Gaming machine

The gaming machine addresses visibility and security issues by integrating a light-emitting display and sealed circuit board design, improving anti-fraud measures through enhanced component visibility and security.

JP7872985B2Active Publication Date: 2026-06-11SOPHIA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2022-06-28
Publication Date
2026-06-11

AI Technical Summary

Technical Problem

The existing gaming machines face issues with impaired visibility due to administrative number labels, which can compromise anti-fraud measures.

Method used

The gaming machine incorporates a light-emitting display component and a circuit board design with integrated seals and connectors, allowing for enhanced visibility of components while maintaining security through a crimped state sealing mechanism.

Benefits of technology

This configuration enables more effective anti-fraud measures by ensuring clear visibility of components and information, thereby enhancing security and functionality.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of providing countermeasures against fraudulence more surely.SOLUTION: A setting key 127 is offset in a right direction (one side in a horizontal direction) relative to a first seal 630 and a second seal 640, and is disposed in a right side of a game control board 600. Accordingly, in a game machine, visibility of the first seal 630 and the second seal 640 can be secured even when the setting key 127 is operated. Since an attendant of a game parlor often operates the setting key 127 by inserting one key from a bundle of keys, the bundle of keys suspended in a lower side of the setting key 127 is disposed in a position not interfering with visibility of the first seal 630 and the second seal 640. The game machine reduces opportunities for damaging the first seal 630 and the second seal 640 by contact with the bundle of suspended keys by such an arrangement.SELECTED DRAWING: Figure 37
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Description

Technical Field

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

Background Art

[0002] There is a gaming machine that attaches an administrative number label to the surface of a substrate box.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the proposed gaming machine, the label may impair the visibility of the substrate and make anti-fraud measures vulnerable. On one hand, the present invention provides a gaming machine that can more surely take anti-fraud measures.

Means for Solving the Problems

[0005] To achieve the above object, a gaming machine as shown below is provided. The gaming machine includes components including a predetermined integrated circuit and a light-emitting display component capable of emitting light and displaying required information, and The designated connector andThe device includes a circuit board on which components are mounted, a housing case that encloses the circuit board between a first member and a second member, making the components visible from the front of the circuit board, a first seal affixed to a first position on the housing case, a second seal affixed to a second position on the housing case that does not overlap with the first position, a crimping portion that allows switching between a crimped state in which the first member and the second member are crimped and an uncrimped state in which the crimped state is released, leaving a trace, and a sealing seal that seals the housing case in the crimped state. The first seal makes the components visible through the first seal with a first level of visibility from the front of the circuit board. The second seal makes the components visible through the second seal with a second level of visibility that is inferior to the first level of visibility from the front of the circuit board. The light-emitting display component is mounted in a position close to the second seal but not overlapping with the first and second seals from the front of the circuit board, making the required information observable. The components include a microcomputer for gaming. The circuit board is A predetermined connector is mounted in a position that faces the outside of the housing case through an opening provided in the housing case. The game microcomputer is mounted in a position where it does not overlap with the first and second seals when viewed from the front of the circuit board, At the positions overlapping with the first seal and at the positions overlapping with the second seal, The height on the circuit board is greater than that of a game microcomputer. low Component mounting The light-emitting display component is mounted in a position close to the designated connector and the second seal, while eliminating any overlap. . [Effects of the Invention]

[0006] According to one embodiment, anti-fraud measures can be more effectively implemented in gaming machines. [Brief explanation of the drawing]

[0007] [Figure 1] This is a perspective view showing an example of a gaming machine according to the first embodiment. [Figure 2] This is a front view showing an example of a game board according to the first embodiment. [Figure 3] This is a block diagram showing an example of a control system for a gaming machine according to the first embodiment. [Figure 4] This is a block diagram showing an example of the configuration of the performance control device according to the first embodiment. [Figure 5] This figure shows an example of a batch display device according to the first embodiment. [Figure 6]This is a diagram (part 1) showing the flowchart of the main process in the first embodiment. [Figure 7] This is a diagram (part 2) showing the flowchart of the main process in the first embodiment. [Figure 8] This is a diagram (part 3) showing the flowchart of the main process in the first embodiment. [Figure 9] This is a diagram (part 4) showing the flowchart of the main process in the first embodiment. [Figure 10] This is Figure (No. 5) showing the flowchart of the main process in the first embodiment. [Figure 11] This figure shows a flowchart of the timer interrupt processing in the first embodiment. [Figure 12] This figure shows a flowchart of the main processing in the performance control device of the first embodiment. [Figure 13] This figure shows an example of an object type table according to the presence or absence of shading in the first embodiment. [Figure 14] This figure shows an example of the object's appearance depending on the presence or absence of shading in the first embodiment. [Figure 15] This figure shows an example of the relationship between shading density and superposition order in the first embodiment. [Figure 16] This figure shows an example (part 1) of object display in the first embodiment. [Figure 17] This figure shows an example (part 2) of object display in the first embodiment. [Figure 18] This figure shows an example (part 3) of object display in the first embodiment. [Figure 19] This figure shows an example of the relationship between the layer configuration of the first embodiment and the shadow density of the shadowed object. [Figure 20] This figure shows an example of the relationship between the superposition order and shadow density of shadowed objects in a single layer according to the first embodiment. [Figure 21] This figure shows an example of the relationship between the superposition order and shadow density of shadowed objects in multiple layers in the first embodiment. [Figure 22]It is a diagram showing an example of parameter setting for each display object in the first embodiment. [Figure 23] It is a diagram showing an example of a flowchart of the shading density determination process in the first embodiment. [Figure 24] It is a diagram showing an example of extraction of the object to be shaded density set in the first embodiment. [Figure 25] It is a diagram (part 1) showing an example of shading density setting for the object to be shaded density set in the first embodiment. [Figure 26] It is a diagram (part 2) showing an example of shading density setting for the object to be shaded density set in the first embodiment. [Figure 27] It is a diagram showing an example of shading density adjustment for each gaming state of the object to be shaded density set in the first embodiment. [Figure 28] It is a diagram showing an example of shading density adjustment by relative density change for each variable display state of the object to be shaded density set in the first embodiment. [Figure 29] It is a diagram showing an example of shading density adjustment for each hold display state of the object to be shaded density set in the first embodiment. [Figure 30] It is a diagram showing an example of shading density adjustment for each accessory operation state of the object to be shaded density set in the first embodiment. [Figure 31] It is a diagram (part 1) showing an example of density adjustment by relative density change between the shaded area and the bright area of the object to be shaded density set in the first embodiment. [Figure 32] It is a diagram (part 2) showing an example of density adjustment by relative density change between the shaded area and the bright area of the object to be shaded density set in the first embodiment. [Figure 33] It is a diagram showing an example of shaded area display (part 1) of the decorative symbol (object to be shaded density set) in the first embodiment. [Figure 34] It is a diagram showing an example of shaded area display (part 2) of the decorative symbol (object to be shaded density set) in the first embodiment. [Figure 35] It is a diagram showing an example of shaded position contradiction for each object in the first embodiment. [Figure 36] It is a perspective view showing an example of a gaming machine in the second embodiment. [Figure 37] This figure shows an example of an overview of the game control device of the second embodiment. [Figure 38] This figure shows an example of the first seal of the game control device according to the second embodiment. [Figure 39] This figure shows an example of a second seal of the game control device according to the second embodiment. [Figure 40] This figure shows an example of a sealing seal for a game control device according to the second embodiment. [Figure 41] This figure shows an example of an overview of the dispensing control device of the second embodiment. [Figure 42] This figure shows an example of the first seal of the dispensing control device of the second embodiment. [Figure 43] This figure shows an example of a second seal of the dispensing control device of the second embodiment. [Figure 44] This figure shows an example of the relationship between the first seal, the second seal, and the mounted components of the game control device according to the second embodiment. [Figure 45] This figure shows an example of the five-way visibility of the first seal of the game control device of the second embodiment. [Figure 46] This figure shows an example of the five-way visibility of the second seal of the game control device of the second embodiment. [Figure 47] This figure shows an example of the structure of an upper member that enhances the ease of lateral inspection of the second seal of the game control device of the second embodiment. [Figure 48] This figure shows an example of the side-view viewpoint guidance function of the second seal of the game control device of the second embodiment. [Figure 49] This figure shows an example of the game performance of the third embodiment. [Figure 50] This figure shows an example of a game state transition in the third embodiment. [Figure 51] This figure shows an example of symbols corresponding to the result modes of the games in Figure 1 and Figure 2 of the third embodiment. [Figure 52] This figure shows an example of a decorative pattern display corresponding to the result embodiment of the third embodiment. [Modes for carrying out the invention]

[0008] The embodiments will be described in detail below with reference to the drawings. [First Embodiment] First, the first embodiment will be described based on the drawings. Figure 1 is a perspective view showing an example of a gaming machine according to the first embodiment.

[0009] The gaming machine 10 of the first embodiment includes a front frame 12, which is assembled to the outer frame (support frame) 11 so as to be able to open and close and rotate with the left side as the pivot side and the right side as the open side when viewed from the front. The game board 30 (see Figure 2) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the game board 30 is attached to the front frame (main frame) 12.

[0010] Furthermore, the left and right sides of the glass frame 15 are equipped with frame decoration devices 18 that contain lamps or LEDs (Light Emitting Diodes) for decoration, presentation, and notification of abnormalities (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (flash) in an abnormality notification color (for example, red)), as well as speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sound (for example, sound effects). Additionally, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are provided at the bottom of the front frame 12. When an abnormality occurs, the details of the abnormality are announced by voice from the speakers 19. It is also possible to provide lamps for dispensing abnormality notification at predetermined locations on the glass frame 15.

[0011] Furthermore, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 for supplying game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls dispensed from a payout unit located on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, and an operating section 24 for the ball launching device. The lower tray 23 is also provided with a ball release lever 23a for removing game balls from the lower tray 23 to the outside of the gaming machine.

[0012] Furthermore, the upper edge of the upper tray 21 is provided with an effect button 25 used for intervention operations on game effects. The effect button 25 functions as an effect operation reception unit that accepts intervention operations on game effects, and also functions as an effect unit that can produce effects in the required manner (for example, lighting patterns, vibration patterns, protrusion patterns, etc.). In addition, the left edge of the upper tray 21 is provided with an option setting unit 29 for players to set various options. The option setting unit 29 is provided with a cross cursor switch that can accept input operations in four directions, a central switch in the center of the cross cursor switch that can accept confirmation operations, etc., and two auxiliary switches on the periphery of the cross cursor switch that are used for volume control, etc. Furthermore, the lower right side of the front frame 12 is provided with a keyhole 26 for inserting a key to open or lock the front frame 12 and the glass frame 15.

[0013] Furthermore, the gaming machine 10 can perform effects that involve the player's actions based on the player's actions received from the effect button switch 25a (see Figure 4), which detects the operation (for example, pressing) of the effect button 25 (push button). For example, an effect that involves the player's actions is an effect in the variable display game (decorative special symbol variable display game) on the display device (variable display device) 41 (see Figure 2). The gaming machine 10 can operate the characters displayed on the display device 41 or stop the identification information in the decorative special symbol variable display game displayed on the display device 41. In addition to the effect button 25, one or more of the switches (cross cursor switch, center switch, accessory switch) of the option setting unit 29 may also be used for such player action intervention. In Figure 4, which will be described later, each switch of the option setting unit 29 is collectively represented as setting switch 29n.

[0014] Furthermore, to the right of the performance button 25, there is a ball dispensing button 27 for players to operate when receiving balls from an adjacent ball dispensing machine, a dispensing button 28 for players to dispense a prepaid card from the card unit of the ball dispensing machine, and a balance display unit (not shown) for displaying the balance of the prepaid card. In this first embodiment of the gaming machine 10, the player rotates the operation unit 24, causing the ball launching device to launch game balls supplied from the upper tray 21 toward the game area 32 (see Figure 2) on the front of the game board 30. In addition, the player can operate one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting unit 29 to set, for example, the volume of sound emitted from the speaker 19 or the brightness of the game board 30.

[0015] Next, the game board 30 will be described using Figure 2. Figure 2 is a front view showing an example of the game board of the first embodiment. A roughly circular game area 32 is formed on the surface of the game board 30, surrounded by guide rails 31. The game area 32 is surrounded by resin side cases 33 and guide rails 31, each provided at one of the four corners of the game board 30. A center case (game performance component) 40 equipped with a display device (variable display device) 41 is positioned approximately in the center of the game area 32. The display device 41 is mounted in a recess provided in the center case 40, at a position set back from the front of the center case 40. In other words, the center case 40 surrounds the display area of ​​the display device 41 and protrudes forward from the display surface of the display device 41, making it difficult for game balls to fly in from the surrounding game area 32.

[0016] The display device 41 is composed of a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may also be composed of other display devices, such as a device having a dot matrix display screen using LEDs, or a combination of two or more display devices. The display area of ​​the display screen displays multiple identification information (special symbols), characters that enhance the special symbol variation display game, and background images that enhance the performance effects, all of which are related to the game. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, and a decorative special symbol variation display game corresponding to the special symbol variation display game is performed. The display screen also displays images for performances based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).

[0017] Furthermore, the top of the center case 40 is equipped with a game board display device 44 that performs game-related effects through its operation. This game board display device 44 can be operated from the state shown in Figure 2 toward the center of the display device 41.

[0018] In the game area 32, a regular symbol start gate (regular symbol start gate) 34 is provided on the lower right side of the center case 40, which gives the conditions for starting the regular symbol variation display game. Game balls that enter the regular symbol start gate 34 (game balls that pass through the regular symbol start gate 34) are detected by the gate switch 34a (see Figure 3).

[0019] Furthermore, a general prize entry opening 35 is located on the lower left side of the center case 40 in the game area 32, and another general prize entry opening 35 is located on the lower right side of the center case 40, to the right of the special variable prize entry device 95, which will be described later. Game balls that enter these general prize entry openings 35 are detected by the prize entry switch 35a (see Figure 3).

[0020] Furthermore, below the center case 40 in the game area 32, there is a start entry point 36 (start entry point 1) which forms the first start entry point (start entry area) that provides the conditions for starting the first special symbol variation display game (special symbol 1 variation display game). Game balls that enter the start entry point 36 are detected by the start entry point 1 switch 36a (see Figure 3).

[0021] Furthermore, below the starting prize entry opening 36, there is an out opening 30a for collecting game balls that did not enter the prize entry openings, etc. Furthermore, below the center case 40 and to the left of the regular starting gate 34, a regular variation prize device 37 (second starting prize opening, starting prize area) is provided, which gives the starting conditions for the second special variation display game (special variation 2 display game). The regular variation prize device 37 (starting opening 2) has a movable member 37b at the position that becomes the inflow portion. The movable member 37b is made to slide in the front-rear direction by a regular solenoid 37c (see Figure 3) to change between a blocking state that prevents game balls from flowing into the inflow portion and an allowing state that moves backward to allow game balls to flow into the inflow portion. The movable member 37b normally maintains a closed state (a state unfavorable to the player). When the result of the regular variation display game becomes a predetermined stop display pattern, it is made to change to an open state (a state favorable to the player). Game balls that enter the normal variable prize winning device 37 are detected by the start port 2 switch 37a (see Figure 3). It is also possible to make it possible to win prizes even when the normal variable prize winning device 37 is closed, and to make it more difficult to win prizes when it is closed than when it is open. The normal variable prize winning device 37 corresponds to a normal electric prize mechanism (ordinary electric).

[0022] Furthermore, a special variable prize winning device (large prize opening 1) 38 is provided on the right side of the center case 40 in the game area 32, which can be converted between a state where it does not accept game balls and a state where it easily accepts them, depending on the result of the special variable display game (special variable display game 1 and special variable display game 2). The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the result of the special variable display game as an auxiliary game, the opening / closing member 38c closes the large prize opening, and the device converts from a closed state (a blocked state unfavorable to the player) to an open state (a state favorable to the player) where the opening / closing member 38c retracts and allows game balls flowing down the game area 32 to be accepted. In other words, the special variable prize winning device 38 is equipped with a large prize winning opening (large prize winning opening 1) that is opened and closed by an opening / closing member 38c driven by a large prize winning opening 1 solenoid 38b (see Figure 3) which acts as a drive device. During the jackpot game state (special game state) resulting from the variable display game in Special Figure 1 and the variable display game in Special Figure 2, and during the jackpot game state (special game state) resulting from winning in a specific area 96 described later, the large prize winning opening is changed from a closed state to an open state to facilitate the flow of game balls into the large prize winning opening and to award the player a predetermined game value (prize balls). A large prize winning opening switch (count switch) 38a (see Figure 3) is provided inside the large prize winning opening (winning area) as a detection means for detecting game balls that have entered the large prize winning opening.

[0023] Furthermore, a special variable prize winning device (large prize opening 2) 95 is provided on the lower right side of the center case 40 in the game area 32, which can be converted between a state where it does not accept game balls and a state where it easily accepts them, depending on the result of the special variable display game (special variable display game 1 and special variable display game 2). The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the result of the special variable display game as an auxiliary game, the opening / closing member 95c closes the large prize opening, and the device converts from a closed state (a blocked state unfavorable to the player) to an open state (a state favorable to the player) where the opening / closing member 95c retracts and allows game balls flowing down the game area 32 to be accepted. In other words, the special variable prize winning device 95 is equipped with a large prize winning opening (large prize winning opening 2) that is opened and closed by an opening / closing member 95c driven by a large prize winning opening 2 solenoid 95b (see Figure 3) which acts as a drive device. During the small win game state resulting from the variable display game in Special Figure 1 and the variable display game in Special Figure 2, the large prize winning opening is changed from a closed state to an open state to facilitate the flow of game balls into the large prize winning opening and to award the player a predetermined game value (prize balls). A large prize winning opening switch (count switch) 38a (see Figure 3) is provided inside the large prize winning opening (prize winning area) as a detection means for detecting game balls that have entered the large prize winning opening.

[0024] Furthermore, the special variable prize winning device 95 is equipped with a V-channel that guides the game ball that has entered the prize winning opening to a specific area 96. The special variable prize winning device 95 is equipped with a specific area switch 38e (see Figure 3) that detects the game ball that has flowed into the specific area 96. The detection of the game ball by the specific area switch 38e (entry into the specific area 96) is one of the conditions for generating a jackpot game state (special game state) that changes the special variable prize winning device (large prize winning opening 1) 38 from a closed state to an open state.

[0025] Furthermore, although the center case 40 does not have a warp channel, it may be provided with one. For example, a warp opening (warp entrance) may be provided on the left side of the center case 40, and the game balls that flow into the warp channel from the warp opening may roll on the stage inside the center case 40, and some of them may be guided to the warp exit. In that case, the warp exit may be positioned directly above the starting prize entry opening 36 to make it easier for the game balls guided to the warp exit to enter the starting prize entry opening 36.

[0026] In the first embodiment of the gaming machine 10, the area to the left of the center case 40 within the game area 32 through which the game balls flow is designated as the left-side game area, and the area to the right of the center case 40 is designated as the right-side game area. By adjusting the launch force, the player can aim to hit the game ball into the left-side game area (so-called left-handed shot) to win prizes in the starting prize slot 36 or the general prize slot 35 (located in the left-side game area), and by shooting the game ball into the right-side game area (so-called right-handed shot), the player can aim to win prizes in the normal starting gate 34, the normal variable prize slot 37, the special variable prize slots 38, 95, and the general prize slot 35 (located in the right-side game area).

[0027] Furthermore, outside the game area 32 (in this case, the lower right of the game board 30), there is a unified display device 50 that displays the first special symbol variation display game, the second special symbol variation display game, and the regular symbol variation display game triggered by winning at the regular symbol start gate 34, as well as various other information.

[0028] The integrated display device 50 includes a round display unit 51 composed of LEDs, a special figure 1 hold display unit 52, a special figure 1 pattern display unit 53, a special figure 2 pattern display unit 54, a regular pattern display unit 55, a regular pattern hold display unit 56, and a status display unit 57 (see Figure 5). Details of the integrated display device 50 will be described later.

[0029] The gaming machine 10 is equipped with a right-hand play guidance display device 91c located to the right of the special variable prize winning device (large prize winning opening 1) 38. The right-hand play guidance display device 91c lights up when guiding the player to play to the right, and turns off in other situations. The right-hand play guidance display device 91c is included in the board decoration device 46.

[0030] The gaming machine 10 is equipped with a special symbol game variation display status display device 98 located in the lower right of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game using the left LED and displays the variation display status of the special symbol 2 variation display game using the right LED. For example, the special symbol game variation display status display device 98 indicates the symbol stop state of the special symbol variation display game by lighting up and indicates the symbol variation state of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.

[0031] The gaming machine 10 is equipped with a regular figure fluctuation display device 93 and a regular figure hold display device 94 on the right side of the center case 40 in the gaming area 32. The regular figure fluctuation display device 93 consists of two LEDs and indicates the fluctuation display state of the regular figure game by alternating flashing, and indicates the fluctuation display result of the regular figure game by combinations of lighting or extinguishing. The regular figure hold display device 94 also consists of two LEDs and indicates the number of regular figure holds from 0 to 4 by combinations of extinguishing, lighting, and flashing. The regular figure fluctuation display device 93 and the regular figure hold display device 94 are included in the board decoration device 46.

[0032] Next, the control system for the gaming machine will be explained using Figure 3. Figure 3 is a block diagram showing an example of the control system for the gaming machine according to the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that comprehensively controls the game, and consists of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input section 120 having input ports, an output section 130 having output ports and drivers, and a data bus 140 connecting the CPU section 110, the input section 120, and the output section 130.

[0033] The CPU unit 110 includes a game microcontroller 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the operating clock of the game microcontroller 111, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are made operational by being supplied with a predetermined level of DC voltage such as DC 32V, DC 12V, DC 5V, etc., generated by the power supply device 400.

[0034] The power supply unit 400 includes a normal power supply unit 410 which has an AC (Alternating Current)-DC converter that generates the DC32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower DC voltages such as DC12V and DC5V from a DC32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM (Random Access Memory) inside the gaming microcontroller 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0035] In the first embodiment, the power supply unit 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generation unit 430 may be configured to be on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a circuit board separate from the power supply unit 400 or the main circuit board, as in the first embodiment, it is possible to reduce costs by excluding them from replacement.

[0036] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game control device 100's game microcomputer 111 (especially the built-in RAM), so that data stored in the RAM is retained even during a power outage or after a power interruption. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, changing the power outage monitoring signal and outputting a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.

[0037] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the game microcontroller 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0038] Furthermore, the game control device 100 is equipped with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects when pressed. The setting key switch 127 allows switching between an ON state and an OFF state by inserting a setting key. The game control device 100 can change settings related to game performance, and the settings stored in RAM are retained even during a power outage or after the power is cut off. For example, the game control device 100 can change the winning probability of the special figure 1 variable display game and the special figure 2 variable display game according to six settings.

[0039] The game control device 100 transitions to a setting change mode when power is turned on with the setting key switch 127 ON and the RAM initialization switch 112 ON, allowing the settings of the game machine 10 to be changed. For example, in the setting change mode, the game control device 100 displays the setting on the probability setting value display device 136 and allows cyclic changes from setting 1 to setting 6 by detecting a press operation of the setting value change switch 126. The probability setting value display device 136 is a display device capable of displaying setting values, and is, for example, a single-digit 7-segment LED mounted on a circuit board.

[0040] Furthermore, when the game control device 100 is powered on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, it transitions to a setting confirmation mode in which the settings of the game machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting details on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be checked by the manager of the game hall, but not by the players.

[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.

[0042] ROM111B non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.), while RAM111C is used as a work area for CPU111A or as a storage area for various signals and random values ​​during game control. Electrically rewritable non-volatile memory such as EEPROM (Electrically Erasable Programmable ROM) may be used as either ROM111B or RAM111C.

[0043] Furthermore, ROM111B stores a variation pattern table for determining variation patterns (variation modes) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111A to determine the variation pattern by referring to variation pattern random number 1, variation pattern random number 2, and variation pattern random number 3, which are stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. In addition, these pattern tables include tables for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as the second half variation group table and the second half variation pattern selection table), and tables for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as the first half variation group table and the first half variation pattern selection table).

[0044] Here, "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device whose display state can change, and in which the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result pattern, the game state becomes a game state (special game state) that is advantageous to the player, at a stage in which some of the multiple display results have not yet been derived and displayed, but the display results that have already been derived and displayed satisfy the conditions for becoming a special result pattern. In other words, the reach state refers to a display pattern that, even at the stage in which the variable display control of the display device has progressed and reached the stage before the display results are derived and displayed, does not deviate from the display conditions for becoming a special result pattern. For example, a state in which variable display is performed by multiple variable display areas while maintaining a state in which the special result patterns are aligned (a so-called full rotation reach) is also included in the reach state. Furthermore, "reach state" refers to a display state at the point when the display control of the display device has progressed to the stage before the display result is derived and displayed, and in which at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfies the conditions for a special result pattern.

[0045] Therefore, for example, if a decorative special feature variation display game displayed on a display device in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, and center to display the result, then the state in which the variation display stops in the left and right variation display areas when the conditions for a special result are met (for example, the same identification information) is considered a "reach" state. Alternatively, at the point when the variation display of all variation display areas is temporarily stopped, the state in which the conditions for a special result are met in any two of the left, center, and right variation display areas (for example, when the same identification information is used, excluding the special result) is considered a "reach" state, and the remaining variation display area is then made to display variations from this "reach" state.

[0046] Furthermore, this reach state includes multiple reach animations, and the reach animations that have different probabilities of leading to special outcome patterns (different expected values) are set as Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected value increases in the order of "No Reach" < "Normal Reach" < "Special 1 Reach" < "Special 2 Reach" < "Special 3 Reach" < "Premium Reach". In addition, this reach state is included in the display patterns when a special outcome pattern is led to in the special symbol variation display game (when a jackpot is achieved). That is, it may also be included in the display patterns when it is determined that a special outcome pattern is not led to in the special symbol variation display game (when a loss is achieved). Therefore, a state in which a reach state occurs has a higher probability of resulting in a jackpot compared to a state in which a reach state does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. Although not shown in the figures, the game microcomputer 111 includes a random number generation circuit for generating jackpot random numbers to determine wins in special feature variable display games, jackpot symbol random numbers to determine jackpot symbols, variation pattern random numbers to determine variation patterns in special feature variable display games (including the execution time of variation display games in various reach and non-reach variation displays, etc.), and win random numbers to determine wins in regular feature variable display games. It also includes a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds (ms)) for the CPU 111A and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] Furthermore, in processing related to the special feature variation display game, the CPU 111A obtains one of several variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and obtains one of several variation pattern tables based on the game result of the special feature variation display game (win (big win or small win) or loss), the probability state of the special feature variation display game as the current game state (normal probability state or high probability state), the operating state of the normal variation prize device 37 as the current game state (time-saving operation state), the number of starts stored, etc. Here, the CPU 111A acts as a variation distribution information acquisition means that obtains one of several variation pattern tables stored in the ROM 111B when executing the special feature variation display game.

[0049] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor of the payout unit installed in the gaming machine 10 to pay out prize balls according to the prize ball payout command (commands or data) from the gaming control device 100. In addition, the payout control device 200 controls the payout motor of the payout unit to pay out the dispensed balls based on the ball request signal from the card unit of the ball dispenser attached to the gaming machine 10.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start prize gate 36, the start gate 2 switch 37a in the normal variable prize gate 37, the gate switch 34a in the normal start gate 34, the prize gate switch 35a, the large prize gate switch 38a of the special variable prize gates 38 and 95, and the specific area switch 38e of the special variable prize gate 95. An interface chip (proximity I / F) 121 is provided that receives negative logic signals, such as a high level of 11V and a low level of 7V, supplied from these switches and converts them into positive logic signals of 0V-5V. The detection signal from the panel radio wave sensor 62, which detects the emission of radio waves to the gaming machine 10, is also input to this proximity I / F 121. Furthermore, the proximity interface 121 has an input range of 7V-11V, which allows it to detect abnormal conditions such as improper short circuits in the sensor or proximity switch leads, disconnections from the connector, or severed leads causing floating, and it is configured to output an abnormality detection signal.

[0051] Regarding the prize entry switch 35a, although it is shown as a single block in Figure 3, in reality, multiple (n) prize entry switches 35a (3 in this embodiment) are provided on the game board 30, and the signals from each are input to the proximity interface 121 via different signal lines. Also, although the large prize entry switch 38a is shown as a single block in Figure 3, in reality, multiple (x) large prize entry switches 38a (3 in this embodiment) are provided on the game board 30. These multiple large prize entry switches 38a are connected via different signal lines, or they are connected to the game control device 100 (main board) via a wired OR method on an intermediate board (not shown) located between the switches and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61, which will be described later, may also be connected via multiple different signal lines, or they may be connected to the game control device 100 via a wired OR method.

[0052] The output of the proximity interface 121 is supplied to the second input port 123 or the third input port 124 and read by the game microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals for the start gate 1 switch 36a, start gate 2 switch 37a, gate switch 34a, prize gate switch 35a, big prize gate switch 38a, and specific area switch 38e are input to the second input port 123. Note that although the signal outputs of the start gate switches, start gate 1 switch 36a and start gate 2 switch 37a (outputs from the proximity interface 121), are shown as one signal line in Figure 3, there are actually two.

[0053] Furthermore, among the outputs of the proximity interface 121, the detection signal from the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the third input port 124. In addition, the third input port 124 receives the detection signal from the magnetic sensor 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10, the detection signal from the glass frame open detection switch 63, which is provided on the glass frame 15 of the gaming machine 10, the detection signal from the main frame open detection switch 64, which is provided on the front frame (main frame) 12 of the gaming machine 10, the detection signal from the setting value change switch 126, the detection signal from the setting key switch 127, and the touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).

[0054] Furthermore, of the outputs of the proximity interface 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, of the outputs of the proximity interface 121, the detection signals from the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcontroller 111 in addition to the second input port 123.

[0055] As described above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.

[0056] The data held by the second input port 123 can be read by the gaming microcontroller 111, which decodes the address assigned to the second input port 123 and asserts (changes to the enabled level) the chip enable signal CE (Chip Enable), which is not shown in the diagram. The same applies to the third input port 124 and the first input port 122, which will be described later.

[0057] Furthermore, the input unit 120 is provided with a first input port 122 that receives the detection signal from the RAM initialization switch 112, the frame radio wave malfunction signal from the payout control device 200 (a signal output based on the detection of radio waves by the frame radio wave sensor provided on the front frame 12), the payout busy signal (a signal indicating whether or not the payout control device 200 is in a state where it can accept commands), the payout abnormal status signal (a status signal indicating a payout abnormality), the shoot ball out switch signal (a signal indicating a shortage of game balls before payout), the overflow switch signal (a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (it has become full)), and the out ball detection switch signal (a signal output when an out ball is detected), and supplies them to the game microcomputer 111 via the data bus 140.

[0058] The out-ball detection switch signal is a signal output from the out-sensor (not shown) each time the out-sensor detects one out-ball from the gaming machine 10. For example, the out-ball detection switch signal is provided in the discharge channel (not shown) between the discharge port (not shown) that discharges game balls (out-balls) from the gaming machine 10 and the out-port 30a. The out-ball detection switch signal is used to calculate the game performance (e.g., base) per predetermined operation (e.g., 60,000 out-balls), and the calculated game performance is displayed on the performance display device 135. The out-ball detection switch signal may also be input to the performance control device 300. In that case, the out-ball detection switch signal may be used to determine the operating status, which serves as a trigger for switching to game performances or the customer waiting screen display. For example, the performance display device 135 is a 4-digit 7-segment LED that can display game performance in decimal or hexadecimal.

[0059] Furthermore, the gaming machine 10 may be equipped with a vibration sensor switch for detecting vibrations, and the detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] Furthermore, the game control device 100 is equipped with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the game microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply unit 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the game microcontroller 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the game microcontroller 111 that can receive external signals.

[0061] On the other hand, the reset signal RESET, which has been denoised by the Schmidt buffer 125, is directly input to the reset terminal provided on the gaming microcontroller 111 and is also supplied to each port of the output unit 130. Furthermore, the reset signal RESET is configured to be output directly to the relay board 70 without going through the output unit 130, thereby turning off the test firing signals held in the ports of the relay board 70 (not shown) for output to the test firing device. Alternatively, the reset signal RESET may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. This is because the data set on each port of the output unit 130 by the gaming microcontroller 111 immediately before the reset signal RESET is received needs to be reset to prevent system malfunction, but the data read by the gaming microcontroller 111 from each port of the input unit 120 immediately before the reset signal RESET is received is discarded by the reset of the gaming microcontroller 111.

[0062] The output unit 130 is provided with a Schmidt buffer 132 located on the communication path from the game microcontroller 111 to the performance control device 300 and on the communication path from the game microcontroller 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. The serial communication from the game control device 100 to the performance control device 300 and the payout control device 200 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100.

[0063] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data such as special symbol information for the variable display game and signals indicating the probability state of a jackpot to a test firing device of a certified organization (not shown) via the relay board 70. This buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as a mass-produced product. Note that detection signals for switches that do not require processing, such as the start switch output from the proximity I / F 121, are supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0064] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61 and the panel radio wave sensor 62, are first taken up by the gaming microcontroller 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay. The relay board 70 is provided with ports that take up signals output from the buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit signal lines of switch detection signals that do not go through the buffer. Chip enable signals CE (not shown) output from the gaming microcontroller 111 are also supplied to the ports on the relay board 70, and the signals of the ports selected and controlled by this chip enable signal CE are supplied to the test firing device.

[0065] Furthermore, the output unit 130 is provided with a first output port 134a connected to the data bus 140 for outputting opening and closing data for the large prize opening 1 solenoid 38b which opens and closes the opening and closing member 38c of the special variable prize winning device 38 (large prize opening 1), opening and closing data for the large prize opening 2 solenoid 95b which opens and closes the opening and closing member 95c of the special variable prize winning device 95 (large prize opening 2), opening and closing data for the ordinary electric solenoid 37c which opens and closes the movable member 37b of the ordinary variable prize winning device 37, and display data for the performance display device 135.

[0066] Furthermore, the output unit 130 is provided with a second output port 134b for outputting display data from the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 134d for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.

[0067] Furthermore, the output unit 130 is provided with a fifth output port 134e for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay and can be connected to an external device installed in a gaming parlor (such as an information collection terminal or an internal management device (hall computer)), allowing information related to the gaming machine 10 to be supplied to the external device via the photorelay. Some of the information supplied to the external device is output from the fourth output port 134d. In addition, a launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmidt buffer 132.

[0068] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals from the large prize solenoid 38b, specific area solenoid 38d, and general-purpose solenoid 37c output from the first output port 134a, generates and outputs solenoid drive signals; a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 134c; a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 134d; a fourth driver 138d that outputs external information signals to the external information terminal board 71 for supplying external devices such as management devices from the fifth output port 134e and the fourth output port 134d; and a fifth driver 138e that receives display data signals for the performance display device 135 output from the first output port 134a, generates and outputs drive signals for the performance display device 135.

[0069] The first driver 138a is supplied with a DC 32V power supply from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The second driver 138b, which drives the segment lines of the integrated display device 50, is supplied with DC 12V. The third driver 138c, which drives the digit lines, is used to draw current from the digit lines according to the display data, so the power supply voltage can be either 12V or 5V.

[0070] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via the segment wire, and the third driver 138c, which outputs ground potential, draws current from the cathode terminal via the segment wire, thereby supplying power voltage to the sequentially selected LEDs in a dynamic drive method and lighting them up. The fourth driver 138d, which outputs an external information signal to the external information terminal board 71, is supplied with DC 12V to give the external information signal a level of 12V. Note that the buffer 133, the first output port 134a, the first driver 138a, etc., may be provided on the output section 130 of the game control device 100, i.e., on the relay board 70 side, rather than on the main board. Also, the performance display device 135, or the fifth driver 138e and the performance display device 135, may be provided on the output section 130 of the game control device 100, i.e., on the external board (not shown), rather than on the main board.

[0071] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 490 via serial communication. Note that since such data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, there are no ports such as the first to third input ports 122, 123, and 124.

[0072] Next, the configuration of the performance control device 300 will be explained using Figure 4. Figure 4 is a block diagram showing an example of the configuration of the performance control device according to the first embodiment. The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 314 which controls the output of sound in order to play various melodies, sound effects, etc. from the speaker 19.

[0073] The main control microcontroller 311 is connected to a PROM (Programmable Read-On Rememory) 321 which stores programs executed by the CPU and various data, a RAM 322 which provides a work area, a FeRAM (Ferroelectric RAM) 323 which can retain its contents even when power is not supplied during a power outage, and an RTC (Real-Time Clock) 338 which serves as a timing means to generate information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcontroller 311 also has an internal RAM 311a which provides a work area. Furthermore, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands (performance commands) from the game microcontroller 111, determines the performance content and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on playback sound, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.

[0074] The VDP312 includes a RAM312a that provides a workspace and a scaler312b for scaling images. The VDP312 is also connected to an image ROM325 that stores character images and video data, and an ultra-high-speed VRAM326 used to expand and process image data such as characters read from the image ROM325.

[0075] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.

[0076] The VDP312 inputs the vertical synchronization signal VSYNC, which synchronizes the video from the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, and the synchronization signal STS, which indicates the timing of data transmission. In addition, the VDP312 also inputs interrupt signals INT0~n to indicate the processing status, such as the completion of drawing to VRAM, and the wait signal WAIT to indicate that it is waiting to receive commands or data from the main control microcontroller 311.

[0077] The performance control device 300 is equipped with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0078] The sound source LSI 314 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcontroller 311. The performance control device 300 is equipped with an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) located in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) located in the front frame 12. The audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.

[0079] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of decorative symbols to be held, decorative symbols, variation commands, and stop information commands transmitted from the game control device 100 as performance control command signals (performance commands). Since the game control microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.

[0080] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) etc. provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (for example, a frame decoration device 18 etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (for example, a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). These control circuits 332 to 334, which drive and control lamps, motors, solenoids etc., are connected to the main control microcontroller 311 via the address / data bus 340. Alternatively, a frame performance device equipped with a drive source such as a motor (for example, a motor that operates a performance device) may be provided on the glass frame 15, and a frame performance movable body control circuit for driving and controlling this frame performance device may also be provided.

[0081] Furthermore, the performance control device 300 is equipped with a switch input circuit 336 that has the function of detecting the on / off state of the performance button switch 25a of the performance button 25, the setting switch 29n of the option setting unit 29, and the performance feature switch 47 (performance motor switch) that detects the initial position of the motor in the panel performance device 44, and inputting detection signals to the main control microcontroller 311, as well as the function of detecting the state of the volume control switch 335 provided on the performance control device 300 and inputting detection signals to the main control microcontroller 311. In Figure 4, for convenience, each switch of the option setting unit 29 is collectively represented as the setting switch 29n, but in detail, the state of each of the aforementioned switches (cross cursor switch, center switch, and accessory switch) is connected so that it can be detected individually by the switch input circuit 336, and the detection signals indicating the state of each switch are input to the main control microcontroller 311.

[0082] The normal power supply unit 410 of the power supply unit 400 is configured to supply a desired level of DC voltage to the performance control device 300 and the electronic components controlled by it, by generating DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, DC5V which is the power supply voltage for the command I / F 331, and DC15V for driving motors, LEDs and speakers 19. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V from DC5V is provided in the performance control device 300. The DC-DC converter may also be provided in the normal power supply unit 410.

[0083] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs a signal to the VDP312 (VDPRESET signal), the sound source LSI314 and amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., which reset these as well. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).

[0084] Next, we will explain the game control performed in these control circuits. The CPU 111A of the game microcomputer 111 of the game control device 100 extracts a random value for determining whether the normal display game is a hit or miss based on the input of a game ball detection signal from the gate switch 34a provided in the normal display start gate 34, compares it with a determination value stored in the ROM 111B, and performs processing to determine whether the normal display game is a hit or miss. Then, it performs processing to display the normal display game on the normal display pattern display unit 55 of the all-in-one display device 50, which displays an identification pattern (identification information) that changes for a predetermined time and then stops. If the result of this normal display game is a hit, it displays special result patterns corresponding to the first to third hit stop patterns on the normal display pattern display unit 55, and operates the normal electric solenoid 37c to control the movable member 37b of the normal variation prize winning device 37 to open for a predetermined time (for example, 0.5 seconds or 1.7 seconds) as described above. In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). If the result of the regular figure variation display game is a loss, the control is performed to display the loss result on the regular figure display unit 55.

[0085] Furthermore, based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start prize entry port 36, the start prize entry (start memory) is stored, and based on this start memory, a random value for determining the jackpot of the first special feature variable display game is extracted and compared with the determination value stored in ROM 111B to determine whether the first special feature variable display game is a win or a loss. Furthermore, based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable prize entry device 37, the start memory is stored, and based on this start memory, a random value for determining the jackpot of the second special feature variable display game is extracted and compared with the determination value stored in ROM 111B to determine whether the second special feature variable display game is a win or a loss.

[0086] The CPU 111A of the game control device 100 outputs control signals (performance control commands, performance commands) including the judgment results of the first special symbol variation display game and the second special symbol variation display game to the performance control device 300. The CPU 111A of the game control device 100 then displays the special symbol variation display game on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the unified display device 50, which displays the identification symbol (identification information) in a variable manner for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of game balls flowing down the game area 32 into the starting prize area (start prize opening 36, normal variation prize device 37).

[0087] Furthermore, the performance control device 300 performs the process of displaying a decorative special symbol variation display game corresponding to the special symbol variation display game on the display device 41 based on the control signal from the game control device 100. In addition, the performance control device 300 performs the process of setting the performance state, outputting sound from the speaker 19, and controlling the illumination of various LEDs based on the control signal from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).

[0088] Then, if the result of the special symbol variation display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result pattern or small win pattern on the special symbol 1 display unit 53 or the special symbol 2 display unit 54, and performs processing to generate a special game state or a small win game state (i.e., processing to execute a special game or a small win game). In the processing to generate a special game state due to the result of the first special symbol variation display game or the second special symbol variation display game being a big win, the CPU 111A performs control to open the opening / closing member 38c of the special variation prize device 38 with the large prize solenoid 38b, for example, to allow game balls to flow into the large prize opening. In this special game state, the CPU 111A controls the game by keeping the large prize slot open for a predetermined number of rounds (repeated) until one of the following conditions is met: either a predetermined number of game balls (for example, 9 balls) enter the large prize slot, or a predetermined amount of time has elapsed since the large prize slot was opened. This process is considered one round and continues for a predetermined number of rounds (repeated) to create a cycle game. Furthermore, in the process of generating a minor win game state due to a minor win result in the first special symbol variation display game (special symbol 1 variation display game) or the second special symbol variation display game (special symbol 2 variation display game), the CPU 111A controls the game by, for example, using the large prize slot solenoid 38b to open the opening / closing member 38c of the special variation prize device 38, thereby enabling the inflow of game balls into the large prize slot.

[0089] The opening and closing operation pattern (opening and closing operation mode) of the large prize slot performed during these minor win game states is, for example, to maintain the opening and closing member in the open state for 200 milliseconds, performed four times at 1500 millisecond intervals. In this way, the game control device 100 acts as a large prize slot opening and closing control means that controls the opening and closing of the large prize slot when the stopping result mode becomes a special result mode. The CPU 111A also controls the display of the losing result mode on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the unified display device 50 if the result of the special symbol variation display game is a loss.

[0090] Furthermore, the game control device 100 of the first embodiment does not perform probability changes in the special symbol variation display game, but may perform probability changes in the figure variation display game. For example, the game control device 100 can generate a high probability state as a game state after the end of the special game state, based on the result of the special symbol variation display game. In this high probability state, the probability of getting a winning result in the special symbol variation display game is higher than in the normal probability state. Also, regardless of whether the high probability state is generated based on the result of the first special symbol variation display game or the second special symbol variation display game, both the first special symbol variation display game and the second special symbol variation display game will be in the high probability state.

[0091] Furthermore, the game control device 100 can generate a time-saving state (specific game state, normal high probability state) as a game state after the special game state ends, based on the result of the special symbol variation display game. In this time-saving state, it is possible to set the probability of a winning result in the normal symbol variation display game (normal probability) to a high probability (normal high probability state) which is higher than the normal probability (normal low probability state). As a result, the normal variation prize winning device 37 is controlled to have a longer opening time per unit time than when the normal variation prize winning device 37 is in the normal low probability state. In this embodiment, the normal variation prize winning device 37 has a normal probability set to "0" so that the movable member 37b is not opened in the normal game state.

[0092] Furthermore, in the time-saving state, the execution time of the normal symbol variation display game (normal symbol variation time) is set to, for example, 500 milliseconds, and the normal symbol stop time for displaying the result of the normal symbol variation display game is set to, for example, 600 milliseconds. When the normal symbol variation display game results in a win and the normal symbol variation prize device 37 is opened, it is possible to set the opening time (normal opening time) and number of openings (for example, 500 milliseconds x 1 time) for the first winning stop symbol, the opening time (normal opening time) and number of openings (for example, 1700 milliseconds x 2 times) for the second winning stop symbol, and the opening time (normal opening time) and number of openings (for example, 1700 milliseconds x 3 times) for the third winning stop symbol.

[0093] Furthermore, the execution time of the regular figure variation display game, the regular figure stop time, the number of times the regular electric current is opened, and the regular electric current opening time may be set as appropriate to control the regular figure variation display game and the regular figure variation prize device 37 to a time-saving operation state. For example, in the time-saving state, it is possible to control the execution time of the regular figure variation display game (regular figure variation time) to be a second variation display time that is shorter than the first variation display time (for example, 10,000 milliseconds to 1,000 milliseconds). Also, in the time-saving state, it is possible to control the regular figure stop time for displaying the result of the regular figure variation display game to be a second stop time that is shorter than the first stop time (for example, 1,604 milliseconds to 704 milliseconds). Also, in the time-saving state, when the regular figure variation display game results in a win and the regular figure variation prize device 37 is opened, it is possible to control the opening time (regular electric current opening time) to be a second opening time that is longer than the first opening time in the normal state (regular figure low probability state) (for example, 100 milliseconds to 1,352 milliseconds). Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability) to a high probability (normal high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operation state (normal low probability state, for example, 1 / 251).

[0094] In the time-saving state, the time it takes to change the normal variation winning device 37 to the open state is extended beyond normal by changing one or more of the following: normal variation time, normal variation stop time, normal electric opening count, normal electric opening time, and normal variation probability. It is also possible to set up multiple types of time-saving states with different parameters being changed. Furthermore, when a win occurs, either a first opening mode or a second opening mode may be selected. In this case, the selection probabilities for the first and second opening modes may be different. In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them. The time-saving state can also be called the normal electric support state (normal electric support in progress, or electric support in progress).

[0095] Next, the configuration of the batch display device will be explained using Figure 5. Figure 5 is a diagram showing an example of the batch display device of the first embodiment. The batch display device 50 is equipped with 7-segment LED_d1 and 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18. The batch display device 50 displays various states by the lighting patterns of 7-segment LED_d1 and 7-segment LED_d2, and LED_d3 to LED_d18.

[0096] The integrated display device 50 distributes various status display functions to 7-segment LED_d1 and 7-segment LED_d2, and LED_d3 to LED_d18, and includes a round display unit 51, a special feature 1 hold display unit 52, a special feature 1 symbol display unit 53, a special feature 2 symbol display unit 54, a regular symbol display unit 55, a regular symbol hold display unit 56, a status display unit 57, and a special feature 2 hold display unit 58. The round display unit 51 displays the number of rounds in the special feature game by the lighting patterns of four LEDs, LED_d3 to LED_d6. The special feature 1 hold display unit 52 displays the number of holds in the special feature 1 game by the lighting patterns of two LEDs, LED_d11 and LED_d12. The special feature 1 symbol display unit 53 displays the symbols in the special feature 1 game by the lighting patterns of eight LEDs (seven segment LEDs and one dot LED) of 7-segment LED_d1. The Special Feature 2 Symbol Display Unit 54 displays the symbols in the Special Feature 2 game by the lighting patterns of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d2. The Normal Symbol Display Unit 55 displays the symbols in the Normal Symbol game by the lighting patterns of the three LEDs LED_d8, LED_d10, and LED_d18. The Normal Symbol Reserve Display Unit 56 displays the number of reserved symbols in the Normal Symbol game by the lighting patterns of the two LEDs LED_d15 and LED_d16. The Status Display Unit 57 displays the game status in the Special Feature game by the lighting patterns of the three LEDs LED_d7, LED_d9, and LED_d17. The Special Feature 2 Reserve Display Unit 58 displays the number of reserved symbols in the Special Feature 2 game by the lighting patterns of the two LEDs LED_d13 and LED_d14.

[0097] The following describes the control of a gaming machine that performs this type of game. First, we will describe the control performed by the gaming microcontroller 111 of the gaming control device 100. The control processing by the gaming microcontroller 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time interval (for example, 4 milliseconds).

[0098] [Main process] First, the main processing of the game control device of the first embodiment will be explained using Figures 6 to 10. Figure 6 is a flowchart (part 1) showing the main processing of the first embodiment. Figure 7 is a flowchart (part 2) showing the main processing of the first embodiment. Figure 8 is a flowchart (part 3) showing the main processing of the first embodiment. Figure 9 is a flowchart (part 4) showing the main processing of the first embodiment. Figure 10 is a flowchart (part 5) showing the main processing of the first embodiment.

[0099] The main process is started by the control unit (gaming microcontroller 111) when the power is turned on. In this main process, first, a process to disable interrupts (step S1) is performed, and then a stack pointer setting process (step S2) is performed to set the stack pointer, which is the starting address of the area where values ​​such as registers are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM starting address is set in a predetermined register (for example, register D) (step S4). The address range of RAM 111C is 0000h to 01FFh, and the upper address can be either 00h or 01h. In step S4, 00h, which is at the beginning of the address range of RAM 111C, is set.

[0100] Next, a launch stop signal is output and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, thereby prohibiting the launch of game balls.

[0101] Next, the state of input port 1 (first input port 122) is read into the first register (for example, register B) (step S6), and then the state of input port 3 (third input port 124) is read into the second register (for example, register C) (step S7).

[0102] Here, a predetermined bit of the first register is masked and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th bit, the 1st bit, and bits 3 through 7 are cleared. Then, a predetermined bit of the second register is masked and the other bits are cleared (step S9). For example, only the 4th bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and bits 0 through 3 and bits 5 through 7 are cleared.

[0103] The information in the first register is integrated into the second register, and the information held by the second register is stored as reference information that does not rely on RAM111C (step S10). For example, the logical OR of register B and register C is stored in register C, and register C is stored as a state reference register.

[0104] For example, the value "00000000B" in the state reference register (C register) indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from the RAM initialization switch 112, and bit 4 is "0" corresponding to the detection signal ON from the setting key switch 127. In other words, the value "00000000B" in the state reference register indicates a setting change state where the RAM initialization switch 112 is ON and the setting key switch 127 is ON.

[0105] Furthermore, the value "00010000B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from the RAM initialization switch 112, and bit 4 is "1" corresponding to the detection signal OFF from the setting key switch 127. In other words, the value "00010000B" in the state reference register indicates the RAM initialization state where the RAM initialization switch 112 is ON and the setting key switch 127 is OFF.

[0106] Furthermore, the value "00000100B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "0" corresponding to the detection signal from setting key switch 127 being on. In other words, the value "00000100B" in the state reference register indicates a setting confirmation state where RAM initialization switch 112 is off and setting key switch 127 is on.

[0107] Furthermore, the value "00010100B" in the state reference register indicates that bits 0 and 1, and bits 3 and 5 through 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" in the state reference register indicates a power restoration (power outage recovery) state where both RAM initialization switch 112 and setting key switch 127 are off.

[0108] As a result, the detection signal from the RAM initialization switch 112 and the detection signal from the setting key switch 127 are stored in the C register. Note that the storage position (second bit) of the detection signal from the RAM initialization switch 112 in the B register and the storage position (fourth bit) of the detection signal from the setting key switch 127 in the C register are different, so the detection signals from the RAM initialization switch 112 and the setting key switch 127 are preserved without loss even when the B register and C register are performed on.

[0109] Subsequently, a process to set the power-on delay timer is performed (step S11). In this process, by setting a predetermined initial value, a waiting time (for example, 3 seconds) is set to wait for the programs of the subordinate control means (for example, the payout control device 200 and the performance control device 300, etc.) that perform various controls according to instructions from the game control device 100, which constitutes the main control means, to start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control means before the subordinate control means have started up, thus preventing the subordinate control means from missing commands. In other words, the game control device 100 acts as a waiting means that sets a predetermined waiting time to delay the start of the main control means and wait for the start of the subordinate control means when the power is turned on.

[0110] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register that is not subject to the validity check (checksum calculation) of the data held in the RAM area). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as checksums for the RAM area.

[0111] Furthermore, the detection signal of the RAM initialization switch 112 is stored in the second register (C register). By storing it before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably saved. In other words, if the state of the RAM initialization switch 112 is read after the standby time has elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continuously operate the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the state before the start of the standby time, detection can be achieved by operating the switch immediately after power-on without having to perform such cumbersome operations, thus preventing situations where the initialization operation performed at power-on is not accepted.

[0112] Furthermore, the detection signal of the setting key switch 127 is stored in the second register (C register). By storing this signal before the start of the standby time, the operation of the setting key switch 127 can be reliably detected. In other words, if the state of the setting key switch 127 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continuously operate the setting key switch 127 from power-on until the standby time had elapsed. However, by reading the state before the start of the standby time, detection can be achieved by operating the switch immediately after power-on without having to perform such cumbersome operations, thus preventing situations where setting change operations or setting confirmation operations performed at power-on are not accepted.

[0113] Next, after setting a power-on delay timer (for example, about 3 seconds) (step S11), the system performs steps S12 to S16 to measure the waiting time and monitor for power outages during the waiting time. First, it sets the number of times (for example, 2 times) to read and check the power outage monitoring signal input from the power supply unit 400 via the port and data bus (step S12), and then determines whether the power outage monitoring signal is on or off (step S13).

[0114] If the power outage monitoring signal is ON (step S13; Y), it is determined whether the ON state of the power outage monitoring signal has continued for the number of checks set in step S12 (step S14). If the ON state of the power outage monitoring signal has not continued for the number of checks (step S14; N), the process returns to determining whether the power outage monitoring signal is ON or OFF (step S13). If the ON state of the power outage monitoring signal has continued for the number of checks (step S14; Y), i.e., if it is determined that a power outage has occurred, the system waits for the power to the gaming machine 10 to be shut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been continuously received for a predetermined period, it is possible to prevent false detection of power outages due to noise, etc., and to appropriately deal with malfunctions when the power is turned on.

[0115] In other words, the game control device 100 acts as a power outage monitoring means, which monitors for power outages during a predetermined standby period. This makes it possible to respond to power outages that occur during the period when the startup of the game control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions at the time of power-on. Furthermore, access to RAM 111C is not permitted until the end of the standby period, and the contents stored from the previous power outage are retained, so there is no need to perform backup processing when a power outage occurs at this time. For this reason, even if a power outage occurs during the standby period, there is no need to back up RAM 111C, and the control burden can be reduced.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13;N), that is, if no power outage has occurred, the power-on delay timer is updated to "-1" (step S15), and it is determined whether the timer value is "0" or not (step S16). If the timer value is not 0 (step S16;N), that is, if the waiting time has not ended, the process returns to setting the number of times the power outage monitoring signal has been checked (step S12). Also, if the timer value is "0" (step S16;Y), that is, if the waiting time has ended, permission is granted for read / write RWM (Read Write Memory) such as RAM111C and EEPROM (step S17), and off data is output to all output ports (set to a state with no output) (step S18).

[0117] Next, the serial port (a port pre-installed on the gaming microcontroller 111, used for communication with the performance control device 300 and the payout control device 200) is configured (step S19).

[0118] In step S20, the process of starting the CTC circuit that generates the timer interrupt signal and the random number update trigger signal (CTC) within the game microcontroller 111 (clock generator) is performed.

[0119] In step S21, a process is performed to set a RAM error flag. Note that this setting of the RAM error flag is temporary and may be updated in a later process that checks for RAM errors.

[0120] In step S22, it is determined whether the value of power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah). If the value of power outage inspection area 1 is normal (step S22; Y), it is determined whether the value of power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step S23). If the value of power outage inspection area 2 is normal (step S23; Y), a checksum calculation process (step S24) is performed to calculate the checksum of a predetermined area in the RWM.

[0121] In the checksum calculation process, the checksum may be calculated by summing the data from the work area for game control and the data from the work area for status display, or the checksum may be calculated separately from the data from the work area for game control and the data from the work area for status display, or the checksum may be calculated from the data from the work area for game control only. The work area for game control is the work area within the memory area of ​​the RWM used for game control. The work area for status display is the work area within the memory area of ​​the RWM used for status display.

[0122] Next, it is determined whether the checksum calculated in step S24 matches the checksum at the time of power failure (step S25). If it is determined that the checksums match (i.e., it is normal) (step S25; Y), the RAM abnormality flag that was provisionally set in step S21 is cleared (step S26).

[0123] If the checksum is determined to be mismatched (not normal) (step S25;N), step S26 is skipped and the process moves to step S27, which definitively sets the RAM abnormality flag that was provisionally set in step S21. Similarly, if the check data in the power outage test area is determined to be not normal data (step S22;N or step S23;N), step S26 is skipped and the process moves to step S27, which definitively sets the RAM abnormality flag that was provisionally set in step S21.

[0124] In step S27, the second register (C register) is referenced to determine whether the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is ON. If the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is ON, the process proceeds to step S33. If the detection signal for the setting key switch 127 is ON and the detection signal for the RAM initialization switch 112 is NOT ON, the process proceeds to step S28.

[0125] Furthermore, since the game control device 100 stores the detection signals of the setting key switch 127 and the RAM initialization switch 112 in a second register (C register), it can simultaneously determine the detection signals of the setting key switch 127 and the RAM initialization switch 112. In addition, since the game control device 100 stores the detection signals of the setting key switch 127 and the RAM initialization switch 112 in a second register (C register), it can determine the detection signals of the setting key switch 127 and the RAM initialization switch 112 before the RAM validity check is performed.

[0126] In step S28, the control unit determines whether the RAM error flag is on or off. If the RAM error flag is on (i.e., the RAM error flag is set), the control unit proceeds to step S30; otherwise, it proceeds to step S29.

[0127] In step S29, the control unit determines whether the setting change mode flag is on or off. If the setting change mode flag is on, the control unit proceeds to step S48; otherwise, it proceeds to step S30.

[0128] Steps S30 to S32 are processes that are executed when a RAM error occurs, or when the system is restarted without the RAM being cleared due to a power outage during setup. In step S30, the control unit sends a main error notification command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the main error notification command. For example, upon receiving the main error notification command, the performance control device 300 displays a message on the display device 41 instructing the system to restart with a RAM clear, or outputs sound from the speaker 19. The performance control device 300 also receives the main error notification command and notifies the main error using the frame decoration device 18, the panel decoration device 46, and the panel performance device 44.

[0129] In step S31, the control unit outputs the 7-segment display data at the time of game stoppage to the performance display device 135. At this time, the control unit can display a status corresponding to the main abnormal error on the performance display device 135. The control unit also outputs the 7-segment display data at the time of game stoppage to the probability setting value display device 136. At this time, the control unit can display numbers or characters that are not in the probability setting value on the probability setting value display device 136. The control unit may also output the 7-segment display data, including the LED display data at the time of game stoppage, to the batch display device 50. At this time, the control unit may turn off all lights on the batch display device 50 or turn on all lights on.

[0130] In step S32, the control unit outputs ON data for the security signal from the external information terminal board 71. At this time, the control unit turns OFF the output data for other signals output from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32 while waiting for the power to be cut off. That is, the gaming machine 10 outputs the security signal from the external information terminal board 71 until the power is cut off. Also, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71 until the power is cut off.

[0131] Furthermore, the control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until power is cut off. This allows the gaming machine 10 to store the return address in RAM when an NMI (Non-Maskable Interrupt) occurs, thereby reducing the risk of program malfunction. In this way, the control unit does not protect the contents of RAM stored during the repeated execution of steps S31 and S32 until power is cut off by prohibiting RAM access, but since clearing RAM upon restart is a condition for starting game control, the risk of unprotected RAM contents is limited. In other words, the gaming machine 10 accepts a limited risk of unprotected RAM contents while achieving the effect of reducing the risk of program malfunction. In addition, by not prohibiting RAM access during the repeated execution of steps S31 and S32 until power is cut off, the control unit can improve program efficiency by allowing subroutines to be called in steps S31 and S32.

[0132] Steps S33 to S36 are processes related to preparing for a setting change, and are executed when, in step S27, the detection signal of the setting key switch 127 is ON and the detection signal of the RAM initialization switch 112 is ON.

[0133] In step S33, the control unit determines whether the RAM error flag is on or off. If the RAM error flag is on, the control unit proceeds to step S34; otherwise, it proceeds to step S35.

[0134] In step S34, the control unit clears the setting value because the RAM abnormality flag is on. Clearing the setting value may be done by setting an invalid value as the setting value, or by setting a value that is most disadvantageous to the player from the perspective of preventing fraud.

[0135] In step S35, the control unit performs a process to set the setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is changing its settings. The setting change mode flag is set when the machine is changing its settings, and cleared (reset) when the machine is not changing its settings.

[0136] In step S36, the control unit transmits a command indicating that a setting change is in progress to the performance control device 300. The performance control device 300 then performs performance control corresponding to the command. For example, upon receiving the command, the performance control device 300 displays a message on the display device 41 indicating that a setting change is in progress, or outputs sound from the speaker 19. The performance control device 300 also notifies the frame decoration device 18, the panel decoration device 46, and the panel performance device 44 that a setting change is in progress.

[0137] Step S37 is a process that is executed after the preparation for setting change (steps S33 to S36) or after the preparation for setting confirmation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128ms. As a result, the gaming machine 10 outputs a security signal at least until the security signal control timer times out.

[0138] Steps S38 to S40 involve processing related to waiting for the completion of setting changes or setting confirmations. The gaming machine 10 sets a security signal output in step S37, making it possible to monitor the execution of the processing related to waiting for the completion of setting changes or setting confirmations from the outside.

[0139] After enabling the interrupt (step S38), the control unit refers to the second register (C register) to determine whether the detection signal of the setting key switch 127 is off or not (step S39). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S55; otherwise, it proceeds to step S40.

[0140] In step S40, the control unit determines whether or not a power outage has occurred. The control unit can determine if a power outage has occurred by continuously detecting a power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41; if no power outage has occurred, it proceeds to step S39. In other words, with interrupts enabled in step S38, the control unit waits for the setting key to be turned off until a power outage occurs.

[0141] If the control unit determines that a power outage has occurred, it performs the following processes: disabling interrupts (step S41) and outputting off-data to all output ports (step S42). Subsequently, power outage inspection area check data 1 is saved to power outage inspection area 1 (step S43), and power outage inspection area check data 2 is saved to power outage inspection area 2 (step S44). Furthermore, a checksum calculation process is performed to calculate the checksum at the time of RWM power cut-off (step S45), and the calculated checksum is saved to the checksum area (step S46). After that, a process to prohibit access to RAM is performed (step S47), and then the system waits for the gaming machine's power to be cut off. In this way, by saving check data to the power outage inspection area and calculating the checksum at the time of power cut-off, it is possible to determine whether the information stored in the RWM before the power cut-off has been properly backed up when the power is restored.

[0142] Step S48 is executed if it is determined in step S29 that the setting change mode flag is on. In step S48, the control unit refers to the second register (C register) to determine whether the detection signal of the setting key switch 127 is on or not. If the detection signal of the setting key switch 127 is on, the control unit proceeds to step S49; otherwise, it proceeds to step S51.

[0143] Steps S49 and S50 are processes related to preparing for setting confirmation. In step S49, the control unit sets the setting confirmation mode flag. The setting confirmation mode flag indicates whether the gaming machine 10 is currently confirming settings. The setting confirmation mode flag is set when the machine is confirming settings, and cleared (reset) when it is not. In step S50, the control unit sends a setting confirmation command to the performance control device 300. The performance control device 300 then performs performance control corresponding to the setting confirmation command. For example, upon receiving the setting confirmation command, the performance control device 300 displays a message on the display device 41 indicating that the machine is confirming settings, or outputs sound from the speaker 19. The performance control device 300 also receives the setting confirmation command and uses the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify the machine that it is confirming settings. After this, the control unit proceeds to step S37.

[0144] On the other hand, if the control unit determines in step S48 that the detection signal of the setting key switch 127 is not on, it executes step S51. In step S51, the control unit refers to the second register (C register) to determine whether the detection signal of the RAM initialization switch 112 is on or not. If the detection signal of the RAM initialization switch 112 is on, the control unit proceeds to step S52, and if the detection signal of the RAM initialization switch 112 is not on, it proceeds to step S58. In other words, the gaming machine 10 proceeds to execute processing related to RAM initialization (RAM clear) upon startup detection accompanied by the pressing operation of the RAM initialization switch 112, and proceeds to execute processing related to power outage recovery upon startup detection without the pressing operation of the RAM initialization switch 112.

[0145] Next, the RAM initialization process performed from step S52 onward will be explained. In the RAM initialization process, the control unit clears the RAM area other than the set value to zero (step S52) and saves the initial value at the time of RAM initialization in the area to be initialized (step S53). For example, the control unit sets the RAM clear starting address 2 as the starting address when clearing RAM, and zeros the data in the area to be cleared (the work area for game control) of the RWM (for example, RAM111C) storage area (the area that does not include the access prohibited area).

[0146] Note that the flags for setting change mode and setting confirmation mode are included in the data of the area to be cleared, and are therefore cleared by zeroing out the data in the area to be cleared.

[0147] In step S54, the control unit sends a command for RAM initialization to the performance control device 300. The performance control device 300 then performs performance control corresponding to the RAM initialization command. For example, upon receiving the RAM initialization command, the performance control device 300 displays a message on the display device 41 indicating that the RAM has been initialized, or outputs sound from the speaker 19. Furthermore, upon receiving the RAM initialization command, the performance control device 300 notifies the frame decoration device 18, the panel decoration device 46, and the panel performance device 44 that the RAM has been initialized.

[0148] Furthermore, after executing the processing related to waiting for the completion of setting changes or the completion of setting confirmation (steps S38 to S40), the control unit executes step S55 if it detects that the detection signal of the setting key switch 127 is off. After disabling interrupts (step S55), the control unit sends a notification termination command to the performance control device 300 (step S56).

[0149] As a result, the performance control device 300 terminates the notification that a setting change is in progress, which was initiated by receiving a command to change the setting, or the notification that a setting confirmation is in progress, which was initiated by receiving a command to confirm the setting.

[0150] Next, the control unit refers to the setting change mode flag to determine whether or not it is in setting change mode (step S57). If it is in setting change mode, the control unit proceeds to step S52 and executes the process related to RAM initialization. On the other hand, if it is not in setting change mode, the control unit proceeds to step S58 and executes the process related to power restoration.

[0151] In step S58, the control unit performs a power outage recovery process. The power outage recovery process includes saving the initial values ​​at the time of power outage recovery in the area to be initialized, determining whether the special feature game is in high probability mode by referring to the special feature status, saving ON information in the high probability notification flag area if the special feature game is in high probability mode, and saving the ON data of the high probability notification LED in the segment area.

[0152] The areas to be initialized during the power outage recovery process are the power outage inspection area, the checksum area, the setting change mode flag, the setting confirmation mode flag, and the area related to error and malfunction monitoring. In addition, during the power outage recovery process, the busy signal status area, which stores the state of the payout busy signal, a signal indicating whether the payout control device 200 is in a state where it can accept commands, is also cleared and set to an undefined state, indicating that the state of the payout busy signal has not been determined. Similarly, the touch switch signal state monitoring area, which stores the state of the touch switch signal, is also cleared and set to an undefined state, indicating that the state of the touch switch signal has not been determined.

[0153] Next, the control unit sends a command for power outage recovery corresponding to the special feature game processing number to the performance control board (performance control device 300) (step S59), and proceeds to step S60. In step S59, several commands are sent, including a machine specification command, a special feature 1 reserve count command, a special feature 2 reserve count command, a probability information command, a probability setting value information command, and a screen specification command. Depending on the machine, in addition to these commands, performance count information and high probability count information are also sent. The screen specification command is a command to display the customer waiting demo screen if the control state of both the special feature 1 variable display game and the special feature 2 variable display game are both in normal processing mode (not in variable mode, during a big win (first special game state), or during a small win (second special game state)), and a command to display the recovery screen otherwise.

[0154] In step S60, the control unit performs the process of starting up the random number generation circuit. After that, it extracts the values ​​of predetermined registers (soft random number registers 1 to n) in the random number generation circuit when the power is turned on, saves them in a predetermined area of ​​the RWM as the initial values ​​(start values) of the corresponding various initial random numbers (initial random numbers for jackpot symbols, initial random numbers for minor jackpot symbols, initial random numbers for wins, initial random numbers for win symbols) (step S61), and then enables interrupts (step S62).

[0155] Next, the control unit performs an initial random number update process (step S63) to update the values ​​of various initial random numbers and disrupt the regularity of the random numbers. This initial random number update process updates each initial random number by, for example, "+1" (increments it). In this way, the gaming machine 10 can increase the randomness of the random numbers by continuously updating the initial random numbers as time permits during the main processing.

[0156] Here, the control unit temporarily disables interrupts (step S64), executes the performance display editing process (step S65), and then enables interrupts after the performance display editing process is completed (step S66). The performance display editing process is related to the calculation and display of the base. Because the processing load of the performance display editing process is relatively high, the control unit disables interrupts to obtain processing results more quickly. In this way, the gaming machine 10 ensures that the processing results of the performance display editing process are obtained before the game state is updated by a timer interrupt.

[0157] In step S67, the control unit determines whether or not a power outage has occurred. The control unit can determine the occurrence of a power outage by detecting a power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41; otherwise, it proceeds to step S63.

[0158] In other words, the control unit repeatedly executes the processes from step S63 to step S67 unless a power outage occurs. More specifically, if no power outage occurs, the control unit repeatedly performs the initial value random number update process, the performance display editing process, and the power outage monitoring signal check (loop process).

[0159] Furthermore, by enabling interrupts before the initial random number update process (step S63) (step S66), if a timer interrupt occurs during the initial random number update process, the interrupt process will be executed preferentially. This avoids the interrupt process being overloaded by the timer interrupt being delayed by the initial random number update process.

[0160] Similarly, by disabling interrupts before the performance display editing process (step S65) (step S64), the performance display editing process will be executed in priority over timer interrupts, thus preventing the performance display editing process from being overloaded.

[0161] Based on the above, in a gaming machine comprising a main control means (gaming control device 100) that comprehensively controls the game, and subordinate control means (payout control device 200, performance control device 300, etc.) that perform various controls according to instructions from the main control means, the main control means includes a standby means (gaming control device 100) that sets a predetermined waiting time to delay the startup of the main control means and wait for the startup of the subordinate control means when the power is turned on, and a power outage monitoring means (gaming control device 100) that monitors for the occurrence of a power outage during the predetermined waiting time.

[0162] Furthermore, the system includes a power supply unit 400 that supplies power to various devices. The power supply unit 400 is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control device 100) determines that a power outage has occurred if it continues to receive the power outage monitoring signal for a predetermined period of time.

[0163] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and the operation status of the initialization operation unit is read before the start of the standby time.

[0164] Furthermore, the game control device 100 has a function (first initialization means, second initialization means) that distinguishes between initialization processing in the event of data abnormality (first initialization processing) and initialization processing during initialization operations (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation.

[0165] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and a setting change means (game control device 100) that changes the setting value stored in the RAM 111C based on the operation of the setting operation unit, thereby enabling setting changes, and also includes a setting display unit (probability setting value display device 136) so that the setting (setting value) can be confirmed. In addition, the main control means (game control device 100) allows access to the RAM 111C after a waiting period has elapsed.

[0166] Furthermore, the main control means (game control device 100) is capable of executing a power outage waiting process (loop after step S47) which prohibits access to RAM (RAM111C) (step S47) and waits for all processes to stop executing, and a RAM abnormality waiting process (loop of steps S31 and S32) which allows access to RAM (RAM111C) (step S17) and waits for all processes to stop executing.

[0167] Here, we will explain the standby process in the event of a power outage and the standby process in the event of a RAM abnormality. The standby process in the event of a power outage is executed after access to RAM is prohibited in step S47 of the main process, and is a loop process that waits for all processes to stop executing. Also, since the standby process in the event of a power outage is executed after interrupts are prohibited in step S41 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. However, since interrupts cannot be prohibited for NMI interrupts during the standby process in the event of a power outage, NMI interrupts may occur. However, since the standby process in the event of a power outage is executed when a power outage occurs, the risk of an NMI interrupt occurring during the execution of this process is small. In addition, the standby process in the event of a power outage is a standby process that does not involve abnormality notification. This allows the gaming machine 10 to allocate power until the power is cut off to the power outage process. Furthermore, by prohibiting access to RAM during the standby process in the event of a power outage, the gaming machine 10 reduces the risk of changes in the RAM's stored contents due to unstable voltage.

[0168] The RAM abnormality waiting process is executed after access to RAM (RWM) is permitted in step S17 of the main process, and is a loop process that waits for all processes to stop executing. Furthermore, since the RAM abnormality waiting process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that in the power outage waiting process, interrupts cannot be prohibited for NMI interrupts, so NMI interrupts may occur. Since the RAM abnormality waiting process is a process that waits for power outage, the risk of an NMI interrupt occurring during its execution is greater than in the power outage waiting process. However, even if an NMI interrupt occurs in the RAM abnormality waiting process, access to RAM is permitted, so the return address can be stored in RAM, and the risk of program runaway due to an NMI interrupt is small. In addition, since the gaming machine 10 sends a main abnormality error notification command to the performance control device 300 in step S30, the performance control device 300 can perform abnormality notification in parallel while the RAM abnormality waiting process is executing. This allows for a quick restart of the gaming machine 10.

[0169] [Timer interrupt handling] Next, the timer interrupt processing of the game control device 100 will be explained using Figure 11. Figure 11 is a flowchart of the timer interrupt processing in the first embodiment. This timer interrupt processing is the interrupt processing that occurs in the main processing described above from the time the interrupt is enabled until the interrupt is disabled (from step S38 to step S41, from step S38 to step S55, from step S66 to step S64, and from step S66 to step S41). The timer interrupt processing is a process executed by the CPU 111A.

[0170] Timer interrupt processing is initiated when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcontroller 111, it automatically enters an interrupt-disabled state and timer interrupt processing begins.

[0171] When timer interrupt processing begins, first, register bank 1 is specified (step S71). Switching to register bank 1 is equivalent to performing a register save operation, which transfers the values ​​held in a predetermined register (for example, a register used in the main process) to the RWM. Next, the upper address of the RAM start address is set in a predetermined register (for example, register D) (step S72). Step S72 performs the same operation as step S4 in the main process, but the register bank is different.

[0172] Next, input processing (step S73) is performed to read the state of each input port, that is, to acquire inputs and signals from various sensors and switches. In step S74, the control unit refers to the setting change mode flag and the setting confirmation mode flag to determine whether it is in setting change mode or setting confirmation mode. If it is in setting change mode or setting confirmation mode, the control unit proceeds to step S75, executes the setting change / confirmation process, and terminates the timer interrupt processing. On the other hand, if it is neither in setting change mode nor setting confirmation mode, the control unit proceeds to step S76.

[0173] In step S76, the control unit performs output processing to control the drive of actuators such as solenoids (large prize solenoid 38b, general-purpose solenoid 37c) based on the output data set in various processes.

[0174] Furthermore, when a launch stop signal is output in step S5 of the main processing, this output processing is performed, resulting in the output of a launch permission signal, and the launch permission signal is set to an permission state. This launch permission signal is output to the launch control device via the payout control device. No signal processing is performed at this time. In addition, this launch permission signal is a first signal indicating the launch permission state as seen by the game control device 100, and a second signal (launch permission signal) indicating the launch permission state as seen by the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, two launch permission signals are output to the launch control device, and the game ball is configured to be ready to be launched when both signals indicate a launch permission.

[0175] Next, the control unit executes a payout command transmission process (step S77), random number update process 1 (step S78), and random number update process 2 (step S79), which output commands set in the transmission buffer during various processes to the payout control device 200. Here, random number update process 1 is a process to update the initial values ​​(start values) of the jackpot symbol random numbers, minor jackpot symbol random numbers, winning random numbers, and winning symbol random numbers that are the target of the initial value random number update process. Random number update process 2 is a process to update the variation pattern random numbers for determining the variation pattern in the variation display game of Special Figure 1 and Special Figure 2. Note that random number update process 1, or random number update process 2 in addition to random number update process 1, may also be configured to stop random number updates during setting changes or to change the update cycle.

[0176] Next, the control unit performs an entry point switch / status monitoring process (step S80) to monitor whether there are normal signal inputs from the start entry point 1 switch 36a, start entry point 2 switch 37a, the gate switch 34a, the prize entry point switch 35a, the big prize entry point switch 38a, and the specific area switch 38e, and also monitors for errors (such as whether the front frame or glass frame is open). It also performs an entry point switch monitoring process (step S81) to monitor the entry of prizes into the start entry point 1 switch 36a and the start entry point 2 switch 37a. In the start entry point switch monitoring process, if a game ball enters the start entry point 36 which forms the first start entry point, or the normal variable entry device 37 which forms the second start entry point, various random numbers (such as a big win random number) are extracted, and a pre-determination of the game result based on the entry is performed in advance before the start of the special variable display game.

[0177] Next, the control unit performs special figure 1 game processing (step S82) which processes special figure 1 variable display game, special figure 2 game processing (step S83) which processes special figure 2 variable display game, followed by so-called type 2 game processing (step S830) which processes type 2 game, and then general figure game processing (step S84) which processes general figure variable display game.

[0178] Next, the following processes are performed: segment LED editing (step S85) to drive the segment LEDs (for example, the LEDs in the special symbol 1 display section 53 of the unified display device 50) provided in the gaming machine 10 to display desired content for displaying special symbol variation display games and various information related to the game; magnet tampering monitoring (step S86) to check the detection signal from the magnetic sensor 61 and determine if there is any abnormality; and panel radio wave tampering monitoring (step S87) to check the detection signal from the panel radio wave sensor 62 and determine if there is any abnormality. Then, external information editing (step S88) to set signals to be output to various external devices in the output buffer, and performance display device control (step S89) are performed, and the timer interrupt processing is terminated.

[0179] In the first embodiment, the process of restoring the interrupt-disabled state (i.e., the process of enabling interrupts) and the process of restoring the register bank specification (i.e., the process of specifying register bank 0) are performed automatically when the interrupt returns (when the timer interrupt processing ends). Note that depending on the CPU used, some gaming machines may require instructions to be given to restore the interrupt-disabled state and the register bank specification.

[0180] [Main process] Next, the main processing of the performance control device 300 will be explained using Figure 12. Figure 12 is a flowchart showing the main processing in the performance control device of the first embodiment.

[0181] The main process is executed by the control unit (CPU 311) of the performance control device 300 when power is supplied to the pachinko machine 1. [Step D11] The control unit disables interrupts.

[0182] [Step D12] The control unit performs the initial setup of the CPU 311. [Step D13] The control unit performs the initial setup of the VDP312. [Step D14] The control unit enables the interrupt.

[0183] [Step D15] The control unit permits the generation of display data. That is, the control unit permits the display circuit (not shown) in the VDP312 to access the VRAM (not shown) in the VDP312 and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is the process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or it may use a value created based on the ID value of the CPU or the like, which differs for each gaming machine.

[0185] [Step D17] The control unit saves the initial values ​​at the time of power-on in the area to be initialized in the RWM (for example, RAM 322) of the performance control device 300 (for example, the performance flag area (a storage area used as various flags described later in the control processing of the performance control device 300)).

[0186] [Step D18] The control unit clears the WDT (Watchdog Timer). [Step D19] The control unit executes the performance button input process. The performance button input process is the process of editing when the performance button 25 (performance button switch 25a) is operated while it is enabled. Note that the performance button does not switch on and off at high speed, so the control unit may perform the process of sensing the performance button input within the performance button input process, or it may perform it within a short-period timer interrupt (not shown).

[0187] [Step D20] The control unit executes the hall / player setting mode processing. The hall / player setting mode processing is the process of setting the adjustable range for brightness, volume, etc. of the LEDs and display devices 41, and accepting operations by players to change the brightness, volume, etc. of the LEDs and display devices 41.

[0188] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates the pseudo-random number at least once for each control cycle of the main process, for example, using the rand function. Since the rand function generates a random number based on a specified generation sequence each time a recalculation is performed, the control unit can obtain a random number simply by executing the rand function. Alternatively, a counter that increments by "1", such as the main board (game control device 100), may be used as the random number generator.

[0189] [Step D22] The control unit performs a received command check process. The received command check process is a process that analyzes the commands received from the game control device 100 in predetermined units.

[0190] [Step D23] The control unit executes the performance display editing process. The performance display editing process is the process of setting various commands and their parameters to instruct the VDP312 on the content to be drawn on the display device 41. For example, the control unit sets the commands in a table format during the performance display editing process.

[0191] [Step D24] The control unit executes the drawing command preparation completion setting. The drawing command preparation completion setting is a process that sets the completion of preparation for all commands to VDP312 that are set in the performance display editing process.

[0192] [Step D25] The control unit determines whether or not it is frame switching timing. If it is frame switching timing, it proceeds to step D26; otherwise, it waits for frame switching timing. Here, frame switching timing is timing that occurs at a time interval corresponding to a processing cycle (for example, 1 / 30 second ≈ 33.333 ms) created based on the period of the V-blank interrupt (also called V-sync interrupt) (for example, 1 / 60 second). Note that the V-blank interrupt occurs each time the VDP312 completes one scan of the entire screen for drawing. As mentioned above, the period of occurrence of this V-blank interrupt is, for example, 1 / 60 second. In this embodiment, when the same drawing is repeated twice and the V-blank interrupt occurs twice, frame switching takes place, and the period of frame switching timing becomes twice the period of the V-blank interrupt (for example, 1 / 60 second) (for example, 1 / 30 second ≈ 33.33 ms). However, the method is not limited to this embodiment, and the frame switching timing can be changed as appropriate. For example, frame switching (image updating) may be performed at intervals of 1 / 30th of a second or longer, or at intervals of less than 1 / 30th of a second.

[0193] Based on the frame switching timing determination process, subsequent processes (steps D26 to D30, and the following steps D18 to D24) are executed at this frame switching timing for each processing cycle. Time management that needs to be synchronized with the performance content is performed on a frame basis (i.e., on a processing cycle basis). If the processing cycle is 1 / 30 of a second, for example, 3 frames will be 100ms. This is similar to how the main board (game control device) manages time values ​​in 4ms units of the timer interrupt cycle.

[0194] [Step D26] The control unit instructs the VDP312 to draw the screen according to the commands set in step D23. For example, the control unit sequentially sends commands set in a table to instruct the VDP312 to draw the screen.

[0195] [Step D27] The control unit performs sound control processing. Sound control processing is related to controlling the volume of sound from speaker 19. [Step D28] The control unit executes the decoration control process. The decoration control process is the process of controlling various LEDs, etc., such as the panel decoration device 46 and the frame decoration device 18.

[0196] [Step D29] The control unit performs movable body control processing. Movable body control processing is the process of controlling movable bodies (for example, the control panel display device 44) including various motors and SOL (solenoids).

[0197] [Step D30] The control unit executes launch information control processing. Launch information control processing sets launch-related information based on the launch status flag and corrects the mode of the performance according to the special symbol rotation state (the number of special symbol variations per game for a predetermined amount of money (i.e., a predetermined number of balls)).

[0198] [Step D31] The control unit performs information disclosure processing. Information disclosure processing is the process of disclosing performance information regarding game performance to the player. The control unit returns to step D18 after executing step D31, and thereafter repeatedly executes the processes of steps D18 to D31. In other words, steps D18 to D31 constitute a loop process (sometimes called the main loop process) that is repeatedly executed in the above processing cycle after the activation of the performance control device 300.

[0199] The control unit executes steps D27 to D29 within the main loop to synchronize with the screen display. However, the actual output of signals and data generated or set by these control processes (especially signals for driving various LEDs and motors) to the ports is performed within a short-period timer interrupt (not shown). However, if an IC specialized for controlling various devices is used, it may be possible to simply issue instructions via serial communication or similar means, without outputting signals via a timer interrupt.

[0200] Next, the types of display objects displayed by the display device 41 in the gaming machine 10 will be explained using Figure 13. Figure 13 is a diagram showing an example of an object type table according to the presence or absence of shading in the first embodiment.

[0201] Display objects are display targets whose display position and overlapping order can be controlled, and include, for example, backgrounds, movies, characters, icons, patterns, hold counts, error displays, and guidance displays.

[0202] Furthermore, display objects can be categorized according to the presence or absence of shading. Type A objects have neither shading nor shadowing. Type B objects have shading but no shadowing. Type C objects have shadowing but no shading. Type D objects have both shading and shadowing.

[0203] Here, let's confirm the definitions of shade and shadow. In a display object, the shaded representation is a display effect expressed on the display object, and is the relatively dark area (shaded region, shaded position) on the display object that is set on the opposite side of a virtually set light source. The shaded representation in a display object can be clearly identified by contrast with the bright area (bright region, bright position) on the display object that is set on the side of the virtually set light source.

[0204] Shadow representation in display objects is a display effect that is expressed on another display object, separate from the target display object, and is projected on the opposite side from the virtually defined light source.

[0205] In other words, the shadow representation in a display object can be completed by the display effect of the display object to which the shadow is applied, and the shadow representation in a display object extends not only to the display effect of the display object to which the shadow is applied, but also to the display object onto which it is projected. Alternatively, instead of applying the shadow effect to the display object onto which it is projected, the shadow can be set up as a separate display object.

[0206] Thus, since shadow rendering allows only the display object to be targeted for display control, it is considered to have a lighter processing load for display control than shadow rendering, which requires two or more display objects to be targeted for display control.

[0207] On the other hand, with shadow rendering, since a virtual light source can be set for each display object that is subject to shadow rendering, there is a risk that the position and intensity of the light source will not be consistent for each display object. Inconsistency is highly likely if the display objects used for the display effects are not sourced from a unified place and are produced separately in various locations.

[0208] For example, movies, backgrounds, characters, patterns (identification information), hold icons, reliability notification messages, performance messages, and gameplay instructions are each produced as display objects, with the work divided between the gaming machine manufacturer and the video production company. Furthermore, gaming machine manufacturers may reuse existing content for movies, backgrounds, and characters. Given this background, it is practically impossible to unify the shadow representation of display objects used in display effects.

[0209] Display effects using such shadows may give players a sense of inconsistency in the presentation. However, while it is not easy to align display objects in a consistent manner, it is easy to adjust the amount of shadow effect using display effects, including contrast adjustment.

[0210] The gaming machine described in the first embodiment achieves a consistent display control overall by performing a unified shading representation based on the shading density for two or more display objects that have inconsistent virtual light sources, thereby improving the identifiability of two or more display objects that have shading representations.

[0211] Next, examples of displaying Type A, Type B, Type C, and Type D objects will be explained using Figure 14. Figure 14 is a diagram showing an example of the object overview depending on whether shading is present or not in the first embodiment.

[0212] The display object 250 shown in Figure 14(1) is an overview of a type A object. The display object 250 has a bright area 250a and no dark area. Generally, the display object 250 is used for display objects that do not require a three-dimensional appearance, such as error displays, guidance displays, small symbols, hold count displays, and the fourth symbol which is indicated by flashing to show the fluctuating display status.

[0213] The display object 251 shown in Figure 14(2) is an overview of a Type B object. The display object 251 has a bright area 251a and a dark area 251b. The display object 251 is given a three-dimensional effect by setting the predetermined bright area 251a and dark area 251b using a virtual light source in the upper right. Generally, the display object 251 is used for display objects that create a three-dimensional effect, such as reliability indicators, characters, large symbols, hold icons, digest icons, and backgrounds.

[0214] The display object 252 shown in Figure 14(3) is an overview of a C-type object. The display object 252 has a bright area 252a and a shadow area 252c, but no shadow area. The display object 252 has a predetermined shadow area 252c set by a virtual light source in the upper right, which creates a sense of depth. The display object 252 has a large processing burden related to display control because it projects the shadow area 252c onto other display objects. In general, the display object 252 is used for characters, large symbols, hold icons, digest icons, etc., in situations where a high level of visual effect is desired.

[0215] The display object 253 shown in Figure 14(4) is an overview of a D-type object. The display object 253 has a bright area 253a, a dark area 253b, and a shadow area 253c. The display object 253 is given a three-dimensional effect by setting a predetermined bright area 253a and dark area 253b, and a predetermined shadow area 253c, using a virtual light source in the upper right. The display object 253 has a heavy processing burden related to display control because it projects the shadow area 253c onto other display objects. Generally, the display object 253 is used for characters, large symbols, hold icons, and digest icons in situations where a high level of visual effect is desired.

[0216] The gaming machine 10 appropriately uses these A-type objects, B-type objects, C-type objects, and D-type objects to achieve display effects within the limitations of the display control processing it can handle.

[0217] Next, the relationship between shading density and superposition order will be explained using Figure 15. Figure 15 is a diagram showing an example of the relationship between shading density and superposition order in the first embodiment. The gaming machine 10 can set shading for multiple display objects. In this case, the gaming machine 10 can display multiple display objects by setting a predetermined superposition order.

[0218] First, the relationship between shadow density and superposition order will be explained using Figure 15(1). Shadow regions 255 to 258 are projected as shadows of different display objects. Note that the display objects that project shadow regions 255 to 258 are not shown.

[0219] Shadow regions 255 to 258 are displayed with a predetermined shadow density regardless of the superposition order. Furthermore, shadow regions 255 to 258 can be displayed as a single unit when superimposed. Thus, shadow regions 255 to 258 are not displayed in a way that reflects the superposition order of the display objects onto which they are projected.

[0220] Next, the relationship between shadow density and superposition order will be explained using Figure 15(2). Shadow regions 259 to 262 are displayed as shadows of different display objects. Note that the corresponding bright regions for shadow regions 259 to 262 are omitted from the illustration.

[0221] Shadow regions 259 to 262 are displayed with a predetermined shadow density in relation to their superposition order. For example, shadow region 259, which has the 1st superposition order, has the highest shadow density; shadow region 260, which has the 2nd superposition order, has the second highest shadow density; shadow region 261, which has the 3rd superposition order, has the third highest shadow density; and shadow region 262, which has the 4th superposition order, has the lowest shadow density. In this way, shadow regions 259 to 262 are displayed with their density order reflecting their superposition order. This allows the gaming machine 10 to clearly indicate the display priority of each display object having shadow regions 259 to 262, thereby improving the discriminability of each display object. Such a gaming machine 10 contributes to the achievement of high performance effects in display effects using display objects with shadow representations.

[0222] Next, the display elements that can be targeted for object display will be explained using Figures 16 to 18. Figure 16 is a diagram showing an example of object display in the first embodiment (part 1). Figure 17 is a diagram showing an example of object display in the first embodiment (part 2). Figure 18 is a diagram showing an example of object display in the first embodiment (part 3). Note that in Figures 16 to 18, the implicit representation can be set for the display elements that can be targeted for object display, and the implicit representation is omitted for simplicity of illustration.

[0223] The object display example shown in Figure 16(1) displays the display elements included in the display screen 500 as objects. The display screen 500 is the display screen when the symbols are stopped, and after the end of the variable display in the variable display game (before the start of the next variable display game), it displays the symbols that represent the result of the variable display game for a predetermined period of time. The display screen 500 displays the large symbol group 501, the small symbol group 502, the special symbol 1 reserve count display 503, the special symbol 2 reserve count display 504, the standby reserve display 505, the consumed reserve display 506, and the background display 507.

[0224] The large symbol group 501 is responsible for game effects to enhance entertainment value. Therefore, the large symbol group 501 is displayed largely in a variable display area located approximately in the center of the display device 41. The large symbol group 501 includes the left symbol, the middle symbol, and the right symbol. The large symbol group 501 also includes a background base, a numerical display with primary identifiability through numbers, and an image display with secondary identifiability through images of shapes such as squares, triangles, and stars. The large symbol group 501 possesses identifiability as identification information through either the primary or secondary identifiability, or both.

[0225] On display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". In other words, on display screen 500, the large symbol group 501 indicates that the special symbol variation display game is in a stopped state (symbols are stopped).

[0226] The small symbol group 502 is responsible for notifying the state of the variable display in order to improve the ease with which the player can understand the game state. For this reason, the small symbol group 502 is displayed small on the periphery of the display device 41 so as not to interfere with the display effects of the large symbol group 501 and to ensure visibility. The small symbol group 502 includes the left symbol, the middle symbol, and the right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol that make up the small symbol group 502 all indicate that the corresponding special variable display game is in a stopped state.

[0227] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, offering greater flexibility in its display position and allowing for significant changes in its display pattern. Conversely, the small symbol group 502 is displayed smaller than the large symbol group 501, offering less flexibility in its display position (for example, its position is fixed).

[0228] The gaming machine 10 may also display the fourth symbol on the display device 41 or a display device provided separately from the display device 41. The fourth symbol indicates the variable display state of Special Feature 1 game or the variable display state of Special Feature 2 game.

[0229] The Special Feature 1 Reserved Count Display 503 displays the number of reserved games in Special Feature 1. On display screen 500, the Special Feature 1 Reserved Count Display 503 indicates that the number of reserved games in Special Feature 1 is "3". The Special Feature 2 Reserved Count Display 504 displays the number of reserved games in Special Feature 2. On display screen 500, the Special Feature 2 Reserved Count Display 504 indicates that the number of reserved games in Special Feature 2 is "0".

[0230] The standby hold display 505 shows how a number of standby hold icons 505i corresponding to the number of holds in Special Feature 1 game are displayed, corresponding to the current game state (for example, normal game state). The standby hold display 505 displays predetermined hold bases, and one standby hold icon 505i can be displayed for each hold base. The standby hold icon 505i is, for example, spherical in shape, and the standby hold icon 505i can also be displayed with movement through animation (for example, deformation, color change, up and down movement, etc.). The consumed hold display 506 shows how a hold consumption icon 508 corresponding to the consumption of holds in Special Feature game is displayed. The hold consumption icon 508 is, for example, spherical in shape, and the hold consumption icon 508 can also be displayed with movement through animation (for example, deformation, color change, up and down movement, etc.).

[0231] For example, as shown in display screen 500, when the special figure 1 reserve count display 503 displays "3" and the special figure 2 reserve count display 504 displays "0", the standby reserve display 505 indicates that the number of reserve memories is "3" through the three reserve memory displays. Note that the number of reserves or reserve memory refers to the number of start memories for which the special figure's variable display game has not yet been executed.

[0232] The standby / hold display 505, depending on its display mode (the hold memory display shown on the standby / hold display 505), clearly indicates the number of hold memories for the special feature variation display game and can also inform the expected outcome for each hold memory.

[0233] The consumption hold indicator 506, depending on its display mode, can indicate whether the special feature variation display game is in a variation display state and can also inform the expected outcome of the game. The consumption hold indicator 506 displays a predetermined hold base and can display one hold consumption icon 506i on the hold base. On the display screen 500, the consumption hold indicator 506 shows the area within the frame (hold base) as blank to indicate that the special feature variation display game is in a stopped state. After this, the gaming machine 10 starts the variation display.

[0234] Background element 507 is a display element that serves as the background for each display element, and is usually the display element that is at the very back. Background element 507 may be displayed as a still image or as a moving image.

[0235] In addition, the standby reserve display 505 is set to display the number of reserves for either Special Feature 1 game or Special Feature 2 game using the standby reserve icon 505i, depending on the game state. However, it is also possible to display the total number of reserves for both Special Feature 1 and Special Feature 2 game using the standby reserve icon 505i.

[0236] The object display example shown in Figure 16(2) displays the display elements included in the display screen 510 as objects. The display screen 510 is the display screen after the start of the variable display. The display screen 510 is the screen after the display screen 500 and shows the screen during the variable display (while the three symbols are changing). In the display screen 510, the left, middle, and right symbols of the large symbol group 501 are changing, indicating that the special variable display game is in the process of displaying a variable display. Also, in the display screen 510, the left, middle, and right symbols of the small symbol group 502 are changing uniformly at a predetermined speed, indicating that the special variable display game is in the process of displaying a variable display.

[0237] On display screen 510, the Special Feature 1 Reserve Count Display 503 indicates that the number of reserved balls for Special Feature 1 game is "2", the Special Feature 2 Reserve Count Display 504 indicates that the number of reserved balls for Special Feature 2 game is "0", and the Standby Reserve Display 505 indicates the game state which shows the number of reserved balls for Special Feature 1 game, and that the number of reserved balls for the Special Feature Variation Display game (Special Feature 1 game) is "2". Also on display screen 510, the Consumed Reserve Display 506 displays the reserved balls being consumed using the Reserve Consumption Icon 506i, indicating that the Special Feature Variation Display game is currently in a variation state.

[0238] Furthermore, display screens 500 and 510 may include visual display elements such as character displays and text displays (not shown), and these visual display elements may also be capable of displaying movement through animation or the like.

[0239] The object display example shown in Figure 17(1) displays the display elements included in display screen 512 as objects. Display screen 512 is the screen that follows display screen 510 and is the display screen during reach fluctuations.

[0240] The display screen 512 includes a reduced display mode 513 of the large symbol group 501, a performance guidance message display 514, a performance guidance image display 515, a reliability display 516, a character display 517, and an effect display 518 as display elements. The reduced display mode 513 reduces the size of the large symbol group 501 to secure a larger area for displaying the reach performance and clearly indicate the reach variation. The performance guidance message display 514 displays the name and description of the reach performance in text to guide the player through the reach performance. The performance guidance image display 515 displays the reach performance as an image to guide the player through the reach performance. The reliability display 516 indicates (suggests) the probability of a reach winning by displaying the number, color, shape, etc. of stars, etc. The character display 517 indicates (suggests) the probability of a reach winning by displaying the type, number, movement, color, pattern, etc. of characters. Effect display 518 is a predetermined display effect that decorates other display elements.

[0241] The object display example shown in Figure 17(2) displays the display elements included in display screen 520 as objects. Display screen 520 is the screen that follows display screen 512 and is the display screen during a jackpot.

[0242] The display screen 520 includes a winning symbol display 521, a playing instructions display 522, a performance movie 523, a title display 524, and a history information display 525 as display elements. The winning symbol display 521 clearly indicates the winning symbol by reducing the size of the large symbol group 501 to secure a larger area where the winning symbol can be displayed. Note that the winning symbol display 521 is not limited to displaying all the symbols (3 symbols) that make up the winning symbol combination, but may also display one symbol that represents the winning symbol combination. The playing instructions display 522 is a display that guides the player on how to play according to the game state (for example, playing to the right or playing to the left), and includes text display and / or pictogram display. The performance movie 523 is a movie that depicts a jackpot. Note that the performance movie can be displayed not only for jackpots, but also for other scenes such as when there is a chance of winning or when waiting for a customer. The title display 524 is a display that provides information such as the model name, reach name, mode name, and game state name of the gaming machine 10. The history information display 525 is a display that provides information on the game history, and for example, it displays the number of jackpots, the history of jackpot symbols during past jackpots, the number of prize balls won during the current jackpot, and the number of prize balls won during a predetermined period. The history information display 525 may also display the number of expected prize balls won in addition to or instead of the number of prize balls won. Furthermore, the history information display 525 can be displayed not only during jackpots but also during normal play, and may display the number of time-saving rounds or the remaining time-saving rounds.

[0243] The object display example shown in Figure 18(1) displays the display elements included in the display screen 528 as objects. The display screen 528 is the screen displayed when the power is turned on. The display screen 528 includes a power restoration guidance display 529 and a power restoration game information display 530 as display elements.

[0244] The power restoration notification display 529 is a display that notifies the user that power has been restored. If the power is turned on with an RWM reset, the power restoration notification displays that an RWM reset has occurred, and if the power is turned on without an RWM reset, it notifies the user that the game will be restored to the state it was in when the power was lost. The power restoration game information display 530 displays the necessary game information at the time of power restoration (for example, whether or not a variable display is in progress, whether or not there are reserved balls, how to play, etc.) until the display content returns to normal.

[0245] The object display example shown in Figure 18(2) displays the display elements included in display screen 532 as objects. Display screen 532 is the screen displayed when an error occurs. Display screen 532 includes error displays 533 and 534 and effect display 535 as display elements.

[0246] Error displays 533 and 534 both indicate an error that is currently occurring and may include instructions on how to recover from the error. Error display 533 indicates a more severe error than error display 534 and is displayed in priority to (for example, superimposed on) error display 534. Both error displays 533 and 534 are displayed in priority to the effect display 535. The effect display 535 is a necessary display element related to the effect and may be, for example, a movie display, a character display, a text display, etc.

[0247] Thus, the gaming machine 10 can display a variety of display elements on the display device 41 according to the game control state, and can also display each display element with a set priority according to the game control state.

[0248] Next, the relationship between the layer configuration and the shadow density of the object with a shadow will be described using FIG. 19. FIG. 19 is a diagram showing an example of the relationship between the layer configuration of the first embodiment and the shadow density of the object with a shadow. The display layer is a layer (stratum) in control processing that roughly classifies the relative overlapping (front-back) relationship between images (display elements), such as whether an image is preferentially displayed as being on the front side or, conversely, as being on the back side. For example, when two different images with overlapping display positions are arranged and drawn on different display layers, the image arranged on the display layer with a lower priority on the back (rear) side is shielded by the image arranged on the display layer with a higher priority on the front side at the overlapping portion. If the transparency of this front-side image is zero, the rear-side image will not be visible at all to the observer of the display device 41 even if it is drawn under control at the overlapping portion.

[0249] In the case of this embodiment, there are display layers L1, L2, L3, L4, L5, L6, L7, and L8 in order from the display layer L1 that is located at the forefront and has the highest overlapping order (display priority order) to the display layer L8 that has the lowest overlapping order (display priority order).

[0250] As the above display layers, there are, in order from the front side (the upper side of the overlapping order, the higher priority side), display layer L1, display layer L2, display layer L3, display layer L4, display layer L5, display layer L6, display layer L7, and display layer L8. Note that the characters such as "power recovery screen" and "production guidance screen" in the figure are explanations of each display layer and are not what is displayed on each display layer.

[0251] The display layer L1 is a display layer for displaying an error notification screen for errors with a high notification priority (error notification (high)) and a power recovery screen. The display layer L2 is a display layer for displaying an error notification screen for errors with a low notification priority (error notification (low)) and a game guidance screen. The display layer L3 is a display layer for displaying a production guidance screen and a screen for displaying small symbols and small holds. The display layer L4 is a display layer for displaying a movie screen with a high display priority (movie (high)). The display layer L5 is a display layer for displaying a character and a screen for displaying an effect with a high display priority (effect (high)). The display layer L6 is a display layer for displaying a screen for displaying a large symbol and a large hold. The display layer L7 is a display layer for displaying a movie screen with a low display priority (movie (low)). The display layer L8 is a display layer for displaying a background and a screen for displaying an effect with a low display priority (effect (low)).

[0252] An error with a high notification priority is an error with a higher notification priority than an error with a low notification priority. In other words, the error notification screen for an error with a high notification priority is a display screen that takes precedence over the power recovery screen, and the error notification screen for an error with a low notification priority is a display screen that is subordinate to the power recovery screen.

[0253] The gaming machine 10 can notify errors such as RAM initialization, power recovery, unauthorized winning in the big winning opening, unauthorized winning in the general winning opening, magnetic error, board radio wave error, frame radio wave error, front frame opening error, gaming frame opening error, start opening error, switch abnormality error, shooting ball depletion error, overflow error, payout abnormality error, connector disconnection, and operation abnormality. In addition, the gaming machine 10 can notify attention calls such as hitting method instructions, forgetting cards, long-term gaming, and caution against slumping.

[0254] These display layers L1, L2, L3, L4, L5, L6, L7, and L8 can have shadowed objects (Type B objects or Type D objects) placed as display objects, and the shadowed areas corresponding to these display objects are also placed on the same display layer as the display object.

[0255] For example, shadow region 209 is placed on display layer L1 along with its corresponding display object, shadow region 210 is placed on display layer L4 along with its corresponding display object, shadow region 211 is placed on display layer L5 along with its corresponding display object, and shadow region 212 is placed on display layer L8 along with its corresponding display object. In this case, there is an overlapping relationship from shadow regions 209 to 212, and the shadow density is set so that it increases in the order of shadow regions 209 to 212. In this way, the gaming machine 10 can adjust the shadow density according to the relationship of the display layers in which multiple shadowed objects are placed when multiple shadowed objects are placed on multiple display layers.

[0256] Next, the relationship between the superposition order of shadowed objects in a single layer and the shadow density will be explained using Figure 20. Figure 20 is a diagram showing an example of the relationship between the superposition order of shadowed objects in a single layer according to the first embodiment.

[0257] Display layers L1, L2, L3, L4, L5, L6, L7, and L8 can each have multiple shadowed objects (Type B or Type D objects) placed as display objects, and the shadowed areas corresponding to these display objects are also placed on the same display layer as the display objects themselves.

[0258] For example, when display objects corresponding to shadow regions 209 to 212 are arranged on display layer L6, with the display object corresponding to shadow region 209 at the forefront, followed by the display object corresponding to shadow region 210, the display object corresponding to shadow region 211, and the display object corresponding to shadow region 212, the shadow density is set so that it increases in the order of shadow regions 209 to 212. In this way, the gaming machine 10 can adjust the shadow density according to the relationship between the display layers when multiple shadowed objects are arranged on a single display layer.

[0259] Next, the relationship between the superposition order and shadow density of shadowed objects in multiple layers will be explained using Figure 21. Figure 21 is a diagram showing an example of the relationship between the superposition order and shadow density of shadowed objects in multiple layers in the first embodiment.

[0260] Multiple shadowed objects (Type B objects or Type D objects) can be placed as display objects on two or more of the display layers L1, L2, L3, L4, L5, L6, L7, and L8, and the shadowed areas corresponding to these display objects are also placed on the same display layer as the display objects.

[0261] For example, when display objects corresponding to shadow regions 209 and 210 are superimposed on display layer L6 with the display object corresponding to shadow region 209 in the foreground and the display object corresponding to shadow region 210 in the background, and display objects corresponding to shadow regions 211 and 212 are superimposed on display layer L8 with the display object corresponding to shadow region 211 in the foreground and the display object corresponding to shadow region 212 in the background, the shadow density is set so that it increases in the order from shadow region 209 to 212. In this way, the gaming machine 10 can adjust the shadow density according to the display layer on which the objects are placed and the superimposition relationship within the display layer when multiple shadowed objects are placed on multiple display layers.

[0262] Next, we will explain an example of parameter settings for each display object using Figure 22. Figure 22 is a diagram showing an example of parameter settings for each display object in the first embodiment. Note that parameter settings will be performed for 10 display objects (BD1 to BD10). The display objects to which parameter settings will be performed will be Type B objects or Type D objects that have a shadowed area.

[0263] First, Figure 22(1) shows an example of parameter settings for each display object. This example allows setting shadow density by formally setting an overlapping relationship, regardless of whether there is a specific overlapping relationship between display objects. The parameter "Layer" represents the layer on which the object is placed. The parameter "Overlap Order" represents the display layer on which the display object is placed and its overlapping order within that layer. Note that the parameter "Overlap Order" is set as a display priority even if there is no overlapping relationship between display objects, and a smaller number indicates a higher priority. The parameter "Shadow Density" represents the relative intensity of shadow density between display objects, with a smaller number indicating a higher shadow density. The parameter "Contrast" indicates the contrast between the shaded and bright areas of a display object and is used when converting relative shadow density to absolute shadow density. The parameter "Size" is an index indicating the size of the display object and is used when converting relative shadow density to absolute shadow density. The parameter "Center Position" is an index indicating the placement position of the display object and is used when converting relative shadow density to absolute shadow density.

[0264] For example, the display object BD1 is placed on layer "1," so its superposition order is "1," and a shadow density of "1" is set. The specific shadow density is then set according to its contrast of "3," size of "1," and center position of "1."

[0265] This allows the gaming machine 10 to easily determine the relative shadow density for display objects that have shadow areas. Furthermore, the gaming machine 10 can determine a specific shadow density according to the display mode while maintaining the relationship between relative shadow densities.

[0266] Next, Figure 22(2) shows another example of parameter settings for each display object. In this example, since there is no need for a hierarchy of shadow density between display objects that do not have an overlapping relationship, the hierarchy of shadow density can be set only for display objects that have an overlapping relationship. The parameter "Layer" represents the layer on which the object is placed. The parameter "Overlap Relationship" represents the presence or absence of an overlapping relationship, regardless of whether the display layers are the same or the same. The parameter "Overlap Relationship" is "0" when there is no overlapping relationship between display objects, and "1" when there is. The parameter "Shadow Density" represents the relative intensity of shadow density between display objects, with smaller numbers indicating higher shadow density. The parameter "Contrast" indicates the contrast between the shaded and bright areas of a display object and is used when converting relative shadow density to absolute shadow density. The parameter "Size" is an index indicating the size of the display object and is used when converting relative shadow density to absolute shadow density. The parameter "Center Position" is an index indicating the placement position of the display object and is used when converting relative shadow density to absolute shadow density.

[0267] For example, display object BD1 is placed on layer "1" but has an overlap relationship of "0", so an arbitrary shadow density of "7" is set, and a specific shadow density is set according to the contrast "3", size "1", and center position "1". Similarly, display object BD4 is placed on layer "4" and has an overlap relationship of "1", so a shadow density of "1" is set, and a specific shadow density is set according to the contrast "4", size "2", and center position "2".

[0268] In other words, relative shadow densities are set among the display objects BD4, BD5, BD6, BD8, BD9, and BD10 that have an overlapping relationship, while arbitrary shadow densities are set for the display objects BD1, BD2, BD3, and BD7 that do not have an overlapping relationship. Note that the arbitrary shadow densities set for the display objects that do not have an overlapping relationship may be the same or different.

[0269] This allows the gaming machine 10 to more easily determine the relative shadow density for display objects that have shadow areas. Furthermore, the gaming machine 10 can determine a specific shadow density according to the display mode while maintaining the relationship between relative shadow densities.

[0270] Thus, when the gaming machine 10 displays display objects with shadowed areas in the central and peripheral areas of the display area of ​​the display device 41, fixing their display positions, it can create a desirable sense of depth by making the shadow density of the display object displayed in the central area relatively darker than that of the display object displayed on the peripheral area. Furthermore, the gaming machine 10 can emphasize the display object displayed in the central area more than the display object displayed on the peripheral area. In addition, the gaming machine 10 can prevent the display object displayed on the peripheral area from interfering with the visual effect of the display object displayed in the central area. Moreover, the gaming machine 10 can provide stable visibility for the display object displayed on the peripheral area.

[0271] The gaming machine 10 may display display objects on the periphery and display objects on the center without setting a front-to-back relationship (for example, displaying them on the same display layer without overlapping relationships), or it may display them with a set front-to-back relationship, such as display objects on the periphery (for example, display object BD3) and display objects on the center (for example, display object BD1).

[0272] Next, the process of determining the specific shadow density for display objects that have a shadowed area will be explained using Figures 23 to 26. Figure 23 is a diagram showing an example of a flowchart of the shadow density determination process in the first embodiment. Figure 24 is a diagram showing an example of extracting objects to be targeted for shadow density setting in the first embodiment. Figure 25 is a diagram (part 1) showing an example of setting the shadow density for objects to be targeted for shadow density setting in the first embodiment. Figure 26 is a diagram (part 2) showing an example of setting the shadow density for objects to be targeted for shadow density setting in the first embodiment.

[0273] 〔Shadow density determination process〕 The shadow density determination process is a process for determining the shadow density of a display object having a shadow area. The shadow density determination process is a process executed by the control unit (CPU 311) of the effect control device 300 within the effect display editing process in step D23 of the main process.

[0274] [Step D41] The control unit extracts the display object to be the shadow density setting target. The object list shown in Fig. 24(1) shows the display objects to be displayed on the display device 41 at a predetermined timing. There are 15 display objects to be displayed (from object 01 to object 0F). For example, object 01 is an A-type object and is arranged on the display layer L2. Also, object 05 is a B-type object and is arranged on the display layer L2.

[0275] Since the display object to be the shadow density setting target is a B-type object or a D-type object, the control unit extracts the B-type object and the D-type object from among objects 01 to 0F according to the object type.

[0276] The shadow density setting target object list shown in Fig. 24(2) shows the result of extracting the B-type object and the D-type object from the object list shown in Fig. 24(1). [Step D42] The control unit sets the relative shadow density between layers for the display object to be the shadow density setting target (layer - to - layer relative shadow density setting).

[0277] The inter-layer relative shadow density settings shown in Figure 25(1) are obtained by assigning relative density settings to the list of objects subject to shadow density settings shown in Figure 24(2). The extracted objects 05 to 0D and 0F are placed on five display layers L2, L3, L4, L5, L6, and L7, so five density settings from 10 to 60 are assigned in increments of 10. As a result, the display objects placed on display layer L2 will have a relative density setting of "10", the display objects placed on display layer L3 will have a relative density setting of "20", the display objects placed on display layer L4 will have a relative density setting of "30", the display objects placed on display layer L5 will have a relative density setting of "40", the display objects placed on display layer L6 will have a relative density setting of "50", and the display objects placed on display layer L7 will have a relative density setting of "60".

[0278] [Step D43] The control unit sets the relative shadow density for two or more display objects that are subject to shadow density setting and are located on one display layer (relative shadow density setting within the layer).

[0279] According to the inter-layer relative shading settings shown in Figure 25(1), since objects 08, 09, 0A, and 0F are placed on display layer L5, the relative shading is set for objects 08, 09, 0A, and 0F. It is assumed that object 08 is inferior to the others, objects 09 and 0A are equal, and object 0F is superior. As a result, the inter-layer relative shading settings shown in Figure 25(2) are adjusted in increments of 1 so as not to disrupt the inter-layer relative shading, resulting in a relative shading setting of "41" for object 08, "42" for objects 09 and 0A, and "40" for object 0F.

[0280] Furthermore, according to the inter-layer relative shadow density setting shown in Figure 25(1), since objects 0C and 0D are placed on display layer L7, the relative shadow density is set for objects 0C and 0D. It is assumed that objects 0C and 0D are isochromatic. As a result, the L7 layer relative shadow density setting shown in Figure 25(3) will have a relative density setting of "60" for objects 0C and 0D without any adjustment.

[0281] [Step D44] The control unit determines the overall negative density ranking based on the inter-layer relative negative density setting and the intra-layer relative negative density setting. The shadow density ranking in the object-specific shadow density list shown in Figure 26 is based on the shadow density settings for inter-layer relative shadow density shown in Figure 25(1), the relative shadow density settings within the L5 layer shown in Figure 25(2), and the relative shadow density settings within the L7 layer shown in Figure 25(3). Display objects with shadow areas are ranked according to their relative importance, while maintaining the same order for objects of the same rank. Display objects without shadow areas are not included in the ranking.

[0282] [Step D45] The control unit performs state correction on the density of the shadow areas according to various states such as the game state. For example, it performs correction when it wants to emphasize the shadow areas for a particular display object (enhance visibility) or when it does not want to emphasize the shadow areas (weaken visibility).

[0283] In the list of object-specific shadow density shown in Figure 26, the state correction applies a "+1" correction only to object 09 when the predetermined conditions are met. [Step D46] The control unit sets the absolute negative density according to the negative density rank and state correction. For example, object 05 has an absolute negative density of "5" based on a negative density rank of "1" and a state correction of "0", object 06 has an absolute negative density of "10" based on a negative density rank of "2" and a state correction of "0", object 09 has an absolute negative density of "31" based on a negative density rank of "6" and a state correction of "+1", and object 0A has an absolute negative density of "30" based on a negative density rank of "6" and a state correction of "0".

[0284] Absolute shadow density can correspond to the brightness of the shadowed areas in a displayed object, but since the perception of light and dark differs depending on the contrast with the bright areas, it may also correspond to the contrast with the bright areas.

[0285] Next, we will explain the state correction examples performed in step D45 using Figures 27 to 30. Figure 27 is a diagram showing examples of shadow density adjustment for each game state of the shadow density setting target object in the first embodiment. Figure 28 is a diagram showing examples of shadow density adjustment by relative density change for each variable display state of the shadow density setting target object in the first embodiment. Figure 29 is a diagram showing examples of shadow density adjustment for each hold display state of the shadow density setting target object in the first embodiment. Figure 30 is a diagram showing examples of shadow density adjustment for each mechanism operation state of the shadow density setting target object in the first embodiment.

[0286] The display screen 540 shown in Figure 27(1) displays a shadow area 211 within its display area during normal gameplay. The shadow area 211 is the shadow area of ​​the corresponding display object and has a predetermined shadow density. The bright area corresponding to the shadow area 211 is not shown.

[0287] The display object corresponding to the shadow area 211 is one of the display elements displayed in game states that have state transitions, such as the normal game state, the low probability high base game state, and the high probability high base game state. For example, the display objects corresponding to the shadow area 211 include large symbols, standby reserve displays, standby reserve display bases, consumed reserve displays, consumed reserve display bases, other performance display elements, and guidance display elements.

[0288] The display screen 541 shown in Figure 27(2) displays a dark area 210 within its display area when the game is in a low-probability, high-base state. The bright area corresponding to the dark area 210 is not shown. The dark area 210 is the dark area of ​​the corresponding display object and has a different (for example, larger) darkness density than the dark area 211.

[0289] The display screen 542 shown in Figure 27(3) displays a negative area 209 within its display area when the game is in a high-probability, high-base state. The positive area corresponding to the negative area 209 is not shown. The negative area 209 is the negative area of ​​the corresponding display object and has a different negative density than the negative areas 210 and 211 (for example, it is larger than either of them).

[0290] Thus, the display objects corresponding to shadow regions 209, 210, and 211 are the same display elements, and by varying the shadow density according to the game state, it is possible to guide the player to the current game state. Furthermore, the display objects corresponding to shadow regions 209, 210, and 211 may contribute to improving the identifiability of the display elements by varying the shadow density according to the game state.

[0291] The display screen 544 shown in Figure 28(1) displays a shadow area 211 within its display area in a variable display game. The shadow area 211 is the shadow area when the corresponding decorative symbol (for example, a large symbol) is in a variable state, and has a predetermined shadow density. The bright area corresponding to the shadow area 211 is not shown. The decorative symbol corresponding to the shadow area 211 is displayed in a display state that has state transitions such as variable state, temporary stop state, and stopped state.

[0292] The display screen 545 shown in Figure 28(2) displays a shadow area 210 corresponding to the decorative symbol within its display area when the display is in a temporary stop state. The bright area corresponding to the shadow area 210 is not shown. The shadow area 210 is the shadow area when the corresponding decorative symbol is in a temporary stop state, and its shadow density is different from that of the shadow area 211 (for example, it is larger).

[0293] The display screen 546 shown in Figure 28(3) displays a shadow area 209 within its display area when the machine is stopped. The bright area corresponding to the shadow area 209 is not shown. The shadow area 209 is the shadow area when the corresponding decorative symbol is stopped, and its shadow density is different from that of shadow areas 210 and 211 (for example, it is larger than either of them).

[0294] Thus, the decorative patterns corresponding to shadow areas 209, 210, and 211 can indicate the current display state by varying the shadow density according to the display state. Furthermore, the decorative patterns corresponding to shadow areas 209, 210, and 211 can contribute to improving the identifiability of the display elements by varying the shadow density according to the display state.

[0295] The display screen 547 shown in Figure 29(1) displays a shadow area 211 within its display area in a variable display game. The shadow area 211 is the shadow area when the hold display (waiting hold display or digestion hold display) is in a steady state, and has a predetermined shadow density. Note that the bright area corresponding to the shadow area 211 is not shown. The hold display corresponding to the shadow area 211 is displayed with a display state that has state transitions such as steady state, occurrence state, and shift state. Note that the steady state is the state in which the waiting hold display icon or digestion hold icon repeatedly displays the waiting (digestion) animation, the occurrence state is the state in which the waiting hold display icon displays the occurrence animation once, and the shift state is the state in which the waiting hold display icon displays the shift animation once.

[0296] The display screen 548 shown in Figure 29(2) displays a dark area 210 within its display area in a variable display game. The bright area corresponding to the dark area 210 is not shown. The dark area 210 is the dark area when a hold display (standby hold display) is active, and its darkness density is different from that of the dark area 211 (for example, it is larger).

[0297] The display screen 549 shown in Figure 29(3) displays a shadow area 209 within its display area in a variable display game. Note that the bright area corresponding to the shadow area 209 is not shown. The shadow area 209 is the shadow area when the hold display (standby hold display) is in a shift state, and its shadow density is different from that of shadow areas 210 and 211 (for example, it is larger than either of them).

[0298] Thus, the pending indicators corresponding to shaded areas 209, 210, and 211 can guide the user to the current display state by varying the shade density according to the display state. Furthermore, the pending indicators corresponding to shaded areas 209, 210, and 211 may contribute to improving the identifiability of the display elements by varying the shade density according to the display state.

[0299] While decorative patterns and hold indicators were used as examples for display elements corresponding to shadow areas 209, 210, and 211, this method can also be applied to display elements with moving displays, display elements with changing forms, display elements with changing colors, etc., as long as the shadow density can be changed in accordance with the display state.

[0300] The display screen 550 shown in Figure 30(1) displays a shadow area 211 within its display area. The shadow area 211 is the shadow area of ​​the corresponding display object and has a predetermined shadow density. The bright area corresponding to the shadow area 211 is not shown. The display object corresponding to the shadow area 211 is one of the arbitrary display elements.

[0301] The display screen 551 shown in Figure 30(1) is the display screen when the movable part 552 moves (advances) in front of the display screen 550. The display screen 551 displays the shadow area 212 within its display area. The shadow area 212 has a different shadow density (for example, is smaller) than the shadow area 211.

[0302] The display screen 553 shown in Figure 30(2) displays a shadow area 211 within its display area. The shadow area 211 is the shadow area of ​​the corresponding display object and has a predetermined shadow density. The bright area corresponding to the shadow area 211 is not shown. The display object corresponding to the shadow area 211 is one of the arbitrary display elements.

[0303] The display screen 554 shown in Figure 30(2) is the display screen when the movable part 552 moves in front of the display screen 550. The display screen 551 displays the shadow area 210 within its display area. The shadow area 210 has a different shadow density (for example, is larger) than the shadow area 211.

[0304] In this way, the gaming machine 10 can vary the density of the shadow area depending on the presence or absence of the mechanism 552 in front of the display screen, thereby suppressing the decrease in the discernibility of display elements caused by the mechanism 552 moving to the front of the display screen. For example, the mechanism 552 may cast a shadow on the display area, and the light emitted by the light-emitting device (not shown) provided by the mechanism 552 may reduce the discernibility of display elements. However, the gaming machine 10 controls the density of the shadow of the display object to stabilize the density of the shadow that the player can perceive.

[0305] Furthermore, when the special feature 552 moves to the front of the display screen, whether to increase or decrease the density of the shadow area should be determined according to the display mode of the display elements and the degree to which the discriminability of the display elements is reduced by the special feature 552.

[0306] Furthermore, while the gaming machine 10 is configured to adjust the density of the shadow area depending on the presence or absence of the mechanism 552 in front of the display screen when the mechanism 552 moves (advances) to the front of the display screen, it may also be configured to adjust the density of the shadow area depending on the presence or absence of the mechanism 552 in front of the display screen when the mechanism 552 moves (exits) from the front of the display screen. This allows the gaming machine 10 to suppress the reduction in the discriminability of display elements due to the presence or absence of the mechanism 552 in front of the display screen.

[0307] Furthermore, the gaming machine 10 may control the shadow density of the display objects in cooperation with shadow control associated with the movement of the mechanism 552 and the light emission control of the mechanism 552. In this case, the gaming machine 10 may fix the shadow density of the display objects and perform shadow control associated with the movement of the mechanism 552 and the light emission control of the mechanism 552. Alternatively, instead of controlling the shadow density of the display objects, the gaming machine 10 may perform shadow control associated with the movement of the mechanism 552 and the light emission control of the mechanism 552 according to the display position and overlapping order of the display objects.

[0308] Next, the adjustment of the negative concentration will be explained using Figures 31 and 32. Figure 31 is a diagram (part 1) showing an example of concentration adjustment by relative concentration change between the negative and positive regions of the object targeted for negative concentration setting in the first embodiment. Figure 32 is a diagram (part 2) showing an example of concentration adjustment by relative concentration change between the negative and positive regions of the object targeted for negative concentration setting in the first embodiment.

[0309] The example of negative density change shown in Figure 31(1) involves fixing the negative density (positive density) of the positive region 555a of the display object (Type B object) 555, and changing the negative density of the corresponding negative region 555b of the positive region 555a. In this way, the gaming machine 10 can change the discriminability of the display element by changing the negative density of the negative region in the display element.

[0310] The example of shadow density change shown in Figure 31(2) involves fixing the shadow density of the shadow region 556b of the display object (Type B object) 556, and changing the shadow density (bright density) of the contrasting bright region 556a of the shadow region 556b. In this way, the gaming machine 10 can change the discriminability of the display element by changing the shadow density of the contrasting bright region of the shadow region in the display element. The example of shadow density adjustment shown in Figure 31 can be achieved by adjusting the color, brightness, contrast, etc. of the drawing data of the display element, and therefore does not place an excessive burden on the display control.

[0311] The example of darkness density change shown in Figure 32(1) involves fixing the darkness density (positive density) of the positive region 557a and the darkness density of the dark region 557b of the display object (Type B object) 557, and changing the positions of the positive region 557a and the darkness region 557b to change the apparent darkness density. In this way, the gaming machine 10 can change the discriminability of the display element by changing the apparent darkness density of the dark region in the display element.

[0312] The example of shadow density change shown in Figure 32(2) involves fixing the shadow density (positive density) of the positive region 558a and the shadow density of the negative region 558b of the display object (Type B object) 558, and changing the area ratio of the positive region 558a to the negative region 558b to change the apparent shadow density. In this way, the gaming machine 10 can change the discriminability of the display element by changing the apparent shadow density of the shadow region in the display element. The example of shadow density adjustment shown in Figure 32 can be achieved by replacing the drawing data of the display element.

[0313] Next, examples of shadow density display in decorative patterns will be explained using Figures 33 and 34. Figure 33 is a diagram showing an example (1) of the shadow area display of a decorative pattern (object subject to shadow density setting) in the first embodiment. Figure 34 is a diagram showing an example (2) of the shadow area display of a decorative pattern (object subject to shadow density setting) in the first embodiment.

[0314] The display screen 590 shown in Figure 33(1) displays a display object 591 corresponding to the left decorative symbol (left large symbol) in a variable display game, a display object 592 corresponding to the middle decorative symbol (middle large symbol), and a display object 593 corresponding to the right decorative symbol (right large symbol).

[0315] Display object 591 places the shadow area 591b to the lower left of the bright area 591a, display object 592 places the shadow area 592b below the bright area 592a, and display object 593 places the shadow area 593b to the lower right of the bright area 593a. In this way, the gaming machine 10 may clearly indicate whether a decorative symbol is a left decorative symbol, a middle decorative symbol, or a right decorative symbol by differently positioning the shadow area relative to the bright area for each decorative symbol.

[0316] Furthermore, by making the display objects 591, 592, and 593 on the display screen 590 the same type of data that are drawn based on the same data through rotation and inversion, the processing burden related to display control processing can be reduced while clearly indicating the display target.

[0317] The display screen 594 shown in Figure 33(2) displays a display object 591 corresponding to the left decorative symbol (left large symbol) in a variable display game, a display object 592 corresponding to the middle decorative symbol (middle large symbol), and a display object 593 corresponding to the right decorative symbol (right large symbol).

[0318] Display object 591 places a shadow area 591b with a predetermined shadow density to the lower left of the bright area 591a, display object 592 places a shadow area 592b with a different shadow density (for example, a higher shadow density) to the lower left of the bright area 592a, and display object 593 places a shadow area 593b with a different shadow density (for example, a lower shadow density) to the lower left of the bright area 593a. In this way, the game machine 10 may specify whether a decorative symbol is a left decorative symbol, a middle decorative symbol, or a right decorative symbol by differently determining the shadow density of the shadow area relative to the bright area for each decorative symbol.

[0319] Furthermore, by making the display objects 591, 592, and 593 on the display screen 594 the same type of data that are drawn based on the same data that does not require rotation or inversion, the processing burden related to display control processing can be reduced while clearly indicating the display targets.

[0320] Furthermore, while decorative symbols (for example, the large symbol group 501 and the small symbol group 502) are designed to be identifiable and clearly displayed according to the position of the shadowed area and the intensity of the shadow, the system is not limited to this. In addition, the display of the number of reserved symbols in Special Feature 1 503, the number of reserved symbols in Special Feature 2 504, the standby reserved symbol display 505, the guidance message display, the effect display, the character display, the background display, the error display, etc., the display of the display is designed to be identifiable and clearly displayed according to the position of the shadowed area and the intensity of the shadow.

[0321] The display screen 595 shown in Figure 34(1) displays a display object 591 corresponding to the left decorative symbol (left large symbol) in a variable display game, a display object 592 corresponding to the middle decorative symbol (middle large symbol), and a display object 593 corresponding to the right decorative symbol (right large symbol).

[0322] Display object 591 places a shadow area 591b of a predetermined size to the lower left of the bright area 591a; display object 592 places a shadow area 592b of a different size (for example, a larger shadow area) to the lower left of the bright area 592a; and display object 593 places a shadow area 593b of the same size as the shadow area 591b to the lower left of the bright area 593a. In this way, the game machine 10 may guide the decorative symbols by varying the size of the shadow area relative to the bright area according to the decorative symbols.

[0323] The display screen 596 shown in Figure 34(2) displays a display object 591 corresponding to the left decorative symbol (left large symbol) in a variable display game, a display object 592 corresponding to the middle decorative symbol (middle large symbol), and a display object 593 corresponding to the right decorative symbol (right large symbol).

[0324] Display object 591 places a shadow area 591b with a predetermined transparency (for example, opaque) to the lower left of the bright area 591a; display object 592 places a shadow area 592b with a different transparency (for example, semi-transparent) than shadow area 591b to the lower left of the bright area 592a; and display object 593 places a shadow area 593b with the same transparency as shadow area 591b to the lower left of the bright area 593a. Shadow areas 591b and 593b make the background display object 597 invisible through the shadow area, but shadow area 592b makes the background display object 597 visible through the shadow area. In this way, the game machine 10 may guide the decorative symbols by varying the transparency of the shadow area relative to the bright area according to the decorative symbols.

[0325] Furthermore, the position, size, density, and transparency of the shadow area relative to the bright area may be different for each decorative symbol, depending on whether the decorative symbol is a symbol that forms a reach pattern or a symbol that changes during a reach, or whether the decorative symbol is a probability-changing symbol or not.

[0326] Next, we will explain, using Figure 35, how inconsistencies in the position of the shadow area may occur for each display object. Figure 35 shows an example of inconsistencies in the shadow position for each object in the first embodiment.

[0327] For example, the difference in the position of the shadow area relative to the light area for each decorative pattern shown in display screen 590 (see Figure 33) is intentional and appears consistent depending on the light source setting. However, cut screens extracted from existing animation materials have the shadow settings from that animation, so even if the shadow area is on the lower left side in cut screen A, it may be on the lower right side in cut screen B, making it impossible to achieve consistency.

[0328] For example, display screen 597 displays display objects 591, 592, and 593 as decorative patterns. Display objects 591, 592, and 593 have their positions aligned with the positive regions 591a, 592a, and 593a and the negative regions 591b, 592b, and 593b respectively, creating a unified negative representation.

[0329] On the other hand, the cut display (cut screen) 598, which is a display object extracted from existing animation material, is drawn with a different light source than the display objects 591, 592, and 593. This creates a contradiction in the light sources of the two, which may cause a sense of unease to players who observe carefully.

[0330] However, the display screen 597 differs the negative density of the negative region 598b relative to the positive region 598a of the cut display 598 from the negative density of the negative regions 591b, 592b, and 593b relative to the positive regions 591a, 592a, and 593a of the display objects 591, 592, and 593.

[0331] As a result, the gaming machine 10 can draw attention to the difference in shadow density rather than the inconsistency of the light source in the shadowed areas of the cut display 598 and the display objects 591, 592, and 593. Consequently, the gaming machine 10 achieves a consistent display control overall by using shadow density as a criterion for consistent shadow representation for two or more display objects with inconsistent virtual light sources, thereby improving the identifiability of two or more display objects with shadow representations.

[0332] Furthermore, when there are display objects with shadow representation by a first virtual light source (first light source object or group of first light source objects) and display objects with shadow representation by a second virtual light source (second light source object or group of second light source objects), it is desirable that at least one of the display objects has two or more. For example, display objects 591, 592, and 593 can express (display) their shadow regions 591b, 592b, and 593b using a common virtual light source, thereby creating a sense of unity in the shadow representation of display objects 591, 592, and 593. As a result, the gaming machine 10 can create a sense of unity in the shadow regions 591b, 592b, and 593b of display objects 591, 592, and 593. Furthermore, the gaming machine 10 can clearly create a sense of unity based on the density of the shadows, while highlighting the inconsistency in the position of the shadows by comparing the shadow area 598b in the cut display 598 with the shadow areas 591b, 592b, and 593b in the display objects 591, 592, and 593.

[0333] Furthermore, it is desirable that display objects with shading effects from the first virtual light source and display objects with shading effects from the second virtual light source be display targets with different functions. For example, it is desirable that the left decorative symbol, middle decorative symbol, and right decorative symbol that make up the large symbol group 501 all belong to either the first light source object group or the second light source object group, and it is undesirable to make the left decorative symbol and middle decorative symbol the first light source object group and the right decorative symbol the second light source object group. For example, display targets with different functions as referred to here include the large symbol group 501, the small symbol group 502, the special symbol 1 reserve count display 503, the special symbol 2 reserve count display 504, the standby reserve display 505, the consumed reserve display 506, and the background display 507, etc.

[0334] Furthermore, among the decorative symbols that make up the large symbol group 501, designating the left and right decorative symbols that constitute a "reach" as the first light source object group, and the middle symbols (final stop symbols) that do not constitute a "reach" as the second light source object, is considered a desirable configuration because the first light source object group and the second light source object are display targets with different functions.

[0335] Furthermore, the gaming machine 10 of the first embodiment described above (including modified versions) has the following characteristics in one aspect. Conventional gaming machines have been at risk of insufficient identifiability when displaying a variety of display targets. The gaming machine 10 of the first embodiment provides a gaming machine that can improve identifiability even when displaying a variety of display targets.

[0336] (1) A gaming machine (for example, gaming machine 10) includes display means capable of displaying a first display object and a second display object with shading, and control means that, when the second display object is displayed to the side of the first display object, makes the shading density set for the second display object relatively darker than the shading density set for the first display object (see, for example, Figure 21).

[0337] (2) A gaming machine (for example, gaming machine 10) includes display means capable of displaying a first display object and a second display object in a display area using shading, and control means that, when displaying the first display object fixed at the first display position and displaying the second display object fixed at the second display position, among the first display position on the peripheral side and the second display position on the central side of the display area, makes the shading density set for the second display object relatively darker than the shading density set for the first display object (see, for example, Figure 22).

[0338] (3) A gaming machine (for example, gaming machine 10) includes a display means capable of displaying a first display object and a second display object with a shading representation, and a control means that makes the shading density set for the second display object relatively darker than the shading density set for the first display object. When the control means displays the first display object (for example, display object BD3) fixed at a first display position in the display area, and displays the second display object (for example, display object BD1) fixed at a second display position in the display area, the first display position is set to the peripheral side of the display area and the second display position is set to the central side of the display area (see, for example, Figure 22).

[0339] (4) The control means of (3) displays the second display object (for example, display object BD1) in front of the first display object (for example, display object BD3) (see, for example, Figure 22).

[0340] (5) A gaming machine (for example, gaming machine 10) includes display means capable of displaying a display object in a display area with a shadow representation; movable means capable of moving a movable object (for example, a gimmick 552) in front of the display area; and control means that, in a first state in which the movable object is withdrawn from in front of the display object, displays the shadow density of the display object so as to be perceptible with a first shadow density (for example, a shadow area 211), and in a second state in which the movable object is advanced in front of the display object, displays the shadow density of the display object so as to be perceptible with a second shadow density different from the first shadow density (for example, shadow areas 210, 212) (see, for example, Figure 30).

[0341] (6) A gaming machine (for example, gaming machine 10) includes a display means capable of displaying a first display object (for example, display object 591) and a second display object of the same type as the first display object (for example, display object 592) in a shading representation, and a control means that, when displaying the first display object and the second display object, makes the shading density set for the second display object relatively darker than the shading density set for the first display object (see, for example, Figure 33(2)).

[0342] (7) A gaming machine (for example, gaming machine 10) includes display means capable of displaying a first display object (for example, display objects 591, 592, 593) and a second display object (for example, cut display 598) with a shading representation, and control means that, when the virtual light source in the first display object (for example, the shading regions 591b, 592b, 593b) and the virtual light source in the second display object (for example, the shading region 598b) are different, the shading density set for the first display object and the shading density set for the second display object are different (see, for example, Figure 35).

[0343] (8) A gaming machine (for example, gaming machine 10) includes display means capable of displaying a first display object (for example, display object 591), a second display object (for example, display object 592), and a third display object (for example, cut display 598) with a shading representation, and control means that, when the virtual light source in the first display object (for example, a shading region 591b) and the virtual light source in the second display object (for example, a shading region 593b) coincide, and the virtual light source in the first display object (for example, a shading region 591b) and the virtual light source in the third display object (for example, a shading region 598b) differ, sets the shading density set for the first display object to be the same as the shading density set for the second display object, and sets the shading density set for the first display object to be different from the shading density set for the third display object (see, for example, Figure 35).

[0344] [Second Embodiment] Next, a description will be given of a gaming machine 10 according to a second embodiment. The gaming machine 10 according to the second embodiment makes it easy to verify the components mounted on the circuit board while still allowing for reliable anti-fraud measures to be implemented, even though at least two seals are attached to the circuit board box. First, the circuit board layout environment in the gaming machine 10 will be described using Figure 36. Figure 36 is a perspective view showing an example of a gaming machine according to the second embodiment. Note that components similar to those in the first embodiment will be given the same reference numerals and their descriptions will be omitted.

[0345] Figure 36 shows how the gaming machine 10 opens its front frame 12 relative to its outer frame (main frame) 11. The gaming machine 10 is generally fixed to a gaming facility called an island by its outer frame 11, and maintenance work can be performed by staff by opening the front frame 12. Therefore, the gaming machine 10 has better maintainability in its installation environment on the open side than on the pivot side where the front frame 12 is pivotally supported by the outer frame 11. In particular, in recent gaming machines, the amount of protrusion of the front components of the front frame 12 (for example, the frame decoration device 18 and the upper tray 21, etc.) is large, so the front frame 12 may interfere with gaming facility equipment (for example, the call lamp and card unit, etc.), and the amount of opening of the front frame 12 may be limited. Note that the outer frame 11 allows the front frame 12 to be opened and closed using the left side as the pivot axis, but it may also allow the front frame 12 to be opened and closed using the right side as the pivot axis.

[0346] The front frame 12 houses a game control device 100 and a performance control device 300 on the back side of the game board 30. The game control device 100 includes a game control board 600 housed in a board box with its connector facing outwards. The performance control device 300 includes a performance control board 601 housed in a board box with its connector facing outwards. Furthermore, the front frame 12 includes various boards 602, 603, and 604 that face outwards from the front frame (main frame) 12. The various boards 602, 603, and 604 include a control board (for example, a payout control board), a relay board (for example, a relay board 70), and other boards (for example, an LED board or a sensor board). The front frame 12 also supports the game control board 600, the performance control board 601, and the various boards 602, 603, and 604, making the component mounting surface visible when the front frame 12 is opened.

[0347] The gaming machine 10 electrically connects the game control board 600, the performance control board 601, and various boards 602, 603, and 604 using harnesses. In this configuration, the harnesses function as signal lines for transmitting and receiving signals between boards, or as power lines for transmitting power between boards.

[0348] The front frame 12 is equipped with various circuit boards and harnesses (not shown in the diagram) that connect to the circuit boards, with the rear side facing outwards. In some cases, the front frame 12 may have a protective cover (not shown) that allows the circuit boards and harnesses to face outwards from the rear side.

[0349] Next, we will describe the overview of the game control device 100, which is the most important object to manage as a countermeasure against fraud, using Figure 37. Figure 37 is a diagram showing an example of the overview of the game control device of the second embodiment.

[0350] The game control device 100 is supported on the front frame 12 via a mounting base 624. The game control device 100 houses the game control board 600 in a board box 620. The board box 620 has a roughly rectangular box shape when viewed from the front, and is attached to the mounting base 624 with an engaging portion on the upper long side and a locking portion on the lower opposite side. The mounting base 624 has a roughly rectangular shape that is slightly larger than the board box 620, and is equipped with a engaged portion corresponding to the engaging portion of the board box 620, and a locked portion corresponding to the locking portion of the board box 620.

[0351] The circuit board box 620 is fixed to the mounting base 624 by first engaging the engaging portion and the engaged portion, then placing it on the mounting base 624 with the engaging portion as the pivot axis, and finally locking the locking portion to the locked portion. When removing the circuit board box 620 from the mounting base 624, it is necessary to release the locking state between the locking portion and the locked portion. Therefore, the locking portion also serves as an operating part for releasing the locking state of the circuit board box 620 for workers performing maintenance work on the gaming machine 10.

[0352] The circuit board box 620 has an upper member (lid) and a lower member (bottom) as its main structural components, and houses the game control board 600 by sandwiching it between the upper and lower members. The upper member supports the game control board 600 with circuit board support parts (e.g., bosses) and fixes the game control board 600 with screws. The lower member also supports the game control board 600 with circuit board support parts (e.g., ribs or bosses). As a result, the game control board 600 is supported from the outer surfaces of both the upper and lower members with a predetermined gap between them.

[0353] The upper and lower members are crimped together by crimping parts 621 and 622 (for example, screws). The crimping parts 621 and 622 are designed to allow switching between a crimped state and an uncrimped state a predetermined number of times, leaving a trace. For example, the crimping parts 621 and 622 have a required number of screws before crimping, and by crimping one of these, the crimped state is achieved. The crimped state can be released by destroying a pre-prepared part of the substrate box 620, leaving a trace (for example, a cut mark in the resin). The substrate box 620 also has a sealing part to which a sealing seal 650 is attached, and the state of the sealing seal 650 makes it possible to detect whether or not the substrate box 620 has been opened. For example, the sealing seal 650 breaks when the substrate box 620 is opened, and the broken state indicates that the substrate box 620 has been opened. The sealing seal 650 may include an RF (Radio Frequency) tag or the like, and may enable detection of whether or not the circuit board box 620 has been opened (for example, by detecting damage to the antenna due to a communication failure) via short-range wireless communication.

[0354] The game control board 600 is a rectangular (for example, rectangular) glass epoxy substrate. The game control board 600 is a two-layer substrate with the front surface as the component mounting surface and the back surface as the solder surface. The game control board 600 has the required number of mounted components on the component mounting surface. The mounted components are located inside the substrate box 620 and are not exposed to the outside in order to prevent replacement with unauthorized components. The game control board 600 has a substrate number display area 610 on the component mounting surface, and the substrate management number is displayed by silk printing or copper foil.

[0355] The components mounted on the game control board 600 include a game microcontroller 111, integrated circuits (ICs), passive elements such as resistors, capacitors, and diodes (including light-emitting diodes), a 7-segment display unit 613 capable of displaying required information, a test terminal 614, and an R_SW (RAM initialization switch) 112. The setting key (setting key switch) 127 is not mounted on the game control board 600 but is held by the board box 620. The game microcontroller 111 is also a type of integrated circuit.

[0356] The 7-segment display unit 613 includes a performance display device 135 consisting of a 4-digit 7-segment display and a probability setting value display device 136 consisting of a 1-digit 7-segment display. The performance display device 135 and the probability setting value display device 136 may share the same 7-segment display. The inspection terminal 614 is a serial communication connection terminal that allows connection of the inspection device 490. It is connected to the inspection device 490 during required inspections and is an idle terminal during operation in the gaming arcade.

[0357] The circuit board box 620 has a first seal 630 and a second seal 640 attached to the upper member, and a sealing seal 650 attached across the upper and lower members. The first seal 630 and the second seal 640 are attached so as not to overlap, and are positioned approximately in the center of the game control board 600.

[0358] The game control board 600 has the board number display area 610, 7-segment display unit 613, game microcontroller 111, test terminal 614, and R_SW 112 positioned so that the first seal 630 and the second seal 640 do not overlap. The setting key 127 is also positioned so that the first seal 630 and the second seal 640 do not overlap.

[0359] The inspection terminal 614 and R_SW112 are offset to the left (one side horizontally) relative to the first seal 630 and the second seal 640, and are positioned on the lower left periphery of the game control board 600. This ensures that the first seal 630 and the second seal 640 are visible even when the inspection terminal 614 or R_SW112 is operated on the game machine 10.

[0360] The setting key 127 is offset to the right (one side horizontally) relative to the first seal 630 and the second seal 640, and is positioned on the right side of the game control board 600. This ensures that the first seal 630 and the second seal 640 are visible even when the setting key 127 is operated on the game machine 10.

[0361] In other words, the first seal 630 and the second seal 640 are affixed to the setting key 127 at a predetermined distance (for example, a sufficient distance to avoid interference from the key bundle handled by the game hall staff) to the left of the setting key 127, with the circuit board box 620 attached to the game machine 10.

[0362] Furthermore, the first seal 630 is affixed horizontally from below the setting key 127, at a position further away from the second seal 640. This effectively eliminates the risk of reduced visibility of the first seal 630, which has superior visibility compared to the second seal 640, in the gaming machine 10.

[0363] Furthermore, the setting key 127 is positioned below the 7-segment display unit 613 and offset to the right (one side horizontally) relative to the 7-segment display unit 613, and is located on the right side of the game control board 600. This ensures that the 7-segment display unit 613 is visible even when the setting key 127 is being operated on the game machine 10.

[0364] In other words, with the circuit board box 620 attached to the gaming machine 10, the 7-segment display unit 613 is attached to the setting key 127 at a predetermined distance (for example, a sufficient distance to avoid interference from the key bundle handled by the gaming hall staff) to the left.

[0365] In particular, since the setting key 127 is often operated by a game hall employee by inserting one of the keys from the key bundle, the key bundle hanging below the setting key 127 is positioned so as not to obstruct the visibility of the first seal 630, the second seal 640, and the 7-segment display unit 613. Furthermore, this arrangement reduces the chances of the first seal 630 and the second seal 640 being scratched by contact with the hanging key bundle. Also, this arrangement reduces the chances of the area covering the 7-segment display unit 613 on the circuit board box 620 (upper member) being scratched by contact with the hanging key bundle. As a result, the game machine 10 effectively prevents a decrease in the visibility of the 7-segment display unit 613 during its operating period.

[0366] Furthermore, the gaming machine 10 is designed to facilitate the identification of the positions of both the first seal 630 and the gaming microcomputer 111 by arranging them in close proximity while eliminating overlap. Specifically, the first seal 630 uses the position of the gaming microcomputer 111 as a clue to easily distinguish between the first seal 630 and the second seal 640. Similarly, the gaming microcomputer 111 uses the position of the first seal 630 as a clue to easily identify its own position.

[0367] Furthermore, the gaming machine 10 ensures easy identification of the positions of the second seal 640 and the 7-segment display unit 613 by arranging them in close proximity while eliminating overlap. Specifically, the second seal 640 makes it easy to distinguish between the first seal 630 and the second seal 640 by using the position of the 7-segment display unit 613 as a guide. Similarly, the 7-segment display unit 613 makes it easy to identify its position by using the position of the second seal 640 as a guide. In addition, the second seal 640 has low transparency due to a predetermined surface treatment. As a result, the second seal 640 acts as a counterpart to the 7-segment display unit 613, contributing to improved visibility when the 7-segment display unit 613 is illuminated. Moreover, when a light-emitting diode is positioned to overlap the second seal 640, the second seal 640 functions as a light-diffusing sheet, making it easy to confirm the light-emitting pattern of the light-emitting diode.

[0368] Furthermore, the game control board 600 is equipped with the required number of connectors in the connector areas 611 and 612 on the component mounting surface. The connectors, including the test terminals 590, are visible to the outside of the board box 620 through a window opening provided in the board box 620 (upper member), allowing connection to a predetermined harness.

[0369] Next, an overview of the first seal 630 of the game control device 100 will be described using Figure 38. Figure 38 shows an example of the first seal of the game control device according to the second embodiment. The first seal 630 is attached to the surface of the upper member of the circuit board box 620, with the back surface of the seal base 631, which is made of a transparent material (for example, PET (Polyethyleneterephthalate), etc.), serving as the adhesive surface.

[0370] The first seal 630 displays model name information 632, rating information 633, manufacturer information 634, and two-dimensional information 636. The model name information 632, rating information 633, and manufacturer information 634 are printed in opaque white on a transparent seal base 631, and the opaque white characters can be suitably read against a green background, which is the resist color of the game control board 600 viewed through the seal base 631.

[0371] The model name information display 632 displays the model name of the gaming machine 10 (for example, "P Sample MC"). The rating information display 633 displays rating information including the rated voltage (for example, AC24V±1.2V) and power consumption (for example, 200VA) of the gaming machine 10. The manufacturer information display 634 displays the manufacturer's name (for example, company name). The rating information display 633 and the manufacturer information display 634 use a smaller font than the model name information display 632, contributing to easier verification of the board mounting surface.

[0372] The two-dimensional information display 636 is displayed on an opaque white two-dimensional information base 635. This allows the gaming machine 10 to improve the optical readability of the two-dimensional information display 636 and to limit the opaque area to the range of the two-dimensional information base 635, thereby contributing to easier verification of the circuit board mounting surface. The two-dimensional information display 636 displays the required information, for example, using a QR code (registered trademark).

[0373] Next, an overview of the second seal 640 of the game control device 100 will be described using Figure 39. Figure 39 is a diagram showing an example of the first seal of the game control device of the second embodiment. The second seal 640 is attached to the surface of the upper member of the circuit board box 620, with the back surface of the seal base 641, which is made of a transparent material (for example, PET, etc.), serving as the adhesive surface.

[0374] Unlike the seal base 631 of the first seal 630, the seal base 641 has a transparency-reducing treatment applied to the entire seal, making it resemble a so-called light-diffusing sheet. The second seal 640, while making it difficult to confirm part numbers when viewing the component mounting surface of the game control board 600 through the seal base 631, has sufficient visibility to confirm the number and shape of mounted components.

[0375] The second seal 640 displays an opening information indicator 642, a substrate information indicator 644, and a two-dimensional information indicator 645. The title display (e.g., "Opened by", "Date Opened", Opening Number) in the opening information indicator 642, and the title display (e.g., "Main Substrate Management Number") and border display in the substrate information indicator 644 are opaque black, providing suitable visibility against the opacity-reduced seal base 641.

[0376] The circuit board information (for example, "ABC No.001") in the circuit board information display 644 is displayed in opaque black characters on an opaque white information display base 643. The two-dimensional information display 645 is also displayed in opaque black on the same information display base 643 as the circuit board information. This improves the optical readability of the two-dimensional information display 645 in the gaming machine 10. The two-dimensional information display 645 displays the required information, for example, using a QR code (registered trademark). The fields for the person who opened the package and the date of opening in the opening information display 642 are opaque white, allowing the required information to be entered later.

[0377] Thus, compared to the first seal 630, the second seal 640 has inferior visibility of the substrate mounting surface in terms of the transparency of the seal base, and also inferior visibility of the substrate mounting surface in terms of the proportion of the opaque area overall.

[0378] This allows the gaming machine 10 to clearly distinguish between the first seal 630 and the second seal 640. Furthermore, the gaming machine 10 can improve the visibility of components mounted around the first seal 630 compared to the visibility of components mounted around the second seal 640.

[0379] Furthermore, the opaque white area occupying a predetermined area in the second seal 640 is convenient as a guide for identifying the work location when maintenance work is performed by opening the front frame 12, as the area is highlighted by its white color in a relatively dark environment.

[0380] Next, an overview of the sealing seal 650 of the game control device 100 will be described using Figure 40. Figure 40 shows an example of the sealing seal of the game control device according to the second embodiment. The sealing seal 650 is attached across the upper and lower members of the circuit board box 620, with the back surface of the seal base 651, which is made of an opaque material (for example, paper), being the adhesive surface. The sealing seal 650 is designed to break when the circuit board box 620 is opened, making it easy to see if it has been opened. For this reason, the sealing seal 650 is protected by a protective member to prevent it from being exposed to the outside and damaged by external forces.

[0381] Unlike the first seal 630 and seal base 631, the seal base 651 is made of a material that allows for easy opening. Furthermore, the sealing seal 650 is entirely opaque, and the component mounting surface is not visible through the seal base 651.

[0382] The sealing seal 650 displays a "Do Not Tamper" indicator 653, a management information indicator 654, and a two-dimensional information indicator 656. The "Do Not Tamper" indicator 653 is printed in blue on a white seal base 652 along with an anti-counterfeiting pattern, and the management information indicator 654 is printed in opaque black on a white seal base 652.

[0383] The "Do Not Open" indicator 653 displays a warning message (for example, "Do Not Open") warning against opening the package. The management information indicator 654 displays a predetermined management number (for example, a unique identification number).

[0384] The two-dimensional information display 656 is displayed on an opaque white two-dimensional information base 655. This allows the gaming machine 10 to improve the optical readability of the two-dimensional information display 656. The two-dimensional information display 636 displays the required information, for example, using a QR code (registered trademark).

[0385] Next, an overview of the dispensing control device 200, which is an important target for management as a measure against fraud, will be explained using Figure 41. Figure 41 is a diagram showing an example of the overview of the dispensing control device of the second embodiment.

[0386] The dispensing control device 200 is supported on the front frame 12 via a mounting base (not shown). The dispensing control device 200 houses the dispensing control board 602 in a board box 660. The board box 660 has a roughly rectangular box shape when viewed from the front and is guided and mounted on the mounting base according to a slide guide (not shown).

[0387] The circuit board box 660 has an upper member (lid) and a lower member (bottom) as its main structural components, and houses the dispensing control board 602 by sandwiching it between the upper and lower members. The upper member supports the dispensing control board 602 with circuit board support parts (e.g., bosses) and fixes the dispensing control board 602 with screws. The lower member also supports the dispensing control board 602 with circuit board support parts (e.g., ribs or bosses). As a result, the dispensing control board 602 is supported from the outer surfaces of both the upper and lower members with a predetermined gap between them.

[0388] The upper and lower members are crimped together by a crimping part 668 (for example, a screw). The crimping part 668 allows switching between a crimped state and a released state a predetermined number of times, leaving a trace. For example, the crimping part 668 has the required number of screws before crimping, and by crimping one of these, the crimped state is achieved, and by destroying a pre-prepared part of the substrate box 660, the crimped state can be released while leaving a trace (for example, a cut mark in the resin).

[0389] The dispensing control board 602 is a rectangular (for example, rectangular) glass epoxy substrate. The dispensing control board 602 is a two-layer substrate with the front surface as the component mounting surface and the back surface as the solder surface. The dispensing control board 602 is equipped with the required number of mounted components on the component mounting surface. The mounted components are located inside the substrate box 660 and are not exposed to the outside in order to prevent replacement with unauthorized components. The dispensing control board 602 has a substrate number display area 661 on the component mounting surface, and the substrate management number is displayed by silk printing or copper foil.

[0390] The components mounted on the dispensing control board 602 include a dispensing microcontroller 662, integrated circuits (ICs), passive elements such as resistors, capacitors, and diodes (including light-emitting diodes), a 7-segment display unit 664 capable of displaying required information, a test terminal 663, and an R_SW (error release switch) 667. The dispensing microcontroller 662 is also an integrated circuit.

[0391] The 7-segment display unit 664 consists of a single-digit 7-segment display and displays errors depending on the display mode. The inspection terminal 663 is a serial communication terminal that allows connection of an inspection device. It is connected to the inspection device when necessary for inspection and is an idle terminal when the machine is in operation at the amusement facility.

[0392] The circuit board box 660 has a first seal 670 and a second seal 680 attached to the upper member, and a sealing seal 650 attached across the upper and lower members. The first seal 670 and the second seal 680 are attached so as not to overlap, and are positioned approximately in the center of the dispensing control board 602.

[0393] The dispensing control board 602 has a board number display area 661, a 7-segment display unit 664, a dispensing microcontroller 662, an inspection terminal 663, an R_SW 667, and a setting key 127 positioned so that the first seal 670 and the second seal 680 do not overlap.

[0394] The inspection terminal 663 is offset to the left (one side horizontally) relative to the first seal 670 and the second seal 680, and is positioned on the lower left periphery of the payout control board 602. This ensures that the first seal 670 and the second seal 680 are visible even when the inspection terminal 663 is being operated in the gaming machine 10.

[0395] R_SW667 is offset to the right (one side horizontally) relative to the first seal 670 and the second seal 680, and is positioned on the lower right periphery of the payout control board 602. This ensures that the first seal 670 and the second seal 680 are visible even when R_SW667 is being operated in the gaming machine 10.

[0396] Furthermore, the gaming machine 10 arranges the first seal 670, the second seal 680, and the payout microcomputer 662 in close proximity while eliminating overlap, thereby facilitating the identification of their respective positions. Specifically, the first seal 670 and the second seal 680 can be easily distinguished from each other by using the position of the payout microcomputer 662 as a clue. In addition, the position of the payout microcomputer 662 can be easily identified by using the positions of the first seal 670 and the second seal 680 as a clue.

[0397] Furthermore, the gaming machine 10 arranges the second seal 680 and the 7-segment display unit 664 in close proximity while eliminating overlap, thereby facilitating the identification of both their positions. Specifically, the second seal 680 makes it easy to distinguish between the first seal 670 and the second seal 680 by using the position of the 7-segment display unit 664 as a guide. Similarly, the 7-segment display unit 664 makes it easy to identify its position by using the position of the second seal 680 as a guide.

[0398] Furthermore, the dispensing control board 602 is equipped with the required number of connectors in the connector areas 665 and 666 on the component mounting surface. The connectors, including the inspection terminals 663, are visible to the outside of the board box 660 (upper member) through an opening window provided in the board box 660, allowing connection to a predetermined harness.

[0399] Next, an overview of the first seal 670 of the dispensing control device 200 will be described using Figure 42. Figure 42 shows an example of the first seal of the dispensing control device according to the second embodiment. The first seal 670 is attached to the surface of the upper member of the substrate box 660, with the back surface of the seal base 671, which is made of a transparent material, serving as the adhesive surface.

[0400] The first seal 670 displays area indication 672, board information indication 673, and operation confirmation information indication 674. The area indication 672 is printed in opaque red on a transparent seal base 671, clearly indicating the display areas for the board information indication 673 and the operation confirmation information indication 674.

[0401] The board information display 673 displays board information (for example, "dispensing control board") in opaque white characters. The operation confirmation information display 674 displays operation confirmation information in opaque white characters. The operation confirmation information indicates the correspondence between the display mode of the 7-segment display unit 664 and the operating status (dispensing control status) of the dispensing control device 200. For example, when the 7-segment display unit 664 displays "-", it indicates that the dispensing control is normal, and when the 7-segment display unit 664 displays "1", it indicates that there is a bulb failure error in the dispensing control.

[0402] Next, an overview of the second seal 680 of the dispensing control device 200 will be described using Figure 43. Figure 43 shows an example of the second seal of the dispensing control device according to the second embodiment. The second seal 680 is attached to the surface of the upper member of the substrate box 660, with the back surface of the seal base 681, which is made of a transparent material (for example, PET, etc.), serving as the adhesive surface.

[0403] The seal base 681 is made of a transparent material, similar to the seal base 671 of the first seal 670. The second seal 640 has sufficient visibility to allow confirmation of the number and shape of mounted components, although it is difficult to confirm part numbers, etc., when viewing the component mounting surface of the game control board 600 through the seal base 671.

[0404] The second seal 680 displays an opening information display 682, a substrate information display 683, and a two-dimensional information display 685. The title display (for example, "Opener", "Date Opened", Opening Number) in the opening information display 682, and the title display (for example, "Dispensing Control Board") and border display in the substrate information display 644 are opaque black, and the opaque black characters can be suitably read against the green resist color of the dispensing control board 602, which is visible through the seal base 681.

[0405] The two-dimensional information display 685 is displayed in opaque black on a white two-dimensional information base 684. This improves the optical readability of the two-dimensional information display 685 in the gaming machine 10. The two-dimensional information display 685 displays the required information, for example, using a QR code (registered trademark). The fields for the person who opened the package and the date of opening in the opening information display 682 are opaque white, allowing the required information to be entered later.

[0406] Thus, while the second seal 680 has the same transparency of the seal base as the first seal 670, the proportion of the opaque area is larger overall due to the opening information display 682 and the two-dimensional information base 684, resulting in poorer visibility of the substrate mounting surface.

[0407] This allows the gaming machine 10 to clearly distinguish between the first seal 670 and the second seal 680. Furthermore, the gaming machine 10 can improve the visibility of components mounted around the first seal 670 compared to the visibility of components mounted around the second seal 680.

[0408] Furthermore, the opaque white area occupying a predetermined area in the second seal 680 is convenient as a guide for identifying the work location when maintenance work is performed by opening the front frame 12, as the area is highlighted by its white color in a relatively dark environment.

[0409] Next, the mounted components located below the first seal 630 and the second seal 640 of the game control device 100 will be explained using Figure 44. Figure 44 is a diagram showing an example of the relationship between the first seal, the second seal, and the mounted components of the game control device of the second embodiment. Although the relationship between the seals and mounted components is explained using the game control device 100 as an example, the same can be applied to other control devices such as the payout control device 200.

[0410] The first seal 630 and the second seal 640 are attached to the upper surface of the upper member 690 of the substrate box 620, which is a combination of an upper member 690 and a lower member 691. The upper member 690 has ribs 692 on its surface and ribs 693 and 694 on its back surface. The ribs 692 are higher than the adhesive surface to which the first seal 630 is attached and the adhesive surface to which the second seal 640 is attached, and have the function of protecting the first seal 630 and the second seal 640 from being damaged by obstacles such as key bunches. The ribs 693 guide the outer edge of the adhesive position of the first seal 630 and serve as a guide for the adhesive position of the first seal 630. Since the ribs 693 are located on the back side (the back side of the adhesive surface) of the adhesive position of the first seal 630, precise alignment is not required, reducing the risk of errors in repositioning and improving the workability of seal application. Furthermore, the rib 694 guides the outer edge of the application position of the second seal 640, serving as a guide for the application position of the second seal 640. Since the rib 694 is located on the back side (the back side of the application surface) of the application position of the second seal 640, precise alignment is not required, reducing the risk of errors in reapplication and improving the workability of seal application. In addition, the rib 692 has the highest height among the upper members 690 and may be positioned near or overlapping the gaming microcontroller 111 to guide the mounting position of the gaming microcontroller 111.

[0411] The rib 693 may be a straight line rising to serve as a guide for the placement position of one side of the first seal 630, or it may be a square-shaped rise to serve as a guide for the placement positions of two sides of the first seal 630 that form a right angle. If the rib 693 guides one or two sides of the outer edge of the placement position of the first seal 630, the risk of the rib 693 impairing the visibility of components mounted around the first seal 630 can be suppressed. The rib 693 may also guide three or four sides of the outer edge of the placement position of the first seal 630. The height of the rib 693 is sufficient to confirm its presence and does not impose any restrictions on the height of components mounted around the first seal 630.

[0412] Furthermore, the rib 694 may rise in a straight line to serve as a guide for the attachment position of one side of the second seal 640, or it may rise in a square-shaped (square-ruler) shape to serve as a guide for the attachment positions of two sides of the second seal 640 that form a right angle. Note that if the rib 694 guides one or two sides of the outer edge of the attachment position of the second seal 640, the risk of the rib 694 impairing the visibility of components mounted around the second seal 640 can be suppressed. Note that the rib 694 may guide three or four sides of the outer edge of the attachment position of the second seal 640. Note that the height of the rib 694 is sufficient to confirm the presence of the rib and does not impose any restrictions on the height of components mounted around the second seal 640.

[0413] Furthermore, mounting components taller than the game microcontroller 111 are not placed in positions overlapping the first seal 630 and the second seal 640. For example, the position overlapping the first seal 630 allows for the placement of mounting component 695 which is shorter than the game microcontroller 111, but does not allow for the placement of mounting component 697 which is taller than the game microcontroller 111. The position overlapping the second seal 640 allows for the placement of mounting component 696 which is shorter than the game microcontroller 111, but does not allow for the placement of mounting component 698 which is taller than the game microcontroller 111.

[0414] Furthermore, the position overlapping the second seal 640 is not suitable for mounting components that are taller than the mounting components placed at the position overlapping the first seal 630. For example, when mounting component 695 is placed at the position overlapping the first seal 630 as the tallest mounting component at that position, the position overlapping the second seal 640 allows for the placement of mounting component 696 which is shorter than mounting component 695, but does not allow for the placement of mounting component 698 which is taller than the game microcontroller 111.

[0415] This improves the ease of verification by differentiating the ease of verification of mounted components positioned over the first seal 630 from that of mounted components positioned over the second seal 640.

[0416] Next, the ease of checking the mounted components around the first seal 630 of the game control device 100 will be explained using Figure 45. Figure 45 is a diagram showing an example of the visibility of the first seal of the game control device of the second embodiment in five directions.

[0417] Mounted components located in a position overlapping the first seal 630 can be easily observed from viewpoint SD5, which is an overhead view, because the first seal 630 is made of a transparent material. On the other hand, mounted components located in a position overlapping the first seal 630 are difficult to confirm from viewpoint SD3, which is a side view over the game microcontroller 111. Furthermore, since the sealing seal 650 is sufficiently far from the first seal 630, it does not obstruct the confirmation of mounted components located in a position overlapping the first seal 630.

[0418] Furthermore, mounted components located in a position overlapping the first seal 630 can be easily observed from viewpoints SD1, SD2, and SD3 when viewed from the side. In addition, since mounted components located in a position overlapping the first seal 630 are less tall than the game microcontroller 111, they can be reliably observed from viewpoints SD1, SD2, and SD3 when viewed from the side.

[0419] The gaming microcontroller 111 is easily observable due to the required gap between it and the sealing seal 650. Furthermore, the information display surface 699 on the gaming microcontroller 111 that is the target of inspection is located on the side of the first seal 630, and can be easily observed through the first seal 630 or from viewpoint SD1.

[0420] Next, the ease of checking the mounted components around the second seal 640 of the game control device 100 will be explained using Figure 46. Figure 46 is a diagram showing an example of the visibility of the second seal of the game control device of the second embodiment in five directions.

[0421] The mounted components located in a position overlapping the second seal 640 can be observed from viewpoint SD5, which is an overhead view, but not reliably, because the second seal 640 has been processed to reduce its transparency. Furthermore, the mounted components located in a position overlapping the second seal 640 are sufficiently far from the gaming microcontroller 111, and can be easily observed from any of the side views SD1, SD2, SD3, and SD4.

[0422] Furthermore, for mounted components that overlap the second seal 640 and have a height exceeding a predetermined level, the information display surface is set on the side of the mounted component, rather than on the top surface, including the game microcontroller 111. This makes it possible to easily observe the information display surface from side-view viewpoints SD1, SD2, SD3, and SD4, even for mounted components that overlap the second seal 640 and have a height exceeding a predetermined level. Note that the height exceeding the predetermined level can be, for example, greater than the height of an integrated circuit (IC) among the mounted components.

[0423] Next, the structure of the upper member that enhances the ease of lateral inspection of the second seal 640 of the game control device 100 will be described using Figure 47. Figure 47 is a diagram showing an example of the structure of the upper member that enhances the ease of lateral inspection of the second seal of the game control device in the second embodiment.

[0424] Mounted components that overlap the second seal 640 can be observed to some extent from viewpoint SD5, which is an overhead view, because the second seal 640 has been processed to reduce its transparency, but they cannot be observed reliably. Also, mounted components that overlap the second seal 640 can be easily observed from viewpoints SD1, SD2, SD3, and SD4, which are side views, but even this may not be sufficient. Therefore, the upper member 690 is provided with an upright wall that rises from a height close to the game control board 600 to the vicinity of the second seal 640 on one of the side views SD1, SD2, SD3, and SD4, for example, viewpoint SD4. As a result, mounted components that overlap the second seal 640 can be easily observed from viewpoint SD4 through the upright wall.

[0425] Furthermore, in addition to the upright wall provided on the side that becomes viewpoint SD4, an upright wall may also be provided on the side that becomes viewpoint SD2, which is opposite viewpoint SD4. This makes it possible to observe mounted components located in a position overlapping the second seal 640 more favorably in the gaming machine 10.

[0426] Next, the side view guidance function of the second seal 640 of the game control device 100 will be explained using Figure 48. Figure 48 is a diagram showing an example of the side view guidance function of the second seal of the game control device of the second embodiment.

[0427] The second seal 640 has a seal base 641 that has been processed to reduce transparency. The reduced transparency processing of the seal base 641 ensures a certain level of visibility when viewed from above. For example, a viewpoint SD7 within an angle α including the vertical direction of the second seal 640 obtains a level of visibility 710 that allows the position and type of mounted components 696 overlapping the second seal 640 to be confirmed. On the other hand, a viewpoint SD8 beyond viewpoint SD7 of the second seal 640 obtains a level of visibility 711 that makes it difficult to confirm the position and type of mounted components overlapping the second seal 640. The second seal 640 displays a latent image (for example, a "mark") at visibility 711 to easily indicate that the viewpoint overlooking the second seal 640 is not viewpoint SD7.

[0428] This allows the gaming machine 10 to easily guide the operator to a viewpoint that is not suitable for checking the mounted component 696. As a result, the gaming machine 10 can guide the operator to a viewpoint SD7 that is over the second seal 640, or a viewpoint SD9 that looks at the mounted component 696 from the side, in order to check the mounted component 696 which is in a position overlapping the second seal 640.

[0429] Furthermore, the gaming machine 10 of the second embodiment described above (including modified versions) has the following features in one aspect. Conventional gaming machines had the risk of the stickers impairing the visibility of the circuit board and making anti-fraud measures vulnerable. The gaming machine 10 of the second embodiment provides a gaming machine that can more reliably prevent fraud.

[0430] (1) A gaming machine (for example, gaming machine 10) includes a circuit board on which components including a predetermined integrated circuit (for example, an IC including a control device) are mounted, a housing case for housing the circuit board with the components visible, a first seal affixed to a first position on the housing case, and a second seal affixed to a second position on the housing case that does not overlap with the first position. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility inferior to the first level of visibility. The circuit board does not mount components taller than the predetermined integrated circuit in the area visible through the first seal, nor does it mount components taller than the predetermined integrated circuit in the area visible through the second seal (see, for example, Figure 44).

[0431] (2) A gaming machine (for example, gaming machine 10) includes a circuit board on which components including a predetermined integrated circuit are mounted, a setting key switch used for setting game-related settings, a housing case that houses the circuit board in a way that makes the components visible and also allows the setting key switch to be operated, a first seal affixed to a first position on the housing case, and a second seal affixed to a second position on the housing case that does not overlap with the first position. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility that is inferior to the first level of visibility (see, for example, Figures 37 and 44).

[0432] (3) The first position in (2) is a position away from the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37). (4) The first position in (2) is located laterally away from below the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37).

[0433] (5) The second position in (2) is a position away from the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37). The second position in (6)(2) is located laterally away from below the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37).

[0434] The first and second positions in (7)(2) are located away from the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37). (8) The first and second positions in (2) are located laterally away from below the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37).

[0435] The first position of (9)(7) or (8) is located laterally further away than the second position. (See, for example, Figure 37). (10) A gaming machine (for example, gaming machine 10) includes a circuit board on which components including a predetermined integrated circuit and a display unit capable of displaying predetermined information are mounted, a setting key switch used for setting game-related settings, a housing case that houses the circuit board so that the components and the display unit are visible and the setting key switch is operable, a first seal affixed to a first position on the housing case, and a second seal affixed to a second position on the housing case that does not overlap with the first position. The display unit is located away from the setting key switch when the housing case is attached to the gaming machine and does not overlap with either the first or second position. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility inferior to the first level of visibility (see, for example, Figure 37).

[0436] The display unit (11)(10) is located laterally away from the setting key switch when the housing case is attached to the gaming machine. (See, for example, Figure 37). (12) A gaming machine (for example, gaming machine 10) includes a substrate on which components including a predetermined integrated circuit (for example, an IC including a control device) are mounted, a housing case for housing the substrate in a way that makes the components visible, a first seal affixed to a first position on the housing case, a second seal affixed to a second position on the housing case that does not overlap with the first position, and a sealing seal for sealing the housing case. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility that is inferior to the first level of visibility. The housing case is provided with a rib on the back side of the surface on which the first seal is affixed to guide the outer edge of the first position (for example, see Figure 44).

[0437] (13) A gaming machine (for example, gaming machine 10) includes a substrate on which components including a predetermined integrated circuit (for example, an IC including a control device) are mounted, a housing case for housing the substrate in a way that makes the components visible, a first seal affixed to a first position on the housing case, a second seal affixed to a second position on the housing case that does not overlap with the first position, and a sealing seal for sealing the housing case. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility that is inferior to the first level of visibility. The housing case is provided with a rib on the back side of the surface on which the second seal is affixed to guide the outer edge of the second position (for example, see Figure 44).

[0438] (14) A gaming machine (for example, gaming machine 10) includes a substrate on which components including a predetermined integrated circuit (for example, an IC including a control device) are mounted, a housing case for housing the substrate in a manner that makes the components visible, a first seal affixed to a first position on the housing case, a second seal affixed to a second position on the housing case that does not overlap with the first position, and a sealing seal for sealing the housing case. The first seal makes the components visible through the first seal with a first level of visibility. The second seal makes the components visible through the second seal with a second level of visibility that is inferior to the first level of visibility. The housing case has an upright wall that rises from a position close to the substrate to the second position along one side of the second seal (see, for example, Figure 47).

[0439] [Third Embodiment] Next, the gaming machine 10 of the third embodiment will be described. The gaming machine 10 of the third embodiment features novel gameplay and makes this gameplay easily understandable to the player. First, the gameplay performance of the gaming machine 10 will be explained using Figure 49. Figure 49 is a diagram showing an example of the gameplay performance of the third embodiment.

[0440] The gaming machine 10 is capable of executing two types of variable display games, also known as Type 1 games: Special Feature 1 game (First Special Feature Variable Display Game) and Special Feature 2 game (Second Special Feature Variable Display Game). In states other than a jackpot, the gaming machine 10 has two states: a state without time reduction and a state with time reduction, without distinguishing between low-value time reduction and high-value time reduction. In the state without time reduction, the gaming machine 10 conducts a lottery to transition to the state with time reduction, and in the state with time reduction, it does not conduct a transition lottery and transitions to the state without time reduction when the number of time reduction rounds is exhausted.

[0441] Low-value time-saving mode is one of the normal support states, and is considered to have low value because it provides an opportunity to win a prize in the normal variable prize winning device 37 (starting port 2), but the chance is not large enough (effectively no chance to win, or the chance is small). Low-value time-saving mode is allocated to one of the following time-saving rounds: "100 times", "200 times", or "300 times". High-value time-saving mode is one of the normal support states, and is considered to have high value because it provides a sufficient opportunity to win a prize in the normal variable prize winning device 37 (starting port 2). High-value time-saving mode has no limit on the number of rounds and continues until the next big win.

[0442] Gaming machine 10 has a jackpot probability of 1 / 99 for both Special Feature 1 game and Special Feature 2 game. Also, gaming machine 10 has a jackpot probability of 1 / 99 for both the no-time-saving state and the time-saving state. Of the jackpots in Special Feature 1 game, the distribution ratio for "no time-saving" is 0%, the distribution ratio for "100 times with low-value time-saving" is 20%, the distribution ratio for "200 times with low-value time-saving" is 30%, the distribution ratio for "300 times with low-value time-saving" is 40%, and the distribution ratio for "with high-value time-saving" is 10%. In Special Feature 2, the distribution of big wins is as follows: "no time-saving feature" is 10%, "100 times with low-value time-saving feature" is 0%, "200 times with low-value time-saving feature" is 0%, "300 times with low-value time-saving feature" is 0%, and "with high-value time-saving feature" is 90%.

[0443] Gaming machine 10 conducts a lottery for time-saving rounds (c) when there are no time-saving rounds. There are four types of time-saving rounds (c): "100 low-value time-saving rounds", "200 low-value time-saving rounds", "300 low-value time-saving rounds", and "100 high-value time-saving rounds".

[0444] When the gaming machine 10 is in a state without time-saving features, the probability of winning a time-saving feature c in the special feature 1 game is 10 / 99 for "100 low-value time-saving features", 10 / 99 for "200 low-value time-saving features", 64 / 99 for "300 low-value time-saving features", 14 / 99 for "100 high-value time-saving features", and 0 / 99 for "no win". When the gaming machine 10 is in a state without time-saving features, the probability of winning a time-saving feature c in the special feature 2 game is 10 / 99 for "100 low-value time-saving features", 10 / 99 for "200 low-value time-saving features", 64 / 99 for "300 low-value time-saving features", 14 / 99 for "100 high-value time-saving features", and 0 / 99 for "no win".

[0445] When the gaming machine 10 is in a time-saving state, the probability of winning a time-saving bonus in the special feature 1 game is 0 / 99 for "100 low-value time-saving bonuses", 0 / 99 for "200 low-value time-saving bonuses", 0 / 99 for "300 low-value time-saving bonuses", 0 / 99 for "100 high-value time-saving bonuses", and 98 / 99 for "no win". When the gaming machine 10 is in a time-saving state, the probability of winning a time-saving bonus in the special feature 2 game is 0 / 99 for "100 low-value time-saving bonuses", 0 / 99 for "200 low-value time-saving bonuses", 0 / 99 for "300 low-value time-saving bonuses", 0 / 99 for "100 high-value time-saving bonuses", and 98 / 99 for "no win".

[0446] In Special Feature 1, the starting condition is obtained by entering the starting prize slot 36 (starting slot 1), which forms the first starting prize slot (starting prize area), while in Special Feature 2, the starting condition is obtained by entering the normal variable prize slot 37 (second starting prize slot, starting prize area). Therefore, in Special Feature 1, the starting condition is obtained regardless of whether there is a time-saving feature or not, but in Special Feature 2, it is difficult to obtain the starting condition in the no-time-saving state and easy to obtain the starting condition in the time-saving state.

[0447] Next, the transition of game states in the gameplay of the gaming machine 10 will be explained using Figure 50. Figure 50 is a diagram showing an example of a transition of game states in the third embodiment. When the gaming machine 10 is powered on with an RWM clear, it starts game control with state A as the initial state. However, when the gaming machine 10 is powered on without an RWM clear, that is, when the power is powered on in a way that allows it to return to the game state before the power was cut off, it starts game control from the game state at the time of the power cut off.

[0448] In terms of probability state and time-saving state, there are three game states for the 10th game machine: State A, State B, and State C. State A is when the probability state is low and there is no time-saving state. State B is when the probability state is low and there is a low-value time-saving state. State C is when the probability state is low and there is a high-value time-saving state.

[0449] In state A, where there is no time reduction, the time reduction lottery (c) is conducted simultaneously with the jackpot lottery (see Figure 49). In state A, if the jackpot is not won, there is no loss, so the player is guaranteed to win the time reduction (c), which is then allocated to either a low-value or high-value time reduction. Although it is stated that there is no loss in the time reduction lottery (c) conducted simultaneously with the jackpot lottery, it is also possible to include losses.

[0450] State A has transition conditions T10 to T14. Transition condition T10 is the occurrence of a jackpot without time reduction, and the state becomes A after the jackpot ends. Transition condition T11 is the occurrence of a jackpot with high value time reduction, and the state becomes C after the jackpot ends. Transition condition T12 is the occurrence of a high value time reduction (c time reduction), and the state becomes C after the jackpot ends. Transition condition T13 is the occurrence of a jackpot with low value time reduction, and the state becomes B after the jackpot ends. Transition condition T14 is the occurrence of a low value time reduction (c time reduction), and the state becomes B after the jackpot ends.

[0451] State B has transition conditions T20 to T23. Transition condition T20 is the occurrence of a low-value jackpot with a time-saving feature, and the state becomes B after the jackpot ends. Transition condition T21 is the occurrence of a jackpot without a time-saving feature, and the state becomes A after the jackpot ends. Transition condition T22 is the consumption of the specified number of low-value time-saving features, and the state becomes A when the low-value time-saving feature ends. Transition condition T23 is the occurrence of a high-value jackpot with a time-saving feature, and the state becomes C after the jackpot ends.

[0452] State B has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value jackpot with a time-saving feature, and after the jackpot ends, the state becomes C. Transition condition T31 is the occurrence of a jackpot without a time-saving feature, and after the jackpot ends, the state becomes A.

[0453] Such game state transitions enable gameplay in the gaming machine 10 where, once state C is reached, the player remains in state C until a jackpot without time reduction occurs. Furthermore, by setting the duration of state C to, for example, 90% (see Figure 49), gameplay is achieved where jackpots occur consecutively without burdening the player.

[0454] Furthermore, if the amusement arcade performs a power-on with RWM clearing at opening time, the control state at the start of business can be set to the initial state A. Such an amusement machine 10 provides players who start playing from the start of business with the opportunity to be assigned to state B or state C, and can be expected to increase activity by players who expect to be assigned to state C.

[0455] Next, a diagram display that allows for the understanding of transitions between states A, B, and C will be explained using Figure 51. Figure 51 is a diagram showing an example of a diagram corresponding to the result modes of Special Figure 1 Game and Special Figure 2 Game in the third embodiment.

[0456] The symbols that result in a "no time-saving jackpot" as a game outcome are as follows: Special Symbol 1 in Special Symbol 1 game (the symbols displayed on the Special Symbol 1 symbol display unit 53 (main special symbol)) are symbols belonging to the category TZ10; the large symbols in Special Symbol 1 game (the symbols displayed as the large symbol group 501 on the display device 41 (decorative large symbols)) are symbols belonging to the category DZ10; and the small symbols in Special Symbol 1 game (the symbols displayed as the small symbol group 502 on the display device 41 (decorative small symbols)) are SZ10. The symbols belong to a category, and in Special Feature 2 game, Special Feature 2 (the symbols displayed on the Special Feature 2 symbol display unit 54 (main special feature)) is a symbol belonging to the category TZ20, the large symbols in Special Feature 2 game (the symbols displayed as the large symbol group 501 on the display device 41 (decorative large symbols)) are symbols belonging to the category DZ20, and the small symbols in Special Feature 2 game (the symbols displayed as the small symbol group 502 on the display device 41 (decorative small symbols)) are symbols belonging to the category SZ20.

[0457] The symbols that result in a "Low-Value Time-Saving Big Win with 100 Rounds" as a game outcome are as follows: In Special Symbol 1 game, Special Symbol 1 is a symbol belonging to the category TZ11; the large symbol in Special Symbol 1 game is a symbol belonging to the category DZ11; the small symbol in Special Symbol 1 game is a symbol belonging to the category SZ11; in Special Symbol 2 game, Special Symbol 2 is a symbol belonging to the category TZ21; the large symbol in Special Symbol 2 game is a symbol belonging to the category DZ21; and the small symbol in Special Symbol 2 game is a symbol belonging to the category SZ21.

[0458] The symbols that result in a "Low-Value Time-Saving Big Win with 200 Rounds" are as follows: In Special Symbol 1 game, Special Symbol 1 is a symbol belonging to the category TZ12; the large symbol in Special Symbol 1 game is a symbol belonging to the category DZ12; the small symbol in Special Symbol 1 game is a symbol belonging to the category SZ12; in Special Symbol 2 game, Special Symbol 2 is a symbol belonging to the category TZ22; the large symbol in Special Symbol 2 game is a symbol belonging to the category DZ22; and the small symbol in Special Symbol 2 game is a symbol belonging to the category SZ22.

[0459] The symbols that result in a "Big Win with 300 Low-Value Time-Saving Rounds" as a game outcome are as follows: In Special Symbol 1 game, Special Symbol 1 is a symbol belonging to the category TZ13; the large symbol in Special Symbol 1 game is a symbol belonging to the category DZ13; the small symbol in Special Symbol 1 game is a symbol belonging to the category SZ13; in Special Symbol 2 game, Special Symbol 2 is a symbol belonging to the category TZ23; the large symbol in Special Symbol 2 game is a symbol belonging to the category DZ23; and the small symbol in Special Symbol 2 game is a symbol belonging to the category SZ23.

[0460] The symbols that result in a "high-value time-saving jackpot" as a game outcome are as follows: In Special Symbol 1 game, Special Symbol 1 is a symbol belonging to the category TZ14; the large symbol in Special Symbol 1 game is a symbol belonging to the category DZ14; the small symbol in Special Symbol 1 game is a symbol belonging to the category SZ14; in Special Symbol 2 game, Special Symbol 2 is a symbol belonging to the category TZ24; the large symbol in Special Symbol 2 game is a symbol belonging to the category DZ24; and the small symbol in Special Symbol 2 game is a symbol belonging to the category SZ24.

[0461] The symbols that result in "100 Low-Value Time-Saving (c Time-Saving)" as a game outcome are as follows: In Special Feature 1 game, Special Feature 1 is a symbol belonging to the category TZ15; the large symbol in Special Feature 1 game is a symbol belonging to the category DZ15; the small symbol in Special Feature 1 game is a symbol belonging to the category SZ15; in Special Feature 2 game, Special Feature 2 is a symbol belonging to the category TZ25; the large symbol in Special Feature 2 game is a symbol belonging to the category DZ25; and the small symbol in Special Feature 2 game is a symbol belonging to the category SZ25.

[0462] The symbols that result in "200 Low-Value Time-Saving (c Time-Saving)" as a game outcome are as follows: In Special Feature 1 game, Special Feature 1 is a symbol belonging to the category TZ16; the large symbol in Special Feature 1 game is a symbol belonging to the category DZ16; the small symbol in Special Feature 1 game is a symbol belonging to the category SZ16; in Special Feature 2 game, Special Feature 2 is a symbol belonging to the category TZ26; the large symbol in Special Feature 2 game is a symbol belonging to the category DZ26; and the small symbol in Special Feature 2 game is a symbol belonging to the category SZ26.

[0463] The symbols that result in "300 Low-Value Time-Saving (c Time-Saving)" as a game outcome are as follows: In Special Feature 1 game, Special Feature 1 is a symbol belonging to the category TZ17; the large symbol in Special Feature 1 game is a symbol belonging to the category DZ17; the small symbol in Special Feature 1 game is a symbol belonging to the category SZ17; in Special Feature 2 game, Special Feature 2 is a symbol belonging to the category TZ27; the large symbol in Special Feature 2 game is a symbol belonging to the category DZ27; and the small symbol in Special Feature 2 game is a symbol belonging to the category SZ27.

[0464] The symbols that result in a "high-value time reduction (c time reduction)" as a game outcome are as follows: In Special Feature 1 game, Special Feature 1 is a symbol belonging to the category TZ18; the large symbol in Special Feature 1 game is a symbol belonging to the category DZ18; the small symbol in Special Feature 1 game is a symbol belonging to the category SZ18; in Special Feature 2 game, Special Feature 2 is a symbol belonging to the category TZ28; the large symbol in Special Feature 2 game is a symbol belonging to the category DZ28; and the small symbol in Special Feature 2 game is a symbol belonging to the category SZ28.

[0465] The symbols that result in a "miss" in the game are as follows: In Special Feature 1 game, Special Feature 1 is a symbol belonging to the category TZ19; the large symbol in Special Feature 1 game is a symbol belonging to the category DZ19; the small symbol in Special Feature 1 game is a symbol belonging to the category SZ19; in Special Feature 2 game, Special Feature 2 is a symbol belonging to the category TZ29; the large symbol in Special Feature 2 game is a symbol belonging to the category DZ29; and the small symbol in Special Feature 2 game is a symbol belonging to the category SZ29.

[0466] Furthermore, the number of symbols belonging to each category can be any number, as long as it is one or more. Also, the large and small symbols in Special Feature 1 Game and Special Feature 2 Game may be independent of each other, or they may be shared between the two games.

[0467] Next, examples of the display of symbols belonging to each category will be explained using Figure 52. Figure 52 is a diagram showing examples of decorative symbols corresponding to the result mode of the third embodiment. Here, symbols that result in a jackpot as a game outcome are not shown.

[0468] Furthermore, the special symbols (TZ10 to TZ14, TZ20 to TZ24) are designed to uniquely identify "jackpots without time-saving features," "jackpots with 100 low-value time-saving features," "jackpots with 200 low-value time-saving features," "jackpots with 300 low-value time-saving features," and "jackpots with high-value time-saving features." The large symbols (DZ10 to DZ14, DZ20 to DZ24) and small symbols (SZ10 to SZ14, SZ20 to SZ24) are not required to be designed to uniquely identify "jackpots without time-saving features," "jackpots with 100 low-value time-saving features," "jackpots with 200 low-value time-saving features," "jackpots with 300 low-value time-saving features," and "jackpots with high-value time-saving features." For example, there may be symbols that are shared among "jackpots with no time-saving feature," "jackpots with 100 low-value time-saving features," "jackpots with 200 low-value time-saving features," "jackpots with 300 low-value time-saving features," and "jackpots with high-value time-saving features." Such shared symbols make it possible to provide entertainment by making the value of the win ambiguous and suggesting its value through the presentation.

[0469] These special illustrations (TZ15 to TZ18, TZ25 to TZ28) are display modes that can uniquely identify "Low-value time reduction (c time reduction) 100 times", "Low-value time reduction (c time reduction) 200 times", "Low-value time reduction (c time reduction) 300 times", and "High-value time reduction (c time reduction)".

[0470] The large symbol DZ15, which grants "100 Low-Value Time-Saving (c Time-Saving)" rounds, displays a combination of symbols such as "2", "4", and "3", while the small symbol SZ15 displays a reduced or simplified version of the large symbol DZ15, displaying the combination of symbols "2", "4", and "3".

[0471] The large symbol DZ16, which grants "200 low-value time-saving (c time-saving) rounds," displays a combination of symbols such as "2," "4," and "5," while the small symbol SZ16 displays a combination of symbols such as "2," "4," and "5" in a reduced or simplified form of the large symbol DZ15.

[0472] The large symbol DZ17, which grants "300 low-value time-saving (c time-saving) rounds," displays a combination of symbols such as "2," "4," and "6," while the small symbol SZ17 displays a combination of symbols such as "2," "4," and "6" in a reduced or simplified form of the large symbol DZ15.

[0473] The large symbol DZ17, which provides "high-value time-saving," displays a combination of symbols such as "2," "4," and "1," while the small symbol SZ17 displays a combination of symbols such as "2," "4," and "1" in a different manner than the large symbol DZ15.

[0474] Furthermore, the display of large and small symbols allows players to identify "100 low-value time-saving rounds (c-time-saving rounds)," "200 low-value time-saving rounds (c-time-saving rounds)," "300 low-value time-saving rounds (c-time-saving rounds)," and "high-value time-saving rounds." As a result, there is a risk that the expectations of players who receive "100 low-value time-saving rounds (c-time-saving rounds)," "200 low-value time-saving rounds (c-time-saving rounds)," or "300 low-value time-saving rounds (c-time-saving rounds)" will be greatly diminished.

[0475] Therefore, the gaming machine 10 may display the common large symbols "2", "Chance", and "2" for each time-saving mode, and the symbol combination of the small symbols "2", "4", and "7". Note that the symbol "Chance" may be a special symbol that is not included in the normal symbol arrangement.

[0476] Furthermore, "Chance" may be selected from multiple display forms such as "Chance (Red)", "Chance (Blue)", "Chance (Yellow)", and "Chance (Gold)", and the appearance rate may differ depending on whether it is "Low-Value Time-Saving (c Time-Saving) 100 Times", "Low-Value Time-Saving (c Time-Saving) 200 Times", "Low-Value Time-Saving (c Time-Saving) 300 Times", or "Low-Value Time-Saving (c Time-Saving) 300 Times".

[0477] Furthermore, the large and small symbols that correspond to the time reduction may be non-winning combinations, completely random combinations, non-winning combinations corresponding to wordplay, or combinations in which one or more symbols that make up the combination of symbols are replaced with special symbols.

[0478] The above processing functions can be implemented by a computer. In this case, a program describing the processing content of the functions that the gaming machine of the embodiment should have is provided. By executing this program on a computer, the above processing functions are implemented on the computer. The program describing the processing content can be recorded on a computer-readable recording medium. Computer-readable recording media include magnetic storage devices, optical discs, magneto-optical recording media, and semiconductor memory. Magnetic storage devices include hard disk drives (HDDs), flexible disks (FDs), and magnetic tapes. Optical discs include DVDs (Digital Versatile Disks), DVD-RAMs, and CDs (Compact Disks)-ROMs / RWs (ReWritable). Magneto-optical recording media include MOs (Magneto-Optical disks).

[0479] When distributing a program, portable recording media such as DVDs or CD-ROMs containing the program are sold. Alternatively, the program can be stored on the storage device of a server computer and transferred from the server computer to other computers via a network.

[0480] A computer executing a program stores programs, for example, those recorded on a portable storage medium or transferred from a server computer, in its own memory. The computer then reads the program from its memory and executes the processing according to the program. Alternatively, the computer can directly read the program from the portable storage medium and execute the processing according to that program. Furthermore, the computer can sequentially execute the processing according to the programs received from a server computer connected via a network, as programs are transferred.

[0481] Furthermore, at least some of the above processing functions can be implemented using electronic circuits such as DSPs (Digital Signal Processors), ASICs (Application Specific Integrated Circuits), and PLDs (Programmable Logic Devices).

[0482] Furthermore, the gaming machine of the present invention is not limited to pachinko gaming machines as shown in the disclosed embodiments, but is applicable to all gaming machines that use game balls, such as other pachinko gaming machines, arrangement ball gaming machines, and mahjong ball gaming machines, as well as slot machines that use tokens.

[0483] Furthermore, the disclosed embodiments should be considered illustrative and not restrictive in all respects. The configurations of the above-described embodiments and variations may also be applied in combination. The scope of the present invention is indicated by the claims rather than the above description, and all modifications within the meaning and scope of the claims are intended to be included. [Explanation of Symbols]

[0484] 10 Gaming Machines 30 game boards 41 Display device 100 Game control devices 300 Performance control device

Claims

[Claim 1] A circuit board on which components including a predetermined integrated circuit, a light-emitting display component capable of displaying required information by light emission, and a predetermined connector are mounted, A housing case that allows the components to be visible from a front view of the substrate and houses the substrate by sandwiching it between a first member and a second member, A first seal affixed to the first position of the aforementioned storage case, A second seal is affixed to a second position on the storage case that does not overlap with the first position, A crimping section that allows switching between a crimped state in which the first member and the second member are crimped together and a crimped-release state in which the crimped state is released, leaving a trace, A sealing seal that seals the aforementioned storage case in the crimped state, Includes, The first seal makes the component visible through the first seal with a first level of visibility when viewed from the front of the substrate. The second seal allows the component to be seen through the second seal in a front view of the substrate with a second level of visibility that is inferior to the first level of visibility. The light-emitting display component is mounted in a position close to the second seal but not overlapping with the first seal and the second seal when viewed from the front of the substrate, so that the required information can be observed. The aforementioned component includes a game microcomputer, The aforementioned substrate is The predetermined connector is mounted in a position facing the outside of the housing case through an opening provided in the housing case. The game microcomputer is mounted on the circuit board in a position that does not overlap with the first seal and the second seal when viewed from the front. A component that is shorter in height on the circuit board than the game microcomputer is mounted at a position that overlaps with the first seal and at a position that overlaps with the second seal when viewed from the front of the circuit board. The light-emitting display component is mounted in a position close to the predetermined connector and the second seal, while eliminating any overlap between them. Gaming machine.