether the checksum calculated in step S1-7 is valid or not. If the checksum is determined to be valid (Yes), the process proceeds to step S1-9. If the checksum is determined to be invalid (No), the process proceeds to step S1-18. Here, if both of the following conditions are met: "the checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of ​​RAM230" and "the checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area," then the checksum is determined to be normal. On the other hand, if at least one of the following conditions is not met, the checksum is determined to be abnormal: "The checksum value of the used area M1 calculated in step S1-7 matches the checksum value of the used area M1 stored in the checksum area of ​​RAM230" and "The checksum value of the unused area M2 calculated in step S1-7 matches the checksum value of the unused area M2 stored in the checksum area."

[0112] In step S1-9, the process for setting the areas to be cleared when the power is turned on is executed, and the process proceeds to step S1-10. In the process for setting the areas to be cleared when the power is turned on, the areas other than the setting value area and the game machine status flag area (specifically, the checksum area, backup enabled flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are set as the range to be cleared (initialized) in the used area M1 of RAM230. In step S1-10, it is determined whether the RAM clear switch 207 is in the ON state or not. If it is determined that the ON state is not occurring (No), the process proceeds to step S1-11. If it is determined that the ON state is occurring (Yes), the process proceeds to step S1-21. Here, based on the switch information of the RAM clear switch 207 saved in step S1-1, it is determined whether or not the RAM clear switch 207 is in an ON state. In this case, if a value indicating that the ON state is present is saved as switch information, it is determined that the ON state is present; if a value indicating that the ON state is not present is saved, it is determined that the ON state is not present.

[0113] In step S1-11, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has been created (Yes), the process proceeds to step S1-12. If it is determined that a playable state has not been created (No), the process proceeds to step S1-14. Here, it is determined whether or not a playable state has been created based on the game machine status flag stored in the D register. In this case, if the game machine status flag stored in the D register is a value corresponding to a playable state, it is determined that a playable state has been created; if it is not a value corresponding to a playable state, it is determined that a playable state has not been created.

[0114] In step S1-12, it is determined whether the setting confirmation condition is met. If it is determined that the setting confirmation condition is met (Yes), the process proceeds to step S1-13. If it is determined that the setting confirmation condition is not met (No), the process proceeds to step S1-14. The "setting confirmation conditions" are met when the game-playable state is established, the RAM clear switch 207 is not in the ON state, the setting key switch 208 is in the ON state, and the inner frame release sensor 108 is in the ON state. In step S1-1, if the inner frame release sensor 108 is not in an ON state, the switch information of the setting key switch 208 is rewritten to a value indicating that the ON state is not occurring. As a result, if the ON state is occurring for both the setting key switch 208 and the inner frame release sensor 108, a value indicating that the ON state is occurring is stored as the switch information of the setting key switch 208. On the other hand, if the ON state is not occurring for at least one of the setting key switch 208 and the inner frame release sensor 108, a value indicating that the ON state is not occurring is stored as the switch information of the setting key switch 208. Therefore, in step 1-12, it is determined whether the setting confirmation condition is met based on the switch information of the setting key switch 208 saved in step S1-1. In this case, if a value indicating that the ON state has occurred is saved as switch information, it is determined that the setting confirmation condition is met, and if a value indicating that the ON state has not occurred is saved, it is determined that the setting confirmation condition is not met.

[0115] In step S1-13, the setting confirmation state setting process is executed, and the process proceeds to step S1-14. In the setting confirmation state setting process, the D register is set to a value corresponding to the setting value confirmation state as the game machine state flag. In step S1-14, the process for setting the areas to be cleared when power is restored is executed, and the process proceeds to step S1-15. In the process for setting the areas to be cleared when power is restored, the areas to be cleared (initialized) in the used area M1 of RAM230 are set to include the setting value area, the game machine status flag area, the normal game-related area 2, and other areas excluding the stack area (specifically, the checksum area, the backup enabled flag area, the error-related area, and the normal game-related area 1). In step S1-15, the power-up initialization process is executed, and the process proceeds to step S1-16. In the power-up initialization process, the range of the used area M1 of RAM230 set in step S1-14 is cleared (initialized). In step S1-16, the power restoration subcommand transmission process is executed, and the process proceeds to step S1-17. In the power restoration subcommand transmission process, a subcommand specifying that power has been restored from a power outage is stored in the subcommand output request buffer of RAM230. In step S1-17, the process of sending a power-up-and-recovery

[0116] In step S1-18, the backup abnormal state setting process is executed, and the process proceeds to step S1-19. In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set in the D register as the game machine status flag. In step S1-19, an unused area read / write check process is executed, and the process proceeds to step S1-20. In the unused area read / write check process, the unused area M2 of RAM230 is cleared (initialized) and a read / write check is performed. In step S1-20, the process for setting the area to be cleared in case of an error is executed, and the process proceeds to step S1-21. In the process for setting the area to be cleared in case of an error, all areas (specifically, the setting value area, the game machine status flag area, the checksum area, the backup enabled flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set as the range to be cleared (initialized) in the used area M1 of RAM230.

[0117] In step S1-21, a read / write check of the used memory area is performed, and the process proceeds to step S1-22. In the read / write check of the used memory area, the range set in step S1-20 of the used memory area M1 of RAM230 is cleared (initialized), and a read / write check is performed. Specifically, the used area read / write check process clears (initializes) all areas of the used area M1 of RAM230 (specifically, the setting value area, the game machine status flag area, the checksum area, the backup enabled flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area). This sets predetermined initial values ​​for the Special Feature 1 display symbol counter, the Special Feature 2 display symbol counter, and the General Feature display symbol counter. In step S1-22, it is determined whether the read / write check performed in steps S1-19 and S1-21 is normal or not. If the read / write check is determined to be abnormal (No), the process proceeds to step S1-23. If the read / write check is determined to be normal (Yes), the process proceeds to step S1-24. In step S1-23, the RAM abnormal state setting process is executed, and the process proceeds to step S1-28. In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set in the D register as the game machine state flag. In step S1-24, it is determined whether or not the setting confirmation state has occurred (is set). If it is determined that the setting confirmation state has occurred (Yes), the process proceeds to step S1-25. If it is determined that the setting confirmation state has not occurred (No), the process proceeds to step S1-26. Here, it is determined whether or not the setting confirmation state has occurred based on the game machine status flag stored in the D register. In this case, if the game machine status flag stored in the D register is a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has occurred; if it is not a value corresponding to the setting confirmation state, it is determined that the setting confirmation state has not occurred. In step S1-25, the game-ready state setting process is executed, and the process proceeds to step S1-26. In the game-ready state setting process, a value corresponding to the game-ready state is set in the D register as the game machine state flag.

[0118] In step S1-26, it is determined whether the setting change condition is met. If it is determined that the setting change condition is met (Yes), the process proceeds to step S1-27. If it is determined that the setting change condition is not met (No), the process proceeds to step S1-28. The "setting change condition" is met when the RAM clear switch 207 is ON, the setting key switch 208 is ON, and the inner frame release sensor 108 is ON. Here, as described above, if both the setting key switch 208 and the inner frame release sensor 108 are in an ON state, a value indicating that an ON state is occurring is stored as the switch information for the setting key switch 208. On the other hand, if at least one of the setting key switch 208 and the inner frame release sensor 108 is not in an ON state, a value indicating that an ON state is not occurring is stored as the switch information for the setting key switch 208. Therefore, in step 1-26, it is determined whether or not the setting change condition is met based on the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208 that were saved in step S1-1. In this case, if values ​​indicating that an ON state has occurred are stored for both the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition has been met. On the other hand, if values ​​indicating that an ON state has not occurred are stored for at least one of the switch information of the RAM clear switch 207 and the switch information of the setting key switch 208, it is determined that the setting change condition has not been met.

[0119] In step S1-27, the setting change state setting process is executed, and the process proceeds to step S1-28. In the setting change state setting process, a value corresponding to the setting change state is set in the D register as the game machine state flag. In step S1-28, the game machine status flag saving process is executed, and the process proceeds to step S1-29. In the game machine status flag saving process, the game machine status flag set in the D register is saved to the game machine status flag area of ​​RAM230. In step S1-29, the RAM clear subcommand transmission process is executed, and the process proceeds to step S1-30. In the RAM clear subcommand transmission process, a subcommand indicating that a RAM clear has been performed is stored in the subcommand output request buffer of RAM230. In step S1-30, the RAM clear initialization process is executed, and the process proceeds to step S1-31. The RAM clear initialization process performs the initial setup of RAM230. In the RAM clear initialization process, the range of the used area M1 of RAM230 set in step S1-9 is cleared (initialized). Specifically, during the RAM clear initialization process, the areas of RAM230 used area M1 that are not the setting value area and the game machine status flag area (specifically, the checksum area, backup enabled flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area) are cleared (initialized). This sets predetermined initial values ​​for the Special Feature 1 display symbol counter, the Special Feature 2 display symbol counter, and the General Feature display symbol counter. In step S1-31, the RAM clear payout command transmission process is executed, and the process proceeds to step S1-32. In the RAM clear payout command transmission process, a payout command indicating that a RAM clear has been performed is stored in the payout command output request buffer of RAM230.

[0120] In step S1-32, the subcommand setting process is executed, and the process proceeds to step S1-33. In the subcommand setting process, the power-on game machine state specification command, which specifies the current state of the game machine, is stored in the subcommand output request buffer of RAM230. Specifically, in the subcommand setting process, a power-on game machine state specification command, which specifies the game machine state flag (game machine state) stored in the game machine state flag area of ​​RAM230, is stored in the subcommand output request buffer of RAM230. In step S1-33, the subcommand group setting process is executed, and the process proceeds to step S1-34. In the subcommand group setting process, the subcommand group is stored in the subcommand output request buffer of RAM230. The subcommand group includes subcommands for specifying the power recovery phase, subcommands for specifying the game state (game state offset value), subcommands for specifying the launch position, subcommands for specifying the stopping symbol of the first special symbol, subcommands for specifying the stopping symbol of the second special symbol, subcommands for specifying the number of special symbol 1 reserved, subcommands for specifying the number of special symbol 2 reserved, subcommands for specifying the value of the time reduction counter, and subcommands for specifying the setting value stored in the setting value area of ​​RAM230.

[0121] In step S1-34, the initial display time setting process is executed, and the process proceeds to step S1-35. In the initial display time setting process, the initial display time of the performance display device 206 is set in the initial display timer. In step S1-35, the interrupt setting process is executed, and the process moves to the main loop (step S2-1). The interrupt setting process initializes the peripheral device, the CTC (counter / timer circuit). Specifically, the interrupt setting process sets the interrupt vector register and sets the interrupt count value (4.0 [ms] in this embodiment) to the CTC.

[0122] (Main loop processing) Next, we will explain the main loop processing executed by CPU210. Figure 9 is a flowchart showing the main loop processing. After the CPU initialization process (step S1-35) shown in Figure 8 is completed, the CPU 210 starts the main loop process shown in Figure 9. The main loop process is based on a program that controls the progress of the game. In other words, the main loop process is based on a program stored in the usage area m1 (program area) of the ROM 220. When the main loop processing starts, the program first proceeds to step S2-1. In step S2-1, the interrupt disable process is executed, and the process proceeds to step S2-2. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period in which the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited. In step S2-2, the initial random number update process is executed, and the process proceeds to step S2-3. In the initial random number update process, the value of the loop counter used to generate the initial random number is updated. Here, "initial random number" refers to a random number used to determine the initial and final values ​​of software random numbers (such as winning symbol random numbers, reach mode random numbers, and variation pattern random numbers) that are generated within the program. In other words, the value of the loop counter that generates software random numbers is updated within a predetermined range from an initial value to an end value. The initial and end values ​​of the loop counter that generates software random numbers are changed each time the loop counter value reaches the end value. At this time, the initial and end values ​​of the loop counter are determined based on the initial random number.

[0123] In step S2-3, the main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (a control command transmitted from the dispensing control board 400 to the main control board 200) is analyzed, and processing is executed according to the analysis results. In step S2-4, sub-command transmission processing is executed, and the process proceeds to step S2-5. In the sub-command transmission processing, the sub-commands stored in the sub-command output request buffer of the RAM 230 are output to the transmission data register of the output port 205 (command output port 1). As a result, the sub-commands input to the transmission data register are stored (stashed) in the FIFO buffer. Then, the sub-commands stored in the FIFO buffer are transmitted to the effect control board 300 in a predetermined order by the transmission shift register. In step S2-5, interrupt permission processing is executed, and the process proceeds to step S2-6. In the interrupt permission processing, the interrupt prohibition state is released. As a result, the period from when the interrupt permission processing of step S2-5 is executed until the interrupt prohibition processing of step S2-1 is executed becomes an interrupt permission period in which execution of power-off time save processing, timer interrupt processing, etc. is permitted. In step S2-6, other random number update processing is executed, and the process returns to step S2-1. In the other random number update processing, updates are made to those of the software random numbers excluding the winning symbol random number (specifically, reach mode random numbers, variation pattern random numbers, etc.).

[0124] (Power-off time save processing) Next, the power-off time save processing executed by the CPU 210 will be described. FIG. 10 is a flowchart showing the power-off time save processing. The main control board 200 is configured to include a power-off detection circuit (not shown). The power-off detection circuit monitors the power supply voltage supplied from the power supply board 600, and when the value of the power supply voltage falls below a predetermined reference value, outputs a power-off warning signal to the input port 204. When the CPU 210 receives the power-off warning signal, during the interrupt permission period of the main loop processing, it starts the power-off time save processing shown in FIG. 10. The power-off time save processing is a process based on a program for controlling the progress of the game. That is, the power-off time save processing is a process based on the program stored in the used area m1 (program area) of the ROM 220. When the power-off backup process starts, first, it proceeds to step S3-1. In step S3-1, the register backup process is executed, and then it proceeds to step S3-2. In the register backup process, the values of the registers used during the execution of the main loop process are backed up to the backup area of the RAM 230. In step S3-2, the power-off warning signal reading process is executed, and then it proceeds to step S3-3. In the power-off warning signal reading process, the power-off warning signal from the power-off detection circuit is read. Specifically, in the power-off warning signal reading process, the value ("1" or "0") set in the reception storage area corresponding to the power-off warning signal of the input port 204 is read. In step S3-3, based on the value read in step S3-2 (the value set in the reception storage area corresponding to the power-off warning signal), it is determined whether a power-off warning signal has been input from the power-off detection circuit. If it is determined that a power-off warning signal has been input (Yes), it proceeds to step S3-4. If it is determined that no power-off warning signal has been input (No), it proceeds to step S3-13.

[0125] In step S3-4, the output port stop process is executed, and then it proceeds to step S3-5. In the output port stop process, the output of the control signal and control command by the output port 205 (output ports 0 to 4) is stopped. Specifically, in the output port stop process, the values of all bits included in the port register of the output port 205 (output ports 0 to 4) are initialized. As a result, the output of the control signal and control command by the output port 205 (output ports 0 to 4) is stopped. In step S3-5, the backup enable flag setting process is executed, and then it proceeds to step S3-6. In the backup enable flag setting process, a predetermined valid value is saved (stored) in the backup enable flag area of the RAM 230.

[0126] In step S3-6, the checksum saving process is performed, and the process proceeds to step S3-7. In the checksum saving process, the checksum is calculated and saved. Specifically, in the checksum saving process, first, a checksum is calculated based on the information stored in the used area M1 (F000H~F1FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area of ​​RAM230. Next, a checksum is calculated based on the information stored in the unused area M2 (F300H~F3FFH) of RAM230. Then, the calculated checksum value is saved to the checksum area. In step S3-7, the RAM access prohibition process is executed, and the process proceeds to step S3-8. The RAM access prohibition process executes a process to prohibit access to RAM230. Specifically, in the RAM access prohibition process, a value corresponding to the access prohibition is stored as a RAM protect value in the RAM access protect area of ​​RAM230. As a result, CPU210 is prohibited from accessing RAM230.

[0127] In step S3-8, the loop counter setting process is executed, and the process proceeds to step S3-9. In the loop counter setting process, a predetermined number of power cut-off warning signal reads is set as the value of the loop counter for recovery determination. In step S3-9, the power cut-off warning signal reading process is executed, and the process proceeds to step S3-10. In the power cut-off warning signal reading process, the power cut-off warning signal from the power cut-off detection circuit is read. Specifically, the power cut-off warning signal reading process reads the value ("1" or "0") set in the receiving memory area corresponding to the power cut-off warning signal of input port 204. In step S3-10, based on the value read in step S3-9 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that no power cut-off warning signal has been input (No), the process proceeds to step S3-11. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-8.

[0128] In step S3-11, the loop counter update process is executed, and the process proceeds to step S3-12. In the loop counter update process, "1" is subtracted from the value set for the loop counter used for recovery determination. In step S3-12, it is determined whether the value of the recovery determination loop counter is "0". If it is determined that the value of the recovery determination loop counter is "0" (Yes), the process proceeds to the CPU initialization process (step S1-1). If it is determined that the value of the recovery determination loop counter is not "0" (No), the process proceeds to step S3-9. In step S3-13, the register restore process is executed, ending the series of processes and returning to the original process. The register restore process restores the values ​​of the registers that were saved in step S3-1. After the register restore process is completed, the program returns to the main loop process (the program address indicated by the stack pointer).

[0129] (Timer interrupt handling) Next, we will explain the timer interrupt handling performed by CPU210. Figure 11 is a flowchart showing the timer interrupt processing. The clock generation circuit 202 generates an interrupt request signal at predetermined interrupt intervals (4.0 [ms] in this embodiment). In response to the occurrence of an interrupt request signal, the CPU 210 starts the timer interrupt processing shown in Figure 11 during the interrupt enable period of the main loop processing. The main loop processing is based on a program for controlling the progress of the game. In other words, the main loop processing is based on a program stored in the usage area m1 (program area) of the ROM 220. When timer interrupt processing begins, the process first proceeds to step S4-1. In step S4-1, the register save process is executed, and the process proceeds to step S4-2. In the register save process, the values ​​of all registers used during the execution of the main loop process are saved to the save area of ​​RAM230. In step S4-2, the interrupt enable process is executed, and the process proceeds to step S4-3. The interrupt enable process enables the interrupt.

[0130] In step S4-3, dynamic port output processing is performed, and the process proceeds to step S4-4. Dynamic port output processing will be described later. In step S4-4, port input processing is performed, and the process proceeds to step S4-5. During port input processing, the status of each switch and sensor is acquired. RAM230 is provided with ON state memory areas corresponding to each switch and sensor connected to input port 204 (input port 0 to input port 3). During port input processing, it is determined whether an ON state has occurred for each switch / sensor connected to input port 204 (input ports 0 to 3). Here, "ON state" refers to a state in which the detection signal has changed from a state in which no detection signal is input (low level) to a state in which a detection signal is input (high level). At this time, it is determined whether an ON state has occurred for the switch / sensor based on the information set in the receiving memory area corresponding to each switch / sensor. Then, if it is determined that an ON state has occurred for each switch or sensor, the ON state memory area corresponding to that switch or sensor is set to "1". On the other hand, if it is determined that an ON state has not occurred for each switch or sensor, the ON state memory area corresponding to that switch or sensor is set to "0". In the following explanation, the value stored in the ON state memory area corresponding to each switch sensor will be referred to as the "switch bit data" of that switch sensor.

[0131] In step S4-5, the process of acquiring the gaming machine status flag is executed, and the process proceeds to step S4-6. In the process of acquiring the gaming machine status flag, the gaming machine status flag stored in the gaming machine status flag area of ​​RAM230 is acquired. In step S4-6, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has not been created (No), the process proceeds to step S4-7. If it is determined that a playable state has been created (Yes), the process proceeds to step S4-9. Here, based on the game machine status flag obtained in step S4-5, it is determined whether or not a playable state has been established. In this case, if the obtained game machine status flag is a value corresponding to a playable state, it is determined that a playable state has been established; if it is not a value corresponding to a playable state, it is determined that a playable state has not been established.

[0132] In step S4-7, it is determined whether or not an abnormal condition has occurred (is set). If it is determined that no abnormal condition has occurred (No), the process proceeds to step S4-8. If it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, based on the gaming machine state flag obtained in step S4-5, it is determined whether an abnormal state has occurred. At this time, if the obtained gaming machine state flag is a value corresponding to any one of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that an abnormal state has occurred. If the obtained gaming machine state flag is not a value corresponding to any one of the setting abnormal state, the RAM abnormal state, and the backup abnormal state, it is determined that no abnormal state has occurred.

[0133] In step S4-8, setting-related processing is executed, and the process proceeds to step S4-19. The setting-related processing will be described later. In step S4-9, timer update processing is executed, and the process proceeds to step S4-10. In the timer update processing, various timers are updated. Specifically, in the timer update processing, the values of various timer counters (special game timer, normal game timer, security timer, etc.) are updated. In step S4-10, initial value random number update processing is executed, and the process proceeds to step S4-11. The initial value random number update processing in step S4-10 is the same as the initial value random number update processing in step S2-2. Specifically, in the initial value random number update processing, the value of the loop counter for generating the initial value random number is updated. In step S4-11, winning symbol random number update processing is executed, and the process proceeds to step S4-12. In the winning symbol random number update processing, among the software random numbers, the value of the loop counter for generating the winning symbol random number is updated. In step S4-12, switch management processing is executed, and the process proceeds to step S4-13. In the switch management processing, processing (acquisition of various random numbers, etc.) corresponding to the states (detection of on state or not) of each switch (101, 102, 104, 110) is executed. The switch management processing will be described later.

[0134] In step S4-13, the special game management process is executed, and the process proceeds to step S4-14. The special game management process manages the operation of the special symbol display devices (special symbol 1 display device and special symbol 2 display device) and the operation of the special electric mechanism 55a. The special game management process will be described later. In step S4-14, the normal game management process is executed, and the process proceeds to step S4-15. The normal game management process manages the operation of the normal display device and the normal electric mechanism 52a. The normal game management process will be described later. In step S4-15, the state management process is executed, and the process proceeds to step S4-16. In the state management process, various errors (abnormal states) are identified, and settings are made according to the results of the identification.

[0135] In step S4-16, the prize slot switch processing is executed, and the process proceeds to step S4-17. In the prize slot switch processing, processing (such as updating various counters) is performed according to the state of each switch 101, 102, 103, 105, and 106 (whether or not an ON state is detected). In this embodiment, the following prize ball control counters are set: prize ball control counter 1 which stores the number of balls that entered the large prize slot 55; prize ball control counter 2 which stores the number of balls that entered the left other prize slots 57a to 57c; prize ball control counter 3 which stores the number of balls that entered the right other prize slot 56; prize ball control counter 4 which stores the number of balls that entered the first starting slot 51; and prize ball control counter 5 which stores the number of balls that entered the second starting slot 52. In the prize entry switch processing, for each switch 101, 102, 103, 105, and 106, it is determined whether or not an ON state has been detected. If an ON state has been detected, "1" is added to the value of the prize ball control counter 1 to 5 corresponding to that switch.

[0136] In step S4-17, the payout control management process is executed, and the process proceeds to step S4-18. In the payout control management process, a payout command is generated based on the value of the prize ball control counter set in step S4-16, and the generated payout command is sent. Specifically, in the payout control management process, first, it is determined whether the value of the prize ball control counter 1 is "1" or greater. If it is determined that the value of the prize ball control counter 1 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (15 balls in this embodiment), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is sent to the payout control board 400. Subsequently, when the payout control board 400 completes the payout of the prize balls by the game ball payout device 440, it sends a main command to the main control board 200 that specifies the completion of the payout. Then, in response to the receipt of the main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 1.

[0137] Next, it is determined whether the value of the prize ball control counter 2 is "1" or greater. If it is determined that the value of the prize ball control counter 2 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 4 balls), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is subtracted from the value of the prize ball control counter 2.

[0138] Next, it is determined whether the value of the prize ball control counter 3 is "1" or greater. If it is determined that the value of the prize ball control counter 3 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 4 balls), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 3. Next, it is determined whether the value of the prize ball control counter 4 is "1" or greater. If it is determined that the value of the prize ball control counter 4 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 4 balls), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 4.

[0139] Next, it is determined whether the value of the prize ball control counter 5 is "1" or greater. If it is determined that the value of the prize ball control counter 5 is "1" or greater, a payout command is generated that specifies the payout of a predetermined number of prize balls (in this embodiment, 1 ball), and the generated payout command is stored in the payout command output request buffer of RAM 230. As a result, a payout command specifying the payout of a predetermined number of prize balls is transmitted to the payout control board 400. Subsequently, in response to the receipt of a main command specifying the completion of the payout, "1" is deducted from the value of the prize ball control counter 5.

[0140] In step S4-18, the launch position designation management process is executed, and the process proceeds to step S4-19. The launch position designation management process executes the process related to designating the launch position. Specifically, in the launch position specification management process, when the state changes from specifying the launch of the game ball to the left path to specifying the launch of the game ball to the right path (such as at the start of a minor win game state or a major win game state), the launch position specification flag area of ​​RAM230 is set to "1", and a subcommand specifying the launch of the game ball to the right path is stored in the subcommand output request buffer of RAM230. As a result, the subcommand specifying the launch of the game ball to the right path is sent to the performance control board 300. On the other hand, when changing from a state that specifies launching the game ball to the right path to a state that specifies launching the game ball to the left path (such as when the time-saving control ends), the launch position specification flag area of ​​RAM230 is set to "0". In this embodiment, when the "normal state" occurs, the launch position specification flag area is set to "0", and the right-hand shooting display device displays information specifying the left-hand path as the path through which the game ball should be launched. On the other hand, when "Shortened Time State A," "Shortened Time State B," "Minor Win Game State," or "Big Win Game State" occurs, "1" is set in the launch position specification flag area, and information specifying the right-side path as the path to which the game ball should be launched is displayed on the right-hand shooting display device.

[0141] In step S4-19, the external information management process is executed, and the process proceeds to step S4-20. In the external information management process, the external information (external signals) to be output to the hall computer (or data display device) is set. In this embodiment, the external information output from the pachinko machine 1 to external devices (electronic devices such as hall computers and data display devices) is defined to include information on the number of times symbols have been confirmed, information on the starting gate, information on big wins, security information, information on the number of payouts from the output gate, and error occurrence information. The "symbol confirmation count information" is external information regarding the number of times the special symbol lottery (display and stop display of the special symbol) has been performed. The CPU 210 outputs an external signal corresponding to the symbol confirmation count information to the hall computer (or data display device) each time the number of times the special symbol stop display has been performed reaches a predetermined number of times. The "start gate information" is external information regarding the entry of game balls into start gates 51 and 52. Whenever the CPU 210 detects that the detection signal input from start gate switches 101 and 102 is ON, it outputs an external signal corresponding to the start gate information to the hall computer (or data display device). "Big win information" is external information related to the occurrence of a big win game state. The main control board 200 outputs an external signal corresponding to the big win information to the hall computer (or data display device) each time a big win game state occurs. The "outlet payout information" is external information relating to the number of game balls discharged from the discharge path (or the number of game balls discharged from the outlet 58). The CPU 210 outputs an external signal corresponding to the outlet payout information to the hall computer each time the value of the external information outlet ball counter reaches a predetermined value. "Security information" is external information indicating that a setting change state is occurring, a setting confirmation state is occurring, or various errors (abnormalities) are occurring. When the security timer value is "1" or greater, the CPU 210 outputs an external signal corresponding to the security information to the hall computer.

[0142] In the external information management process, it is determined whether the value of the external information confirmation count counter has reached a predetermined value (1 in this embodiment). If it is determined that the value of the external information confirmation count counter has reached the predetermined value, the symbol confirmation count information (external signal) is stored in the port output request buffer of RAM230. Then, the predetermined value (1 in this embodiment) is subtracted from the value of the external information confirmation count counter. As a result, the symbol confirmation count information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the value of the ball entry counter for the external information start slot has reached a predetermined value (1 in this embodiment). If it is determined that the value of the ball entry counter for the external information start slot has reached the predetermined value, the start slot information (external signal) is stored in the port output request buffer of RAM230. Then, the predetermined value (1 in this embodiment) is subtracted from the value of the ball entry counter for the external information start slot. As a result, the start slot information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the value of the external information jackpot count counter has reached a predetermined value (1 in this embodiment). If it is determined that the value of the external information jackpot count counter has reached the predetermined value, the jackpot information (external signal) is stored in the port output request buffer of RAM230. Subsequently, the predetermined value (1 in this embodiment) is subtracted from the value of the external information jackpot count counter. As a result, the jackpot information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the value of the external information ball count counter has reached a predetermined value (10 balls in this embodiment). If it is determined that the value of the external information ball count counter has reached the predetermined value, the ball payout information (external signal) is stored in the port output request buffer of RAM230. Subsequently, the predetermined value (10 balls in this embodiment) is subtracted from the value of the external information ball count counter. As a result, the ball payout information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the value stored in the gaming machine status flag area of ​​RAM230 (gaming machine status flag) corresponds to the playable state. Then, if it is determined that the value stored in the gaming machine status flag area does not correspond to the playable state (i.e., it is determined to correspond to the setting change state, setting confirmation state, setting abnormal state, RAM abnormal state, or backup abnormal state), security information is stored in the port output request buffer of RAM230. As a result, security information (external signal) is output to the hall computer. Furthermore, the external information management process determines whether the security timer value is "1" or greater. If it is determined that the security timer value is "1" or greater, the security information is stored in the port output request buffer of RAM230. This causes the security information (external signal) to be output to the hall computer.

[0143] In step S4-20, the LED display setting process is executed, and the process proceeds to step S4-21. In the LED display setting process, the display data to be output to the main display device 60 or the performance display device 206 is set. RAM230 is provided with a common 0 output request buffer (8 bits), a common 1 output request buffer (8 bits), a common 2 output request buffer (8 bits), and a common 3 output request buffer (8 bits). In the LED display setting process, the common 2 output request buffer is first cleared (initialized), and the common 3 output request buffer is also cleared (initialized). Specifically, each bit value of the common 2 output request buffer is set to "0", and each bit value of the common 3 output request buffer is set to "0". Next, the game machine status flag stored in the game machine status flag area of ​​RAM230 is retrieved. If the acquired gaming machine status flag corresponds to a playable state, the normal display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to a setting change state, the setting change display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to a setting confirmation state, the setting confirmation display data setting process described later is executed. On the other hand, if the acquired gaming machine status flag corresponds to an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state), the abnormal display data setting process described later is executed.

[0144] In the normal display data setting process, first, the value of the Special Feature 1 display symbol counter is obtained, and the display data (8 bits) corresponding to the obtained value of the Special Feature 1 display symbol counter is set in the Common 0 output request buffer. As a result, the first special pattern is displayed by LED1 to LED8, which are light-emitting elements that make up the main display device 60. Next, the value of the Special Feature 2 display symbol counter is obtained, and the display data (8 bits) corresponding to the obtained value of the Special Feature 2 display symbol counter is set in the Common 1 output request buffer. As a result, the second special pattern is displayed by LED9 to LED16, which are light-emitting elements that make up the main display device 60. Next, the value of the regular display pattern counter is obtained, and the display data corresponding to the obtained value of the regular display pattern counter is set as output data a.

[0145] Next, it is determined whether the value set in the special game phase flag area of ​​RAM230 when a win occurs specifies one of the following special game phases: "Pre-opening state of the first large prize slot", "Controlled opening state of the first large prize slot", "Effective closing state of the first large prize slot", "Wait state after the first large prize slot has opened", "Pre-opening state of the second large prize slot", "Controlled opening state of the second large prize slot", "Effective closing state of the second large prize slot", and "Wait state after the second large prize slot has opened". Then, if it is determined that the value set in the special game phase flag area upon winning specifies one of the special game phases among "State before opening of the first jackpot," "State where the opening of the first jackpot is controlled," "State where the closing of the first jackpot is enabled," "State where the opening of the first jackpot has ended and you are waiting," "State before opening of the second jackpot," "State where the opening of the second jackpot is controlled," "State where the closing of the second jackpot is enabled," and "State where the opening of the second jackpot has ended and you are waiting," the value set in the special symbol determination flag area of ​​RAM230 (the value corresponding to the type of jackpot symbol) is obtained, and the display data corresponding to the obtained value is set as output data b. On the other hand, if the value set in the special game phase flag area upon winning is determined not to be a value that specifies one of the special game phases among "State before opening of the first large prize slot", "State of control for opening the first large prize slot", "State where the first large prize slot is closed", "State where the first large prize slot has finished opening and is waiting", "State before opening the second large prize slot", "State of control for opening the second large prize slot", "State where the second large prize slot is closed and is waiting", and "State where the second large prize slot has finished opening and is waiting", then output data b will not be set.

[0146] Next, the value set in the launch position specification flag area of ​​RAM230 is retrieved, and the display data corresponding to the retrieved value is set as output data c. Next, the display data (8 bits) obtained by logically ORing output data a to output data c is set in the common 2 output request buffer. As a result, among the light-emitting elements that make up the main display device 60, LEDs 17 and 18 display a normal pattern, LEDs 19 to 23 display the number of rounds played during a jackpot game (type of jackpot game), and LED 24 displays the path through which the game ball should be launched (left path or right path). Next, the value of the reserved count counter in Special Feature 1 is obtained, and the display data corresponding to the obtained value is set as output data d. Next, the value of the reserved count counter in Special Feature 2 is obtained, and the display data corresponding to the obtained value is set as output data e. Next, the value of the regular display count counter is obtained, and the display data corresponding to the obtained value is set as output data f.

[0147] Next, we determine whether or not the power has been restored. Then, if it is determined that power has been restored, the value set in the time-saving control flag area is retrieved, and the display data corresponding to the retrieved value is set as output data g. On the other hand, if it is determined that the power has not been restored, output data g will not be set. Next, the value set in the time-saving control flag area of ​​RAM230 is retrieved, and the display data corresponding to the retrieved value is set as output data h. Next, the display data (8 bits) obtained by logically ORing output data d to output data h is set in the common 3 output request buffer. As a result, among the light-emitting elements that make up the main display device 60, LEDs 25 and 26 display the number of reserved special figures 1, LEDs 27 and 28 display the number of reserved special figures 2, LEDs 29 and 30 display the number of reserved regular figures, LED 31 displays the game state when the power is restored (time-saving control is running or stopped), and LED 32 displays the current game state (time-saving control is running or stopped).

[0148] During the setting change display data setting process, information indicating that a setting change state is occurring is set in the Common 0 output request buffer to the Common 2 output request buffer, and information indicating the setting value stored in the setting value area of ​​RAM230 is set in the Common 3 output request buffer. Specifically, the display data for "r" (8 bits) is set in the Common 0 output request buffer, the display data for "n." (8 bits) is set in the Common 1 output request buffer, the display data for "-" (8 bits) is set in the Common 2 output request buffer, and the display data corresponding to the setting value stored in the setting value area of ​​RAM230 is set in the Common 3 output request buffer. As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "r", LEDs 41 to 48 display the letter "n.", LEDs 49 to 56 display the letter "-", and LEDs 57 to 64 display a number indicating the set value.

[0149] During the setting confirmation display data setting process, information indicating that the setting confirmation state is in progress is set in the Common 0 output request buffer to the Common 2 output request buffer, and information indicating the setting value stored in the setting value area of ​​RAM230 is set in the Common 3 output request buffer. Specifically, the display data for "r" (8 bits) is set in the Common 0 output request buffer, the display data for "n." (8 bits) is set in the Common 1 output request buffer, and the display data corresponding to the setting value stored in the setting value area of ​​RAM230 is set in the Common 3 output request buffer. Note that no display data is set in the Common 2 output request buffer (it remains at a cleared value). As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "r", LEDs 41 to 48 display the letter "n.", and LEDs 57 to 64 display a number indicating the set value. LEDs 49 to 56 are turned off.

[0150] In the abnormal status display data setting process, information indicating that an abnormal state (setting abnormal state, RAM abnormal state, or backup abnormal state) is occurring is set in the Common 0 output request buffer to the Common 2 output request buffer, and the error code corresponding to the abnormality that occurred is set in the Common 3 output request buffer. Specifically, the display data for "E" (8 bits) is set in the Common 0 output request buffer, the display data for "r." (8 bits) is set in the Common 1 output request buffer, and the display data (error code) corresponding to the abnormal state that occurred (setting abnormal state, RAM abnormal state, or backup abnormal state) is set in the Common 3 output request buffer. Note that no display data is set in the Common 2 output request buffer (it remains at a cleared value). As a result, among the light-emitting elements that make up the performance display device 206, LEDs 33 to 40 display the letter "E", LEDs 41 to 48 display the letter "r.", and LEDs 57 to 64 display a number indicating an error code. LEDs 49 to 56 are turned off.

[0151] In step S4-21, the solenoid data setting process is executed, and the process proceeds to step S4-22. In the solenoid data setting process, the control data (drive data) to be output for each solenoid 64, 65, and 66 is stored (set) in the port output request buffer of RAM230. In step S4-22, port output processing is performed, and the process proceeds to step S4-23. During port output processing, various signals are output to the hall computer, solenoids 64, 65, 66, etc. Specifically, in port output processing, various information (external signals, control signals, etc.) set in the port output request buffer is output to output port 205 (output port 2, output port 3). As a result, the external signals set in the port output request buffer are output to the hall computer. In addition, solenoids 64, 65, and 66 are driven and controlled based on the drive signals set in the port output request buffer. In step S4-23, the interrupt disable process is executed, and the process proceeds to step S4-24. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period when the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited.

[0152] In step S4-24, the test signal output process is executed, and the process proceeds to step S4-25. In the test signal output process, test information (test signals) is set. The test signal output process is based on a program that executes the testing procedures stipulated in the gaming machine regulations. In other words, the test signal output process is based on a program stored in the unused area m2 (program area) of ROM220. The test signal tube is called during the execution of timer interrupt processing. Specifically, in the test signal output processing, test information (test signals) indicating the internal state (jackpot game state, time-saving control execution status, etc.) is stored in the port output request buffer of RAM230. In step S4-25, the performance display device control process is executed, and the process proceeds to step S4-26. The performance display device control process will be described later. In step S4-26, the register restore process is executed, ending the series of processes and returning to the original process. The register restore process restores the values ​​of the registers that were saved in step S4-1. After the register restore process is completed, the program returns to the main loop process (the program address indicated by the stack pointer).

[0153] (Dynamic port output processing) Next, we will explain the dynamic port output processing in step S4-3. Figure 12 is a flowchart showing the dynamic port output processing. When the dynamic port output processing is performed in step S4-3, the process first proceeds to step S29-1, as shown in Figure 12. In step S29-1, the output data clearing process is executed, and the process proceeds to step S29-2. In the output data clearing process, the A register is cleared (initialized). Specifically, each bit value of the A register is set to "0". In step S29-2, the main display device data output process is executed, and the process proceeds to step S29-3. In the main display device data output process, the value of register A (the value cleared in step S29-1) is output to output port 0. This clears (initializes) output port 0, and the data signals ("SEGDATA0" to "SEGDATA7") for controlling the illumination of the main display device 60 are set to a low level. In step S29-3, the performance display device data output process is executed, and the process proceeds to step S29-4. In the performance display device data output process, the value of register A (the value cleared in step S29-1) is output to output port 4. This clears (initializes) output port 4, and the data signals ("7SEGDATA0" to "7SEGDATA7") for controlling the illumination of the performance display device 206 are set to a low level.

[0154] In step S29-4, the common selection process is executed, and the process proceeds to step S29-5. In the common selection process, the value of the common counter is updated. Specifically, the common selection process determines whether the value of the common counter has reached its upper limit (in this embodiment, "3"). If it is determined that the value of the common counter has not reached its upper limit, "1" is added to the value of the common counter. On the other hand, if it is determined that the value of the common counter has reached its upper limit, a predetermined initial value (in this embodiment, "0") is set as the value of the common counter. In step S29-5, common output processing is performed, and the process proceeds to step S29-6. In common output processing, output data corresponding to the value of the common counter is output to output port 1. Specifically, in common output processing, if the common counter value is "0", output data is output to output port 1 with "COM0" set to high level and "COM1", "COM2", and "COM3" set to low level. As a result, "COM0" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "1", output data is output to output port 1, setting "COM1" to high level and "COM0", "COM2", and "COM3" to low level. As a result, "COM1" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "2", output data is output to output port 1 with "COM2" set to high level and "COM0", "COM1", and "COM3" set to low level. As a result, "COM2" is selected (output) from "COM0" to "COM3". On the other hand, if the common counter value is "3", output data is output to output port 1 with "COM3" set to high level and "COM0", "COM1", and "COM2" set to low level. As a result, "COM3" is selected (output) from "COM0" to "COM3".

[0155] In step S29-6, it is determined whether or not a playable state has been created (set). If it is determined that a playable state has been created (Yes), the process proceeds to step S29-7. If it is determined that a playable state has not been created (No), the process proceeds to step S29-11. Here, it is determined whether or not a playable state has been established based on the value (playable state flag) stored in the RAM230's game machine state flag area. In this case, if the value stored in the game machine state flag area corresponds to a playable state, it is determined that a playable state has been established; if it does not correspond to a playable state, it is determined that a playable state has not been established.

[0156] In step S29-7, the main display device data acquisition process is executed, and the process proceeds to step S29-8. In the main display device data acquisition process, display data for the main display device 60 is acquired, and the acquired display data is set in the A register. Specifically, in the main display device data acquisition process, the value of the common counter is first checked. Then, the display data set in the output request buffer corresponding to the checked common counter value among the common 0 output request buffer to common 3 output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, if the value of the common counter is "0", the display data set in the common 0 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is retrieved, and the retrieved display data is set in the A register. Here, the display data acquired in the main display device data acquisition process is the display data set in the common 0 output request buffer to common 3 output request buffer in the LED display setting process (specifically, the normal display data setting process) in step S4-20 included in the previous timer interrupt process.

[0157] In step S29-8, the main display device data output process is executed, and the process proceeds to step S29-9. In the main display device data output process, the display data set in register A in step S29-7 is output to output port 0. As a result, data signals ("SEGDATA0" to "SEGDATA7") based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3) are output to the source driver 250a. In other words, the display on the main display device 60 is controlled based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3).

[0158] In step S29-9, the interrupt disable process is executed, and the process proceeds to step S29-10. The interrupt disable process sets an interrupt disable state, which prevents interrupts from other processes. As a result, during the period in which the interrupt disable state is set, the execution of processes such as the power outage save process and timer interrupt process, which will be described later, is prohibited. In step S29-10, the performance display device output processing is executed, and the series of processes is completed, moving on to the next process (step S4-4). The performance display device output processing will be described later.

[0159] In step S29-11, the performance display device data acquisition process is executed, and the process proceeds to step S29-12. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, the value of the common counter is first checked. Then, the display data set in the output request buffer corresponding to the checked common counter value from the common 0 output request buffer to the common 3 output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, if the value of the common counter is "0", the display data set in the common 0 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "1", the display data set in the common 1 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "2", the display data set in the common 2 output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the value of the common counter is "3", the display data set in the common 3 output request buffer is retrieved, and the retrieved display data is set in the A register. Here, the display data acquired in the performance display device data acquisition process is the display data set in the common 0 output request buffer to common 3 output request buffer in the LED display setting process in step S4-20 included in the previous timer interrupt process (specifically, the display data setting process when settings are changed, the display data setting process when settings are confirmed, or the display data setting process when an error occurs).

[0160] In step S29-12, the performance display device data output process is executed, and the series of processes is completed, moving on to the next process (step S4-4). In the performance display device data output process, the display data set in the A register in step S29-11 is output to output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3) are output to the source driver 250b. In other words, the display on the performance display device 206 is controlled based on the display data set in the output request buffer (one of the output request buffers from Common 0 to Common 3).

[0161] (Performance display device output processing) Next, the performance display device output processing in step S29-10 will be explained. Figure 13 is a flowchart showing the output processing of the performance display device. The performance display device output processing is based on a program that controls the display of the performance display device 206. In other words, the performance display device output processing is based on a program stored in the unused area m2 (program area) of the ROM 220. The performance display device output processing is called during the execution of the dynamic port output processing. When the performance display device output processing is called in step S29-10, it first proceeds to step S30-1, as shown in Figure 13. In step S30-1, the register saving process is executed, and the process proceeds to step S30-2. In the register saving process, the values ​​of all registers used during the execution of the program stored in the usage area m1 are saved to the RAM saving area. In addition, the values ​​of all stack pointers used during the execution of the program stored in the usage area m1 are saved to the RAM saving area.

[0162] In step S30-2, the performance display device data acquisition process is executed, and the process proceeds to step S30-3. In the performance display device data acquisition process, display data for the performance display device 206 is acquired, and the acquired display data is set in the A register. Specifically, in the performance display device data acquisition process, the value of the common counter is first checked. Then, the display data set in the area corresponding to the checked common counter value within the identification segment output request buffer and ratio segment output request buffer of RAM230 is acquired, and the acquired display data is set in the A register. In this case, if the value of the common counter is "0", the display data set in the upper 8 bits of the identification segment output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "1", the display data set in the lower 8 bits of the identification segment output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "2", the display data set in the upper 8 bits of the ratio segment output request buffer is retrieved, and the retrieved display data is set in the A register. On the other hand, if the common counter value is "3", the display data set in the lower 8 bits of the ratio segment output request buffer is retrieved, and the retrieved display data is set in the A register. Here, the display data acquired in the performance display device data acquisition process is the display data set in the identification segment output request buffer or the ratio segment output request buffer in the performance display device control process of step S4-25 included in the previous timer interrupt process.

[0163] In step S30-3, the performance display device data output process is executed, and the process proceeds to step S30-4. In the performance display device data output process, the display data set in the A register in step S30-2 is output to output port 4. As a result, data signals ("7SEGDATA0" to "7SEGDATA7") based on the display data set in the output request buffer (identification segment output request buffer or ratio segment output request buffer) are output to the source driver 250b. In other words, the display of the performance display device 206 is controlled based on the display data set in the output request buffer (identification segment output request buffer or ratio segment output request buffer).

[0164] In step S30-4, the register restoration process is executed, and the process proceeds to step S30-5. In the register restoration process, the values ​​of the registers saved in step S30-1 (the values ​​of the registers used during the execution of the program based on the used area m1) and the value of the stack pointer saved in step S30-1 (the value of the stack pointer used during the execution of the program based on the used area m1) are restored. In step S30-5, the interrupt enable process is executed, ending the series of processes and moving on to the next process (step S4-4). The interrupt enable process releases the interrupt disable state. This allows the execution of processes such as power outage save process and timer interrupt process.

[0165] (Configuration-related processing) Next, we will explain the settings-related processes in step S4-8. Figure 14 is a flowchart showing the settings-related processes. Once the configuration-related processing is performed in step S4-8, the process proceeds to step S37-1, as shown in Figure 14. In step S37-1, it is determined whether or not a setting change state has occurred (is set). If it is determined that a setting change state has occurred (Yes), the process proceeds to step S37-2. If it is determined that a setting change state has not occurred (No), the process proceeds to step S37-8. Here, it is determined whether or not a setting change state has occurred based on the value (game machine status flag) stored in the game machine status flag area of ​​RAM230. In this case, if the value stored in the game machine status flag area corresponds to the setting change state, it is determined that a setting change state has occurred; if it does not correspond to the setting change state, it is determined that a setting change state has not occurred.

[0166] In step S37-2, the setting value acquisition process is executed, and the process proceeds to step S30-3. In the setting value acquisition process, the setting value stored in the setting value area of ​​RAM230 is acquired (loaded), and the acquired setting value is stored in a register. In step S37-3, it is determined whether or not the RAM clear switch 207 has been pressed. If it is determined that the RAM clear switch 207 has been pressed (Yes), the process proceeds to step S37-4. If it is determined that the RAM clear switch 207 has not been pressed (No), the process proceeds to step S37-5. Here, regarding the RAM clear switch 207, if the ON state occurs, it is determined that the RAM clear switch 207 has been pressed; if the ON state does not occur, it is determined that the RAM clear switch 207 has not been pressed. In step S37-4, the setting value update process is executed, and the process proceeds to step S37-5. In the setting value update process, "1" is added to the setting value stored in the register.

[0167] In step S37-5, it is determined whether the setting value stored in the register is less than a predetermined setting comparison value (in this embodiment, "6"). If it is determined that the setting value stored in the register is not less than the predetermined setting comparison value (i.e., the setting value is greater than or equal to the predetermined setting comparison value) (No), the process proceeds to step S37-6. If it is determined that the setting value stored in the register is less than the predetermined setting comparison value (Yes), the process proceeds to step S37-7. In step S37-6, the setting value initialization process is executed, and the process proceeds to step S37-7. In the setting value initialization process, a predetermined initial value (in this embodiment, "0") is overwritten as the setting value stored in the register. In step S37-7, the setting value saving process is executed, and the process proceeds to step S37-8. In the setting value saving process, the setting values ​​stored in the registers are saved to the setting value area of ​​RAM230.

[0168] In step S37-8, it is determined whether the setting key switch 208 is in the ON state or not. If it is determined that the setting key switch 208 is not in the ON state (is in the OFF state) (No), the process proceeds to step S37-9. If it is determined that the setting key switch 208 is in the ON state (Yes), the series of processes ends and the process proceeds to the next step (step S4-19). Here, regarding the setting key switch 208, if an ON state occurs, it is determined that the setting key switch 208 is in the ON state; if an ON state does not occur, it is determined that the setting key switch 208 is not in the ON state. In step S37-9, the subcommand setting process is executed, and the process proceeds to step S37-10. In the subcommand setting process, the setting-related termination specification command (subcommand) is stored in the subcommand output request buffer of RAM230.

[0169] In step S37-10, the subcommand group setting process is executed, and the process proceeds to step S37-11. In the subcommand group setting process, the subcommand group is stored in the subcommand output request buffer of RAM230. Here, the subcommand group includes subcommands for specifying the game state (game state offset value), subcommands for specifying the launch position, subcommands for specifying the stopping pattern of the first special symbol, subcommands for specifying the stopping pattern of the second special symbol, subcommands for specifying the number of special symbol 1 reserved, subcommands for specifying the number of special symbol 2 reserved, subcommands for specifying the value of the time-saving counter, and subcommands for specifying the setting value stored in the setting value area of ​​RAM230. In step S37-11, the RAMSet process is executed, completing the series of processes and moving on to the next process (step S4-19). In the RAMSet process, the game machine state is set to a playable state. Specifically, the value corresponding to the playable state is stored (saved) as the value in the gaming machine state flag area of ​​RAM230 (gaming machine state flag).

[0170] (Switch management process) Next, we will explain the switch management process in step S4-12. Figure 15 is a flowchart showing the switch management process. When the switch management process is executed in step S4-12, it first proceeds to step S5-1, as shown in Figure 15. In step S5-1, it is determined whether or not the ON state of the gate switch 104 has been detected. If it is determined that the ON state of the gate switch 104 has been detected (Yes), the process proceeds to step S5-2. If it is determined that the ON state of the gate switch 104 has not been detected (No), the process proceeds to step S5-3. In step S5-2, the general-purpose starting ball detection process is executed, and the process proceeds to step S5-3. The general-purpose starting ball detection process will be described later.

[0171] In step S5-3, it is determined whether or not the ON state of the start port switch 101 in Specifications Figure 1 has been detected. If it is determined that the ON state of the start port switch 101 in Specifications Figure 1 has been detected (Yes), the process proceeds to step S5-4. If it is determined that the ON state of the start port switch 101 in Specifications Figure 1 has not been detected (No), the process proceeds to step S5-5. In step S5-4, the starting ball detection process shown in Figure 1 is executed, and the process proceeds to step S5-5. The starting ball detection process shown in Figure 1 will be described later. In step S5-5, it is determined whether or not the ON state of the start port switch 102 in Figure 2 has been detected. If it is determined that the ON state of the start port switch 102 in Figure 2 has been detected (Yes), the process proceeds to step S5-6. If it is determined that the ON state of the start port switch 102 in Figure 2 has not been detected (No), the process proceeds to step S5-7.

[0172] In step S5-6, the Special Feature 2 starting ball detection process is executed, and the process proceeds to step S5-7. The Special Feature 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-area switch 110 has been detected. If it is determined that the ON state of the V-area switch 110 has been detected (Yes), the process proceeds to step S5-8. If it is determined that the ON state of the V-area switch 110 has not been detected (No), the process ends and the process proceeds to the next step (step S4-13). In step S5-8, the V-pass detection process is executed, the series of processes is completed, and the process moves on to the next process (step S4-13). In the V-pass detection process, the first step is to determine whether or not the V-valid period is currently active. Here, the "V validity period" is the period from the start of the first minor win game, which is performed while any of the minor win game states among "minor win symbol 1," "minor win symbol 2," or "falling symbol 1" is occurring, until the validity period (interval time) for closing the big prize slot after the end of the first minor win game has elapsed. If it is determined that the V validity period is in effect, the V prize flag area in RAM230 is set to "1", and the V prize designation command is stored in the subcommand output request buffer. On the other hand, if it is determined that the V validity period is not in effect, the process is terminated.

[0173] (Normal starting ball detection process) Next, the process of detecting the starting ball in step S5-2 will be explained. Figure 16 is a flowchart showing the normal starting ball detection process. When the normal starting ball detection process is performed in step S5-2, the process first proceeds to step S6-1, as shown in Figure 16. In step S6-1, the general random number acquisition process is executed, and the process moves to step S6-2. In the general random number acquisition process, various random numbers (random values), such as the winning random number and the general winning symbol random number, are acquired (loaded) from the loop counter corresponding to each lottery. In step S6-2, it is determined whether the value of the regular display hold counter is at the upper limit (in this embodiment, "4"). If it is determined that the value of the regular display hold counter is not at the upper limit (No), the process proceeds to step S6-3. If it is determined that the value of the regular display hold counter is at the upper limit (Yes), the series of processes ends and the process proceeds to the next process (step S5-3). In step S6-3, the general chart reserve counter update process is executed, and the process proceeds to step S6-4. In the general chart reserve counter update process, the value obtained by adding "1" to the value currently set in the general chart reserve counter is set as the new value in the general chart reserve counter.

[0174] In step S6-4, the general random number saving process is executed, ending the series of processes and moving on to the next process (step S5-3). In the general random number saving process, the winning random number and the general winning symbol random number obtained in step S6-1 are stored as general game information in the general game information storage area of ​​RAM230. RAM230 is configured to include a general game information storage area where general game information is stored. The general game information storage area is configured as a storage area capable of storing general game information, and includes storage areas 0 to 4. Memory Area 0 stores information about the game currently being played. Meanwhile, Memory Areas 1 through 4 store information about games for which the win / loss judgment is pending. The priority of each memory area is defined so that, from highest priority to lowest, it is Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). The win / loss judgment for the game information stored in Memory Areas 1 through 4 is then performed in order from the memory area with the highest priority. Furthermore, during the general random number saving process, a command specifying the number of general number reserves, indicating that the number of general number reserves has increased by "1", is stored in the subcommand output request buffer of RAM230.

[0175] (Special Figure 1: Starting Ball Detection Process) Next, the starting ball detection process in step S5-4, as shown in Figure 1, will be explained. Figure 17 is a flowchart showing the starting ball detection process in Special Figure 1. As shown in Figure 17, when the starting ball detection process is executed in step S5-4, the process first proceeds to step S7-1. In step S7-1, the special symbol identification value setting process is executed, and the process proceeds to step S7-2. In the special symbol identification value setting process, the special symbol identification value corresponding to the first special symbol lottery is set in the special symbol identification value setting area of ​​RAM230. In addition, "1" is added to the value of the ball entry counter for external information start slot. In step S7-2, the pending counter address setting process is executed, and the process proceeds to step S7-3. In the pending counter address setting process, the address of the pending counter shown in Figure 1 is set in the pending counter address setting area of ​​RAM 230. In step S7-3, the process for obtaining special symbol random numbers is executed, and the series of processes ends, moving on to the next process (step S5-5). The process for obtaining special symbol random numbers will be described later.

[0176] (Special Figure 2: Starting Ball Detection Process) Next, the starting ball detection process in step S5-6, as shown in Figure 2, will be explained. Figure 18 is a flowchart showing the starting ball detection process in Special Figure 2. As shown in Figure 18, when the starting ball detection process in step S5-6 is executed, the process first proceeds to step S8-1. In step S8-1, the special symbol identification value setting process is executed, and the process proceeds to step S8-2. In the special symbol identification value setting process, the special symbol identification value corresponding to the second special symbol lottery is set in the special symbol identification value setting area of ​​RAM230. In addition, "1" is added to the value of the ball entry counter for external information start slot. In step S8-2, the pending counter address setting process is executed, and the process proceeds to step S8-3. In the pending counter address setting process, the address of the pending counter shown in Figure 2 is set in the pending counter address area of ​​RAM 230. In step S8-3, the process for obtaining special symbol random numbers is executed, and the series of processes ends, moving on to the next process (step S5-7). The process for obtaining special symbol random numbers will be described later.

[0177] (Special symbol random number acquisition process) Next, we will explain the process of obtaining special symbol random numbers in steps S7-3 and S8-3. Figure 19 is a flowchart showing the process for obtaining special symbol random numbers. When the special symbol random number acquisition process is executed in steps S7-3 and S8-3, the process first proceeds to step S9-1, as shown in Figure 19. In step S9-1, the special symbol identification value acquisition process is executed, and the process proceeds to step S9-2. In the special symbol identification value acquisition process, the special symbol identification value set in the special symbol identification value setting area of ​​RAM230 is acquired (loaded). In step S9-2, the special symbol reserve count acquisition process is executed, and the process proceeds to step S9-3. In the special symbol reserve count acquisition process, the value of the special symbol reserve count counter (special symbol 1 reserve count counter or special symbol 2 reserve count counter) identified by the address set in the reserve count counter address area (special symbol 1 reserve count counter or special symbol 2 reserve count) is acquired (loaded).

[0178] In step S9-3, the special symbol random number acquisition process is executed, and the process proceeds to step S9-4. In the special symbol random number acquisition process, various random numbers (random values) such as jackpot random numbers, winning symbol random numbers, reach group random numbers, reach mode random numbers, and variation pattern random numbers are acquired (loaded) from the loop counter corresponding to each lottery. At this time, the corresponding loop counter is selected based on the special symbol identification value acquired in step S9-1. In step S9-4, it is determined whether the number of reserved special figures (number of reserved special figures 1 or number of reserved special figures 2) obtained in step S9-2 is at the upper limit (in this embodiment, the upper limit for the number of reserved special figures 1 = "4", and the upper limit for the number of reserved special figures 2 = "4"). If it is determined that the number of reserved special figures is not at the upper limit (No), the process proceeds to step S9-5. If it is determined that the number of reserved special figures is at the upper limit (Yes), the series of processes ends and the process proceeds to the next process (step S4-13 or S5-5). In step S9-5, the special feature hold count counter update process is executed, and the process proceeds to step S9-6. In the special feature hold count counter update process, the value set in the special feature hold count counter (special feature 1 hold count counter or special feature 2 hold count counter), which is identified by the address set in the hold count counter address area, is increased by "1", and this value is then set in the special feature hold count counter.

[0179] In step S9-6, the special symbol random number saving process is executed, and the process proceeds to step S9-7. In the special symbol random number saving process, the various random numbers obtained in step S9-3 are stored as special symbol game information (special symbol 1 game information or special symbol 2 game information) in the special symbol game information storage area (special symbol 1 game information storage area or special symbol 2 game information storage area) of RAM230. The RAM230 is configured to include a Special Feature 1 game information storage area where Special Feature 1 game information is stored, and a Special Feature 2 game information storage area where Special Feature 2 game information is stored. The Special Feature 1 game information storage area is configured as a storage area capable of storing Special Feature 1 game information, and includes storage areas 0 to 4. Memory Area 0 stores information about the Special Feature 1 game currently in progress. Meanwhile, Memory Areas 1 through 4 store information about Special Feature 1 games for which the start determination is pending. The priority of each memory area is defined so that, from highest priority to lowest, it is Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). The start determination of the Special Feature 1 game information stored in Memory Areas 1 through 4 is then executed in order from the memory area with the highest priority. The Special Feature 2 game information storage area is configured as a storage area capable of storing Special Feature 2 game information, and includes storage areas 0 to 4. Memory Area 0 stores information about the Special Feature 2 game currently in progress. Meanwhile, Memory Areas 1 through 4 store information about the Special Feature 2 game for which the start determination is pending. The priority of each memory area is defined so that, from highest priority to lowest, it is Memory Area 1, Memory Area 2, Memory Area 3, and Memory Area 4 (higher priority to lower priority). The Special Feature 2 game information stored in Memory Areas 1 through 4 is then subjected to start determination in the order of the memory area with the highest priority.

[0180] In the special symbol random number saving process, if the special symbol identification value obtained in step S9-1 corresponds to the value for the first special symbol lottery, the various random numbers obtained in step S9-3 are stored in the special symbol 1 game information storage area as special symbol 1 game information. At this time, the various random numbers obtained in step S9-3 are stored in an empty storage area among storage areas 1 to 4 (the storage area with the highest priority among the empty storage areas). In other words, if the current value of the Special Feature 1 Reserved Count Counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. On the other hand, if the current value of the Special Feature 1 Reserved Count Counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the Special Feature 1 Reserved Count Counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the Special Feature 1 Reserved Count Counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4. On the other hand, if the special symbol identification value obtained in step S9-1 corresponds to the value for the second special symbol lottery, the various random numbers obtained in step S9-3 are stored in the special symbol 2 game information memory area as special symbol 2 game information. At this time, the various random numbers obtained in step S9-3 are stored in an empty memory area among memory areas 1 to 4 (the memory area with the highest priority among the empty memory areas). In other words, if the current value of the Special Feature 2 Reserved Count Counter is "1", the various random numbers obtained in step S9-3 are stored in memory area 1. On the other hand, if the current value of the Special Feature 2 Reserved Count Counter is "2", the various random numbers obtained in step S9-3 are stored in memory area 2. If the current value of the Special Feature 2 Reserved Count Counter is "3", the various random numbers obtained in step S9-3 are stored in memory area 3. If the current value of the Special Feature 2 Reserved Count Counter is "4", the various random numbers obtained in step S9-3 are stored in memory area 4.

[0181] In step S9-7, the process of setting the number of reserved symbols command is executed, and the process proceeds to step S9-8. In the process of setting the number of reserved symbols command, a special symbol reserved symbol command specifying that the number of reserved symbols (special symbol 1 reserved symbol or special symbol 2 reserved symbol) has increased by "1" is stored in the subcommand output request buffer of RAM230. At this time, if the special symbol identification value obtained in step S9-1 is a value corresponding to the first special symbol lottery, a special symbol reserved symbol command specifying that the number of reserved symbols for special symbol 1 has increased by "1" is stored in the subcommand output request buffer of RAM230. If it is a value corresponding to the second special symbol lottery, a special symbol reserved symbol command specifying that the number of reserved symbols for special symbol 2 has increased by "1" is stored in the subcommand output request buffer of RAM230.

[0182] In step S9-8, a pre-determination process is executed, and the series of processes is completed, moving on to the next process (step S4-13 or S5-5). In the pre-determination process, various lottery results are pre-determined based on the game information (special feature 1 game information or special feature 2 game information) (hereinafter referred to as "pre-determination target game information") stored in the special feature game information storage area (special feature 1 game information storage area or special feature 2 game information storage area) in step S9-6. In this embodiment, pre-determination of various lottery results is performed for all game information (special figure 1 game information and special figure 2 game information). Furthermore, for game information acquired (stored) while a jackpot game state is occurring, the system may be configured so that pre-determining of various lottery results is not performed. Also, for special feature 2 game information acquired (stored) while the time-saving control is stopped, the system may be configured so that pre-determining of various lottery results is not performed, and for special feature 1 game information acquired (stored) while the time-saving control is running, the system may be configured so that pre-determining of various lottery results is not performed.

[0183] In the pre-determination process, the pre-special symbol hit determination process is performed first. In the pre-special symbol win determination process, the result of the special symbol lottery ("Big Win", "Small Win (Non-Declining)", "Small Win (Declining)", or "Miss") is determined (pre-special symbol win determination). ROM220 stores a special symbol jackpot lottery table containing the jackpot values ​​for special symbol lotteries, and a special symbol minor win lottery table containing the minor win values ​​for special symbol lotteries. In addition, it stores a special symbol minor win lottery table corresponding to the special symbol 1 game information and a special symbol minor win lottery table corresponding to the special symbol 2 game information. In the pre-bonus special symbol win determination process, the pre-bonus special symbol jackpot determination process is executed first. In the pre-bonus special feature jackpot determination process, the special feature jackpot lottery table is read. Then, based on the jackpot random number included in the pre-bonus target game information and the read special feature jackpot lottery table, it is determined whether or not a "jackpot" has been won (pre-bonus special feature jackpot determination). In this case, if the jackpot random number included in the pre-judged game information matches the jackpot value registered in the special symbol jackpot lottery table, it is determined that a "jackpot" has been won (the result of the special symbol lottery is determined to be a "jackpot"). On the other hand, if the jackpot random number included in the pre-judged game information does not match the jackpot value registered in the special symbol jackpot lottery table, it is determined that a "jackpot" has not been won.

[0184] If the pre-bonus special feature jackpot determination process determines that a "jackpot" has not been won, the pre-bonus special feature minor jackpot determination process is then executed. In the pre-special symbol minor win determination process, the special symbol minor win lottery table corresponding to the type of game information to be determined in advance (special symbol 1 game information or special symbol 2 game information) is read. Then, based on the jackpot random number contained in the game information to be determined in advance and the special symbol minor win lottery table that has been read, it is determined whether or not a "minor win (non-fall)" or "minor win (fall)" has been won (pre-special symbol minor win determination). In this case, if the jackpot random number included in the pre-judged game information matches the minor win value (non-fall) registered in the special symbol minor win lottery table, it is determined that a "minor win (non-fall)" has been won (the result of the special symbol lottery is determined to be a "minor win (non-fall)"). On the other hand, if the jackpot random number included in the pre-judged game information matches the minor win value (fall) registered in the special symbol minor win lottery table, it is determined that a "minor win (fall)" has been won (the result of the special symbol lottery is determined to be a "minor win (fall)"). On the other hand, if the jackpot random number included in the pre-judged game information does not match the minor win value (non-fall) or minor win value (fall) registered in the special symbol minor win lottery table, it is determined that a "minor win (non-fall)" or "minor win (fall)" has not been won. If the pre-game special symbol minor win determination process determines that you have not won a "minor win (non-fall)" or a "minor win (fall)," the result of the special symbol lottery will be determined as a "miss." In this case, as described above, if the type of reserved game information subject to pre-determination is Special Feature 1 game information, either "Big Win" or "Miss" will be determined ("Minor Win" will never be determined). On the other hand, if the type of reserved game information subject to pre-determination is Special Feature 2 game information, then one of the following will be determined: "Big Win," "Small Win (Non-Declining)," "Small Win (Declining)," or "Miss."

[0185] In the pre-determination process, the next step is to perform the pre-special symbol determination process. In the pre-special symbol determination process, the type of special symbol that stops is determined (pre-special symbol determination). In the pre-special symbol determination process, if the pre-special symbol hit determination determines that it is a "jackpot" (win), the type of "jackpot symbol" is determined (pre-special symbol determination). ROM220 stores a jackpot symbol lottery table in which the correspondence between the random number of winning symbols and the type of "jackpot symbol" is registered. In addition, it stores a first jackpot symbol lottery table corresponding to the information of Special Feature 1 gameplay, and a second jackpot symbol lottery table corresponding to the information of Special Feature 2 gameplay. The first jackpot symbol lottery table has "jackpot symbol 1" and "jackpot symbol 2" registered as types of "jackpot symbols." On the other hand, the second jackpot symbol lottery table has "jackpot symbol 3" and "jackpot symbol 4" registered as types of "jackpot symbols." Then, in the process of determining the type of "jackpot symbol," if the pre-determined target game information is Special Feature 1 game information, the 1st jackpot symbol lottery table is read. Then, the type of jackpot symbol is determined based on the winning symbol random number included in the pre-determined target game information and the read 1st jackpot symbol lottery table. On the other hand, if the pre-determined game information is the Special Feature 2 game information, the second jackpot symbol lottery table is read. Then, the type of jackpot symbol is determined based on the random number of the winning symbol included in the pre-determined game information and the read second jackpot symbol lottery table.

[0186] On the other hand, in the pre-special symbol determination process, if the pre-special symbol hit determination determines that it is a "minor hit (non-fall)" (win), the type of "minor hit symbol (non-fall)" is determined (pre-special symbol determination). ROM220 stores a minor win symbol lottery table (non-falling) which contains the correspondence between the random number of winning symbols and the type of "minor win symbol (non-falling)" ("minor win symbol 1" or "minor win symbol 2"). Then, in the process of determining the type of "minor win symbol (non-decrease)", the minor win symbol lottery table (non-decrease) is read. Based on the random number of the winning symbol included in the pre-determined target game information and the read minor win symbol lottery table (non-decrease), the type of minor win symbol (non-decrease) is determined. On the other hand, in the pre-special symbol determination process, if the pre-special symbol hit determination determines a "minor hit (fall)" (win), the type of "minor hit symbol (fall)" is determined (pre-special symbol determination). ROM220 stores a minor win symbol lottery table (fall) which contains the correspondence between the random number of winning symbols and the type of "minor win symbol (fall)" ("fall symbol 1"). Then, in the process of determining the type of "minor win symbol (fall)", the minor win symbol lottery table (fall) is read. Based on the winning symbol random number included in the pre-determined target game information and the read minor win symbol lottery table (fall), the type of minor win symbol (fall) is determined. On the other hand, in the pre-special symbol determination process, if the pre-special symbol hit determination is determined to be a "miss" (failure), the type of stopped symbol is determined to be a "miss" (pre-special symbol determination).

[0187] In the pre-determination process, the first pre-reading command setting process is executed next. In the first pre-reading specification command setting process, the first pre-reading specification command, which specifies the type of stop symbol determined by the pre-special symbol determination, is stored in the subcommand output request buffer of RAM230.

[0188] In the pre-determination process, the next step is to perform the pre-special pattern variation determination process. In the pre-special pattern variation determination process, the variation mode number (type of variation mode) and the variation pattern number (type of variation pattern) are determined. In the pre-special symbol variation pattern determination process, if the pre-special symbol hit determination determines "Big Win," "Small Win (Non-Declining)," or "Small Win (Declining)," the variation mode number (type of variation mode) and variation pattern number (type of variation pattern) are determined by the pre-win variation pattern determination process described later. On the other hand, if the pre-special symbol win determination is determined to be a "miss," the pre-failure variation pattern determination process, described later, determines the variation mode number (type of variation mode) and the variation pattern number (type of variation pattern).

[0189] In the pre-win variation pattern determination process, the variation mode number (type of variation mode) is first determined (pre-win variation mode determination). ROM220 stores a winning variation mode determination table in which the correspondence between the reach mode random number and the variation mode number (type of variation mode) is registered. Furthermore, the winning variation mode determination table stores a table corresponding to each combination of the following: the type of hold (special symbol 1 game information or special symbol 2 game information), the game state ("normal state", "time-saving state A", or "time-saving state B"), and the type of stopped symbol ("jackpot symbol 1" to "jackpot symbol 4", "minor win symbol 1" to "minor win symbol 2", or "falling symbol 1"). In each winning variation mode determination table, each random number for each reach mode is associated with a variation mode number (type of variation mode) and a winning variation pattern determination table (information that specifies the winning variation pattern determination table). As a result, the variation mode number (type of variation mode) and the winning variation pattern determination table are selected simultaneously based on each winning variation mode determination table. In the pre-win variation mode determination, the following are first checked: the type of reserved game information to be determined in the pre-determination (Special Feature 1 game information or Special Feature 2 game information), the current game state ("Normal state", "Shortened time state A", or "Shortened time state B"), and the type of stopped symbol determined by the pre-special feature symbol determination. Then, the win variation mode determination table corresponding to these check results is read. Then, based on the random number for the reach mode included in the pre-determined game information and the read-out winning variation mode determination table, the variation mode number (type of variation mode) and the winning variation pattern determination table are determined. In the pre-win fluctuation pattern determination process, the next step is to determine the fluctuation pattern number (type of fluctuation pattern) (pre-win fluctuation pattern determination). ROM220 stores a winning pattern determination table in which the correspondence between the random number for the variation pattern and the variation pattern number (type of variation pattern) is registered. Furthermore, multiple tables with different contents are stored as tables for determining the winning pattern. In the pre-win variation pattern determination, the win variation pattern determination table determined by the pre-win variation mode determination is first read. Then, based on the random number of the variation pattern included in the pre-determined game information and the reading of the variation pattern determination table at the time of winning, the variation pattern number (type of variation pattern) is determined.

[0190] In the pre-selection pattern determination process for when a selection is rejected, the type of random number in the reach group included in the pre-selection target game information ("undefined value" or "fixed value") is first determined (pre-selection random number type determination). In this embodiment, the types of reach group random numbers are defined as "undefined value" and "fixed value". "Undetermined value" is a type of random number for reach groups in which the variable mode number (type of variable mode) and the variable pattern number (type of variable pattern) are not determined when game information (special figure 1 game information or special figure 2 game information) is acquired (stored), and when the start determination (steps S11-7, S11-8, S11-11) based on the game information is executed, the variable mode number (type of variable mode) and the variable pattern number (type of variable pattern) are determined based on the number of reserved balls at that time (special figure 1 reserved balls or special figure 2 reserved balls). The "fixed value" is the type of random number for the reach group that determines the variation mode number (type of variation mode) and the variation pattern number (type of variation pattern) when game information (special feature 1 game information or special feature 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 range from "0" to "10006", "0" to "8499" is considered an "undefined value", and "8500" to "10006" is considered a "fixed value". Therefore, in the pre-random number type determination, if the value of the reach group random number included in the pre-determined game information is less than "8500", it is determined to be an "undefined value", and if it is "8500" or greater, it is determined to be a "fixed value".

[0191] In the pre-selection pattern determination process, if the pre-selection random number type determination determines it to be an "undefined value," the process proceeds to the next step without executing the pre-selection reach group determination, pre-selection mode determination, and pre-selection pattern determination described later. On the other hand, if the pre-random number type determination determines it to be a "fixed value," then the pre-reach group determination, the pre-failure fluctuation mode determination, and the pre-failure fluctuation pattern determination are performed.

[0192] The pre-reach group determination determines the reach group number (type of reach group). ROM220 stores a reach group determination table in which the correspondence between the reach group random number and the reach group number (type of reach group) is registered. Furthermore, the system stores two reach group determination tables: one for "undefined values" and another for "fixed values". In the reach group determination table corresponding to "variable values," the reach group number corresponding to "variable values" (hereinafter referred to as "variable value reach group") is registered as the reach group number. On the other hand, in the reach group determination table corresponding to "fixed values," the reach group number corresponding to "fixed values" (hereinafter referred to as "fixed value reach group") is registered as the reach group number. In the pre-reach group determination, the reach group determination table corresponding to the "fixed value" is read. Then, the reach group number (type of reach group) is determined based on the reach group random number included in the pre-determined game information and the read reach group determination table.

[0193] In the pre-selection mode determination upon rejection, the mode number (type of mode) is determined (pre-selection mode determination upon rejection). ROM220 stores a table for determining the losing variation mode, which contains the correspondence between the reach mode random number and the variation mode number (type of variation mode). Furthermore, the table for determining the mode of variation when a win is lost stores a table for determining the mode of variation when a win is lost, corresponding to each combination of the reach group number, the type of hold (special symbol 1 game information or special symbol 2 game information), the number of holds (special symbol 1 hold or special symbol 2 hold), and the game state ("normal state", "time-saving state A", or "time-saving state B"). In each rejection mode determination table, each reach mode random number is associated with a variation mode number (type of variation mode) and a rejection pattern determination table (information that specifies the rejection pattern determination table). As a result, based on each rejection mode determination table, the variation mode number (type of variation mode) and the rejection pattern determination table are selected simultaneously. In the pre-selection mode determination when a selection is lost, the following are checked: the reach group number determined by the pre-selection reach group determination, the type of hold information of the pre-selection target game information (special figure 1 game information or special figure 2 game information), the number of holds corresponding to the hold type of the pre-selection target game information (special figure 1 hold number or special figure 2 hold number), and the current game state ("normal state", "time-saving state A", or "time-saving state B"). Then, the selection mode determination table corresponding to this check result is read. Then, based on the random number for the reach mode included in the pre-determined game information and the read-out variable mode determination table for when a win occurs, the variable mode number (type of variable mode) and the variable pattern determination table for when a win occurs are determined.

[0194] In the pre-election pattern determination for unsuccessful candidates, the pattern number (type of pattern) is determined (pre-election pattern determination for unsuccessful candidates). ROM220 stores a table for determining the losing variation pattern, which contains the correspondence between the variation pattern random number and the variation pattern number (type of variation pattern). Furthermore, the system stores multiple tables with different contents for determining the pattern of fluctuation when unsuccessful candidates. In the pre-failure fluctuation pattern determination, the first step is to read the failure fluctuation pattern determination table determined by the pre-failure fluctuation mode determination. Then, based on the random number of the variation pattern included in the pre-judged game information and the read-out variation pattern judgment table, the variation pattern number (type of variation pattern) is determined.

[0195] In the pre-determination process, the second and third look-ahead command setting processes are then executed. In the second and third look-ahead command setting process, the second look-ahead command, which specifies the variation mode number determined by the prior variation mode determination, and the third look-ahead command, which specifies the variation pattern number determined by the prior variation pattern determination, are stored in the subcommand output request buffer of RAM230. Specifically, when the pre-win variation pattern determination process is executed, a second pre-read specification command specifying the variation mode number determined by the pre-win variation mode determination, and a third pre-read specification command specifying the variation pattern number determined by the pre-win variation pattern determination are stored in the subcommand output request buffer of RAM230. On the other hand, if the pre-failure variation pattern determination process is executed and the pre-random number type determination determines it to be a "fixed value", then a second pre-read specification command specifying the variation mode number determined by the pre-failure variation mode determination and a third pre-read specification command specifying the variation pattern number determined by the pre-failure variation pattern determination are stored in the subcommand output request buffer of RAM230. On the other hand, if the pre-selection pattern determination process is executed and the pre-random number type determination determines it to be an "undefined value", then a second pre-read command specifying "undefined value" and a third pre-read command specifying "undefined value" are stored in the subcommand output request buffer of RAM230.

[0196] (Special game management processing) Next, we will explain the special game management process in step S4-13. Figure 20 is a flowchart showing the special game management process. In this embodiment, the phases and stages (hereinafter referred to as "special game phases") of a game executed based on a special symbol lottery (hereinafter referred to as "special game") are defined as: "waiting state for special symbol variation", "during special symbol variation", "special symbol stopped symbol display state", "state before the first major prize opening", "first major prize opening control state", "first major prize opening closure effective state", "first major prize opening end wait state", "state before the second major prize opening", "second major prize opening control state", "second major prize opening closure effective state", and "second major prize opening end wait state". Then, in the special game phase flag area of ​​RAM230, a value (special game phase flag) corresponding to one of the "11" special game phases is set. Furthermore, the ROM220 stores special game control modules (programs) corresponding to each special game phase, which are used to control (execute) the special games. Then, in the special game management process, a special game control module corresponding to the value set in the special game phase flag area of ​​RAM230 is selected, and processing based on the selected special game control module is executed.

[0197] Specifically, when the special game management process is executed in step S4-13, it first proceeds to step S10-1, as shown in Figure 20. In step S10-1, the special game phase acquisition process is executed, and the process proceeds to step S10-2. In the special game phase acquisition process, the value (special game phase) set in the special game phase flag area of ​​RAM230 is acquired (loaded). In step S10-2, the special game control module acquisition process is executed, and the process proceeds to step S10-3. In the special game control module acquisition process, the special game control module corresponding to the value (special game phase) acquired in step S10-1 is read. In step S10-3, the special game control module execution process is executed, and the series of processes is completed, moving on to the next process (step S4-14). In the special game control module execution process, processing based on the special game control module read in step S10-2 is started. Specifically, if the value obtained in step S10-1 corresponds to the "waiting state for special symbol variation", the special symbol variation waiting process described later will start. If the value corresponds to the "during special symbol variation state", the special symbol variation process described later will start. If the value corresponds to the "special symbol stopped symbol display state", the special symbol stopped process described later will start. If the value corresponds to the "pre-opening state of the first large prize slot", the pre-opening process of the first large prize slot described later will start. If the value corresponds to the "control state for opening the first large prize slot", the first large prize slot opening control process described later will start. If the value corresponds to the "effective closing state of the first large prize slot", the first The process to activate the closing of the main prize slot is initiated, and if the value corresponds to the "First main prize slot opening end weight state", the first main prize slot opening end weight process described later is initiated. If the value corresponds to the "Second main prize slot opening pre-state", the second main prize slot opening pre-process described later is initiated. If the value corresponds to the "Second main prize slot opening control state", the second main prize slot opening control process described later is initiated. If the value corresponds to the "Second main prize slot closing effective state", the second main prize slot closing effective process described later is initiated. If the value corresponds to the "Second main prize slot opening end weight state", the second main prize slot opening end weight process described later is initiated.

[0198] (Waiting for special feature change processing) Next, we will explain the special feature change waiting process performed in step S10-3. Figure 21 is a flowchart showing the special feature change waiting process. When the special feature change waiting process is executed in step S10-3, the process first proceeds to step S11-1, as shown in Figure 21. In step S11-1, it is determined whether the value of the Special Feature 2 Reserved Count Counter is "1" or greater. If it is determined that the value of the Special Feature 2 Reserved Count Counter is not "1" or greater (No), the process proceeds to step S11-2. If it is determined that the value of the Special Feature 2 Reserved Count Counter is "1" or greater (Yes), the process proceeds to step S11-3. In step S11-2, it is determined whether the value of the Special Feature 1 Reserved Count Counter is "1" or greater. If it is determined that the value of the Special Feature 1 Reserved Count Counter is "1" or greater (Yes), the process proceeds to step S11-3. If it is determined that the value of the Special Feature 1 Reserved Count Counter is not "1" or greater (No), the process proceeds to step S11-16.

[0199] In step S11-3, the special symbol reserve number update process is executed, and the process proceeds to step S11-4. In the special symbol reserve number update process, the special symbol reserve number (special symbol 1 reserve number or special symbol 2 reserve number) is updated. Specifically, in the special feature reserve count update process, it is first determined whether the value of the special feature 2 reserve count counter is "1" or greater. Then, if the value of the Special Symbol 2 Reserved Count Counter is "1" or greater, the value of the Special Symbol Discrimination Flag setting value is set to a value that specifies a game based on the Special Symbol 2 game information (in this embodiment, "1"), and "1" is subtracted from the value of the Special Symbol 2 Reserved Count Counter. On the other hand, if it is determined that the value of the Special Symbol 2 Reserved Count Counter is not "1" or greater (i.e., the value of the Special Symbol 2 Reserved Count Counter is "0"), the Special Symbol Discrimination Flag setting value is set to a value that specifies a game based on the Special Symbol 1 game information (in this embodiment, "0"), and "1" is subtracted from the value of the Special Symbol 1 Reserved Count Counter. As described above, in this embodiment, the start determination is performed with respect to the Special Figure 2 game information stored in the Special Figure 2 game information storage area, with priority given to the Special Figure 1 game information stored in the Special Figure 1 game information storage area.

[0200] In step S11-4, the process for setting the number of reserved symbols command is executed, and the process proceeds to step S11-5. In the process for setting the number of reserved symbols command, a command specifying that the number of reserved symbols has decreased by "1" is stored in the subcommand output request buffer of RAM230. Specifically, if the special symbol discrimination flag setting value is "1", a special symbol reserve count specification command indicating that the number of special symbol 2 reserves has decreased by "1" is stored in the subcommand output request buffer of RAM230. On the other hand, if the special symbol discrimination flag setting value is "0", a special symbol reserve count specification command, which indicates that the number of special symbol 1 reserves has decreased by "1", is stored in the subcommand output request buffer of RAM230.

[0201] In step S11-5, the special symbol memory area shift process is executed, and the process proceeds to step S11-6. In the special symbol memory area shift process, the memory area where game information is stored is shifted. Specifically, if the special symbol discrimination flag setting value is "1", the contents of memory area 1 of the special symbol 2 game information memory area are shifted (moved) to memory area 0. Next, the contents of memory area 2 of the special symbol 2 game information memory area are shifted to memory area 1 of the special symbol 2 game information memory area. Next, the contents of memory area 3 of the special symbol 2 game information memory area are shifted to memory area 2 of the special symbol 2 game information memory area. Next, the contents of memory area 4 of the special symbol 2 game information memory area are shifted to memory area 3 of the special symbol 2 game information memory area. Next, the contents of memory area 4 of the special symbol 2 game information memory area are cleared (initialized). On the other hand, if the special symbol discrimination flag setting value is "0", the contents of memory area 1 of the special symbol 1 game information memory area are shifted (moved) to memory area 0. Next, the contents of memory area 2 of the special symbol 1 game information memory area are shifted to memory area 1 of the special symbol 1 game information memory area. Next, the contents of memory area 3 of the special symbol 1 game information memory area are shifted to memory area 2 of the special symbol 1 game information memory area. Next, the contents of memory area 4 of the special symbol 1 game information memory area are shifted to memory area 3 of the special symbol 1 game information memory area. Next, the contents of memory area 4 of the special symbol 1 game information memory area are cleared (initialized).

[0202] In step S11-6, the setting anomaly detection process is executed, and the process proceeds to step S11-7. The setting anomaly detection process monitors for the occurrence of setting anomalies. Specifically, in the setting anomaly detection process, first, the setting value stored in the setting value area of ​​RAM230 is retrieved. Next, it is determined whether the retrieved setting value is less than a predetermined setting comparison value (in this embodiment, "6"). Then, if it is determined that the acquired setting value is not less than a predetermined setting comparison value (i.e., it is greater than or equal to a predetermined setting comparison value), the value corresponding to the setting abnormality state is saved as the value in the gaming machine state flag area of ​​RAM230 (gaming machine state flag). In addition, a subcommand specifying the occurrence of a setting abnormality is stored in the subcommand output request buffer. Then, the process proceeds to the next step (step S11-7). On the other hand, if it is determined that the acquired setting value is less than a predetermined setting comparison value, the process proceeds to the next step (step S11-7).

[0203] In step S11-7, the special symbol win determination process is executed, and the process proceeds to step S11-8. In the special symbol win determination process, the result of the special symbol lottery is determined (special symbol win determination). In the special feature hit determination process, the special feature jackpot determination process is executed first. In the special symbol jackpot determination process, first, the value set in the setting value area (setting value) is checked, and the special symbol jackpot lottery table corresponding to this check result is read. Then, based on the jackpot random number contained in the game information stored in memory area 0 and the read special symbol jackpot lottery table, it is determined whether or not the result of the special symbol lottery is a "jackpot" (special symbol jackpot determination). Specifically, if the value of the jackpot random number included in the game information stored in memory area 0 matches the jackpot value registered in the special symbol jackpot lottery table, the result of the special symbol lottery is determined to be a "jackpot" (win). On the other hand, if the value of the jackpot random number included in the game information stored in memory area 0 does not match the jackpot value registered in the special jackpot lottery table, it is determined that the player has not won a jackpot. If the special feature jackpot determination process determines that a "jackpot" has not been won, the special feature minor jackpot determination process is executed. In the special symbol minor win determination process, the special symbol minor win lottery table corresponding to the special symbol discrimination flag setting value is read. Then, based on the value of the jackpot random number contained in the game information stored in memory area 0 and the read special symbol minor win lottery table, it is determined whether the result of the special symbol lottery is a "minor win (no fall)" or a "minor win (fall)" (special symbol minor win determination). Specifically, if the value of the jackpot random number included in the game information stored in memory area 0 matches the minor win value (non-fall) registered in the special symbol minor win lottery table, the result of the special symbol lottery is determined to be a "minor win (non-fall)" (win). On the other hand, if the value of the jackpot random number included in the game information stored in memory area 0 matches the minor win value (fall) registered in the special symbol minor win lottery table, the result of the special symbol lottery is determined to be a "minor win (fall)" (win). On the other hand, if the value of the jackpot random number included in the game information stored in memory area 0 does not match the minor win value (non-fall) or minor win value (fall) registered in the special minor win lottery table, it is determined that a "minor win" has not been won. If the special symbol minor win determination process determines that you have not won a "minor win (non-fall)" or a "minor win (fall)," the result of the special symbol lottery will be determined as a "miss."

[0204] I...

Claims

[Claim 1] A means for acquiring game information that acquires game information when a game ball enters a specific ball entry point, A game determination means that performs a game determination based on game information, A game control means that executes a game according to the result of the game determination, A pre-game determination means that performs a pre-game determination based on game information, The system includes a suggestion effect control means capable of executing a suggestion effect that indicates the result of the aforementioned pre-game judgment, The types of suggestive presentations include a first suggestive presentation and a second suggestive presentation. The second suggestive effect described above includes a light-emitting effect by a predetermined light-emitting unit, The execution of the first suggestive effect is permitted for game information acquired outside of a specified period. With respect to the game information acquired within the specified period, the execution of the first suggestive performance is prohibited, and the execution of the second suggestive performance is permitted. When the first suggestive performance based on game information acquired prior to a given game information is being performed, the performance of the first suggestive performance based on that game information can be prohibited. A gaming machine characterized in that, even when the second suggestive performance based on game information acquired prior to a given game information is being performed, the second suggestive performance based on the given game information can be performed by the light-emitting unit.

Citation Information

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