Gaming machine
By introducing game information acquisition, storage, judgment, and control methods into the game console, and optimizing time and probability control, the problem of insufficient game performance was solved, and the game experience and the probability of winning specific results were improved.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-01-25
- Publication Date
- 2026-03-16
AI Technical Summary
It is difficult to improve the gaming performance of existing game consoles.
By introducing game information acquisition, storage, game judgment, specific game state control, time saving control, and probability change control, the game result judgment and time control are optimized, the probability of specific results is increased, and time saving control is activated under specific conditions.
By optimizing the game console's time control and probability changes, the gaming experience is enhanced, the probability of winning specific outcomes is increased, and a more favorable gaming state is created.
Smart Images

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Abstract
Description
Technical Field
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[0005]
[0001] The present invention relates to a gaming machine capable of executing time-saving control.
Background Art
[0002] Conventionally, a gaming machine capable of executing time-saving control has been known (see Patent Document 1). In this gaming machine, when a time-saving trigger symbol is won during the suspension of time-saving control, the time-saving control is started.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in conventional gaming machines, it has been difficult to improve the gaming performance. An object of the present invention is to improve the gaming performance.
Means for Solving the Problems
[0005] To achieve the above objective, the game machine according to the first invention includes: a game information acquisition means that acquires first game information when a first condition is met and second game information when a second condition is met; a storage means capable of storing the second game information up to a predetermined number; a game determination means that performs a game determination based on the first game information or the second game information; a specific game state control means that generates a specific game state corresponding to the winning type when a specific result is determined by the game determination; a time-saving control means capable of performing time-saving control; and the game determination The game includes a probability variation control means capable of executing probability variation control that improves the probability of determining the specific result, wherein the time reduction control includes a first time reduction control and a second time reduction control that makes it easier for the second condition to be met compared to the first time reduction control, and when a predetermined result is determined by the game determination based on the first game information, and the game state at the reference time is a normal state, the specific game state does not occur and the time reduction control is started, and when the game state at the reference time is not a normal state, the time reduction control is not started and based on the second game information If the predetermined result is determined by the game determination and the game state at the reference time is the normal state, the first time-saving control is started without the specific game state occurring. If the game state at the reference time is not the normal state, the first time-saving control is not started. In the game determination based on the second game information, the probability of determining the predetermined result is higher than the probability of determining a result other than the predetermined result. The time-saving control can be terminated when the number of game determinations based on the second game information performed during the time-saving control reaches the number of time-saving rounds. The probability variation control can be terminated when the number of game determinations based on the second game information performed during the probability variation control reaches the number of probability variation rounds. The winning type includes a specific winning type, and when the specific winning type is determined, the probability variation control can be started by setting the first predetermined number as the number of probability variation rounds, and the time-saving control can be started by setting the second predetermined number as the number of time-saving rounds. The first predetermined number is the number obtained by adding the predetermined number to the second predetermined number. In the gaming machine according to the first invention, when a predetermined result is determined by a game judgment based on the first game information, if the game state at the reference time is a normal state, the time-saving control is started without a specific game state occurring, and if the game state at the reference time is not a normal state, the time-saving control is not started. As a result, by making it possible to start the time-saving control when a predetermined result is determined, it becomes possible to make the normal state a more advantageous game state than when the first time-saving control is being executed. In particular, in the game machine according to the first invention, in the game judgment based on the second game information, the probability of determining a predetermined result is higher than the probability of determining a result other than the predetermined result. Furthermore, when a specific winning type is determined, it is possible to set a first predetermined number of times as the number of probability variation rounds and start probability variation control, and to set a second predetermined number of times as the number of time reduction rounds and start time reduction control, in which case the first predetermined number of times is the second predetermined number plus a predetermined number. As a result, when a specific winning type is won, after the end of time reduction control, it is possible to process the game judgment based on the second game information stored in the memory means (hereinafter referred to as "Special Figure 2 remaining reserve") while probability variation control is occurring.Therefore, when the game judgment based on Special Figure 2 remaining reserve is processed while probability variation control is being executed, even if a predetermined result is won by the game judgment based on Special Figure 2 remaining reserve, the first time reduction control will not be started, and it is possible to create a normal state that is more advantageous compared to when the first time reduction control is being executed as the game judgment based on Special Figure 2 remaining reserve is processed. Therefore, it becomes possible to improve the gameplay experience. Here, the fulfillment of the first condition corresponds to the entry of a game ball into the first start port 51, which will be described later. The first game information corresponds to the special figure 1 game information, which will be described later. The fulfillment of the second condition corresponds to the entry of a game ball into the second start port 52, which will be described later. The second game information corresponds to the special figure 2 game information, which will be described later. The means for acquiring game information corresponds to the main control board 200 (step S9-3), which will be described later. The predetermined number corresponds to the upper limit of the special figure 2 reserve number ("4"), which will be described later. The storage means corresponds to the special figure 2 game information storage area, which will be described later. The game judgment corresponds to the start judgment, which will be described later. The game judgment means corresponds to the main control board 200 (steps S11-7, S11-8, S11-11), which will be described later. The specific result corresponds to "jackpot", which will be described later. The winning type corresponds to the type of "jackpot symbol", which will be described later. The specific game state corresponds to the jackpot game state, which will be described later. The main control board 200 (step S13-4), described later, is the specific game state control means. The time-saving control is the time-saving control described later. The time-saving control means is the main control board 200 (step S43-2), described later. The probability variation control is the probability variation control (control in which a special symbol high probability state is set), described later. The probability variation control means is the main control board 200 (step S43-2), described later. The first time-saving control is the time-saving control 1, described later. The second time-saving control is the time-saving control 2, described later. The predetermined result is the "time-saving" described later. The reference time is the C time-saving judgment reference time, described later. The normal state is the "normal state," described later. The number of time-saving rounds is the first time-saving round, described later. The number of probability variation rounds is the number of probability variation rounds, described later. The specific winning type is the "jackpot symbol 2," described later. The first predetermined round is the 120 [rounds] described later. The second prescribed number of times is 116, which will be discussed later. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve the gameplay experience. [Brief explanation of the drawing]
[0007] [Figure 1] This is a perspective view showing the overall structure of a pachinko machine. [Figure 2] This diagram shows the front of the game board, schematically illustrating the parts that are particularly necessary for explanation. [Figure 3] This is a block diagram showing the configuration of the control system for a pachinko machine. [Figure 4] This chart shows the winning probabilities for various types of lotteries. [Figure 5] This diagram shows the types of winning combinations in the regular lottery. [Figure 6] This diagram shows the types of winnings in the special design lottery. [Figure 7] This diagram shows the transitions between game states. [Figure 8] This is a flowchart showing the CPU initialization process. [Figure 9] This is a flowchart showing the main loop processing. [Figure 10] This flowchart shows the evacuation procedure when the power is cut off. [Figure 11] This is a flowchart showing timer interrupt handling. [Figure 12] This is a flowchart showing the dynamic port output process. [Figure 13] This is a flowchart showing the output processing of the performance display device. [Figure 14] This is a flowchart showing the configuration-related processes. [Figure 15] This is a flowchart showing the switch management process. [Figure 16] This is a flowchart showing the process for detecting the starting ball. [Figure 17] Figure 1 is a flowchart showing the starting ball detection process. [Figure 18] This is a flowchart showing the starting ball detection process, as shown in Figure 2. [Figure 19] This is a flowchart showing the process for obtaining special symbol random numbers. [Figure 20] This shows the special game management process. [Figure 21]It is a flowchart showing the special drawing change waiting process. [Figure 22] It is a flowchart showing the special drawing change in - progress process. [Figure 23] It is a flowchart showing the first - time count - cut management process. [Figure 24] It is a flowchart showing the second - time count - cut management process. [Figure 25] It is a flowchart showing the third - time count - cut management process. [Figure 26] It is a flowchart showing the sure - change management process. [Figure 27] It is a flowchart showing the special drawing stopped process. [Figure 28] It is a flowchart showing the process before the large winning hole is opened. [Figure 29] It is a flowchart showing the large winning hole opening control process. [Figure 30] It is a flowchart showing the large winning hole closing valid process. [Figure 31] It is a flowchart showing the large winning hole opening end wait process. [Figure 32] It is a flowchart showing the special electric function opening and closing switching process. [Figure 33] It is a flowchart showing the normal game management process. [Figure 34] It is a flowchart showing the general drawing change waiting process. [Figure 35] It is a flowchart showing the general drawing change in - progress process. [Figure 36] It is a flowchart showing the general drawing stopped process. [Figure 37] It is a flowchart showing the process before the normal electric accessory is opened. [Figure 38] It is a flowchart showing the normal electric function opening and closing switching process. [Figure 39] It is a flowchart showing the normal electric accessory opening control process. [Figure 40] It is a flowchart showing the normal electric accessory closing valid process. [Figure 41]This flowchart shows the normal motorized mechanism release completion wait process. [Figure 42] This is a flowchart showing the control process for the performance display device. [Modes for carrying out the invention]
[0008] Embodiments of the present invention will be described below with reference to the drawings. In this embodiment, the gaming machine according to the present invention is applied to a pachinko machine 1.
[0009] (Overall configuration of Pachinko machine 1) First, let me explain the overall configuration of Pachinko Machine 1. Figure 1 is a perspective view showing the overall configuration of a pachinko machine. The pachinko machine 1 is composed of an outer frame unit 2, an inner frame unit 3, a front frame unit 4, and a game board unit 10.
[0010] The outer frame unit 2, inner frame unit 3, and front frame unit 4 are fixed to each other via a hinge mechanism. This allows the inner frame unit 3 to open and close relative to the outer frame unit 2. The front frame unit 4 can also open and close relative to both the inner frame unit 3 and the outer frame unit 2. The outer frame unit 2 is composed of a rectangular frame (outer frame). The outer frame of the outer frame unit 2 is fixed to the island equipment of the amusement arcade. The inner frame unit 3 is composed of a rectangular frame (inner frame). The inner frame unit 3 is positioned inside the outer frame unit 2. The front frame unit 4 is formed in the shape of a rectangular door. The door unit 4 has a transparent plate 4a located approximately in the center, a decorative part 4b located around the transparent plate 4a, a receiving tray unit 5 located below the transparent plate 4a, and a launching handle 6 located to the side of the receiving tray unit 5. The transparent plate 4a is formed in a flat shape from a transparent material such as resin or glass. The decorative part 4b is formed from a transparent or translucent resin material and has a shape that bulges forward. At each upper corner of the decorative part 4b, there are sound vents 4c inside which a speaker 22 (see Figure 3) is disposed. Each sound vent 4c is provided with multiple sound vents that allow the sound output by the speaker 22 to pass through. A frame lamp 20 (see Figure 3) is also provided on the decorative part 4b. The frame lamp 20 is composed of multiple light-emitting elements (LEDs) that are driven by dynamic lighting control.
[0011] 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°).
[0012] Furthermore, a lending operation unit 7 is provided on the upper surface of the receiving tray unit 5. The lending operation unit 7 has a ball lending button 7a, a return button 7b, and a frequency display device 7c. Here, the pachinko machine 1 is communicatively connected to a CR unit (not shown) capable of reading and updating information recorded on a prepaid card. When a prepaid card (not shown) is inserted into the CR unit, the remaining balance of the value medium recorded on the inserted prepaid card is displayed on the balance display device 7c. Furthermore, when the ball dispensing button 7a is operated while a prepaid card is inserted into the CR unit, a predetermined number of game balls are dispensed into the tray 5a. At this time, the remaining balance of the redeemable media recorded on the prepaid card is updated according to the number of game balls dispensed, and the updated remaining balance of the redeemable media is displayed on the balance display device 7c. Furthermore, if the return button 7b is pressed while a prepaid card with remaining credit on the payable media is inserted into the CR unit, the prepaid card will be returned from the CR unit. In this context, prepaid cards include, for example, magnetic storage media and media with embedded storage ICs. The launch handle 6 can be rotated by the player. Inside the launch handle 6 is a launch volume 410 (see Figure 3) that detects the angle at which the launch handle 6 is rotated. The launch volume 410 outputs a detection signal corresponding to the detected angle to the payout control board 400 (see Figure 3).
[0013] (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. 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.
[0014] 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 includes a display screen 31a capable of displaying various types of presentation images (moving images and still images). The display screen 31a can be configured with three first-effect symbol display areas a1 to a3 (not shown) on which the first-effect symbol z1 (not shown) is displayed, and one second-effect symbol display area a4 (not shown) on which the second-effect symbol z2 (not shown) is displayed. The first display symbol z1 is composed of identification information (symbols) such as numbers, letters, symbols, and characters. Each of the first display symbol display areas a1 to a3 can display the first display symbol z1 in a variable or stopped state. In this embodiment, each first performance symbol z1 is configured to include one of the identification information from "1" to "7". That is, seven types of first performance symbols z1 (first performance symbols z1 that display each of the identification information from "1" to "7") are defined as first performance symbols z1 corresponding to the first special symbol lottery. Also, seven types of first performance symbols z1 (first performance symbols z1 that display each of the identification information from "1" to "7") are defined as first performance symbols z1 corresponding to the second special symbol lottery. The second symbol z2 is composed of a color bar. The second symbol display area a4 allows for the display of the second symbol z2 changing and stopping. The display of the changing symbols z1 and z2 means that in each of the first symbol display areas a1 to a3, the first symbol z1 changes, and in the second symbol display area a4, the second symbol z2 changes. In this embodiment, while the performance symbols z1 and z2 are being displayed in a variable state, the type of the first performance symbol z1 displayed at the lottery result display position is changed in each of the first performance symbol display areas a1 to a3, or the first performance symbol z1 is displayed in a moving state (moving or scrolling state), and in the second performance symbol display area a4, the type of the second performance symbol z2 displayed is changed (specifically, the colors represented by the color bar are changed sequentially). The display indicating the stopping of the performance symbols z1 and z2 means that the first performance symbol z1 stops at the lottery result display position in each of the first performance symbol display areas a1 to a3, and the second performance symbol z2 stops in the second performance symbol display area a4.
[0015] In this embodiment, while the performance symbols z1 and z2 are stopped, one type of first performance symbol z1 is stopped at the lottery result display position in each first performance symbol display area a1 to a3, and one type of second performance symbol z2 is stopped in the second performance symbol display area a4 (specifically, the color bar represents a predetermined color). Then, the result of the special symbol lottery (either the first special symbol lottery or the second special symbol lottery) is displayed based on the combination of the first symbol z1 that is stopped and displayed in the three first symbol display areas a1 to a3, and the second symbol z2 that is stopped and displayed in the second symbol display area a4. Furthermore, the display screen 31a can be configured with reserved symbol display areas b1 to b3 (not shown) where reserved symbols h (not shown) are displayed. The reserved symbol display area b1 displays the reserved symbol h corresponding to the game information during the notification display (special symbol variation display and stop display). The reserved symbol display area b2 displays the reserved symbol h corresponding to the special symbol 1 start information for which the start judgment (notification display) described later is pending. The reserved symbol display area b3 displays the reserved symbol h corresponding to the special symbol 2 start information for which the start judgment (notification display) is pending.
[0016] The sub-image display device 32 is positioned in front of the main image display device 31. The sub-image display device 32 is composed of a variable display device such as a liquid crystal display or a CRT display. The sub-image display device 32 has a display screen 32a capable of displaying performance images. The sub-image display device 32 can be displaced (moved) along the vertical direction by a drive mechanism (not shown). Specifically, the sub-image display device 32 can be displaced within a predetermined range that includes the origin position (see Figure 2) and a display position (not shown) below the origin position. Furthermore, the sub-image display device 32 positioned (displaced) at the origin position is located above the display screen 31a of the main image display device 31 and does not cover the display screen 31a. On the other hand, the sub-image display device 32 positioned (displaced) at the production position is located on the front side of the display screen 31a of the main image display device 31 and covers a portion of the display screen 31a.
[0017] A first starting opening 51 is provided on the left side of the path. The first starting opening 51 is an upward-opening ball entry point (a so-called "center hole"), and it is possible to enter game balls at all times. The first starting opening 51 allows game balls flowing down the left side of the path to enter (but does not allow game balls flowing down the right side of the path to enter). A special symbol 1 start port switch 101 (see Figure 3) is installed inside the first start port 51. The special symbol 1 start port switch 101 outputs a detection signal to the main control board 200 in response to the detection of a game ball entering the first start port 51 (a game ball entering the first start port 51). The main control board 200 executes the first special symbol lottery in response to the input of the detection signal from the special symbol 1 start port switch 101.
[0018] To the left of the first starting opening 51 in the left-side path, there are three other prize openings: upper left other prize opening 57a, middle left other prize opening 57b, and lower left other prize opening 57c. Each of these other prize openings 57a to 57c is an upward-opening ball entry opening, allowing game balls to be entered at all times. Each of these other prize openings 57a to 57c allows game balls flowing down the left-side path to enter (but does not allow game balls flowing down the right-side path to enter). The game board 11 is equipped with a left prize slot switch 106 (see Figure 3). The left prize slot switch 106 outputs a detection signal to the main control board 200 in response to the detection of game balls entering the other prize slots 57a to 57c (game balls entering the other prize slots 57a to 57c). The main control board 200, in response to the detection signal input from the left prize slot switch 106, causes the game ball dispensing device 440 to perform a prize ball dispensing operation.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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.
[0024] The game board 11 is equipped with a main display device 60. The main display device 60 is composed of multiple lighting elements (segments). Each lighting element is composed of a light-emitting element (in this embodiment, an LED). The main display device 60 displays information related to the game. The main display device 60 is composed of a special figure 1 display device, a special figure 2 display device, a regular figure display device, a special figure 1 hold display device, a special figure 2 hold display device, a regular figure hold display device, a round display device, a right-hand shooting display device, a probability variation display device, and a time reduction display device. Specifically, the main display device 60 is composed of 32 lighting elements (LED1 to LED32). In the main display device 60, LEDs 1 to 8 constitute the special feature 1 display device, LEDs 7 to 16 constitute the special feature 2 display device, LEDs 17 and 18 constitute the regular feature display device, LEDs 19 to 23 constitute the round display device, LED 24 constitutes the right-hand shooting display device, LEDs 25 and 26 constitute the special feature 1 hold display device, LEDs 27 and 28 constitute the special feature 2 hold display device, LEDs 29 and 30 constitute the regular feature hold display device, LED 31 constitutes the probability variation display device, and LED 32 constitutes the time reduction display device.
[0025] The Special Symbol 1 display device is capable of displaying the fluctuations and stops of the first special symbol, which consists of numbers and symbols. The Special Symbol 1 display device then displays the result of the first special symbol lottery based on the first special symbol that is stopped. The Special Symbol 2 display device is capable of displaying the fluctuations and stops of the second special symbol, which consists of numbers and symbols. The Special Symbol 2 display device then displays the result of the second special symbol lottery based on the second special symbol that has stopped. Here, the display of the first special symbol in the special symbol 1 display device and the display of the performance symbols a1 and a2 in the special symbol mini symbol display area A1 and the special symbol 1 fourth symbol display area A2 are associated with the timing of when the variable display starts, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, the display of the second special symbol in the special symbol 2 display device and the display of the performance symbols a1 and a3 in the special symbol mini symbol display area A1 and the special symbol 2 fourth symbol display area A3 are associated with the timing of when the variable display starts, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped display. Furthermore, if the first special symbol (stopped symbol) displayed on the special symbol 1 display device becomes a specific symbol (jackpot symbol), or if the second special symbol (stopped symbol) displayed on the special symbol 2 display device becomes a specific symbol (jackpot symbol), a jackpot game state, which is advantageous to the player, is created.
[0026] The regular symbol display device is capable of displaying the fluctuations and stops of regular symbols, which consist of numbers and patterns. The regular symbol display device then displays the result of the regular symbol lottery based on the regular symbols that have been stopped. Here, the display of regular symbols in the regular symbol display device and the display of special symbols a4 and a5 in the regular symbol mini symbol display area A4 and the regular symbol 4th symbol display area A5 are associated with the timing of when the variable display starts, when the variable display ends, when the stop display starts, and the lottery result indicated by the stopped symbol. Furthermore, if the regular symbol displayed on the regular symbol display device becomes a specific symbol (a regular symbol winning symbol), a regular symbol winning game state, which is advantageous to the player, is created.
[0027] 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 (time-saving control 1 or time-saving control 2, described later) is in operation or stopped). The probability change display device shows the current game state (high probability state for special symbols or low probability state for special symbols).
[0028] 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.
[0029] 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.
[0030] 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). In addition, 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. In addition, each magnetic detection sensor 115 provided on the game board 11 transmits a detection signal to the main control board 200 in response to the detection of magnetic field.
[0031] (Control system configuration) Next, the configuration of the control system in pachinko machine 1 will be explained. Figure 3 is a block diagram showing the configuration of the control system of a pachinko machine. Pachinko machine 1 is equipped with various control boards. Specifically, as shown in Figure 3, the pachinko machine 1 is equipped with multiple control boards, including a main control board 200, a performance control board 300, a payout control board 400, a power supply board 600 that supplies power to each of the control boards 200, 300, 400, etc., a driver board 310, a sub-connection board 320, etc. The multiple control boards 200, 300, 400, and 600 are independent (separate) circuit boards. Furthermore, each control board 200, 300, 400, and 600 is housed in an individual board case (such as the main board case 250 described later). The main control board 200 and the performance control board 300 are included in the game board unit 10. Specifically, the main control board 200 and the performance control board 300 are mounted on the back side of the game board 11. The dispensing control board 400 is included in the inner frame unit 3. Specifically, the dispensing control board 400 is mounted on the back side of the inner frame of the inner frame unit 3.
[0032] (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.
[0033] The main control board 200 is configured to include a memory area used by the CPU 210. The memory area used by the CPU 210 is configured to include a memory area allocated to the ROM 220 (0000H to 2FFFH) and a memory area allocated to the RAM 230 (F000H to F3FFH). ROM220 (the memory area of ROM220) consists of a used area m1 (0000H to 1A7AH) and an unused area m2 (2000H to 2BFFH). The used area m1 consists of a program area, an unused area, and a data area. The program area stores the program (program code) for controlling the progress of the game. The data area stores the data (program data) for controlling the progress of the game. Note that the used area m1 does not necessarily have to include an unused area.
[0034] 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.
[0035] 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.
[0036] 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.
[0037] 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.
[0038] 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]).
[0039] 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]).
[0040] 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]).
[0041] 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).
[0042] 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.
[0043] 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.
[0044] 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.
[0045] 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.
[0046] 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).
[0047] 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.
[0048] 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).
[0049] 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.
[0050] 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.
[0051] 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.
[0052] (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.
[0053] (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.
[0054] 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.
[0055] 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.
[0056] (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.
[0057] 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.
[0058] 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.
[0059] "Setting Abnormal State" indicates that the gaming machine is in a state where a setting abnormality has occurred. The setting error state occurs when, while the game is playable, it is determined that the setting value set in the setting value range is not within the specified range. While an abnormal setting state occurs, the execution of steps S4-9 to S4-18 described later is prohibited. As a result, gameplay (specifically, normal gameplay and special gameplay) is stopped. Furthermore, while a setting error occurs, the performance display device 206 displays an error code indicating the occurrence of the setting error. In addition, all the lighting elements constituting the main display device 60 are turned off. Furthermore, security information (external information) is output to an external device. To recover from a configuration error state, it is necessary to shut off and then power on the system to create a configuration change state.
[0060] "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.
[0061] "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.
[0062] (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).
[0063] 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.
[0064] (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.
[0065] (Regarding the game state) Next, we will explain the game state defined in pachinko machine 1. In Pachinko Machine 1, it is possible to perform time-saving control as an auxiliary control. In particular, there are two types of time-saving control: time-saving control 1 and time-saving control 2, which is more advantageous to the player compared to time-saving control 1. During the execution of time-saving control 2, the probability of selecting the "long opening pattern" described later as the opening pattern for the normal electric mechanism 52a when a "normal symbol win" is achieved through the normal symbol lottery is higher compared to when time-saving control is stopped and when time-saving control 1 is being executed. On the other hand, in this embodiment, the probability of selecting the "long opening pattern" as the opening pattern for the normal electric mechanism 52a when a "normal symbol win" is achieved through the normal symbol lottery is the same when time-saving control is stopped and when time-saving control 1 is being executed. Furthermore, in this embodiment, the base ratio (ball payout rate) is lower when the time-saving control 1 is in operation (during the occurrence of the "slight time-saving state" described later) compared to when the time-saving control is stopped (during the occurrence of the "C time state" described later).
[0066] Furthermore, in Pachinko Machine 1, two game states are defined regarding the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery): a low special symbol probability state and a high special symbol probability state. The probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery and second special symbol lottery) changes depending on whether the low special symbol probability state is active or the high special symbol probability state is active. In other words, when the special symbol low probability state occurs (while the probability variation control is stopped), the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is considered to be the first probability. On the other hand, when the special symbol high probability state occurs (while the probability variation control is running), the probability of winning a "jackpot" through the special symbol lottery (first special symbol lottery or second special symbol lottery) is considered to be the second probability, which is higher than the first probability.
[0067] Based on the above, five game states are defined for Pachinko Machine 1 (specifically, "C Time State (Normal State)", "Slight Time Reduction State", "Time Reduction State", "Probability Change State", and "Latent State"). The "C Time state (normal state)" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special symbol low probability state is in effect (probability change control is stopped). When the "C Time state" is in effect (excluding when the jackpot game state described later is in effect), the right-hand shooting display device displays information specifying the left-hand path as the path through which the game balls should be shot. When the "C Time state" is in effect, the game proceeds by shooting the game balls along the left-hand path. As a result, when the "C Time state" is in effect, the game proceeds mainly through the lottery for the first special symbol. The "slightly shortened time state" is a game state in which time-saving control 1 is being executed and the special symbol low probability state is occurring (probability change control is stopped). While the "slightly shortened time state" is occurring (excluding the occurrence of the jackpot game state described later), the right-hand shooting display device displays information specifying the left-hand path as the path through which the game balls should be shot. Then, while the "slightly shortened time state" is occurring, the game proceeds by shooting the game balls along the left-hand path. As a result, while the "slightly shortened time state" is occurring, the game proceeds mainly through the lottery for the first special symbol. The "Shortened Time State" is a game state in which Shortened Time Control 2 is in operation and the Low Probability State for Special Symbols is active (Probability Change Control is stopped). While in the "Shortened Time State," the right-hand shooting display device displays information specifying the right-hand path as the path through which the game balls should be launched. During the "Shortened Time State," the game progresses by launching the game balls along the right-hand path. As a result, during the "Shortened Time State," the game progresses primarily through the lottery for the second special symbol. The "probability variation state" is a game state in which the time-saving control 2 is being executed and the special symbol high probability state is occurring (probability variation control is being executed). When the "probability variation state" is occurring, the right-hand shooting display device displays information specifying the right-hand path as the path through which the game balls should be shot. When the "probability variation state" is occurring, the game progresses by shooting the game balls along the right-hand path. As a result, when the "probability variation state" is occurring, the game progresses mainly through the second special symbol lottery. The "latent state" is a game state in which the time-saving control (time-saving control 1 and time-saving control 2) is stopped and the special high probability state is active (probability change control is being executed). When the "latent state" is active, the right-hand shooting display device displays information specifying the left-hand path as the path in which the game balls should be shot. When the "latent state" is active, the remaining reserved special symbols 2, which will be described later, are mainly consumed.
[0068] (Regarding various lotteries) Next, we will explain the various lotteries performed in Pachinko Machine 1. Figure 4 shows the probability of winning in various lotteries. Figure 5 shows the types of winnings in the regular symbol lottery. Figure 6 shows the types of winnings in the special symbol lottery. Figure 4(a) shows the probability of winning in the regular symbol lottery, Figure 4(b) shows the probability of winning in the first special symbol lottery, and Figure 4(c) shows the probability of winning in the second special symbol lottery. Figure 5 shows the type of winning symbol (type of "regular symbol winning symbol") selected when a "regular symbol win" is achieved in the regular symbol lottery. Furthermore, Figure 6(a) shows the type of winning symbol (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 "time-saving symbol") selected when a "time-saving" is won in the first special symbol lottery, Figure 6(c) shows the type of winning symbol (type of "jackpot symbol") selected when a "jackpot" is won in the second special symbol lottery, and Figure 6(d) shows the type of winning symbol (type of "time-saving symbol") selected when a "time-saving" is won in the second special symbol lottery.
[0069] (Regular design lottery) In pachinko machine 1, a regular symbol lottery is performed when a game ball passes through the starting gate 41. In this embodiment, only "regular symbol win" is defined as a result of the regular symbol lottery. However, it is also acceptable to have a configuration in which both "regular symbol win" and "loser" are defined as results of the regular symbol lottery. As shown in Figure 4(a), in the regular symbol lottery (regular symbol win / loss determination), the probability of winning a "regular symbol win" is 1 / 1. In this embodiment, the probability of winning a "regular symbol win" through the regular symbol lottery does not change depending on the game state. 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 execution of the time-saving control (time-saving control 1 and time-saving control 2) is higher than the probability of winning a "regular symbol win" through the regular symbol lottery performed during the suspension of the time-saving control.
[0070] As shown in Figure 5, in pachinko machine 1, when a "regular symbol win" is achieved through the regular symbol lottery, the winning type (type of "regular symbol win") selected is defined as "regular symbol win 1" and "regular symbol win 2". In the regular symbol lottery (regular symbol stop symbol determination), if you win a "regular symbol win," the probability of winning "regular symbol win symbol 1" is 65000 / 65536, and the probability of winning "regular symbol win symbol 2" is 536 / 65536. If you win with "Normal Winning Symbol 1," the normal symbol display will stop and display the normal symbol corresponding to "Normal Winning Symbol 1." On the other hand, if you win with "Normal Winning Symbol 2," the normal symbol display will stop and display the normal symbol corresponding to "Normal Winning Symbol 2."
[0071] If a "Normal Symbol Win" ("Normal Symbol Win Symbol 1" or "Normal Symbol Win Symbol 2") is won, the Normal Symbol Win game state is activated. In the Normal Symbol Win game state, the normal electric mechanism 52a is displaced from a closed state to an open state, making it possible (easy) for game balls to enter the second start opening 52. In this embodiment, the types of opening patterns (opening modes / opening and closing modes) of the ordinary electric mechanism 52a during the occurrence of a normal winning game state are defined as "short opening pattern" and "long opening pattern". The "short opening pattern" is an opening pattern (opening mode / opening / closing mode) that makes it difficult for game balls to enter the second start opening 52 while a normal win game state is occurring. In the "short opening pattern," compared to the "long opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is shorter. Specifically, in the "short opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a in each opening is set to 0.1 seconds. The "long opening pattern" is an opening pattern (opening mode / opening / closing mode) that facilitates the entry of game balls into the second start opening 52 while a normal win game state is occurring. In the "long opening pattern," compared to the "short opening pattern," the time during which the normal electric mechanism 52a is open while a normal win game state is occurring is longer. Specifically, in the "long opening pattern," the number of times the normal electric mechanism 52a opens is set to 1, and the opening time of the normal electric mechanism 52a for each time is set to 5.0 seconds.
[0072] As shown in Figure 5, if the "Normal Symbol Winning Symbol 1" is won based on the normal symbol lottery performed while the time-saving control is stopped, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol win game state. On the other hand, if the "Normal Symbol Winning Symbol 2" is won based on the normal symbol lottery performed while the time-saving control is stopped, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a during the normal symbol win game state. As a result, if a "Normal Symbol Win" is won based on the normal symbol lottery performed while the time-saving control is stopped (during the occurrence of the C-time state and the occurrence of the latent state), the "Short Opening Pattern" is selected and set with a probability of 1 / 1. On the other hand, if the player wins "Normal Symbol Winning Symbol 1" based on the normal symbol lottery performed during the execution of time-saving control 1, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a while the normal symbol win game state is in progress. On the other hand, if the player wins "Normal Symbol Winning Symbol 2" based on the normal symbol lottery performed during the execution of time-saving control 1, the "Short Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a while the normal symbol win game state is in progress. As a result, if the player wins "Normal Symbol Winning" based on the normal symbol lottery performed during the execution of time-saving control 1 (while the slight time-saving state is in progress), the "Short Opening Pattern" is selected and set with a probability of 1 / 1. On the other hand, if the player wins "Normal Winning Symbol 1" based on the normal symbol lottery performed during the execution of Time-Saving Control 2, the "Long Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a while the normal winning game state is active. On the other hand, if the player wins "Normal Winning Symbol 2" based on the normal symbol lottery performed during the execution of Time-Saving Control 2, the "Long Opening Pattern" is selected and set as the opening pattern for the normal electric mechanism 52a while the normal winning game state is active. As a result, if the player wins "Normal Winning" based on the normal symbol lottery performed during the execution of Time-Saving Control 2 (while the time-saving state is active, and while the probability-changing state is active), the "Long Opening Pattern" is selected and set with a probability of 1 / 1.
[0073] (Special design lottery) Furthermore, in pachinko machine 1, when a game ball enters the first start port 51, the first special symbol lottery (start determination based on special symbol 1 game information) is executed, and when a game ball enters the second start port 52, the second special symbol lottery (start determination based on special symbol 2 game information) is executed. In this embodiment, the results of the first special symbol lottery are defined as "jackpot," "time reduction," and "loss." On the other hand, the results of the second special symbol lottery are defined as "jackpot," "time reduction," and "loss." As shown in Figures 4(b) and (c), in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed while the special symbol low probability state is active (while the probability variation control is stopped), the probability of winning a "jackpot" is 1 / 350 (which changes depending on the setting value). On the other hand, in the special symbol lottery (first special symbol lottery or second special symbol lottery) performed while the special symbol high probability state is active (while the probability variation control is running), the probability of winning a "jackpot" is 1 / 97 (which changes depending on the setting value). Furthermore, regardless of the game state, the probability of winning "Short Time" in the first special symbol lottery is 1 / 1.01. Also, regardless of the game state, the probability of winning "Short Time" in the second special symbol lottery is 1 / 1.01. Furthermore, the probability of winning a "jackpot" through the special symbol lottery may be configured not to change according to the set value.
[0074] As shown in Figure 6(a), 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 50 / 100, and the probability of winning "jackpot symbol 2" is 50 / 100. If the "Big Win Symbol 1" is hit, the stop symbol 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 mode of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4. A "single symbol" is, for example, a display configuration in which the first symbol z1, which is stopped and displayed at the lottery result display position in the three first symbol display areas a1 to a3, is a "number symbol" that shows the same even number, such as "2,2,2", and the second symbol z2, which is stopped and displayed in the second symbol display area a4, shows a predetermined color. If the "Big Win Symbol 2" is selected, the stop symbols corresponding to "Big Win Symbol 2" will be displayed in the Special Symbol 1 display device. In addition, the stop symbols corresponding to the "Probability Change Symbol" (display mode of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4. A "probability change symbol" is, for example, a first-stage symbol z1 that stops and is displayed at the lottery result display position in the three first-stage symbol display areas a1 to a3, which are all "number symbols" that show the same odd number, such as "1,1,1", and a second-stage symbol z2 that stops and is displayed in the second-stage symbol display area a4, which shows a predetermined color.
[0075] As shown in Figure 6(b), in pachinko machine 1, "Time Reduction Symbol 1" is defined as the type of winning (type of "Time Reduction Symbol") selected when "Time Reduction" is won in the first special symbol lottery. In the first special symbol lottery (special symbol determination), if you win "Shortened Time," the probability of winning "Shortened Time Symbol 1" is 100 / 100. If the "Time-Saving Symbol 1" is won, the stop symbol corresponding to "Time-Saving Symbol 1" will be displayed in the Special Symbol 1 display device. Also, if "Time-Saving Symbol 1" is won based on the first special symbol lottery, and the game state at the time of the C time-saving judgment criterion described later is "normal state (C time state)", the stop symbol corresponding to the "chance symbol" (display mode of performance symbols z1, z2) will be displayed in the performance symbol display area a1~a4. On the other hand, if "Time-Saving Symbol 1" is won based on the first special symbol lottery, and the game state at the time of the C time-saving judgment criterion described later is "slight time-saving state", "time-saving state", "probability-changing state", or "latent state", the stop symbol corresponding to the "miss symbol" (display mode of performance symbols z1, z2) will be displayed in the performance symbol display area a1~a4. The "chance symbols" are, for example, the first performance symbols z1 that are stopped and displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 become "number symbols" of a predetermined combination such as "1, 2, 3", and the second performance symbols z2 that are stopped and displayed in the second performance symbol display area a4 show a predetermined color. A "losing symbol" is, for example, a combination in which at least one of the first performance symbols z1 stopped and displayed at the lottery result display position in the three first performance symbol display areas a1 to a3 displays different identification information from the other first performance symbols z1, and the second performance symbol z2 stopped and displayed in the second performance symbol display area a4 displays a predetermined color.
[0076] On the other hand, if the first special symbol lottery is unsuccessful (i.e., a "miss"), the stop symbol corresponding to the "miss" will be displayed in the special symbol 1 display device. In addition, the stop symbols corresponding to the "miss" (display modes of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4.
[0077] 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 20 / 100, and the probability of winning "jackpot symbol 4" is 80 / 100. 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 modes of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4. 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 modes of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4. The "bonus symbols" are, for example, the first performance symbols z1 that stop and are displayed in the lottery result display positions of the three first performance symbol display areas a1 to a3, all of which are "number symbols" that show the same specific number, such as "7,7,7", and the second performance symbol z2 that stops and is displayed in the second performance symbol display area a4 shows a predetermined color.
[0078] As shown in Figure 6(d), in pachinko machine 1, "Time Reduction Symbol 2" is defined as the type of winning (type of "Time Reduction Symbol") that is selected when "Time Reduction" is won in the second special symbol lottery. In the second special symbol lottery (special symbol determination), if you win "Shortened Time," the probability of winning "Shortened Time Symbol 2" is 100 / 100. If the "Time-Saving Symbol 2" is won, the stop symbol corresponding to "Time-Saving Symbol 2" will be displayed in the Special Symbol 2 display device. Also, if "Time-Saving Symbol 2" is won based on the second special symbol lottery, and the game state at the time of the C time-saving judgment criterion described later is "normal state (C time state)", the stop symbol corresponding to the "fall symbol" (display mode of performance symbols z1, z2) will be displayed in the performance symbol display area a1~a4. On the other hand, if "Time-Saving Symbol 2" is won based on the second special symbol lottery, and the game state at the time of the C time-saving judgment criterion described later is "slight time-saving state", "time-saving state", "probability change state", or "latent state", the stop symbol corresponding to the "miss symbol" (display mode of performance symbols z1, z2) will be displayed in the performance symbol display area a1~a4. The "falling pattern" is, for example, a first-stage pattern z1 that stops and is displayed at the lottery result display position in the three first-stage pattern display areas a1 to a3 becomes a "number pattern" of a predetermined combination such as "3, 2, 1", and a second-stage pattern z2 that stops and is displayed in the second-stage pattern display area a4 shows a predetermined color.
[0079] On the other hand, if the second special symbol lottery is unsuccessful (i.e., a "miss"), the stop symbol corresponding to the "miss" will be displayed in the special symbol 2 display device. In addition, the stop symbols corresponding to the "miss" (display modes of performance symbols z1 and z2) will be displayed in the performance symbol display areas a1 to a4.
[0080] 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" or "Jackpot Symbol 2," the number of rounds of gameplay is set to 3. On the other hand, if you win with "Jackpot Symbol 3" or "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).
[0081] If you win with "Winning Symbol 1" through "Winning Symbol 4", the first round of the predetermined number of rounds of gameplay performed during the winning state will be a "V Round Game". In a "V Round Game", the distribution means is changed from a non-V passing state to a V passing state. In this case, if the "Big Win Symbol 1" is selected, the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes difficult (effectively impossible) for the game balls that enter the big prize opening 55 to pass through the V-area during the execution of the V-round game. As a result, if the "Big Win Symbol 1" is selected, it becomes difficult (impossible) for the game balls to pass through the V-area during the occurrence of the big win game state. On the other hand, if the player wins "Big Win Symbol 2" to "Big Win Symbol 4", the distribution means is changed from a non-V-passing state to a V-passing state in such a manner that it becomes easy (effectively possible) for the game balls that enter the big prize opening 55 to pass through the V-area during the execution of the V-round game. As a result, if the player wins "Big Win Symbol 2" to "Big Win Symbol 4", it becomes easy (possible) for the game balls to pass through the V-area during the occurrence of the big win game state. In this case, during the execution of a predetermined number of round games performed while a jackpot state is occurring, the distribution means is not changed from a non-V-passing state to a V-passing state in round games other than the V-round game. As a result, it becomes impossible for game balls that enter the first jackpot opening 54 to pass through the V area during the execution of round games other than the V-round game. If, during a jackpot game state, no passage of the game ball through the V area is detected, the game state after the end of the jackpot game state is set to a special low probability state. On the other hand, if, during a jackpot game state, passage of the game ball through the V area is detected, the game state after the end of the jackpot game state is set to a special high probability state. In other words, if, during a jackpot game state, passage of the game ball through the V area is detected, a predetermined number of probability variation rounds (120 in this embodiment) is set at the end of the jackpot game state, and the special high probability state is started according to the set number of probability variation rounds upon the end of the jackpot game state. As described above, if you win with "Big Win Symbol 1," it becomes difficult (effectively impossible) for the game balls that enter the big prize slot 55 to pass through the V area during the V-round game. As a result, if you win with "Big Win Symbol 1," the game state after the big win state ends will be the special symbol low probability state. Therefore, "Big Win Symbol 1" is a type of win that effectively prevents the special symbol high probability state from occurring after the end of the big win state. On the other hand, if you win with "Big Win Symbol 2" to "Big Win Symbol 4", during the execution of the V-round game, it becomes easy (effectively possible) for the game ball that enters the big prize entry point 55 to pass through the V area. As a result, if you win with "Big Win Symbol 2" to "Big Win Symbol 4", the game state after the end of the big win game state becomes the special symbol high probability state. Therefore, "Big Win Symbol 2" to "Big Win Symbol 4" are effectively winning types that result in the special symbol high probability state after the end of the big win game state. The special symbol high probability state is started in response to the end of a jackpot game state and ends when one of the following conditions is met: (1) the number of special symbol win judgments performed during the occurrence of the special symbol high probability state (the number of times the special symbol notification display is performed during the occurrence of the special symbol high probability state) reaches a predetermined number of probability changes (120 [times] in this embodiment) (the number of times the special symbol variation display is performed during the occurrence of the special symbol high probability state reaches a predetermined number of probability changes); and (2) the next jackpot game state begins (the display of the "jackpot symbol" stop ends). If condition (1) is met, the special symbol high probability state ends when the display of the special symbol variation for a predetermined number of probability variations ends (when the variation time has elapsed). On the other hand, if condition (2) is met, the special symbol high probability state ends when the display of the "jackpot symbol" stops ends (when the stop time has elapsed). In the following explanation, among the special symbol notification displays (variation display and stop display) performed during the special symbol high probability state, the notification display of the special symbol at a predetermined number of probability variations will be referred to as the "final probability variation variation." In other words, the special symbol high probability state ends in accordance with the execution of the final probability variation variation.
[0082] Furthermore, 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, according to the end of the jackpot game state, time-saving control (time-saving control 1 or time-saving control 2) is started according to the set number of time-saving rounds. In this embodiment, two types of time-saving control are defined: time-saving control 1 and time-saving control 2. In time-saving control 1 and time-saving control 2, the probability of selecting the "long opening pattern" when a "normal symbol win" is achieved through the normal symbol lottery is different. In this case, time-saving control 2 has a higher probability of selecting the "long opening pattern" when a "normal symbol win" is achieved through the normal symbol lottery than time-saving control 1, making it more advantageous for the player. In this embodiment, the termination conditions for time-saving control (time-saving control 1 and time-saving control 2) (hereinafter referred to as "time-saving termination conditions") are defined as "time-saving termination condition 1", "time-saving termination condition 2", and "time-saving termination condition 3".
[0083] "Time-saving termination condition 1" is a condition based on the second special symbol lottery (special symbol win determination based on special symbol 2 game information). In other words, time-saving termination condition 1 is a condition based on the number of times the second special symbol is displayed in a variation. In this embodiment, time-saving termination condition 1 is met when the number of times special symbol 2 is varied during time-saving reaches the first time-saving number (predetermined number) set at the end of the big win game state. "Number of Special Symbol 2 Variations During Time Reduction" refers to the number of times the second special symbol variation display (second special symbol lottery) is executed (started) during time reduction control. If Time-Saving Termination Condition 1 is met, the Time-Saving Control (Time-Saving Control 1 or Time-Saving Control 2) will end when the display of the second special symbol that triggered the meeting of Time-Saving Termination Condition 1 ends. Specifically, the main control board 200 is configured with a first time-saving counter that counts the number of times the special symbol 2 changes during time-saving mode. At the end of a big win game state, the CPU 210 sets the value of the first time-saving counter according to the combination of the game state after the execution of the first count-cut management process (step S12-5) described later (when the game state preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Furthermore, when "time-saving" is won, at the end of the special symbol stop display, the CPU 210 sets the value of the first time-saving counter according to the combination of the game state after the execution of the second count-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on the special symbol 2 game information is performed (each time the variation display of the 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 the time-saving control is stopped. In this way, time-saving termination condition 1 is met when the number of start determinations (special symbol win / loss determinations) based on the special symbol 2 game information performed during the time-saving control (first time-saving control or second time-saving control) reaches the first time-saving count (predetermined count) set at the start of the time-saving control. In the following explanation, among the notification displays (variation display / stop display) of the second special symbol that are executed during the execution of the time-saving control (time-saving control 1 or time-saving control 2), the notification display of the second special symbol for the first time-saving round will be referred to as the "final time-saving variation." That is, in accordance with the execution of the final time-saving variation, time-saving termination condition 1 is met and the time-saving control (time-saving control 1 or time-saving control 2) is terminated. Furthermore, when the time-saving control (time-saving control 1 or time-saving control 2) is terminated in accordance with the consumption of the first time-saving round, the special symbol 2 game information (special symbol 2 game information for which the start judgment is pending) stored in the special symbol 2 game information storage area at the time of the termination of the time-saving control will be referred to as the "special symbol 2 remaining pending." Furthermore, 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 the "special symbol 2 remaining pending variation."
[0084] "Time-saving termination condition 2" is a condition based on the special symbol lottery (special symbol win / loss determination). In other words, time-saving termination condition 2 is a condition based on the number of times the special symbol is displayed in a variation. In this embodiment, time-saving termination condition 2 is met when the number of special symbol variations during time-saving reaches the second time-saving count set at the end of the jackpot game state. The "Number of Special Symbol Variations During Time Reduction" is the sum of the number of times the first special symbol variation display (first special symbol lottery) was performed during time reduction control (time reduction control 1 or time reduction control 2), and the number of times the second special symbol variation display (second special symbol lottery) was performed during the same time reduction control (time reduction control 1 or time reduction control 2). If the second time-saving termination condition is met, the time-saving control (time-saving control 1 or time-saving control 2) will end when the display of the 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 special symbol variations during time-saving mode. At the end of a jackpot game state, the CPU 210 sets the value of the second time-saving counter according to the combination of the game state after the execution of the first count-cut management process (step S12-5) described later (when the game state preliminary setting process (step S12-6) is executed) and the winning type (type of winning symbol). Furthermore, when "time-saving" is won, at the end of the special symbol stop display, the CPU 210 sets the value of the second time-saving counter according to the combination of the game state after the execution of the second count-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the winning type (type of winning symbol). Furthermore, each time a start determination (special symbol win / loss determination) based on special symbol game information (special symbol 1 game information or special symbol 2 game information) is performed (each time the variation display of the first or second special symbol 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 / loss determinations) based on special symbol game information (special symbol 1 game information or special symbol 2 game information) performed during time-saving control (first time-saving control or second time-saving control) reaches the second time-saving count (predetermined count) set at the start of the time-saving control.
[0085] "Time-saving termination condition 3" is a condition based on winning a "jackpot" through a special symbol lottery (first special symbol lottery or second special symbol lottery). In other words, time-saving termination condition 3 is a condition based on the number of times a "jackpot" has been won through a special symbol lottery (first special symbol lottery or second special symbol lottery). In this embodiment, time-saving termination condition 3 is met when the number of wins during time-saving reaches the third time-saving number (predetermined number) set at the start of time-saving control. The "Number of Wins During Reduced Time" refers to the number of times a "Big Win" was achieved through a special symbol lottery (either the first special symbol lottery or the second special symbol lottery) performed during reduced time control (the number of times a "Big Win" was determined by the special symbol win / loss judgment based on the special symbol 1 game information or special symbol 2 game information performed during reduced time control). If the third 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 third time-saving termination condition ends. Specifically, the main control board 200 is configured with a third time-saving counter that counts the number of wins during time-saving mode. At the start 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 after the execution of the first count-cut management process (step S12-5) described later (when the game state preliminary setting process (step S12-6) is executed) and the type of win (type of winning symbol). Furthermore, when "time-saving" is won, at the end of the special symbol stop display, the CPU 210 sets the value of the third time-saving counter according to the combination of the game state after the execution of the second count-cut management process (step S12-7) (when the C time-saving operation determination process (step S12-8) is executed) and the type of win (type of winning symbol). Furthermore, each time a "jackpot" is determined by the start determination (special symbol win / loss determination) based on the special symbol 1 game information or 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 termination condition 3 is met and the time-saving control is stopped. In this way, time-saving termination condition 3 is met when the number of times a "jackpot" is determined by the start determination (special symbol win / loss determination) based on the special symbol 1 game information or special symbol 2 game information executed during the time-saving control (first time-saving control or second time-saving control) reaches the third time-saving count (predetermined count) set at the start of the time-saving control.
[0086] In this embodiment, in addition to the above-mentioned time-saving termination conditions 1 to 3, if a "jackpot" is won (when a jackpot game state occurs), the time-saving control (first time-saving control or second time-saving control) is terminated at the start of the jackpot game state.
[0087] In Pachinko Machine 1, first, a start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed. After that, the first count management process (step S12-5) determines whether or not to end the time-saving state. After that, the preliminary game state setting process (step S12-6) preliminaryly sets the game state after the end of the jackpot game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count). Then, if a jackpot game state occurs, at the end of that jackpot game state, the game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count) preliminaryly set in the preliminary game state setting process (step S12-6) is definitively set as the game state after the end of that jackpot game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count). As a result, the game state after the end of the jackpot game state (presence or absence of time-saving control, number of first time-saving rounds, number of second time-saving rounds, number of third time-saving rounds) will be set according to the game state at the time of the game state preliminary setting process (step S12-6), regardless of the game state at the time of the start determination (special symbol win / loss determination). For example, in the special symbol variation waiting process based on the special symbol 2 game information, if the start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the "probability variation state" is occurring (while the time-saving control 2 is being executed), but the time-saving control 2 is terminated by the first count management process (step S12-5), the game state preliminary setting process (step S12-6) will be performed while the "latent state" is occurring. As a result, if a "jackpot" is won based on the start determination and the jackpot game state is established, even though the start determination was performed while the "probability variation state" was occurring, the game state after the end of the jackpot game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count) will be set based on the fact that the "latent state" is occurring. On the other hand, in the special symbol variation waiting process based on the special symbol 2 game information, the start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the "probability variation state" is occurring (while the time-saving control 2 is being executed), and if the time-saving control 2 is not terminated by the first count management process (step S12-5), the game state preliminary setting process (step S12-6) will also be performed while the "probability variation state" is occurring. As a result, if a "jackpot" is won based on the start determination and the jackpot game state is established, the start determination will be performed while the "probability variation state" is occurring, and based on the fact that the "probability variation state" is occurring, the game state after the end of the jackpot game state (presence or absence of time-saving control, first time-saving count, second time-saving count, third time-saving count) will be set. As a result, regardless of the game state at the time of the start determination, it becomes possible to change the game state after the jackpot game state ends according to the game state in the preliminary game state setting process, thereby improving gameplay. In the following explanation, the execution time of the preliminary game state setting process (step S12-6) will be referred to as the "post-jackpot game state determination criterion time." That is, in this embodiment, the post-jackpot game state determination criterion time is immediately after the first count reduction management process (step S12-5), which is executed when the special symbol variation display ends. Then, in the pachinko machine 1, based on the game state at the post-jackpot game state determination criterion time, the game state after the end of the jackpot game state (presence or absence of time reduction control, first time reduction count, second time reduction count, third time reduction count) is set at the end of the jackpot game state.
[0088] Furthermore, in pachinko machine 1, first, a start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed, and then the second count management process (step S12-7) determines whether or not to end the time-saving state, and then the C time-saving activation determination process (step S12-8) determines whether or not to activate C time-saving. If it is determined that C time-saving should be activated, time-saving control (time-saving control 1 or time-saving control 2) is started in accordance with the end of the stop display of the special symbol in question. Here, "C Time Reduction" refers to the time reduction control (Time Reduction Control 1 or Time Reduction Control 2) that is initiated when a "Time Reduction" ("Time Reduction Symbol 1" or "Time Reduction Symbol 2") is won. As a result, whether or not to activate the C time-saving feature will be determined according to the game state at the time of the C time-saving feature activation determination process (step S12-8), regardless of the game state at the time of the start determination (special symbol win / loss determination). For example, in the special symbol variation waiting process based on the special symbol 2 game information, if the start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the "time-saving state" is occurring (while time-saving control 2 is being executed), if time-saving control 2 is terminated by the second count management process (step S12-7), the C time-saving activation determination process (step S12-8) will be performed while the "normal state" is occurring. As a result, if a "time-saving" ("time-saving symbol 2") is won based on the start determination, even though the start determination was performed while the "time-saving state" was occurring, the decision of whether or not to activate C time-saving is made based on the fact that the "normal state" is occurring (and as a result, it is determined that C time-saving will be activated). On the other hand, in the special symbol variation waiting process based on the special symbol 2 game information, if the start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed while the "time-saving state" is active (while time-saving control 2 is being executed), and time-saving control 2 is not terminated by the second count management process (step S12-7), then the C time-saving activation determination process (step S12-8) will also be performed while the "time-saving state" is active. As a result, if a "time-saving" ("time-saving symbol 2") is won based on the start determination, the start determination will be performed while the "time-saving state" is active, and based on the fact that the "time-saving state" is active, it will be determined whether or not to activate C time-saving (as a result, it will be determined not to activate C time-saving). As described above, in this embodiment, when the final time-saving variation that starts during the occurrence of the "time-saving state" is hit, it is possible to activate C time-saving mode and transition to the "slight time-saving state", thereby improving the gameplay. In the following explanation, the time when the C time reduction activation determination process (step S12-8) is executed will be referred to as the "C time reduction determination reference time." That is, in this embodiment, the C time reduction determination reference time is immediately after the second count reduction management process (step S12-7), which is executed when the special symbol variation display ends. Then, in the pachinko machine 1, a decision is made as to whether or not to activate the C time reduction based on the game state at the C time reduction determination reference time.
[0089] Furthermore, in pachinko machine 1, first, a start determination (special symbol win / loss determination, special symbol stop symbol determination, special symbol variation pattern determination, etc.) is performed, then a C time reduction operation determination process (step S12-8) determines whether or not to activate C time reduction, and then a probability variation management process (step S12-10) determines whether or not to terminate the special symbol high probability state. This allows the system to determine whether or not to activate the C-time reduction feature before it is determined whether or not to terminate the special high-probability state while it is active. Therefore, it is possible to prevent the C-time reduction feature from activating during the final spin of the probability variation mode. In other words, for the final spin of a probability variation that begins while the special high probability state is active, if the "time reduction" ("time reduction symbol 2") is won, the C time reduction activation determination process (step S12-8) is executed while the special high probability state is active, and thereafter, the probability variation management process (step S12-10) determines the end of the special high probability state. This makes it possible to prevent the C time reduction from being activated for the final spin of a probability variation.
[0090] As shown in Figure 6(a), if the "Big Win Symbol 1" is won and the game state at the time of the post-Big Win game state determination criterion is "Normal State" or "Latent State", then the first number of time-saving rounds is set to 500, the second number of time-saving rounds is set to 10000, and the third number of time-saving rounds is set to 1. After the Big Win game state ends, time-saving control 2 is executed. As a result, time-saving end conditions are set as time-saving end conditions 1 (first number of time-saving rounds = 500), time-saving end conditions 2 (second number of time-saving rounds = 10000), and time-saving end conditions 3 (third number of time-saving rounds = 1). On the other hand, if the "Big Win Symbol 1" is won and the game state at the time of determining the game state after the big win is the "Probability Change State", then the first number of time reduction rounds is set to 500, the second number of time reduction rounds is set to 10,000, and the third number of time reduction rounds is set to 0, and time reduction control 2 is executed after the big win game state ends. As a result, time reduction termination conditions 1 (first number of time reduction rounds = 500) and time reduction termination conditions 2 (second number of time reduction rounds = 10,000) are set, and time reduction termination condition 3 is not set. On the other hand, if the "Big Win Symbol 1" is won and the game state at the time of determining the game state after the big win is "Shortened Time State" or "Slightly Shortened Time State", then the first number of shortened time rounds is set to 100, the second number of shortened time rounds is set to 10000, and the third number of shortened time rounds is set to 0, and shortened time control 2 is executed after the big win game state ends. As a result, shortened time end conditions 1 (first number of shortened time rounds = 500) and shortened time end conditions 2 (second number of shortened time rounds = 10000) are set, and shortened time end conditions 3 are not set.
[0091] On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of determining the game state after the big win is "Normal State" or "Latent State", then 116 rounds are set as the first time-saving round, 116 rounds as the second time-saving round, and 1 round as the third time-saving round, and time-saving control 2 is executed after the big win game state ends. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving round = 116 rounds), time-saving end condition 2 (second time-saving round = 116 rounds), and time-saving end condition 3 (third time-saving round = 1 round). On the other hand, if the "Big Win Symbol 2" is won and the game state at the time of determining the game state after the big win is "Probability Change State", "Short Time State", or "Slight Short Time State", then the first number of short time rounds is set to 121, the second number of short time rounds is set to 10000, and the third number of short time rounds is set to 0, and short time control 2 is executed after the big win game state ends. As a result, short time round termination conditions 1 (first number of short time rounds = 121) and short time round termination condition 2 (second number of short time rounds = 10000) are set, and short time round termination condition 3 is not set.
[0092] On the other hand, as shown in Figure 6(c), if the "Big Win Symbol 3" is won and the game state at the time of determining the game state after the big win is "Normal State", "Probability Change State", "Latent State", "Time Reduction State", or "Slight Time Reduction State", then 116 [times] is set as the first time reduction, 116 [times] is set as the second time reduction, and 1 [times] is set as the third time reduction, and time reduction control 2 is executed after the big win game state ends. As a result, time reduction termination conditions are set as time reduction termination condition 1 (first time reduction = 116 [times]), time reduction termination condition 2 (second time reduction = 116 [times]), and time reduction termination condition 3 (third time reduction = 1 [times]). On the other hand, if the "Big Win Symbol 4" is won and the game state at the time of determining the game state after the big win is "Normal State", "Probability Change State", "Short Time State", or "Slight Short Time State", then the first number of short time rounds is set to 121, the second number of short time rounds is set to 10000, and the third number of short time rounds is set to 0, and short time control 2 is executed after the big win game state ends. As a result, short time round termination conditions 1 (first number of short time rounds = 121) and short time round termination condition 2 (second number of short time rounds = 10000) are set, and short time round termination condition 3 is not set. On the other hand, if the "Big Win Symbol 4" is won and the game state at the time of determining the game state after the big win is in the "latent state", then 116 rounds are set as the first time-saving round, 116 rounds as the second time-saving round, and 1 round as the third time-saving round, and time-saving control 2 is executed after the big win game state ends. As a result, time-saving end conditions are set as time-saving end condition 1 (first time-saving round = 116 rounds), time-saving end condition 2 (second time-saving round = 116 rounds), and time-saving end condition 3 (third time-saving round = 1 round).
[0093] The time-saving symbols ("Time-Saving Symbol 1" and "Time-Saving Symbol 2") are winning symbols that do not grant a game state (specifically, a jackpot game state) that makes it easier for game balls to enter the variable ball entry opening (specifically, the large prize entry opening 55). In other words, even if you win "Time-Saving Symbol 1" or "Time-Saving Symbol 2", the opening and closing operation of the variable ball entry opening (specifically, the special electric mechanism 55a) will not be performed (granted) as a result of that win. If you win a "Shortened Time" (either "Shortened Time Symbol 1" or "Shortened Time Symbol 2") and the game state at the time of the C Shortened Time judgment criterion is "Normal State", a new Shortened Time control will be initiated as a result of that win. In this case, if you win "Shortened Time Symbol 1", Shortened Time Control 2 will be initiated as a result of that win. On the other hand, if you win "Shortened Time Symbol 2", Shortened Time Control 1 will be initiated as a result of that win. On the other hand, if a "Shortened Time" ("Shortened Time Symbol 1" or "Shortened Time Symbol 2") is won, and the game state at the time of the C Shortened Time judgment criterion is "Probability Change State", "Latent State", "Shortened Time State", or "Slight Shortened Time State", the game state at the time of the C Shortened Time judgment criterion will continue, and no new Shortened Time control will be initiated as a result of the win. In other words, if you win a "Short Time" ("Short Time Symbol 1" or "Short Time Symbol 2") and the game state at the time of the C Short Time Judgment Criteria is "Probability Change State", "Latent State", "Short Time State", or "Slight Short Time State", the number of Short Time rounds (1st Short Time Round, 2nd Short Time Round, 3rd Short Time Round) will continue if the game state at the time of the C Short Time Judgment Criteria is in the process of executing Short Time Control, and no new Short Time rounds (1st Short Time Round, 2nd Short Time Round, 3rd Short Time Round) will be set as a result of the win. In this embodiment, if you win a "Short Time" ("Short Time Symbol 1" or "Short Time Symbol 2") and the game state at the time of the C Short Time Judgment Criteria is "Probability Change State", "Latent State", "Short Time State", or "Slight Short Time State", the win of "Short Time" will be invalidated (treated the same as a "miss"). Based on the above, if the game state at the time of the C time reduction judgment criterion is "normal state", then "time reduction" ("time reduction symbol 1" and "time reduction symbol 2") will be considered a type of winning symbol. On the other hand, if the game state at the time of the C time reduction judgment criterion is "probability change state", "latent state", "time reduction state", or "slight time reduction state", then "time reduction" ("time reduction symbol 1" and "time reduction symbol 2") will be considered a type of losing symbol.
[0094] As shown in Figure 6(b), if the "Time-Saving Symbol 1" is won and the game state at the time of the Time-Saving Judgment Criteria C is "Normal State", then when the special symbol stop display ends, 100 [times] is set as the 1st Time-Saving Count, 10000 [times] is set as the 2nd Time-Saving Count, and 0 [times] is set as the 3rd Time-Saving Count (a new set of Time-Saving Counts is reset), and Time-Saving Control 2 is started anew in response to the end of the special symbol stop display. As a result, Time-Saving Termination Condition 1 (1st Time-Saving Count = 100 [times]) and Time-Saving Termination Condition 2 (2nd Time-Saving Count = 10000 [times]) are set as Time-Saving Termination Conditions, and Time-Saving Termination Condition 3 is not set. On the other hand, if the "Time-Saving Symbol 2" is won and the game state at the time of the C Time-Saving Judgment Criteria is "Normal State", then when the special symbol stop display ends, 10,000 [times] is set as the 1st Time-Saving Count, 10,000 [times] is set as the 2nd Time-Saving Count, and 0 [times] is set as the 3rd Time-Saving Count (a new number of Time-Saving Counts is reset), and Time-Saving Control 1 is started anew in accordance with the end of the special symbol stop display. As a result, Time-Saving Termination Condition 1 (1st Time-Saving Count = 10,000 [times]) and Time-Saving Termination Condition 2 (2nd Time-Saving Count = 10,000 [times]) are set as Time-Saving Termination Conditions, and Time-Saving Termination Condition 3 is not set.
[0095] (Regarding the duration of the special pattern changes) Next, we will explain the variation time of the special symbols selected and set during each game state ("normal state", "probability variation state", "latent state", "time reduction state", and "slight time reduction state"). In this embodiment, the groups of special symbol variation modes (combinations of variation modes and variation patterns) are defined as "normal variation," "long variation," and "short variation." "Normal variation" is the group to which the variation patterns to which the normal variation time is associated belong. In this embodiment, the variation times (normal variation times) corresponding to each variation pattern belonging to "normal variation" are defined as 4.0[s] to 180.0[s]. The "long variation" group comprises variation modes that have a longer variation time (hereinafter referred to as "long variation time") compared to variation modes belonging to other groups. In this embodiment, 590.0 [s] is defined as the variation time (long variation time) corresponding to each variation mode belonging to "long variation". "Short fluctuations" is a group of fluctuation patterns to which fluctuation times shorter than normal fluctuation times (hereinafter referred to as "short fluctuation times") belong. In this embodiment, the fluctuation times (short fluctuation times) corresponding to each fluctuation pattern belonging to "short fluctuations" are defined as 3.0[s] to 10.0[s].
[0096] In this embodiment, for special symbol draws (first special symbol draw or second special symbol draw) performed during the occurrence of the "normal state" or "slightly shortened state," the "normal variation" variation mode is selected regardless of the draw result. As a result, the variation time is within the range of 4.0[s] to 180.0[s]. Furthermore, for the second special symbol lottery conducted during the occurrence of the "probability change state," "latent state," or "time reduction state," regardless of the lottery result, "short variation" is selected as the variation mode. As a result, the variation time becomes 3.0[s] to 10.0[s]. Furthermore, for each of the first special symbol draws performed during the occurrence of a "probability variation state," "latent state," or "time reduction state," regardless of the draw result, "short variation" is selected as the variation mode for each draw up to the specified number of times. This results in a variation time of 3.0[s] to 10.0[s]. On the other hand, for each of the first special symbol draws performed during the occurrence of a "probability variation state," "latent state," or "time reduction state," regardless of the draw result, "long variation" is selected as the variation mode for each draw exceeding the specified number of times. This results in a variation time of 590.0[s]. In this case, the specified number of times is set to be equal to or greater than the upper limit of the number of special symbol 1 reserves (in this embodiment, "4"). In this embodiment, the specified number of times is set to 10[times]. This prevents situations where the game proceeds based on the first special symbol lottery while a "probability change state," "latent state," or "time reduction state" is occurring, as will be described later.
[0097] (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 (either the first special symbol lottery or the second special symbol lottery), a jackpot game state is created in which it becomes possible (easy) to enter the large prize slot 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, two game states are defined regarding the probability of winning the special symbol lottery (first special symbol lottery and second special symbol lottery): a low special symbol probability state and a high special symbol probability state. When the low special symbol probability state is active, the probability of winning a "jackpot" through the special symbol lottery is 1 / 350. On the other hand, when the high special symbol probability state is active, the probability of winning a "jackpot" through the special symbol lottery increases to 1 / 97. As a result, the high probability state for special symbols is more advantageous to the player than the low probability state for special symbols. Therefore, the "probability variation state" and "latent state" are more advantageous game states for the player compared to the "C time state," "shortened time state," and "slight shortened time state."
[0098] Furthermore, in Pachinko Machine 1, the number of round games played during a jackpot game state, which occurs based on the second special symbol lottery, is greater than that of a jackpot game state, which occurs based on the first special symbol lottery. As a result, in Pachinko Machine 1, obtaining an opportunity to draw the second special symbol lottery results in a greater number of prize balls being awarded than obtaining an opportunity to draw the first special symbol lottery, making it more advantageous for the player. 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, two opening patterns for the normal electric mechanism 52a during a normal winning game state are defined: a "short opening pattern" and a "long opening pattern." When the "short opening pattern" is selected, it becomes difficult for game balls to enter the second start port 52 during a normal winning game state. On the other hand, when the "long opening pattern" is selected, it becomes easy for game balls to enter the second start port 52 during a normal winning game state. In particular, when the "C Time state" occurs (time-saving control is stopped), when the "latent state" occurs (time-saving control is stopped), or when the "slight time-saving state" occurs (time-saving control 1 is being executed), if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. As a result, when the "C Time state", "latent state", or "slight time-saving state" occurs, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that it will be difficult for the game ball to enter the second start opening 52 (making it difficult to obtain an opportunity for the second special symbol lottery). On the other hand, when the "probability variation state" occurs (while the time-saving control 2 is being executed), or when the "time-saving state" occurs (while the time-saving control 2 is being executed), if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "long opening pattern" will be selected. As a result, when the "probability variation state" or "time-saving state" occurs, if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the game ball will be easier to enter the second start opening 52 (making it easier to obtain the opportunity for the second special symbol lottery). Thus, when the "C Time state," "latent state," or "slight time reduction state" occurs, if the player wins a "regular symbol win" in the regular symbol lottery, there is a 1 / 1 probability that the "short opening pattern" will be selected. As a result, even if the player wins a "regular symbol win" in the regular symbol lottery, it becomes virtually impossible to obtain an opportunity for the second special symbol lottery. Therefore, the player will proceed with the game aiming to obtain an opportunity for the first special symbol lottery in order to execute the time reduction control 2. In other words, the player will proceed with the game by shooting the game balls towards the left path with the aim of getting the game balls into the first start opening 51. On the other hand, during the "probability change state" or "time reduction state," if a "regular symbol win" is achieved through the regular symbol lottery, there is a 1 / 1 probability that the "long opening pattern" will be selected. This makes it easier to obtain an opportunity for the second special symbol lottery if a "regular symbol win" is achieved through the regular symbol lottery. Therefore, players will proceed with the game aiming to obtain an opportunity for the second special symbol lottery. In other words, players will proceed with the game by shooting game balls along the right-hand path, aiming for the game balls to pass through the starting gate 41 and enter the second starting opening 52. Based on the above, the player will have an advantage when Time-Saving Control 2 is running compared to when Time-Saving Control 1 is running or when Time-Saving Control 2 is running. Therefore, the "Probability Change State" and "Time-Saving State" are more advantageous game states for the player compared to the "C Time State" and "Slight Time-Saving State."
[0099] Furthermore, in Pachinko Machine 1, if the "Time Reduction Symbol 1" is won in the first special symbol lottery performed while the "C Time State" is active, Time Reduction Control 2 is started in accordance with the end of the display of the first special symbol's stop. On the other hand, if the "Time Reduction Symbol 1" is won in the first special symbol lottery performed while the "Slight Time Reduction State" is active (when the game state at the time of the C Time Reduction judgment criterion is the "Slight Time Reduction State"), Time Reduction Control 2 is not started in accordance with the end of the display of the first special symbol's stop. As a result, the "C Time state" is a more advantageous game state for the player compared to the "slight time reduction state" because time reduction control 2 is initiated when the "time reduction symbol 1" is won.
[0100] In pachinko machine 1, when the RAM clear initialization process (step S1-30), described later, is executed, the "C Time state" is created. Here, in the first special symbol lottery, there is approximately a 100% probability (specifically, 1 / 1.01) of winning "Shortened Time" ("Shortened Time Symbol 1"). As a result, when the first special symbol lottery is executed while the "C Time state" is created, there is approximately a 100% probability of transitioning to the "Shortened Time state". Therefore, the "C Time state" is terminated based on the execution of one [round] of the first special symbol lottery (display and stop display of the first special symbol). As a result, the "C Time state" is a chance state that is more advantageous to the player compared to the "Slightly Shortened Time state", but only for one [round] of the first special symbol lottery. Specifically, if the "Time Reduction Symbol 1" is won in the first special symbol lottery conducted while the "C Time State" is active, the following settings are set: 1st Time Reduction = 100 [times], 2nd Time Reduction = 10000 [times], 3rd Time Reduction = 0 [times]. The game then transitions to the "Time Reduction State" when the notification display for the first special symbol ends. On the other hand, if the "Big Win Symbol 1" is won in the first special symbol lottery conducted while the "C Time State" is active, the number of first time-saving rounds will be set to 500, the number of second time-saving rounds to 10,000, and the number of third time-saving rounds to 1, and the game will transition to the "Time-Saving State" when the Big Win Game State ends. On the other hand, if the "Big Win Symbol 2" is won in the first special symbol lottery conducted while the "C Time State" is active, the number of first time-saving rounds will be set to 116, the number of second time-saving rounds to 116, and the number of third time-saving rounds to 1, and the game will transition to the "Probability Change State" when the Big Win Game State ends.
[0101] As described above, in the second special symbol lottery conducted while the "time-saving state" is active (game state at the time-saving judgment criteria = "time-saving state"), even if you win "time-saving" ("time-saving symbol 2"), it will be treated the same as a "miss". Therefore, while the "time-saving state" is active, the game state will change if you win "jackpot symbol 3" or "jackpot symbol 4" based on the second special symbol lottery, or if the first time-saving rounds are used up. Specifically, if the "Big Win Symbol 3" is won in the second special symbol lottery conducted while the "Shortened Time State" is active (when the game state at the time of determining the game state after a big win is the "Shortened Time State"), the number of first shortened time rounds is set to 116, the number of second shortened time rounds to 116, and the number of third shortened time rounds to 1, and the game transitions to the "Probability Change State" when the big win game state ends. On the other hand, if the "Big Win Symbol 4" is won in the second special symbol lottery conducted while the "Shortened Time State" is active (when the game state at the time of determining the game state after a big win is the "Shortened Time State"), the number of first shortened time rounds is set to 121, the number of second shortened time rounds to 10000, and the number of third shortened time rounds to 0, and the game transitions to the "Probability Change State" when the big win game state ends. On the other hand, if, while in "Shortened Time State," the number of times the second special symbol is displayed in a variation mode reaches the number of times the first shortened time mode is activated, the game will transition to "C Time State."
[0102] As described above, in the second special symbol lottery conducted while in the "probability variation state" (game state at the time reduction judgment criteria = "probability variation state"), even if you win a "time reduction" ("time reduction symbol 2"), it will be treated the same as a "miss". Therefore, while in the "probability variation state", the game state will change if you win a "jackpot symbol 3" or "jackpot symbol 4" based on the second special symbol lottery, if the number of probability variation rounds is used up, or if the number of first time reduction rounds is used up. Specifically, if the "Big Win Symbol 3" is won in the second special symbol lottery conducted while the "Probability Fluctuation State" is active (when the game state at the time of determining the game state after a big win is the "Probability Fluctuation State"), the number of first time-saving rounds is set to 116, the number of second time-saving rounds to 116, and the number of third time-saving rounds to 1, and the game transitions to the "Probability Fluctuation State" when the big win game state ends. On the other hand, if the "Big Win Symbol 4" is won in the second special symbol lottery conducted while the "Probability Fluctuation State" is active (when the game state at the time of determining the game state after a big win is the "Probability Fluctuation State"), the first number of time-saving rounds is set to 121, the second number of time-saving rounds to 10000, and the third number of time-saving rounds to 0, and the game transitions to the "Probability Fluctuation State" when the big win game state ends. On the other hand, if, while in "probability variation state," the number of times the second special symbol is displayed changes without winning a "jackpot," and before reaching the first time-saving round, the game will transition to "time-saving state." On the other hand, if, while in a "probability variation state," the player does not win a "jackpot," and the number of times the second special symbol is displayed changes reaches the first time reduction count before reaching the probability variation count, the player will transition to a "latent state."
[0103] As described above, in the second special symbol lottery performed while the "latent state" is active (game state at the time of the C time reduction judgment criterion = "latent state"), even if you win "time reduction" ("time reduction symbol 2"), it will be treated the same as a "miss". Therefore, while the "latent state" is active, the game state will change if you win "jackpot symbol 3" or "jackpot symbol 4" based on the second special symbol lottery, or if the number of probability changes is consumed. Specifically, if the "Big Win Symbol 3" is won in the second special symbol lottery conducted while the "Latent State" is active (when the game state at the time of determining the game state after a big win is the "Latent State"), the number of first time-saving rounds is set to 116, the number of second time-saving rounds to 116, and the number of third time-saving rounds to 1, and the game transitions to the "Probability Change State" when the big win game state ends. On the other hand, if the "Big Win Symbol 4" is won in the second special symbol lottery conducted while the "Latent State" is active (when the game state at the time of determining the game state after a big win is the "Latent State"), the number of first time-saving rounds is set to 116, the number of second time-saving rounds to 116, and the number of third time-saving rounds to 1, and the game transitions to the "Probability Change State" when the big win game state ends. On the other hand, if, while in the "latent state," the number of times the second special symbol is displayed in a variation mode reaches the number of probability variation modes without winning a "jackpot," the game will transition to the "C-Time state."
[0104] As described above, in the first special symbol lottery conducted while the "slight time reduction state" is active (game state at the time reduction judgment criterion = "slight time reduction state"), even if you win "time reduction" ("time reduction symbol 1"), it will be treated the same as a "miss". Therefore, while the "slight time reduction state" is active, the game state will change if you win "jackpot symbol 1" or "jackpot symbol 2" based on the first special symbol lottery, or if the second time reduction round is used up. Specifically, if the "Big Win Symbol 1" is won in the first special symbol lottery conducted while the "Slight Time Reduction State" is active (when the game state at the time of determining the game state after a big win is the "Slight Time Reduction State"), the first time reduction rounds are set to 100 rounds, the second time reduction rounds to 10000 rounds, and the third time reduction rounds to 0 rounds, and the game transitions to the "Time Reduction State" when the big win game state ends. On the other hand, if the "Big Win Symbol 2" is won in the first special symbol lottery conducted while the "Slight Time Reduction State" is active (when the game state at the time of determining the game state after a big win is the "Slight Time Reduction State"), the number of first time reduction rounds is set to 121, the number of second time reduction rounds to 10000, and the number of third time reduction rounds to 0, and the game transitions to the "Probability Change State" when the big win game state ends. On the other hand, if, while in the "slightly shortened time state," the number of times the first special symbol is displayed in a variation mode reaches the second time shortening mode, without winning a "jackpot," the game will transition to the "C time state."
[0105] As a result, Pachinko machine 1 can be provided with two types of RUSH states (specifically, "RUSH state A" and "RUSH state B"). The "RUSH state" is a game period that includes the "probability change state" and is a game period that is advantageous to the player. In particular, "RUSH state A" is a type of RUSH state in which, after the end of the RUSH state, the player transitions to the "C time state" (the "C time state" is granted). On the other hand, "RUSH state B" is a type of RUSH state in which, after the end of the RUSH state, the player transitions to the "slight time reduction state" (the "C time state" is not granted). As described above, the "C Time state" is more advantageous to the player than the "slightly shortened time state" because when the "shortened time symbol 1" is won, shortened time control 2 is started. Therefore, "RUSH state A" is a more advantageous type of RUSH state for the player compared to "RUSH state B".
[0106] Specifically, "RUSH State A" is started (continued) when a "jackpot" is won, which results in the "probability variation state" being generated when the time reduction control 2 is executed with the first time reduction rounds set to 116 rounds, the second time reduction rounds to 1 round, and the third time reduction rounds to 1 round. In other words, "RUSH State A" is started when the "jackpot symbol 2" (hereinafter referred to as "initial win A") is won in the first special symbol lottery executed while the "C Time state" is occurring, and it coincides with the start of the jackpot game state ("initial win A"). "RUSH State A" continues until it transitions to (degrades) the "C Time state". In other words, upon the end of the jackpot game state related to "Initial Win A," the following are set: 1st time reduction = 116, 2nd time reduction = 116, 3rd time reduction = 1, and probability variation = 120, and the "probability variation state" begins ("RUSH state A" continues). Then, if "jackpot symbol 3" or "jackpot symbol 4" (hereinafter referred to as "continuation win A") is won in the 2nd special symbol lottery performed during the occurrence of the "probability variation state," the game state at the time of the post-jackpot game state determination criteria becomes the "latent state" as the 3rd time reduction is consumed. As a result, upon the end of the jackpot game state based on "Continuous Win A," the following are set: 1st time reduction = 116, 2nd time reduction = 116, 3rd time reduction = 1, and probability variation = 120, and the "probability variation state" continues ("RUSH state A" continues). Here, in "Initial Win A" and "Continuing Win A," the number of probability variation rounds is set to be greater than the number of first time-saving rounds. In other words, the number of first time-saving rounds is set to be less than the number of probability variation rounds. In this embodiment, the number of probability variation rounds (120 rounds in this embodiment) is set to be the number obtained by adding the upper limit of the number of special symbol 2 reserves (4 in this embodiment) to the number of first time-saving rounds (116 rounds in this embodiment). In other words, the number of first time-saving rounds (116 rounds in this embodiment) is set to be the number obtained by subtracting the upper limit of the number of special symbol 2 reserves (4 in this embodiment) from the number of probability variation rounds (120 rounds in this embodiment). As a result, if the second special symbol lottery continues to be performed without winning a "jackpot" while the "probability variation state" is active, the first time reduction rounds will be consumed before the number of probability variation rounds (time reduction control 2 will stop), and the game state will transition from the "probability variation state" to the "latent state" ("RUSH state A" will continue). In this case, as described above, in this embodiment, the number of probability variation rounds (120) = the first time reduction rounds (116) + the upper limit of the number of special symbol 2 reserves ("4"). As a result, while the "latent state" is active, the second special symbol will be displayed (variation display / stop display) based on the 4 remaining special symbol 2 reserves. Here, regarding the second special symbol lottery (start determination based on the remaining reserves of special symbol 2) which is performed while the "latent state" is occurring, since the game state at the time of the C time reduction determination criterion is the "latent state", even if a "time reduction" is won, C time reduction will not be activated and time reduction control 1 will not be started. In other words, it is possible to use up the 4 [times] of the remaining reserves of special symbol 2 without activating C time reduction. On the other hand, if the second special symbol lottery (start determination based on the remaining reserves of special symbol 2) performed while the "latent state" is occurring results in a win of "jackpot symbol 3" or "jackpot symbol 4" ("continuation jackpot A"), the game state at the time of the post-jackpot game state determination criteria will be the "latent state". As a result, upon the end of the jackpot game state based on the said "continuation jackpot A", the number of first time-saving rounds = 116, the number of second time-saving rounds = 116, the number of third time-saving rounds = 1, and the number of probability-changing rounds = 120 are set, and the game state transitions from the "latent state" to the "probability-changing state" ("RUSH state A" continues). On the other hand, if the four second special symbol draws (start determination based on the remaining reserves of special symbol 2) performed during the "latent state" do not result in a "jackpot," the number of probability variation rounds is consumed by the completion of those four second special symbol draws (the special symbol high probability state ends). As a result, "RUSH state A" ends, and the game state transitions from the "latent state" to the "C time state." As a result, it becomes possible to initiate the "C Time State" upon the termination of the "RUSH State A".
[0107] In this embodiment, the C time stock effect is executed while "RUSH state A" is occurring. The C Time Stock animation is an animation that suggests that the player will transition to the "C Time state" after the end of the current RUSH state. In other words, the C Time Stock animation is an animation that suggests that the "C Time state" will be granted after the end of the current RUSH state. The C Time Stock animation consists of the display of the C Time Stock icon on the display screen 31a. The C Time Stock animation begins with the start of "RUSH State A" and continues as long as "RUSH State A" continues. The C Time Stock animation ends with the end of "RUSH State A" (when the four [times] of the second special symbol lottery (start determination based on the remaining reserves of special symbol 2) performed during the occurrence of "latent state" are not successful, the four [times] of the second special symbol lottery are completed). At this time, in the C Time Stock animation, the C Time Stock icon changes to a predetermined character upon the end of "RUSH State A," suggesting the start of "C Time State." Furthermore, the C Time Stock animation will not be performed while "RUSH State B" is active.
[0108] On the other hand, "RUSH State B" is started (continued) when a "jackpot" is won, in which the "probability variation state" is generated, with the number of first time-saving rounds set to 120, the second time-saving rounds to 10000, and the third time-saving rounds to 0, and time-saving control 2 is executed. In other words, "RUSH State B" is started when the "jackpot symbol 2" (hereinafter referred to as "first hit B") is won in the first special symbol lottery performed while the "slight time-saving state" is occurring, and it coincides with the start of the jackpot game state ("first hit B"). Also, "RUSH State B" is started when the "jackpot symbol 4" (hereinafter referred to as "first hit C") is won in the second special symbol lottery performed while the "time-saving state" is occurring, and it coincides with the start of the jackpot game state ("first hit C"). "RUSH State B" continues until it transitions to (falls from) the "slight time-saving state". In other words, upon the end of the jackpot game state related to "First Hit B" and "First Hit C", the following are set: 1st time reduction = 121, 2nd time reduction = 10000, 3rd time reduction = 0, and probability variation = 120, and the "probability variation state" begins ("RUSH state B" continues). Then, if the second special symbol lottery performed during the occurrence of the "probability variation state" results in winning "jackpot symbol 3" (hereinafter referred to as "continuation hit B") or "jackpot symbol 4" (hereinafter referred to as "continuation hit C"), the game state at the time of determining the game state after a jackpot becomes the "probability variation state" because the 3rd time reduction is not set. As a result, upon the end of the jackpot game state based on "Continuing Jackpot B," the following settings are made: 1st time reduction = 116, 2nd time reduction = 116, 3rd time reduction = 1, and probability variation = 120, and the "probability variation state" continues (transitioning (upgrading) from "RUSH state B" to "RUSH state A"). On the other hand, upon the end of the jackpot game state based on "Continuing Jackpot C," the following settings are made: 1st time reduction = 120, 2nd time reduction = 10000, 3rd time reduction = 0, and probability variation = 120, and the "probability variation state" continues ("RUSH state B" continues). Here, in "Initial Win B," "Initial Win C," and "Continuing Win C," the number of probability variation rounds is set to be less than the number of first time-saving rounds. In other words, the number of first time-saving rounds is set to be more than the number of probability variation rounds. In this embodiment, the number of probability variation rounds (120 rounds in this embodiment) is set to be the number obtained by subtracting 1 round from the number of first time-saving rounds (121 rounds in this embodiment). In other words, the number of first time-saving rounds (121 rounds in this embodiment) is set to be the number obtained by adding 1 round to the number of probability variation rounds (120 rounds in this embodiment). As a result, if the second special symbol lottery continues to be performed without winning a "big win" while the "probability variation state" is occurring, the number of probability variation rounds will be consumed before the first time-saving rounds (the special symbol high probability state will end), and the game state will transition from the "probability variation state" to the "time-saving state" ("RUSH state B" will continue). In this case, as described above, in this embodiment, the number of time-saving rounds (121) = the number of probability-changing rounds (120) + 1 round. As a result, while the "time-saving state" is occurring, the notification display of the second special symbol based on the 1 second special symbol lottery (hereinafter referred to as the "final time-saving round") is executed, the first time-saving round is consumed (time-saving control 2 is stopped), and the game state transitions from the "time-saving state" to the "normal state". Here, for the final spin of the specific time-saving mode, the game state at the time of the C time-saving mode judgment criterion is "normal state," so if "time-saving mode" is won, time-saving mode control 1 is started. In particular, the probability of winning "time-saving mode" in the second special symbol lottery is approximately 100% (specifically, 1 / 1.01). As a result, for the final spin of the specific time-saving mode, the probability of winning "time-saving mode" is high, and with the end of the stop display related to the final spin of the specific time-saving mode, "RUSH state B" ends and the probability of the game state transitioning from "normal state" to "slight time-saving state" is high. Even if the final spin of the special time-saving mode does not result in a "jackpot" or "time-saving mode," after the final spin of the special time-saving mode ends, a notification display of the second special symbol based on the remaining four special symbol 2 reserves (hereinafter referred to as "special special symbol 2 remaining reserve spins") will be executed. Here, for the four specific special symbol 2 remaining reserve fluctuations, the game state at the time of the C time reduction judgment criterion is "normal state," so if "time reduction" is won, time reduction control 1 is started. In particular, the probability of winning "time reduction" in the second special symbol lottery is approximately 100% (specifically, 1 / 1.01). As a result, for the four specific special symbol 2 remaining reserve fluctuations, the probability of winning "time reduction" is high, and upon the end of the specific special symbol 2 remaining reserve fluctuations, the probability of "RUSH state B" ending and the game state transitioning from "normal state" to "slight time reduction state" is high. As a result, upon the end of "RUSH state B," it becomes possible to transition to the "slightly shortened time state" without triggering the "C time state." Furthermore, if you win "Big Win Symbol 3" based on the final spin of a specific time-saving feature or the remaining spins of a specific special feature 2, upon the end of that big win game state, the number of first time-saving spins will be set to 116, the number of second time-saving spins to 116, the number of third time-saving spins to 1, and the number of probability-changing spins to 120, and the game state will transition from "Normal State" to "Probability-Changing State" (transitioning (upgrading) from "RUSH State B" to "RUSH State A"). On the other hand, if the "Big Win Symbol 4" is won based on the final spin of a specific time-saving feature or the remaining spins of a specific special feature 2, the number of first time-saving spins will be set to 120, the number of second time-saving spins to 10000, the number of third time-saving spins to 0, and the number of probability-changing spins to 120, and the game state will transition from "Normal State" to "Probability-Changing State" ("RUSH State B" will continue). Furthermore, if a "jackpot" or "time reduction" is not achieved during the 4th remaining spins of the specific special symbol 2, RUSH state B will end (and "C time state" will continue) upon the end of the 4th remaining spin of the specific special symbol 2.
[0109] As described above, in Pachinko Machine 1, the gameplay can be improved by providing two types of RUSH states with different levels of advantage. Furthermore, in Pachinko Machine 1, at the start of "RUSH State A," the value of the third time-saving counter is set to "1," and at the start of "RUSH State B," the value of the third time-saving counter is set to "0." As a result, if the "Big Win Symbol 4" is won in the second special symbol lottery performed while the "Probability Variation State" is occurring during "RUSH State A," the game state at the time of the post-Big Win game state determination criteria becomes "Latent State," and the number of first time-saving rounds is set to 116, the number of second time-saving rounds to 116, and the number of third time-saving rounds to 1, and "RUSH State A" continues even after the end of the Big Win game state. On the other hand, if the "jackpot symbol 4" is won in the second special symbol lottery conducted while the "probability variation state" is occurring during the occurrence of "RUSH state B", the game state at the time of determining the game state after the jackpot will be the "probability variation state", and the number of first time-saving rounds will be set to 121, the number of second time-saving rounds to 10000, and the number of third time-saving rounds to 0, and "RUSH state B" will continue even after the jackpot game state ends. Therefore, it is possible to make the type of RUSH state that occurs after the jackpot game state ends different depending on whether the "jackpot symbol 4" is won in the second special symbol lottery conducted while the "RUSH state A" is occurring or when the "jackpot symbol 4" is won in the second special symbol lottery conducted while the "RUSH state B" is occurring, thereby improving the gameplay.
[0110] (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.
[0111] In pachinko machine 1, the following control commands are set to be sent from the main control board 200 to the performance control board 300: special symbol type specification command, special symbol variation mode specification command, special symbol variation pattern specification command, special symbol stop specification command, normal symbol type specification command, normal symbol variation pattern specification command, normal symbol stop specification command, game state specification command, special symbol reserve count specification command, normal symbol reserve count specification command, opening specification command, round start specification command, round end specification command, ending specification command, V-win specification command, 1st pre-read specification command, 2nd pre-read specification command, 3rd pre-read specification command, error specification command, demo specification command, setting value specification command, etc. The special symbol type specification command is used to specify the type of special symbol that stops (one of the following types: "missing symbol", "jackpot symbol 1" to "jackpot symbol 4", and "time-saving symbol 1" to "time-saving symbol 2"). The special symbol type specification command is sent at the start of the special symbol's variation display. Here, special symbol type specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information).
[0112] 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.
[0113] The special symbol stop specification command is a command that specifies the stop display of a special symbol. The special symbol stop specification command is sent at the start of the stop display of the special symbol. Here, special symbol stop specification commands are defined for the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The Normal Symbol Type Specification command is used to specify the type of stopping symbol for the normal symbols ("Normal Symbol Winning Symbol 1" or "Normal Symbol Winning Symbol 2"). The Normal Symbol Type Specification command is sent at the start of the normal symbol variation display. The "Normal Symbol Variation Pattern Specification Command" is a command that specifies the type (variation pattern number) of the variation pattern for the normal symbol. By specifying the variation pattern number, the command specifies the variation time associated with that variation pattern number. The "Normal Symbol Stop" command is used to specify the stopping of the normal symbols. The "Normal Symbol Stop" command is sent at the start of the normal symbol stopping display. The game state specification command is a command that specifies the game state (game state offset value). Here, the "game state offset value" is information that specifies the game state. In this embodiment, the game state offset value is set to a numerical value corresponding to each combination of the value of the time-saving control flag, the value of the previous jackpot symbol flag, and the value of the spin counter after the jackpot. The game state specification command then specifies one of the game state offset values. The game state specification command is sent when the power is turned on, when the special game phase described later is changed, etc.
[0114] 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). The command to specify the number of regular symbols to be held is a command to specify the number of regular symbols to be held. In this embodiment, the command to specify the number of special symbols to be held is used to specify that the number of regular symbols to be held has increased by "1", that the number of regular symbols to be held has decreased by "1", the number of regular symbols to be held, etc. Here, "normal symbol hold count" refers to the number of normal symbol notification displays (fluctuating displays and stop displays) that are held in reserve on the normal symbol display device. In other words, the normal symbol hold count refers to the number of normal symbol game information for which the normal symbol win / loss judgment is held in reserve. The command to specify the number of regular symbols to hold is sent when the power is turned on, when game information is stored, when the display of regular symbols starts, etc.
[0115] The opening command is used to specify the start of the opening period (the start of either a minor win or a major win). The opening command specifies the type of major win state to start (the type of stopping symbols (specifically, one of the types from "Major Win Symbol 1" to "Major Win Symbol 4")). The opening command is sent at the start of the opening period (the start of the major win state). The round start command is a command that specifies the start of a round game. The round start command is sent when a round game begins. The round end command is used to specify the end of a round of gameplay. This command is sent when a round of gameplay 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.
[0116] The first pre-read specification command is a command that specifies the type of special symbol that will stop (one of the following types: "missing symbol", "jackpot symbol 1" to "jackpot symbol 4", and "time-saving symbol 1" to "time-saving symbol 2"). Here, the first pre-read specification command is defined for each of the first special symbol (special symbol 1 game information) and the second special symbol (special symbol 2 game information). The second pre-read specification command is a command that specifies the content of the 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.
[0117] 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.
[0118] 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.
[0119] 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.
[0120] (Processing performed on the main control board 200) Next, we will explain the processes executed on the main control board 200. First, I will explain the functions of the hardware configured on the main control board 200. When power is turned on to the pachinko machine 1, the random number generation circuit 203 starts the hardware random number update process. In the hardware random number update process, each time one clock signal is input from the clock generation circuit 202 (in this embodiment, every 0.083 [μs]), the values of the first loop counter to the third loop counter are updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 65535). Furthermore, in the hardware random number update process, every 32 clock cycles input from the clock generation circuit 202 (every 2.666 [μs] in this embodiment), the value of the fourth loop counter is updated by "1" within a predetermined range (in this embodiment, within the range of 0 to 10006). Then, the hardware random number update process updates the random numbers for the regular symbol draw, the jackpot random numbers for the first special symbol draw, the jackpot random numbers for the second special symbol draw, and the reach group random numbers, respectively. Note that the hardware random number update process is executed as a function of the random number generation circuit 203 (hardware) and is executed independently of the process that the CPU 210 executes based on software, which will be described later. Furthermore, when power is turned on to the pachinko machine 1, the transmission shift registers of command output ports 1 and 2 begin the control command transmission process, which sends the control commands stored in the FIFO buffer to the performance control board 300 or the payout control board 400. Note that the control command transmission process is executed as a function of command output ports 1 and 2 (hardware) and is executed independently of the process that the CPU 210 executes based on software, which will be described later.
[0121] 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. 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.
[0122] 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.
[0123] 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.
[0124] 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.
[0125] 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 normal. If it is determined that the checksum is normal (Yes), the process proceeds to step S1-9. If it is determined that the checksum is not normal (No), the process proceeds to step S1-18. Here, when both conditions of "the value of the checksum of the used area M1 calculated in step S1-7 matches the value of the checksum of the used area M1 stored in the checksum area of RAM230" and "the value of the checksum of the unused area M2 calculated in step S1-7 matches the value of the checksum of the unused area M2 stored in the checksum area" are satisfied, it is determined that the checksum is normal. On the other hand, when at least one of the conditions of "the value of the checksum of the used area M1 calculated in step S1-7 matches the value of the checksum of the used area M1 stored in the checksum area of RAM230" and "the value of the checksum of the unused area M2 calculated in step S1-7 matches the value of the checksum of the unused area M2 stored in the checksum area" is not satisfied, it is determined that the checksum is not normal.
[0126] [[ID=I7]] In step S1-9, the power-on clear target area setting process is executed, and the process proceeds to step S1-10. In the power-on clear target area setting process, as the range for clearing (initializing) the used area M1 of RAM230, other areas excluding the set value area and the game machine state flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set. [[ID=I10]]In step S1-10, it is determined whether the RAM clear switch 207 is in the on state. If it is determined that the on state has not occurred (No), the process proceeds to step S1-11. If it is determined that the on state has occurred (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 the RAM clear switch 207 is in an on state. At this time, if a value indicating that the on state has occurred is saved as the switch information, it is determined that the on state has occurred; if a value indicating that the on state has not occurred is saved, it is determined that the on state has not occurred.
[0127] In step S1-11, it is determined whether a playable state has occurred (been set). If it is determined that the playable state has occurred (Yes), the process proceeds to step S1-12; if it is determined that the playable state has not occurred (No), the process proceeds to step S1-14. <从这里开始,基于步骤S1-1中保存的RAM清除开关207的开关信息,判断RAM清除开关207是否处于开启状态。此时,如果作为开关信息保存的是表示开启状态已发生的值,则判断为开启状态已发生;如果保存的是表示开启状态未发生的值,则判断为开启状态未发生。 Here, based on the gaming machine state flag saved in the D register, it is determined whether a playable state has occurred. At this time, if the gaming machine state flag saved in the D register is a value corresponding to the playable state, it is determined that the playable state has occurred; if it is not a value corresponding to the playable state, it is determined that the playable state has not occurred.
[0128] In step S1-12, it is determined whether the setting confirmation condition is satisfied. If it is determined that the setting confirmation condition is satisfied (Yes), the process proceeds to step S1-13; if it is determined that the setting confirmation condition is not satisfied (No), the process proceeds to step S1-14. [在这里,基于D寄存器中保存的游戏机状态标志,判断是否发生了可玩状态。此时,如果D寄存器中保存的游戏机状态标志是与可玩状态对应的 值,则判断为发生了可玩状态;如果不是与可玩状态对应的 值,则判断为没有发生可玩状态。 The "setting confirmation condition" is satisfied when the playable state has occurred, and the RAM clear switch 207 is not in an on state, and the setting key switch 208 is in an on state, and the inner frame opening sensor 108 is in an 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.
[0129] 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).
[0130] 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
[0131] 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.
[0132] 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.
[0133] 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.
[0134] 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.
[0135] 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.
[0136] 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's used area M1, excluding the setting value area and the game machine status flag area, are cleared (initialized). These areas include the checksum area, backup enabled flag area, error-related area, normal game-related area 1, normal game-related area 2, and 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 particular, in the time-saving control flag area of RAM230, a value corresponding to the "C time state" (in this embodiment, "0") is set, and the values of each time-saving counter (first time-saving counter, second time-saving counter, third time-saving counter) are set to "0". In step S1-31, 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.
[0137] In step S1-32, sub-command setting processing is executed, and the process proceeds to step S1-33. In the sub-command setting processing, a power-on gaming machine state designation command for designating the current gaming machine state is stored in the sub-command output request buffer of the RAM 230. Specifically, in the sub-command setting processing, a power-on gaming machine state designation command for designating the gaming machine state flag (gaming machine state) stored in the gaming machine state flag area of the RAM 230 is stored in the sub-command output request buffer of the RAM 230. In step S1-33, sub-command group setting processing is executed, and the process proceeds to step S1-34. In the sub-command group setting processing, a sub-command group is stored in the sub-command output request buffer of the RAM 230. Here, the sub-command group includes a sub-command for designating the power-on phase, a sub-command for designating the game state (game state offset value), a sub-command for designating the firing position, a sub-command for designating the stop symbol of the first special symbol, a sub-command for designating the stop symbol of the second special symbol, a sub-command for designating the reserved number of special figure 1, a sub-command for designating the reserved number of special figure 2, a sub-command for designating the value of the time shortening counter, a sub-command for designating the set value stored in the set value area of the RAM 230, and the like.
[0138] In step S1-34, initial display time setting processing is executed, and the process proceeds to step S1-35. In the initial display time setting processing, the initial display time of the performance display device 206 is set in the initial display timer. In step S1-35, interrupt setting processing is executed, and the process proceeds to the main loop processing (step S2-1). In the interrupt setting processing, initial setting of the CTC (counter / timer circuit), which is a peripheral device, is performed. Specifically, in the interrupt setting processing, the interrupt vector register is set, and an interrupt count value (in this embodiment, 4.0 [ms]) is set in the CTC.
[0139] (Main loop processing) Next, the main loop processing executed by the CPU 210 will be described. 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.
[0140] In step S2-3, the main command analysis process is executed, and the process proceeds to step S2-4. In the main command analysis process, the main command received from the dispensing control board 400 (a control command transmitted from the dispensing control board 400 to the main control board 200) is analyzed, and processing is executed according to the analysis results. In step S2-4, the subcommand transmission process is executed, and the process proceeds to step S2-5. In the subcommand transmission process, the subcommand stored in the subcommand output request buffer of RAM230 is output to the transmission data register of output port 205 (command output port 1). As a result, the subcommands entered into the transmission data register are stored in the FIFO buffer. Then, the subcommands stored in the FIFO buffer are transmitted to the performance control board 300 in a predetermined order by the transmission shift register. In step S2-5, the interrupt enable process is executed, and the process proceeds to step S2-6. The interrupt enable process releases the interrupt disable state. As a result, the period from the execution of the interrupt enable process in step S2-5 to the execution of the interrupt disable process in step S2-1 becomes an interrupt enable period during which the execution of power outage save process, timer interrupt process, etc., is permitted. In step S2-6, the other random number update process is executed, and the process proceeds to step S2-1. In the other random number update process, the software random numbers excluding the winning symbol random numbers (specifically, the reach mode random numbers, variation pattern random numbers, etc.) are updated.
[0141] (Evacuation procedure in case of power outage) Next, we will explain the power-off backup process performed by CPU210. Figure 10 is a flowchart showing the evacuation process when the power is cut off. The main control board 200 includes a power cutoff detection circuit (not shown). The power cutoff detection circuit monitors the power supply voltage supplied from the power supply board 600 and outputs a power cutoff warning signal to the input port 204 when the power supply voltage falls below a predetermined reference value. When the CPU 210 receives a power cut-off warning signal, it starts the power cut-off save process shown in Figure 10 during the interrupt-enabled period of the main loop processing. The power cut-off save process is based on a program for controlling the progress of the game. In other words, the power cut-off save process is based on a program stored in the usage area m1 (program area) of the ROM 220. When the power outage evacuation process is initiated, the process first proceeds to step S3-1. In step S3-1, the register save process is executed, and the process proceeds to step S3-2. In the register save process, the values of the registers used during the execution of the main loop process are saved to the save area of RAM230. In step S3-2, the power cut-off warning signal reading process is executed, and the process proceeds to step S3-3. In the power cut-off warning signal reading process, the power cut-off warning signal from the power cut-off detection circuit is read. Specifically, the power cut-off warning signal reading process reads the value ("1" or "0") set in the receiving memory area corresponding to the power cut-off warning signal of input port 204. In step S3-3, based on the value read in step S3-2 (the value set in the receiving memory area corresponding to the power cut-off warning signal), it is determined whether or not a power cut-off warning signal has been input from the power cut-off detection circuit. If it is determined that a power cut-off warning signal has been input (Yes), the process proceeds to step S3-4. If it is determined that a power cut-off warning signal has not been input (No), the process proceeds to step S3-13.
[0142] In step S3-4, the output port shutdown process is executed, and the process proceeds to step S3-5. The output port shutdown process stops the output of control signals and control commands from output port 205 (output ports 0 to 4). Specifically, the output port shutdown process initializes the values of all bits in the port registers of output ports 205 (output ports 0 to 4). This stops the output of control signals and control commands from output ports 205 (output ports 0 to 4). In step S3-5, the backup enable flag setting process is executed, and the process proceeds to step S3-6. In the backup enable flag setting process, a predetermined enable value is saved in the backup enable flag area of RAM230.
[0143] 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.
[0144] 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.
[0145] 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).
[0146] (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.
[0147] 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.
[0148] 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.
[0149] In step S4-7, it is determined whether or not an abnormal condition has occurred (is set). If it is determined that no abnormal condition has occurred (No), the process proceeds to step S4-8. If it is determined that an abnormal condition has occurred (Yes), the process proceeds to step S4-19. Here, based on the game machine status flag obtained in step S4-5, it is determined whether or not an abnormal state has occurred. In this case, if the obtained game machine status flag is a value corresponding to any of the following: setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has occurred. If the obtained game machine status flag is not a value corresponding to any of the following: setting abnormal state, RAM abnormal state, and backup abnormal state, it is determined that an abnormal state has not occurred.
[0150] In step S4-8, configuration-related processing is performed, and the process proceeds to step S4-19. The configuration-related processing will be described later. In step S4-9, the timer update process is executed, and the process proceeds to step S4-10. In the timer update process, various timers are updated. Specifically, the timer update process updates the values of various timer counters (special game timer, regular game timer, security timer, etc.). In step S4-10, the initial random number update process is executed, and the process proceeds to step S4-11. The initial random number update process in step S4-10 is the same as the initial random number update process in step S2-2. Specifically, the initial random number update process updates the value of the loop counter used to generate the initial random number. In step S4-11, the winning symbol random number update process is executed, and the process proceeds to step S4-12. In the winning symbol random number update process, the value of the loop counter used to generate the winning symbol random number from the software random numbers is updated. In step S4-12, the switch management process is executed, and the process proceeds to step S4-13. The switch management process executes actions (such as obtaining various random numbers) according to the status of each switch 101, 102, 104, and 110 (whether or not an ON state is detected). The switch management process will be described later.
[0151] 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.
[0152] 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.
[0153] 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.
[0154] 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.
[0155] 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.
[0156] 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.
[0157] 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 jackpot 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 at the end of time-saving control 2), the launch position specification flag area of RAM230 is set to "0". In this embodiment, when the "C-time state," "latent state," or "slightly shortened time state" occurs, the launch position specification flag area is set to "0," and the right-hand shooting display device displays information specifying the left-side path as the path to which the game ball should be launched. On the other hand, when a "probability variation state," "time reduction state," or "jackpot game state" occurs, the launch position specification flag area is set to "1," and the right-hand shooting display device displays information specifying the right-side path as the path through which the game ball should be launched.
[0158] 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.
[0159] 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.
[0160] 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.
[0161] 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.
[0162] Next, it is determined whether the value set in the special game phase flag area of RAM230 at the time of winning specifies one of the special game phases among "state before opening the big prize slot", "state where the big prize slot is controlled to open", "state where the big prize slot is closed", and "state where the big prize slot has finished opening and is waiting". Then, if it is determined that the value set in the special game phase flag area at the time of winning specifies one of the special game phases among "state before opening the big prize slot", "state with control over opening the big prize slot", "state where the big prize slot is closed", and "state where the big prize slot has finished waiting", the value set in the special symbol determination flag area of RAM230 (the value corresponding to the type of big win 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 the big prize slot," "state of control for opening the big prize slot," "state where the big prize slot is closed effectively," and "state where the big prize slot has finished waiting," then output data b will not be set.
[0163] 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.
[0164] 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).
[0165] 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.
[0166] 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.
[0167] 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.
[0168] 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.
[0169] 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).
[0170] (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.
[0171] 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".
[0172] 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.
[0173] 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 the 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.
[0174] 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).
[0175] 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.
[0176] 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).
[0177] 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).
[0178] (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.
[0179] 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 common counter value 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.
[0180] 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).
[0181] 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.
[0182] (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.
[0183] 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.
[0184] 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.
[0185] 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.
[0186] 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).
[0187] (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.
[0188] 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.
[0189] 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 round of gameplay during the occurrence of a jackpot state until the validity period (interval time) for closing the jackpot entry point after the end of the first round of gameplay 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.
[0190] (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 process for detecting the starting ball. When the general 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.
[0191] 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 as follows, from highest priority to lowest: 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.
[0192] (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.
[0193] (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. Furthermore, the special symbol identification value setting process determines whether or not it is the right-hand play period. If it is determined that it is not the right-hand play period (i.e., it is the left-hand play period), "1" is added to the value of the right-hand play error counter. 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.
[0194] (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).
[0195] 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 spec...
Claims
[Claim 1] A means for acquiring game information that acquires first game information upon the fulfillment of the first condition and second game information upon the fulfillment of the second condition, A storage means capable of storing the second game information up to a predetermined number, A game determination means that performs a game determination based on the first game information or the second game information, When a specific result is determined by the aforementioned game judgment, a specific game state control means is provided to generate a specific game state corresponding to the winning type, A time-saving control means capable of performing time-saving control, The system includes a probability variation control means capable of executing probability variation control that increases the probability of determining the specific result through the aforementioned game judgment, The aforementioned time-saving control includes a first time-saving control and a second time-saving control that makes it easier to satisfy the second condition compared to the first time-saving control. If a predetermined result is determined by the game determination based on the first game information, and the game state at the reference time is a normal state, the time-saving control is started without the specific game state occurring; if the game state at the reference time is not a normal state, the time-saving control is not started. Based on the game determination using the second game information, the predetermined result is determined, and if the game state at the reference time is the normal state, the first time-saving control is started without the specific game state occurring. If the game state at the reference time is not the normal state, the first time-saving control is not started. In the game determination based on the second game information, the probability of determining the predetermined result is higher than the probability of determining a result other than the predetermined result. When the number of times the game judgment based on the second game information performed during the time-saving control reaches the number of time-saving counts, the time-saving control can be terminated. When the number of game judgments based on the second game information performed during the probability variation control reaches the number of probability variation rounds, it is possible to terminate the probability variation control. The aforementioned winning categories include specific winning categories. When the aforementioned specific winning type is determined, it is possible to set a first predetermined number of times as the number of times the probability variation is performed and start the probability variation control, and to set a second predetermined number of times as the number of times the time reduction is performed and start the time reduction control. The gaming machine is characterized in that the first predetermined number of times is the number obtained by adding the predetermined number to the second predetermined number of times.
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