Game machine

JP2024004059A5Active Publication Date: 2025-05-26SOPHIA CO LTD
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Patent Information

Application Number
JP2022103508
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-06-28
Publication Date
2025-05-26
Estimated Expiration
2042-06-28

AI Technical Summary

Benefits of technology

【0006】 1態様によれば、遊技機においてより確かに不正対策できる。

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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 seven-segment display part 613 and is disposed in a right side of a game control board 600. Accordingly, in a game machine, visibility of the seven-segment display part 613 can be secured even when the setting key 127 is operated. Since an attendant of a game parlor often operate 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 seven-segment display part 613. The game machine reduces opportunities for damaging a position for covering the seven-segment display part 613 in a board box 620 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 technology]

[0002] There are gaming machines in which a control number sticker is affixed to the surface of the circuit board box. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-58595 A Summary of the Invention [Problem to be solved by the invention]

[0004] The proposed gaming machine had the risk that the stickers would impair the visibility of the board and weaken anti-fraud measures. In one aspect, the present invention provides a gaming machine that can more reliably prevent fraud. [Means for solving the problem]

[0005] In order to achieve the above object, a gaming machine as shown below is provided. The gaming machine includes a board on which a component including a predetermined integrated circuit and a display unit capable of displaying predetermined information are mounted, a setting key switch used for setting the game, a storage case that stores the board while making the components and the display unit visible and also stores the setting key switch while making it operable, a first seal attached to a first position on the storage case, and a second seal attached to a second position on the storage case that does not overlap with the first position. The display unit is located away from the setting key switch when the storage case is attached to the gaming machine and is located at a position that does not overlap with either the first position or the second position. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility. Effect of the Invention

[0006] According to one aspect, it is possible to more reliably prevent fraud in gaming machines. [Brief description of the drawings]

[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Diagram 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Diagram 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device of a first embodiment. FIG. [Diagram 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart showing a main process according to the first embodiment; [Figure 7] FIG. 2 is a second flowchart showing the main process according to the first embodiment; [Figure 8] FIG. 11 is a flowchart (part 3) showing the main process according to the first embodiment. [Figure 9] FIG. 4 is a flowchart showing the main process according to the first embodiment; [Figure 10] FIG. 5 is a flowchart showing the main process according to the first embodiment; [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 11 is a diagram illustrating an example of an object type table according to the presence or absence of shading according to the first embodiment. [Figure 14] 4A to 4C are diagrams illustrating an example of an object appearance depending on the presence or absence of shading according to the first embodiment. [Figure 15] 6 is a diagram illustrating an example of a relationship between a shadow density and a superimposition order according to the first embodiment. FIG. [Figure 16] FIG. 2 is a diagram showing an example (part 1) of an object display according to the first embodiment. [Figure 17] FIG. 11 is a diagram showing an example (part 2) of an object display according to the first embodiment. [Figure 18] FIG. 11 is a diagram showing an example (part 3) of an object display according to the first embodiment. [Figure 19] 5A and 5B are diagrams illustrating an example of the relationship between the layer configuration and the shadow density of a shaded object according to the first embodiment. [Figure 20] 10A and 10B are diagrams illustrating an example of the relationship between the overlapping order and the shadow density of a shaded object in a single layer according to the first embodiment. [Figure 21] 5A and 5B are diagrams illustrating an example of the relationship between the overlapping order and the shadow density of a shaded object in a plurality of layers according to the first embodiment. [Figure 22] FIG. 4 is a diagram illustrating an example of parameter setting for each display object according to the first embodiment. [Figure 23] FIG. 11 illustrates an example of a flowchart of a negative density determination process according to the first embodiment. [Figure 24] 5A and 5B are diagrams illustrating an example of extraction of a target object for dark density setting according to the first embodiment; [Diagram 25] FIG. 11 is a diagram (part 1) showing an example of shadow density setting of a shadow density setting target object according to the first embodiment; [Figure 26] FIG. 13 is a diagram (part 2) showing an example of shadow density setting of a shadow density setting target object according to the first embodiment; [Figure 27] 13A to 13C are diagrams showing examples of shadow density adjustment for each game state of a shadow density setting target object in the first embodiment; [Figure 28] 11A to 11C are diagrams illustrating an example of shadow density adjustment based on a relative density change for each variable display state of an object for which shadow density is to be set in the first embodiment. [Figure 29] 11A to 11C are diagrams illustrating an example of shadow density adjustment for each pending display state of an object to be subjected to shadow density setting according to the first embodiment. [Diagram 30] 13A to 13C are diagrams illustrating examples of shadow density adjustment for each reel operation state of an object subject to shadow density setting in the first embodiment. [Diagram 31] 1A and 1B are diagrams (part 1) illustrating an example of density adjustment based on a relative density change between a shadow region and a light region of a target object for setting a shadow density according to the first embodiment; [Diagram 32] 13A and 13B are diagrams (part 2) illustrating an example of density adjustment based on a relative density change between a shadow region and a light region of a target object for setting a shadow density according to the first embodiment; [Diagram 33] 13 is a diagram showing a first example of a shadow region display of a decorative pattern (object for which shadow density is to be set) according to the first embodiment; FIG. [Diagram 34] 13 is a diagram showing a second example of a shadow region display of a decorative pattern (object for which shadow density is to be set) according to the first embodiment; FIG. [Diagram 35] FIG. 11 is a diagram illustrating an example of a shadow position inconsistency for each object in the first embodiment. [Diagram 36] FIG. 11 is a perspective view showing an example of a gaming machine according to a second embodiment. [Figure 37] FIG. 11 is a diagram showing an example of an overview of a game control device according to a second embodiment. [Figure 38] FIG. 11 is a diagram showing an example of a first seal of a game control device of the second embodiment. [Figure 39] A figure showing an example of a second seal of the game control device of the second embodiment. [Diagram 40] FIG. 11 is a diagram showing an example of a sealing seal of the game control device of the second embodiment. [Diagram 41] FIG. 11 is a diagram showing an example of an overview of a dispensing control device of the second embodiment. [Diagram 42] A diagram showing an example of a first seal of the dispensing control device of the second embodiment. [Diagram 43] A figure showing an example of a second seal of the dispensing control device of the second embodiment. [Diagram 44] 13 is a diagram showing an example of the relationship between a first seal, a second seal, and mounted components of a game control device of a second embodiment. FIG. [Diagram 45] A figure showing an example of visibility in five directions of the first seal of the game control device of the second embodiment. [Diagram 46]A figure showing an example of visibility in five directions of the second seal of the game control device of the second embodiment. [Figure 47] A figure showing an example of the structure of an upper member that improves the ease of viewing the second seal of the game control device in the second embodiment from the side. [Figure 48] A figure showing an example of a side-view viewpoint guide function of the second seal of the game control device of the second embodiment. [Figure 49] A figure showing an example of game performance of the third embodiment. [Figure 50] A figure showing an example of a game state transition in the third embodiment. [Figure 51] A figure showing an example of a pattern corresponding to the result state of the special chart 1 game and the special chart 2 game in the third embodiment. [Figure 52] FIG. 13 is a diagram showing a display example of a decorative pattern corresponding to the result mode of the third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 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 has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed with the left side as the axis-mounted side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (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 surface of the gaming board 30 is attached to the front frame (main body frame) 12.

[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) and the like for decoration and presentation, and for notification of abnormality (for example, when a dispensing abnormality occurs, the lamps and LEDs are turned on (blinked) in an abnormality notification color (for example, red)), and speakers 19 (upper left speaker 19a1, upper right speaker 19a2) that emit sounds (for example, sound effects). Furthermore, speakers 19 (lower left speaker 19b1, lower right speaker 19b2) are also provided at the bottom of the front frame 12. In addition, when an abnormality occurs, the speaker 19 notifies the user of the abnormality by voice. A lamp for notifying of abnormality of dispensing may be provided at a predetermined position of the glass frame 15.

[0011] In addition, at the bottom of the front frame 12, there are provided an upper tray (storage tray) 21 that supplies game balls to a ball launching device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operation unit 24 of the ball launching device. In addition, a ball removal lever 23a is provided on the lower tray 23 to remove 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 a performance button 25 used for an intervention operation in the game performance. The performance button 25 functions as a performance operation receiving section that receives an intervention operation in the game performance, and also functions as a performance section that can perform a required mode (for example, a light-emitting mode, a vibration, a protruding operation, etc.). The left edge of the upper tray 21 is provided with an option setting section 29 where the player sets various options. The option setting section 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive a decision operation, etc., and two auxiliary switches that are located on the periphery of the cross cursor switch and are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to open or lock the front frame 12 or the glass frame 15.

[0013] In addition, the gaming machine 10 can perform an effect in which the player's operation is involved, based on the operation of the player received from the effect button switch 25a (see FIG. 4) that detects the operation (for example, pressing operation) of the effect button 25 (push button). For example, the effect in which the player's operation is involved is an effect in a variable display game (decorative special chart variable display game) in the display device (variable display device) 41 (see FIG. 2), and the gaming machine 10 can move the character displayed on the display device 41 or stop the identification information in the decorative special chart variable display game displayed on the display device 41. In addition, for such player's operation intervention, not only the effect button 25 but also any one or more of the switches (cross cursor switch, center switch, accessory switch) of the option setting unit 29 may be used. In FIG. 4 described later, the switches of the option setting unit 29 are collectively represented as setting switches 29n.

[0014] Also, to the right of the effect button 25, there are provided a ball loan button 27 operated by the player when borrowing a ball from an adjacent ball loan machine, an ejection button 28 operated to eject a prepaid card from the card unit of the ball loan machine, a balance display section (not shown) that displays the balance of the prepaid card, and the like. In the gaming machine 10 of the first embodiment, the player rotates the operation section 24, whereby the ball launching device launches the gaming balls supplied from the upper tray 21 toward the gaming area 32 (see FIG. 2) on the front side of the gaming board 30. Also, the player can operate any one or more of the setting switches 29n (cross cursor switch, center switch, accessory switch) of the option setting section 29 described above to set, for example, the volume emitted from the speaker 19 or the brightness of the gaming board 30.

[0015] Next, the game board 30 will be described with reference to Fig. 2. Fig. 2 is a front view showing an example of the game board of the first embodiment. On the surface of the game board 30, a substantially circular game area 32 surrounded by a guide rail 31 is formed. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. In the game area 32, a center case (game performance component) 40 equipped with a display device (variable display device) 41 is disposed at approximately the center. The display device 41 is attached to a recessed portion provided in the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of ​​the display device 41, protrudes forward from the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly in from the surrounding game area 32.

[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices such as a device having a display screen capable of displaying a dot matrix by LED, or a combination of two or more display devices. In the area (display area) in which images on the display screen can be displayed, information related to the game such as a plurality of identification information (special symbols), characters that produce the special symbol variable display game, and background images that enhance the performance effect are displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are displayed (variably displayed), and a decorative special symbol variable display game corresponding to the special symbol variable display game is performed. In addition, on the display screen, images for performance based on the progress of the game (for example, a big win display image, a fanfare display image, an ending display image, etc.) are displayed.

[0017] In addition, a board effect device 44 that performs game effects by operating is provided on the upper part of the center case 40. This board effect device 44 is operable toward the center of the display device 41 from the state shown in FIG.

[0018] A normal symbol start gate (normal symbol start gate) 34 that provides the start condition for the normal symbol variable display game is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).

[0019] In addition, a general winning port 35 is disposed on the lower left side of the center case 40 in the game area 32, and another general winning port 35 is disposed on the lower right side of the center case 40, to the right of a special variable winning device 95 described later. Game balls that win in these general winning ports 35 are detected by winning port switches 35a (see FIG. 3).

[0020] In addition, below the center case 40 in the game area 32, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides a start condition for the first special chart variable display game (special chart 1 variable display game) is provided. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).

[0021] In addition, below the start winning hole 36, an outlet 30a is provided for collecting game balls that do not win in the winning holes, etc. In addition, at a position lower than the center case 40 and to the left of the normal chart start gate 34, a normal chart winning device 37 (second start winning port, start winning area) that gives the start condition of the second special chart variable display game (special chart 2 variable display game) is provided. The normal chart winning device 37 (starting port 2) is provided with a movable member 37b at a position that becomes the inflow part. The movable member 37b is slid forward and backward by the normal power solenoid 37c (see FIG. 3) to change between a blocking state that blocks the inflow of game balls into the inflow part and a permitting state that retreats backward to permit the inflow of game balls into the inflow part. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). And, when the result of the normal chart variable display game becomes a predetermined stop display mode, it is changed to an open state (a state advantageous to the player). The game ball that has won the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).

[0022] In addition, a special variable prize winning device (large prize winning port 1) 38 that can be switched between a state in which it does not accept game balls and a state in which it is easy to accept them depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is provided on the right side of the center case 40 in the game area 32. The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 38c closes the large prize winning port and switches it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 38c retreats and can accept game balls flowing down the game area 32. That is, the special variable prize winning device 38 has a large prize winning port (large prize winning port 1) that is opened and closed by an opening and closing member 38c driven by a large prize winning port 1 solenoid 38b (see FIG. 3) as a driving device, and during a large prize game state (special game state) resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, and during a large prize game state (special game state) resulting from winning in a specific area 96 described later, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.

[0023] In addition, a special variable prize winning device (large prize winning port 2) 95 that can be changed between a state in which game balls are not accepted and a state in which they are accepted easily depending on the results of the special chart variable display games (special chart 1 variable display game and special chart 2 variable display game) is disposed on the lower right side of the center case 40 in the game area 32. The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the results of the special chart variable display game as an auxiliary game, the opening / closing member 95c closes the large prize winning port and changes it from a closed state (a blocked state disadvantageous to the player) to an open state (a state advantageous to the player) in which the opening / closing member 95c retreats and accepts game balls flowing down the game area 32. That is, the special variable prize winning device 95 has a large prize winning port (large prize winning port 2) that is opened and closed by an opening and closing member 95c driven by a large prize winning port 2 solenoid 95b (see FIG. 3) as a driving device, and during a small win game state resulting from the results of the special chart 1 variable display game and the special chart 2 variable display game, the large prize winning port is converted from a closed state to an open state to facilitate the inflow of game balls into the large prize winning port, and a predetermined game value (prize balls) is awarded to the player. In addition, a large prize winning port switch (count switch) 38a (see FIG. 3) is arranged inside the large prize winning port (winning area) as a detection means for detecting game balls that have entered the large prize winning port.

[0024] The special variable winning device 95 also has a V-channel that guides a game ball that has entered the winning port to the specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see FIG. 3) that detects a game ball that has flowed into the specific area 96. The detection of a game ball (entry into the specific area 96) by the specific area switch 38e is one of the conditions for the occurrence of a big win game state (special game state) that changes the special variable winning device (big winning port 1) 38 from a closed state to an open state.

[0025] Also, the center case 40 does not have a warp flow path, but may have one. For example, a warp port (warp entrance) may be provided on the left side of the center case 40, and game balls that flow into the warp flow path from the warp port may be made to roll on a 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 located directly above the start winning opening 36, so that game balls guided to the warp exit may easily enter the start winning opening 36.

[0026] In the gaming machine 10 of the first embodiment, the area to the left of the center case 40 in the gaming area 32 where the gaming balls flow down is set as the left gaming area, and the area to the right of the center case 40 is set as the right gaming area. The player can aim to win at the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the launch force to launch the gaming ball into the left gaming area (so-called left shot), and can aim to win at the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning hole 35 (located in the right gaming area), etc. by launching the gaming ball into the right gaming area (so-called right shot).

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 which displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the regular chart change display game which is triggered by winning the regular chart start gate 34, as well as various information.

[0028] The collective display device 50 includes a round display section 51, a special 1 reserved display section 52, a special 1 pattern display section 53, a special 2 pattern display section 54, a normal pattern display section 55, a normal reserved display section 56, and a status display section 57 (see FIG. 5). The details of the collective display device 50 will be described later.

[0029] The gaming machine 10 is equipped with a right-hit guide display device 91c on the right side near the special variable winning device (big winning port 1) 38. The right-hit guide display device 91c is turned on when instructing the player to hit right, and is turned off in other states. The right-hit guide display device 91c is included in the board decoration device 46.

[0030] The gaming machine 10 is provided with a special symbol game variation display status display device 98 at the bottom 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 with the left LED, and displays the variation display status of the special symbol 2 variation display game with the right LED. For example, the special symbol game variation display status display device 98 notifies the symbol stop status of the special symbol variation display game by lighting up, and notifies the symbol variation status 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 map variation display device 93 and a regular map reserved display device 94 on the right side of the center case 40 in the play area 32. The regular map variation display device 93 is composed of two LEDs, and indicates the variation display status of the regular map game by alternating flashing, and indicates the result of the variation display of the regular map game by a combination of lighting and extinguishing. The regular map reserved display device 94 is also composed of two LEDs, and indicates the number of reserved regular maps, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The regular map variation display device 93 and regular map reserved display device 94 are included in the board decoration device 46.

[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, drivers, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

[0033] The CPU section 110 has a gaming microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillator circuit (crystal oscillator) 113 that has an oscillator such as a crystal resonator and generates an operating clock for the gaming microcomputer 111, timer interrupts, and a clock that serves as a reference for a random number generating circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operable by being supplied with a direct current voltage of a predetermined level such as DC (Direct Current) 32V, DC 12V, or DC 5V generated by the power supply device 400.

[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply unit 420 that supplies power supply voltage to the internal RAM (Random Access Memory) of the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power outage.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.

[0036] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (particularly the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after the power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0037] The gaming control device 100 is also provided 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 gaming microcomputer 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 gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0038] The game control device 100 is also provided 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 a push operation. The setting key switch 127 allows the setting key to be inserted to switch between an ON state and an OFF state. The game control device 100 is capable of changing settings related to game performance, and the settings stored in the RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.

[0039] When the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, the control state transitions to a setting change mode in which the settings of the game machine 10 can be changed. For example, in the setting change mode, the game control device 100 displays the setting contents on the probability setting value display device 136, while detecting the pressing operation of the setting value change switch 126, and allows cyclic change between settings 1 to 6. The probability setting value display device 136 is a display device capable of displaying the setting value, and is, for example, a one-digit seven-segment LED mounted on a board.

[0040] Furthermore, when the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, the control state 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 contents on the probability setting value display device 136. Naturally, the probability setting value display device 136 can be confirmed by the manager of the game facility, but cannot be confirmed by the player.

[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] The ROM 111B stores unchanging information for game control (programs, fixed data, judgment values ​​of various random numbers, etc.) in a nonvolatile manner, and the RAM 111C is used as a working area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or the RAM 111C.

[0043] Also, the ROM 111B stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111A to determine a variation pattern by referring to the variation pattern random number 1, the variation pattern random number 2, and the variation pattern random number 3 stored as the start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a latter half variation group table and a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and tables (such as a first half variation group table and a first half variation pattern selection table) for determining a first half variation pattern that is a variation pattern before the reach state is reached.

[0044] Here, the term "reach" (reach state) refers to a display state in which the display device has a display state that can be changed, the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result state, the gaming state becomes a gaming state (special gaming state) advantageous to the player, and when some of the multiple display results have not yet been derived and displayed, the display result that has already been derived and displayed satisfies the condition for the special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for the special result state even when the variable display control of the display device progresses and reaches a stage before the display result is derived and displayed. For example, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state. In addition, the reach state refers to the display state at the point in time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and when at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed meets the conditions to become a special result state.

[0045] Therefore, for example, if the decorative special chart variable display game displayed on the display device in response to the special chart variable display game displays multiple identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for the special result state are met (for example, the same identification information) is the reach state. In addition, when the variable display of all the variable display areas is temporarily stopped, the state in which the conditions for the special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be the reach state, and the remaining one variable display area may be displayed from this reach state.

[0046] This reach state includes a plurality of reach effects, and normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set as reach effects with different possibilities (different expected values) of deriving a special result mode. The expected values ​​are set to be higher in the order of "no reach" < "normal reach" < "special 1 reach" < "special 2 reach" < "special 3 reach" < "premium reach". This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot is reached). In other words, it may be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss is reached). Therefore, a state in which a reach state has occurred is a state with a higher possibility of deriving a jackpot than when 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, generate and output drive signals for the solenoid and the display device, and control the entire game machine 10. Although not shown, the game microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number for determining a win in the special chart variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern in the special chart variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal chart variable display game, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generating circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] In addition, the CPU 111A acquires one of the plurality of change pattern tables stored in the ROM 111B in the process related to the special chart change display game. Specifically, the CPU 111A selects and acquires one of the plurality of change pattern tables based on the game result (win (big win or small win) or miss) of the special chart change display game, the probability state (normal probability state or high probability state) of the special chart change display game as the current game state, the operation state (time-saving operation state) of the normal change winning device 37 as the current game state, the number of start memories, etc. Here, the CPU 111A serves as a change distribution information acquisition means for acquiring one of the plurality of change pattern tables stored in the ROM 111B when executing the special chart change display game.

[0049] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives a payout motor of a payout unit provided in the gaming machine 10 in accordance with a prize ball payout command (command or data) from the gaming control device 100, and performs control to pay out prize balls. The payout control device 200 also drives a payout motor of the payout unit based on a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10, and performs control to pay out loaned balls.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning device 38, 95, and the specific area switch 38e in the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 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 proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, with an input range of 7V-11V, the proximity I / F 121 is configured to detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when a lead wire is cut and left floating, and to output an abnormality detection signal.

[0051] Regarding the winning port switch 35a, in FIG. 3, the winning port switch 35a is shown as one block, but in reality, multiple (n) winning port switches 35a (three in this embodiment) are provided on the game board 30, and each signal is input to the proximity I / F 121 through a different signal line. In addition, in FIG. 3, the large winning port switch 38a is shown as one block, but in reality, multiple (x) large winning port switches 38a (three in this embodiment) are provided on the game board 30. These multiple large winning port switches 38a are connected to each other through different signal lines, or are connected to the game control device 100 in a wired OR manner on a relay board (not shown) that exists between the switch and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 described later may also be connected to each other through different signal lines, or may be connected to the game control device 100 in a wired OR manner.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the winning port switch 35a, the large winning port switch 38a, and the specific area switch 38e are input to the second input port 123. The output of the signals of the start port 1 switch 36a and the start port 2 switch 37a, which are the start port switches in FIG. 1 (output from the proximity I / F 121), is shown as one signal line in FIG. 3, but in reality there are two.

[0053] Among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality of the sensor or switch is detected are input to a third input port 124. Also, the third input port 124 is configured to receive the detection signal of the magnetic sensor 61 for detecting fraud provided on the front frame 12 of the gaming machine 10, the detection signal of the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10, the detection signal of the main frame opening detection switch 64 provided on the front frame (main frame) 12 of the gaming machine 10, the detection signal of the setting value change switch 126, the detection signal of 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] Among the outputs of the proximity I / F 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. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the second input port 123.

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, a voltage of 12 V is supplied to the proximity I / F 121 from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.

[0056] The data held by the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 described below.

[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave illegal signal from the payout control device 200 (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12), a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it is able to accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that a predetermined amount or more of game balls have been stored in the lower tray 23 (that it has become full)), and an out ball detection switch signal (a signal output when an out ball is detected) and supplies these to the gaming microcomputer 111 via the data bus 140.

[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects one out ball of the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between a discharge port (not shown) for discharging game balls (out balls) from the gaming machine 10 and the out port 30a. The out ball detection switch signal is used to calculate game performance (for example, base) per predetermined operation (for example, 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In that case, the out ball detection switch signal may be used to determine the operating state that triggers switching to game performance or 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 provided with a vibration sensor switch that detects vibrations, and a detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] The game control device 100 is also provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches described above. This is because there is a restriction on the number of terminals provided in the gaming microcomputer 111 for receiving signals from the outside.

[0061] On the other hand, the reset signal RESET from which noise has been removed by the Schmitt buffer 125 is directly input to a reset terminal provided in the gaming microcomputer 111 and is supplied to each port of the output unit 130. The reset signal RESET is configured to turn off the test firing signal held in a port (not shown) of the relay board 70 in order to output it to the test firing test device by outputting it directly to the relay board 70 without going through the output unit 130. The reset signal RESET may also be configured to be output to the test firing test device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set in each port of the output unit 130 by the gaming microcomputer 111 immediately before the reset signal RESET is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the presentation control device 300 and a communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 by serial communication. The serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that does not allow signals to be input from the presentation control device 300 to the gaming control device 100.

[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the special pattern information of the variable display game and a signal indicating the probability state of a jackpot to a test firing test device of a certification agency (not shown) via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced product) installed in a game arcade. In addition, the detection signal of a switch that does not require processing, such as a start port switch, output from the proximity I / F 121 is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0064] On the other hand, detection signals that cannot be supplied to the test firing device as they are, such as those from the magnetic sensor 61 and the board radio wave sensor 62, are once taken into the gaming microcomputer 111 and processed into other signals or information, and are then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating that the gaming machine is in a state where it cannot be controlled. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, and a connector that relays and transmits the signal line of the detection signal of the switch without passing through the buffer. The chip enable signal CE (not shown) output from the gaming microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.

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

[0066] The output unit 130 is also provided with a second output port 134b for outputting the display data of 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 line to which the anode terminal of the LED is connected according to the content to be displayed on the collective display device 50, and a fourth output port 134d for outputting on / off data of the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.

[0067] The output unit 130 is also 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 provided with a photorelay and can be connected to an external device (such as an information collection terminal or an internal management device (hall computer)) installed in the gaming establishment, so that information related to the gaming machine 10 can be supplied to the external device via the photorelay. A part of the information supplied to the external device is output from the fourth output port 134d. A launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.

[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a which receives opening / closing data signals of the large prize opening solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c output from the first output port 134a and generates and outputs a solenoid drive signal, a second driver 138b which outputs an on / off drive signal of the segment line on the current supply side of the collective display device 50 output from the third output port 134c, a third driver 138c which outputs an on / off drive signal of the digit line on the current sink side of the collective display device 50 output from the fourth output port 134d, a fourth driver 138d which outputs an external information signal to be supplied to an external device such as a management device from the fifth output port 134e or the fourth output port 134d to the external information terminal board 71, and a fifth driver 138e which receives a display data signal of the performance display device 135 output from the first output port 134a and generates and outputs a drive signal for the performance display device 135.

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

[0070] The second driver 138b outputs 12V and feeds current to the anode terminal of the LED through the segment line, and the third driver 138c outputs the ground potential and draws current from the cathode terminal through the segment line, so that the power supply voltage flows through the LEDs selected sequentially by the dynamic drive method and the LEDs are lit. The fourth driver 138d outputs the external information signal to the external information terminal board 71, and is supplied with DC 12V to give the external information signal a level of 12V. 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. 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 provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data to and from the inspection device 490 via serial communication. Note that, since such data transmission and reception is performed using a serial communication terminal of the gaming microcomputer 111 like an ordinary general-purpose microprocessor, ports such as the first to third input ports 122, 123, and 124 are not provided.

[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311 which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor which performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 which controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0073] The main control microcomputer 311 is connected to a PROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, a Ferroelectric RAM (FeRAM) 323 that can hold memory contents even if power is not supplied during a power outage, and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). The main control microcomputer 311 is also provided with a RAM 311a that provides a working area. The main control microcomputer 311 is also connected to a watchdog timer (WDT) circuit 324. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, lights up decorative lamps, controls the drive of motors and solenoids, manages the performance time, and performs other processes.

[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high speed VRAM 326 that is used to develop and process image data of characters, etc., read from the image ROM 325.

[0075] Although not limited thereto, a parallel data transmission system is configured to be used between main control microcomputer 311 and VDP 312. By transmitting and receiving data in a parallel system, commands and data can be transmitted in a shorter time than in a serial system.

[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing of data transmission are input from the VDP 312 to the main control microcomputer 311. In addition, interrupt signals INT0-n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying the waiting state for receiving commands or data from the main control microcomputer 311 are also input from the VDP 312 to the main control microcomputer 311.

[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 by LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal sync signal HSYNC, and a vertical sync 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] An audio ROM 327 in which audio data is stored is connected to the sound source LSI 314. The main control microcomputer 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 microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speakers 19a (upper left speaker 19a1, upper right speaker 19a2) provided in the glass frame 15 and the lower speakers 19b (lower left speaker 19b1, lower right speaker 19b2) provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the speakers 19 via the amplifier circuit 337.

[0079] The performance control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of reserved decorative special symbols command, decorative special symbol command, fluctuation command, and stop information command sent from the game control device 100 to the performance control device 300 as performance control command signals (performance commands). The game microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the performance control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a function of signal level conversion.

[0080] The performance control device 300 is provided with a board decoration LED control circuit 332 for controlling the operation of a board decoration device 46 having an LED (light emitting diode) or the like provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for controlling the operation of a frame decoration device (such as the frame decoration device 18) having an LED (light emitting diode) provided on the glass frame 15, and a board performance movable body control circuit 334 for controlling the operation of a board performance device 44 (such as a movable role that enhances the performance effect in cooperation with the performance display on the display device 41) provided on the game board 30 (including the center case 40). These control circuits 332 to 334 for controlling the operation of lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. It is also possible to provide a frame performance device having a drive source such as a motor (such as a motor that operates a performance device) on the glass frame 15, and to provide a frame performance movable body control circuit for driving and controlling the frame performance device.

[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having a 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 prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and a function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in FIG. 4, the switches in the option setting unit 29 are collectively represented as the setting switch 29n for convenience, but in detail, the switches described above (cross cursor switch, center switch, auxiliary switch) are connected so that the state of each of the switches (cross cursor switch, center switch, auxiliary switch) is detected individually by the switch input circuit 336, and the detection signal indicating each state of each switch is input to the main control microcomputer 311.

[0082] In order to supply a desired level of DC voltage to the performance control device 300 having the above-mentioned configuration and the electronic components controlled by it, the normal power supply unit 410 of the power supply device 400 is configured to generate a voltage of DC 32V for driving the motors and solenoids, DC 12V for driving the display device 41 consisting of a liquid crystal panel, the motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V for driving the motors, LEDs, and speaker 19. Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the performance control device 300. The DC-DC converter may be provided in the normal power supply unit 410.

[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, and the device is reset. The reset signal is also supplied from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and the amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling fan 45 that cools each part of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the power of 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, the game control performed in these control circuits will be described. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal figure is a winning symbol based on the input of a detection signal of a game ball from the gate switch 34a provided on the normal figure start gate 34, compares it with the determination value stored in the ROM 111B, and performs a process to determine whether the normal figure variable display game is a winning symbol or a losing symbol. Then, the CPU 111A performs a process to display the normal figure variable display game in which the identification symbol (identification information) is displayed in a variable manner for a predetermined time on the normal figure pattern display unit 55 of the collective display device 50, and then displays the identification symbol (identification information) in a stopped manner. If the result of this normal figure variable display game is a winning symbol, the CPU 111A operates the normal power solenoid 37c, and performs a control to open the movable member 37b of the normal variable winning device 37 as described above for a predetermined time (for example, 0.5 seconds or 1.7 seconds). That is, the game control device 100 constitutes a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). When the result of the normal pattern variation display game is a loss, the control is performed to display the loss result state on the normal pattern display unit 55.

[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from the start hole 1 switch 36a provided in the start winning hole 36, and based on this start memory, a random number value for jackpot judgment of the first special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the first special chart variable display game is a win or a loss. Also, a start memory is stored based on the input of a game ball detection signal from the start hole 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot judgment of the second special chart variable display game is extracted and compared with the judgment value stored in ROM111B to perform processing to judge whether the second special chart variable display game is a win or a loss.

[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (performance control command, performance command) including the judgment result of the first special symbol variable display game and the second special symbol variable display game to the performance control device 300. Then, the CPU 111A performs a process of displaying the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50 and then stops displaying the identification symbol. That is, the game control device 100 serves as a game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0087] Also, the performance control device 300 performs processing to display a decorative special chart variable display game corresponding to the special chart variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speaker 19, control the emission of various LEDs, etc. based on a 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 (variable display game, etc.).

[0088] When the result of the special chart variable display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result state or the small win result state on the special chart 1 pattern display section 53 or the special chart 2 pattern display section 54, and performs a process of generating a special game state or a small win game state (i.e., a process of executing a special game or a small win game). In the process of generating a special game state due to the result of the first special chart variable display game or the second special chart variable display game being a big win, the CPU 111A, for example, controls the opening and closing member 38c of the special variable winning device 38 by the big winning port solenoid 38b to allow the game ball to flow into the big winning port. In this special game state, the CPU 111A performs control (cycle game) to continue (repeated) this a predetermined number of rounds by opening the large prize opening until one of the following conditions is met: for example, a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined openable time has elapsed since the opening of the large prize opening. In addition, in a process to generate a small win game state due to the result of the first special chart variable display game (special chart 1 variable display game) or the second special chart variable display game (special chart 2 variable display game) being a small win, the CPU 111A performs control, for example, to open the opening / closing member 38c of the special variable winning device 38 by the large prize opening solenoid 38b, thereby enabling the flow of game balls into the large prize opening.

[0089] The opening and closing operation pattern (opening and closing operation mode) of the large prize opening performed in these small win game states is, for example, an operation of maintaining the opening and closing member in an open state for only 200 ms, performed four times at intervals of 1500 ms. In this way, the game control device 100 serves as a large prize opening opening and closing control means that controls the opening and closing of the large prize opening when the stop result mode becomes a special result mode. Also, when the result of the special symbol variation display game is a miss, the CPU 111A controls the special symbol 1 pattern display section 53 or the special symbol 2 pattern display section 54 of the collective display device 50 to display the result mode of the miss.

[0090] In addition, the game control device 100 of the first embodiment does not perform a probability change in the special chart change display game, but may perform a probability change in the chart change display game. For example, the game control device 100 can generate a high probability state as a game state after the special game state ends based on the result state of the special chart change display game. This high probability state is a state in which the probability of a winning result in the special chart change display game is higher than the normal probability state. Also, even if the high probability state is reached based on the result state of either the first special chart change display game or the second special chart change display game, both the first special chart change display game and the second special chart change display game are in a high probability state.

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

[0092] In addition, in the time-saving state, the execution time of the normal map change display game (normal map change time) is, for example, 500 ms, and the normal map stop time displaying the result of the normal map change display game is, for example, 600 ms. When the normal map change display game results in a winning result and the normal change winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it is opened of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it is opened of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it is opened of the third winning stopping pattern (for example, 1700 ms x 3 times).

[0093] In addition, the execution time, normal map stop time, normal power opening count, and normal power opening time of the normal map variation display game may be appropriately set so as to control the normal map variation display game and the normal variation winning device 37 to be in a time-saving operation state. For example, in the time-saving state, it is possible to control the execution time (normal map variation time) of the above-mentioned normal map variation display game to be a second variable display time shorter than the first variable display time (for example, 10000 ms to 1000 ms). Also, in the time-saving state, it is possible to control the normal map stop time that displays the result of the normal map variation display game to be a second stop time shorter than the first stop time (for example, 1604 ms to 704 ms). Also, in the time-saving state, when the normal map variation display game is a winning result and the normal variation winning device 37 is opened, it is possible to control the opening time (normal power opening time) to be a second opening time longer than the first opening time in the normal state (low probability state of normal map) (for example, 100 ms to 1352 ms). In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of the winning result of 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 for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal variation time, normal stop time, normal power opening count, normal power opening time, and normal power probability. It is also possible to set multiple types of time-saving states with different changes. In addition, when a hit occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probability of the first opening mode and the second opening mode may be made different. In addition, the high probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (during normal power support, or during power support).

[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of the collective display device of the first embodiment. The collective display device 50 includes a 7-segment LED_d1, a 7-segment LED_d2, and 16 LEDs from LED_d3 to LED_d18. The collective display device 50 displays various states according to the lighting state of the 7-segment LED_d1, the 7-segment LED_d2, and LED_d3 to LED_d18.

[0096] The collective display device 50 is provided with a round display section 51, a special chart 1 reserved display section 52, a special chart 1 pattern display section 53, a special chart 2 pattern display section 54, a normal chart pattern display section 55, a normal chart reserved display section 56, a status display section 57, and a special chart 2 reserved display section 58 by distributing various status display functions to the 7-segment LED_d1, the 7-segment LED_d2, and the LED_d3 to LED_d18. The round display section 51 displays the number of rounds in the special chart game by the lighting state of the four LEDs, LED_d3 to LED_d6. The special chart 1 reserved display section 52 displays the number of reserved games in the special chart 1 game by the lighting state of the two LEDs, LED_d11 and LED_d12. The special chart 1 pattern display section 53 displays the patterns in the special chart 1 game by the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays symbols in the special 2 game according to the lighting state of the eight LEDs (seven segment LEDs and one dot LED) of the seven-segment LED_d2. The normal symbol display unit 55 displays symbols in the normal game according to the lighting state of three LEDs, LED_d8, LED_d10, and LED_d18. The normal reserved display unit 56 displays the number of reserved balls in the normal game according to the lighting state of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special game according to the lighting state of three LEDs, LED_d7, LED_d9, and LED_d17. The special 2 reserved display unit 58 displays the number of reserved balls in the special 2 game according to the lighting state of two LEDs, LED_d13 and LED_d14.

[0097] The control of the gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time period (for example, 4 ms).

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be described with reference to Figs. 6 to 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.

[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, a process for prohibiting interrupts (step S1) is performed, and then a stack pointer setting process (step S2) is performed to set a stack pointer, which is the top address of an area where values ​​of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper address being 00h or 01h. In step S4, 00h, which is at the top 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, and the launch of game balls is prohibited.

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

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

[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on the RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.

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

[0105] Moreover, the value "00010000B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "0" corresponding to the ON detection signal from RAM initialization switch 112, and the 4th bit is "1" corresponding to the OFF detection signal from setting key switch 127. In other words, the value "00010000B" of the status reference register indicates a RAM initialization state in which RAM initialization switch 112 is ON and setting key switch 127 is OFF.

[0106] Moreover, the value "00000100B" of the status reference register indicates that the 0th, 1st, 3rd, 5th to 7th bits are cleared to "0", the 2nd bit is "1" corresponding to the detection signal from RAM initialization switch 112 being OFF, and the 4th bit is "0" corresponding to the detection signal from setting key switch 127 being ON. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is OFF and setting key switch 127 is ON.

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

[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in the C register. Note that since the storage position (second bit) in the B register of the detection signal from RAM initialization switch 112 and the storage position (fourth bit) in the C register of the detection signal from setting key switch 127 are different, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even by the logical OR of the B register and the C register.

[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the performance control device 300) that perform various controls according to instructions from the game control device 100 that constitutes the master control means to start normally. This makes it possible to avoid the slave control means missing the command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means and sets a predetermined waiting time to wait for the start of the slave control means when the power is turned on.

[0110] Furthermore, the power-on delay timer is timed using a memory area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.

[0111] The detection signal of the RAM initialization switch 112 is stored in the second register (C register), and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. 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 continue operating the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, the switch can be detected by operating it immediately after power-on without having to perform such a troublesome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.

[0112] Also, the detection signal of the setting key switch 127 is stored in the second register (C register), and by storing it before the start of the standby time, the operation of the setting key switch 127 can be detected reliably. In other words, if the state of the setting key switch 127 is read after the standby time has elapsed, it is necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time has elapsed. However, by reading the state before the standby time begins, it becomes possible to perform the operation immediately after power-on without performing such troublesome operations, and it is possible to prevent a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.

[0113] Next, after performing a process (step S11) of setting a power-on delay timer (for example, about 3 seconds), the process (steps S12 to S16) of timing the standby time and monitoring the occurrence of a power outage during the standby time is performed. First, the number of times (for example, 2 times) to read and check the power outage monitoring signal input from the power supply device 400 via the port and data bus is set (step S12), and it is determined whether the power outage monitoring signal is on or not (step S13).

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

[0115] That is, the game control device 100 serves as a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. This makes it possible to respond to a power failure that occurs during the period in which the start-up of the game control device 100, which serves as the main control means, is delayed, and it is possible to appropriately deal with problems when the power is turned on. Note that access to the RAM 111C is not permitted until the end of the standby time, and the contents stored at the time of the previous power cut are retained, so there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to back up the RAM 111C, and the burden on control can be reduced.

[0116] On the other hand, if the power failure monitoring signal is not on (step S13; N), that is, if a power failure has not occurred, the power-on delay timer is updated by "-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 standby time has not ended, the process returns to the process of setting the number of checks of the power failure monitoring signal (step S12). Also, if the timer value is "0" (step S16; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM111C and EEPROM is permitted (step S17), and off data is output to all output ports (set to a state where there is no output) (step S18).

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

[0118] In step S20, a process is performed to start up a CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).

[0119] In step S21, a process of setting a RAM abnormality flag is performed. Note that the setting of the RAM abnormality flag is a temporary process and may be updated in a process of checking for abnormalities in the RAM that is executed later.

[0120] In step S22, it is determined whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (for example, 5Ah). If the value of the power failure inspection area 1 is normal (step S22; Y), it is determined whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (for example, A5h) (step S23), and if the value of the power failure 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 adding together the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated separately from the data in the work area for game control and the data in the work area for status display, or the checksum may be calculated only from the data in the work area for game control. The work area for game control is a working area in the memory area within the RWM that is used for game control. The work area for status display is a working area in the memory area within the RWM that is used for status display.

[0122] Next, it is determined whether the checksum calculated in step S24 matches the checksum at the time of power off (step S25), and if it is determined that the checksums match (are normal) (step S25; Y), the RAM abnormality flag that was temporarily set in step S21 is cleared (step S26).

[0123] If it is determined that the checksums do not match (are not normal) (step S25; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag provisionally set in step S21 definitive. If it is determined that the check data in the power outage inspection area is not normal (step S22; N or step S23; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag provisionally set in step S21 definitive.

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

[0125] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on or not. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S30, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S29.

[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48, and if the setting change mode flag is not on, the control unit proceeds to step S30.

[0128] Steps S30 to S32 are processes executed when a RAM abnormality occurs or when the RAM is restarted without being cleared due to a power interruption during setup. In step S30, the control unit transmits a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to carry out performance control corresponding to the main abnormality error notification command. For example, the performance control device 300 receives the main abnormality error notification command and causes the display device 41 to display a message informing about restarting with RAM clearing, or causes the speaker 19 to output sound. In addition, the performance control device 300 receives the main abnormality error notification command and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify of a main abnormality error.

[0129] In step S31, the control unit outputs 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to a main abnormality error on the performance display device 135. The control unit also outputs 7-segment display data at the time of game stop 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 output 7-segment display data including LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn off or turn on all the collective display devices 50.

[0130] In step S32, the control unit outputs on data for a 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 to wait for the power supply to be cut off. That is, the gaming machine 10 outputs a security signal from the external information terminal board 71 until it is waiting for the power supply to be cut off. Furthermore, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71 until it is waiting for the power supply to be cut off.

[0131] The control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until the power is cut off. This allows the gaming machine 10 to store a return address in the RAM when an NMI (Non-Maskable Interrupt) occurs, thereby reducing the risk of program runaway. In this way, the control unit does not protect the contents stored in the RAM by prohibiting RAM access during the repeated execution of steps S31 and S32 until the power is cut off, but since clearing the RAM at the time of restart is a condition for starting game control, the risk of the contents stored in the RAM not being protected is limited. In other words, the gaming machine 10 obtains the effect of reducing the risk of program runaway while limiting the risk of the contents stored in the RAM not being protected. Furthermore, by not prohibiting RAM access during the repeated execution of steps S31 and S32 until the power is cut off, the control unit can call a subroutine in steps S31 and S32, thereby improving program efficiency.

[0132] Steps S33 to S36 are processes related to preparation for changing settings, and are executed when, in step S27, the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on.

[0133] In step S33, the control unit determines whether or not the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S34, and if the RAM abnormality flag is not on, the control unit proceeds to step S35.

[0134] In step S34, since the RAM abnormality flag is on, the control unit clears the set value. The set value may be cleared by setting an invalid value as the set value, or may be cleared by setting a value that is most disadvantageous to the player from the viewpoint of fraud prevention.

[0135] In step S35, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag indicating whether or not the gaming machine 10 is changing the setting. When the setting is being changed, the setting change mode flag is set, and when the setting is not being changed, the setting change mode flag is cleared (reset).

[0136] In step S36, the control unit transmits a command for changing the settings to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command for changing the settings. For example, the performance control device 300 receives the command for changing the settings and causes the display device 41 to display a message informing that the settings are being changed, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives the command for changing the settings and causes the frame decoration device 18, the board decoration device 46, and the board performance device 44 to notify that the settings are being changed.

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

[0138] Steps S38 to S40 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 makes it possible to externally grasp the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation by setting the security signal to be output in step S37.

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

[0140] In step S40, the control unit determines whether a power outage has occurred. The control unit can determine the occurrence of a power outage by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41, and if a power outage has not occurred, the control unit proceeds to step S39. That is, the control unit waits for the setting key to be turned off until a power outage occurs, with interrupts permitted in step S38.

[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S41) and a process of outputting off data to all output ports (step S42). Then, power failure inspection area check data 1 is saved in power failure inspection area 1 (step S43), and power failure inspection area check data 2 is saved in power failure inspection area 2 (step S44). Furthermore, after a checksum calculation process (step S45) for calculating a checksum at the time of power failure of the RWM and a process for saving the calculated checksum in the checksum area (step S46) are performed, a process for prohibiting access to the RAM (step S47) is performed, and then the game machine waits for the power to be cut off. In this way, by saving the check data in the power failure inspection area and calculating the checksum at the time of power failure, it is possible to determine whether the information stored in the RWM before the power failure has been correctly backed up when the power is turned on again.

[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 setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S49, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S51.

[0143] Steps S49 and S50 are processes related to setting confirmation preparation. In step S49, the control unit performs a process of setting a setting confirmation mode in progress flag. The setting confirmation mode in progress flag is a flag indicating whether the gaming machine 10 is in the setting confirmation or not, and the setting confirmation mode in progress flag is set when the setting confirmation is in progress, and the setting confirmation mode in progress flag is cleared (reset) when the setting confirmation is not in progress. In step S50, the control unit transmits a setting confirmation in progress command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the setting confirmation in progress command. For example, the performance control device 300 receives a setting confirmation in progress command, and causes the display device 41 to display a message informing that the setting confirmation is in progress, or causes the speaker 19 to output a sound. In addition, the performance control device 300 receives a setting confirmation in progress command, and notifies that the setting confirmation is in progress by the frame decoration device 18, the board decoration device 46, and the board performance device 44. After this, the control unit proceeds to step S37.

[0144] On the other hand, when 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) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S52 when the detection signal of the RAM initialization switch 112 is on, and proceeds to step S58 when the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute a process related to RAM initialization (RAM clear) upon start-up detection accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute a process related to power outage recovery upon start-up detection not accompanied by a pressing operation of the RAM initialization switch 112.

[0145] Next, the process related to RAM initialization performed after step S52 will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (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 start address 2 as the start address at the time of RAM clearing, and clears the data of the area to be cleared (work area for game control) of the memory area (area not including the access prohibited area) of the RWM (for example, RAM111C) to zero.

[0146] In addition, since the setting change mode flag and the setting check mode flag are included in the data in the area to be cleared, they are cleared by clearing the data in the area to be cleared to zero.

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

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

[0149] As a result, the performance control device 300 ends the notification that a setting change is in progress, which was started upon receiving a command during setting change, or the notification that a setting confirmation is in progress, which was started upon receiving a command during setting confirmation.

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

[0151] In step S58, the control unit executes a power failure recovery process. The power failure recovery process includes a process of saving an initial value at the time of power failure recovery in an area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, saving ON information in a high probability notification flag area when the special game is in a high probability state, and saving ON data of the high probability notification LED in a segment area.

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

[0153] Next, the control unit transmits a power failure recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S59), and proceeds to step S60. In step S59, multiple commands such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command are transmitted. In addition to these commands, depending on the model, performance count information and high probability count information are transmitted. In addition, the screen designation command is a command to command the display of a customer waiting demo screen when the control state of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not one of the following: during fluctuation, during a big win (first special game state), and during a small win (second special game state)), and is a command to command the display of a recovery screen in other cases.

[0154] In step S60, the control unit performs a process of starting and setting up the random number generation circuit. After that, it extracts the values ​​of the predetermined registers (soft random number registers 1 to n) in the random number generation circuit when the power is turned on, and saves them in a predetermined area of ​​the RWM as the initial values ​​(start values) of the corresponding initial value random numbers (big win pattern initial value random number, small win pattern initial value random number, win initial value random number, win pattern initial value random number) (step S61), and then permits an interrupt (step S62).

[0155] Next, the control unit performs an initial value random number update process (step S63) for updating the values ​​of various initial value random numbers to break the regularity of the random numbers. This initial value random number update process is a process for updating (incrementing) each initial value random number by, for example, "+1". In this way, the gaming machine 10 is able to increase the randomness of the random numbers by continuing to update the initial value random numbers as long as time permits in the main process.

[0156] Here, the control unit temporarily prohibits interrupts (step S64), executes the performance display editing process (step S65), and permits interrupts after the performance display editing process is executed (step S66). The performance display editing process is a process related to the calculation and display of the base. Since the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to more quickly derive the processing results. This ensures that the gaming machine 10 derives the processing results of the performance display editing process before the game state is updated by a timer interrupt.

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

[0158] That is, the control unit repeatedly executes the processes from step S63 to step S67 unless a power outage occurs. In detail, when a power outage does not occur, the control unit repeatedly executes the initial value random number update process, the performance display editing process, and the check of the power outage monitoring signal (loop process).

[0159] Furthermore, by allowing interrupts (step S66) before the initial value random number update process (step S63), if a timer interrupt occurs during the initial value random number update process, the interrupt process is executed with priority, thereby preventing the interrupt process from being strained by the timer interrupt being made to wait by the initial value random number update process.

[0160] Similarly, by prohibiting interrupts (step S64) before the performance display editing process (step S65), the performance display editing process is executed in priority over timer interrupts, thereby preventing the performance display editing process from being overwhelmed.

[0161] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the overall game, and slave control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on, and sets a predetermined standby time for waiting for the start-up of the slave control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.

[0162] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.

[0163] In addition, the main control means (game control device 100) is equipped with a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from 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 is configured to read the operation state of the initialization operation unit before the start of the standby time.

[0164] In addition, the game control device 100 has a function (first initialization means, second initialization means) to distinguish between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing during an initialization operation (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation to be realized.

[0165] The main control means (game control device 100) is provided with 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 RAM 111C based on the operation of the setting operation unit, thereby enabling the setting to be changed, and a setting display unit (probability setting value display device 136) is provided to enable the setting (setting value) to be confirmed. The main control means (game control device 100) is also configured to permit access to RAM 111C after the waiting time has elapsed.

[0166] In addition, the main control means (game control device 100) is capable of executing a standby process in the event of a power outage (loop after step S47) that prohibits access to the RAM (RAM111C) (step S47) and waits for all processing to stop, and a standby process in the event of a RAM abnormality (loop of steps S31 and S32) that allows access to the RAM (RAM111C) (step S17) while waiting for all processing to stop.

[0167] Here, the standby process at the time of power failure and the standby process at the time of RAM abnormality will be described. The standby process at the time of power failure is executed after access to the RAM is prohibited in step S47 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, since the standby process at the time of power failure is executed after interrupts are prohibited in step S41 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the standby process at the time of power failure may generate an NMI interrupt because it is not possible to prohibit an NMI interrupt. However, since the standby process at the time of power failure is a process executed when a power failure occurs, there is a small risk of an NMI interrupt occurring during the execution of the process. In addition, the standby process at the time of power failure is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate the power until the power is cut off to the power failure process. Note that the gaming machine 10 reduces the risk of the memory contents of the RAM being changed due to an unstable voltage by prohibiting access to the RAM in the standby process at the time of power failure.

[0168] The RAM abnormality standby process is executed after access to the RAM (RWM) is permitted in step S17 of the main process, and is a loop process that waits for the execution of all processes to stop. In addition, since the RAM abnormality standby 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 the power failure standby process may cause an NMI interrupt because it is not possible to prohibit an NMI interrupt. Since the RAM abnormality standby process is a process that waits for a power cut, there is a greater risk of an NMI interrupt occurring during the execution of the process than with the power failure standby process. However, since the RAM abnormality standby process allows access to the RAM even if an NMI interrupt occurs, the return address can be stored in the RAM, and there is a smaller risk of the program running out of control due to the occurrence of an NMI interrupt. In addition, since the gaming machine 10 transmits a main abnormality error notification command to the performance control device 300 in step S30, the performance control device 300 can issue an abnormality notification in parallel during the execution of the RAM abnormality standby process. This allows the gaming machine 10 to be expected to restart quickly.

[0169] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be described with reference to Fig. 11. Fig. 11 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S38 to step S41, from step S38 to step S55, from step S66 to step S64, from step S66 to step S41). The timer interrupt processing is a processing executed by the CPU 111A.

[0170] The timer interrupt process is started by inputting a periodic timer interrupt signal generated by the CTC circuit in the clock generator to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.

[0171] When the timer interrupt process is started, first, register bank 1 is specified (step S71). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in the specified register (for example, the D register) (step S72). In step S72, the same process as in step S4 in the main process is performed, but the register bank is different.

[0172] Next, input processing (step S73) is performed to receive inputs and signals from various sensors and switches, that is, to read the status of each input port. In step S74, the control unit refers to the setting change mode flag and the setting confirmation mode flag to determine whether or not the device is in the setting change mode or the setting confirmation mode. If the device is in the setting change mode or the setting confirmation mode, the control unit proceeds to step S75, executes the setting change / confirmation processing, and ends the timer interrupt processing. On the other hand, if the device is not in either the setting change mode or the setting confirmation mode, the control unit proceeds to step S76.

[0173] In step S76, the control unit executes output processing for controlling the drive of actuators such as the solenoids (the large prize opening solenoid 38b, the normal power solenoid 37c) based on the output data set in the various processes.

[0174] In addition, when a launch stop signal is output in step S5 in the main processing, this output process outputs a launch permission signal, and the launch permission signal is set to a state in which it can be set to an allowed state. This launch permission signal is output to the launch control device via the payout control device. At that time, no processing of the signal is performed. In addition, the launch permission signal is a first signal indicating the launch permission state as seen from the game control device 100, and a second signal (launch permission signal) indicating the launch permission state as seen from the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the game ball is configured to be in a state in which it can be launched.

[0175] Next, the control unit executes a payout command transmission process (step S77) that outputs the commands set in the transmission buffer in various processes to the payout control device 200, a random number update process 1 (step S78), and a random number update process 2 (step S79). Here, the random number update process 1 is a process for updating the initial values ​​(start values) of the big win pattern random number, small win pattern random number, win random number, and win pattern random number that are the targets of the initial value random number update process. Also, the random number update process 2 is a process for updating the variation pattern random number for determining the variation pattern in the variation display game of the special chart 1 and the special chart 2. Note that the random number update process 1, or the random number update process 2 in addition to the random number update process 1, may be configured to stop the random number update during the setting change or change the update cycle.

[0176] Next, the control unit performs a winning port switch / state monitoring process (step S80) that monitors whether or not there is a normal signal input from the start port 1 switch 36a, the start port 2 switch 37a, the normal gate switch 34a, the winning port switch 35a, the large winning port switch 38a, and the specific area switch 38e, and monitors errors (such as whether the front frame or glass frame is open). In addition, a start port switch monitoring process (step S81) that monitors the winning of the start port 1 switch 36a and the start port 2 switch 37a is performed. In the start port switch monitoring process, when a game ball wins in the start port 36 that constitutes the first start port or the normal variable winning device 37 that constitutes the second start port, various random numbers (such as a large winning random number) are extracted, and a game result advance judgment is performed to determine the game result based on the winning in advance at a stage before the start of the special variable display game.

[0177] Next, the control unit executes special chart 1 game processing (step S82) that performs processing related to the special chart 1 variable display game, special chart 2 game processing (step S83) that performs processing related to the special chart 2 variable display game, and then executes two-type game processing (step S830) that performs processing related to the so-called two-type game, and then executes regular chart game processing (step S84) that performs processing related to the regular chart variable display game.

[0178] Next, a segment LED editing process (step S85) is performed to drive a segment LED (such as the LED of the special chart 1 pattern display section 53 of the collective display device 50) provided in the gaming machine 10 to display the special chart variation display game and various information related to the game so as to display the desired content, a magnet irregularity monitoring process (step S86) is performed to check the detection signal from the magnetic sensor 61 and determine whether there is an abnormality, and a board radio wave irregularity monitoring process (step S87) is performed to check the detection signal from the board radio wave sensor 62 and determine whether there is an abnormality. Then, an external information editing process (step S88) is performed to set signals to be output to various external devices in an output buffer, and a performance display device control process (step S89) is performed, and the timer interrupt process is terminated.

[0179] Here, in the first embodiment, the process of restoring the interrupt inhibited state (i.e., the process of permitting an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require an instruction to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.

[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.

[0181] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 at the time when the power supply to the pachinko machine 1 is started. [Step D11] The control unit prohibits interrupts.

[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits an interrupt.

[0183] [Step D15] The control unit permits the generation of display data, i.e., permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is a 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 may use a value created based on an ID value of a CPU or the like so that it is different for each gaming machine.

[0185] [Step D17] The control unit saves the initial values ​​at the time of power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory 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 effect button input process. The effect button input process is a process for editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that since the effect button does not turn on and off at high speed, the control unit may perform the process for detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interruption (not shown).

[0187] [Step D20] The control unit executes hall / player setting mode processing. The hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting operations such as changing the brightness and volume of the LED and display device 41 by the player.

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

[0189] [Step D22] The control unit executes a received command check process. The received command check process is a process for analyzing the commands received from the game control device 100 in units of a predetermined number.

[0190] [Step D23] The control unit executes a performance display editing process. The performance display editing process is a process for setting various commands and their parameters for instructing the VDP 312 on the content to be drawn on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.

[0191] [Step D24] The control unit executes drawing command preparation end setting, which is a process for setting that preparation of all commands for the VDP 312 set in the performance display editing process has been completed.

[0192] [Step D25] The control unit judges whether or not it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, the frame switching timing is a timing that arrives at a time interval equivalent to a processing period (for example, 1 / 30 seconds ≒ 33.333 ms) created based on the period (for example, 1 / 60 seconds) of the V blank interrupt (also called V sync interrupt). The V blank interrupt occurs every time one scan of the entire screen for drawing is completed by the VDP 312. As described above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, when the same drawing is repeated twice and the V blank interrupt occurs twice, frame switching is performed, and the period of the frame switching timing is twice the period (for example, 1 / 60 seconds) of the V blank interrupt (for example, 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to the above embodiment, and the frame switching timing can be changed as desired. For example, frame switching (image updating) may be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.

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

[0194] [Step D26] The control unit instructs the VDP 312 to draw on the screen according to the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.

[0195] [Step D27] The control unit executes a sound control process to control the volume of the sound from the speaker 19. [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc.

[0196] [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board performance device 44) including various motors and SOLs (solenoids).

[0197] [Step D30] The control unit executes the firing information control process. The firing information control process is a process for setting firing-related information based on the firing state flag and correcting the mode of the performance according to the special chart rotation state (the number of times the special chart changes per game for a predetermined amount of money (i.e., a predetermined number of balls)).

[0198] [Step D31] The control unit executes an information disclosure process to disclose performance information relating to gaming performance to a player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes called a main loop process) that is repeatedly executed in the above-mentioned processing cycle after the performance control device 300 is started.

[0199] The control unit executes the processes of steps D27 to D29 in the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly the signals for driving and controlling various LEDs and motors, etc.) generated or set in these control processes to the ports is performed in a short-period timer interrupt (not shown). However, when using an IC specialized for controlling various devices, there are cases where the signals, etc. are not output by the timer interrupt, but are simply instructed by serial communication, etc.

[0200] Next, the types of display objects displayed on the display device 41 of the gaming machine 10 will be described with reference to Fig. 13. Fig. 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] A display object is a display object whose display position and overlay order can be controlled, and examples of such objects include backgrounds, movies, characters, icons, designs, pending numbers, error displays, and guidance displays.

[0202] Display objects can also be categorized according to whether they have a shadow or not. Type A objects have neither a shadow nor a shadow representation. Type B objects have a shadow but not a shadow. Type C objects have a shadow but not a shadow. Type D objects have both a shadow and a shadow representation.

[0203] Here, we will confirm the definitions of shade and shadow. A shade expression on a display object is a display effect expressed on the display object, and is a relatively dark portion (shadow area, shadow position) on the display object that is set on the opposite side of a virtually set light source. A shade expression on a display object can be clearly identified by contrast with a bright portion (light area, light position) on the display object that is set on the virtually set light source side.

[0204] The shadow representation on a display object is a display effect that is represented on another display object away from the target display object, and is projected on the opposite side to a virtually set light source.

[0205] That is, the shadow representation of a display object can be completed by the display effect of the display object that is the target of the shadow representation, and the shadow representation of a display object has a display effect not only of the display object that is the target of the shadow representation but also of the display object that is the target of the projection. Note that the shadow representation of a display object can also be newly set as a single display object, instead of having a display effect on the display object that is the target of the projection.

[0206] In this way, since shadow representation can control only the display object that is the subject of the shadow representation, it is considered that the processing load for display control is lighter than that for shadow representation, which must control two or more display objects.

[0207] On the other hand, in the case of shadow representation, since a light source can be virtually set for each display object to be shaded, the position and intensity of the light source may not be uniform for each display object. If the display objects used in the display performance are produced separately from each other without being unified in origin, there is a high possibility that the light sources will not be uniform.

[0208] For example, the movies, backgrounds, characters, designs (identification information), hold icons, reliability notification messages, performance messages, game guides, etc. are each produced as display objects by game machine manufacturers and video production companies. Game machine manufacturers may also reuse existing content for movies, backgrounds, and characters. In this context, it is practically difficult to unify the shading of display objects used in display performances.

[0209] Such display effects using shadow representations may cause the player to feel a lack of uniformity in the presentation. However, while it is not easy to align display objects with a sense of uniformity, it is easy to adjust the effect of the shadow representations using display effects including contrast adjustment.

[0210] The gaming machine described in the first embodiment realizes a certain degree of uniformity in display control overall for two or more display objects that have inconsistent virtually set light sources by using the shadow density as a standard to create a uniform shadow representation, thereby improving the identifiability of two or more display objects that have shadow representations.

[0211] Next, a display example of an A-type object, a B-type object, a C-type object, and a D-type object will be described with reference to Fig. 14. Fig. 14 is a diagram showing an example of an object overview according to the presence or absence of shading in the first embodiment.

[0212] The display object 250 shown in Fig. 14(1) is an overview of an A-type object. The display object 250 has a positive area 250a and no negative area. In general, the display object 250 is used for display objects that do not require a three-dimensional effect, such as error displays, guidance displays, small patterns, reserved number displays, and fourth patterns that flash to indicate a variable display state.

[0213] The display object 251 shown in Fig. 14(2) is an overview of a type B object. The display object 251 has a bright area 251a and a dark area 251b. A virtual light source in the upper right corner sets a predetermined bright area 251a and a dark area 251b in the display object 251 to create a three-dimensional effect. In general, the display object 251 is used for display objects that create a three-dimensional effect, such as reliability notifications, characters, large patterns, reserved icons, digestion icons, and backgrounds.

[0214] The display object 252 shown in FIG. 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 does not have a shadow area. A predetermined shadow area 252c is set in the display object 252 by a virtual light source in the upper right corner to create a three-dimensional effect. The display object 252 projects the shadow area 252c onto other display objects, so the processing load related to the display control is large. In general, the display object 252 is used for characters, large patterns, hold icons, digestion icons, and the like in scenes that provide a high performance effect.

[0215] The display object 253 shown in FIG. 14(4) is an overview of a D-shaped object. The display object 253 has a bright area 253a, a dark area 253b, and a shadow area 253c. A predetermined bright area 253a and a dark area 253b are set in the display object 253 by a virtual light source in the upper right, and a predetermined shadow area 253c is set to create a three-dimensional effect. The display object 253 projects the shadow area 253c onto other display objects, so the processing load related to the display control is large. In general, the display object 253 is used for characters, large patterns, hold icons, digestion icons, and the like in scenes that provide a high performance effect.

[0216] The gaming machine 10 appropriately uses these type A objects, type B objects, type C objects, and type D objects to achieve a display presentation effect within the limits of the display control processing that can be burdened.

[0217] Next, the relationship between the shadow density and the superimposition order will be described with reference to Fig. 15. Fig. 15 is a diagram showing an example of the relationship between the shadow density and the superimposition order in the first embodiment. The gaming machine 10 can set shadows to a plurality of display objects. At this time, the gaming machine 10 can display a plurality of display objects by setting a predetermined superimposition order.

[0218] First, the relationship between shadow density and the superimposition order will be described with reference to Fig. 15(1). Shadow regions 255 to 258 are displayed by projecting the shadows of different display objects. Note that the display objects that project the shadow regions 255 to 258 are not shown in the figure.

[0219] Shadow regions 255 to 258 are displayed with a predetermined shadow density regardless of the overlapping order. Furthermore, shadow regions 255 to 258 can be displayed as one unit by overlapping. In this way, shadow regions 255 to 258 are not displayed in a manner that reflects the overlapping order of the display object that will project shadow regions 255 to 258.

[0220] Next, the relationship between the shadow density and the overlapping order will be described with reference to Fig. 15(2). Shadow areas 259 to 262 are displayed as the shadows of different display objects. Note that the light areas paired with the shadow areas 259 to 262 are not shown.

[0221] The shadow regions 259 to 262 are displayed with a predetermined shade density in relation to the superimposition order. For example, the shadow region 259 with the first superimposition order has the highest shade density, the shadow region 260 with the second superimposition order has the second highest shade density, the shadow region 261 with the third superimposition order has the third highest shade density, and the shadow region 262 with the fourth superimposition order has the lowest shade density. In this way, the shadow regions 259 to 262 are displayed with the shade ranks of the shadow regions 259 to 262 reflecting their superimposition orders. This allows the gaming machine 10 to clearly indicate the display priority of each display object having the shadow regions 259 to 262 and improve the discrimination of each display object. Such a gaming machine 10 contributes to the realization of a high performance effect in a display performance using a display object with a shade expression.

[0222] Next, display elements that can be targets of object display will be described with reference to Figs. 16 to 18. Fig. 16 is a diagram showing an example (part 1) of object display in the first embodiment. Fig. 17 is a diagram showing an example (part 2) of object display in the first embodiment. Fig. 18 is a diagram showing an example (part 3) of object display in the first embodiment. Note that Figs. 16 to 18 are intended to explain that shadow representation can be set for display elements that can be targets of object display, and shadow representation is omitted to simplify the illustration.

[0223] The object display example shown in Fig. 16(1) displays display elements included in a display screen 500 as objects. The display screen 500 is a display screen during the stop of the symbols, and displays the symbols that are the result state of the variable display game for a predetermined period after the variable display in the variable display game ends (before the start of the next variable display game). The display screen 500 displays a large symbol group 501, a small symbol group 502, a special symbol 1 reserved number display 503, a special symbol 2 reserved number display 504, a waiting reserved display 505, a consumed reserved display 506, and a background display 507.

[0224] The large symbol group 501 is responsible for the game presentation in order to enhance the interest. Therefore, the large symbol group 501 is displayed large by setting a variable display area in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol. The large symbol group 501 also includes a base portion that serves as the background, a number display having a first distinguishing ability by numbers, and an image display having a second distinguishing ability by an image of a figure such as a square, a triangle, or a star. The large symbol group 501 has distinguishing ability as distinguishing information by the first distinguishing ability or the second distinguishing ability, or both.

[0225] In the display screen 500, the left pattern indicates that the pattern is stopped at "3", the middle pattern indicates that the pattern is stopped at "5", and the right pattern indicates that the pattern is stopped at "7". That is, in the display screen 500, the large pattern group 501 indicates that the special pattern variation display game is in a stopped state (pattern stopped).

[0226] The small symbol group 502 is responsible for informing the player of the variable display state in order to improve the ease of understanding of the game state of the player. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display performance of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol constituting the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.

[0227] In general, the large pattern group 501 is displayed larger than the small pattern group 502, has a high degree of freedom in the display position, and the display mode can be changed greatly. Conversely, the small pattern group 502 is displayed smaller than the large pattern group 501, and has a low degree of freedom in the display position (for example, a fixed position).

[0228] In addition, the gaming machine 10 may display the fourth symbol on the display device 41 or a display device provided separately from the display device 41. The fourth symbol clearly indicates the variable display state of the special symbol 1 game or the variable display state of the special symbol 2 game.

[0229] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "3." The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0."

[0230] The waiting hold display 505 shows how the number of waiting hold icons 505i corresponding to the number of reserved games of one special game are displayed in response to the current game state (for example, normal game state). The waiting hold display 505 displays a predetermined reserved pedestal, and one waiting hold icon 505i can be displayed for each reserved pedestal. The waiting hold icon 505i is, for example, spherical, and the waiting hold icon 505i can also be animated to have a moving display (for example, deformation, color change, up and down movement, etc.). The consumption hold display 506 shows how the reserved consumption icon 508 corresponding to the reserved consumption of the special game is displayed. The reserved consumption icon 508 is, for example, spherical, and the reserved consumption icon 508 can also be animated to have a moving display (for example, deformation, color change, up and down movement, etc.).

[0231] For example, when the special number display 503 of the reserved number of special figures 1 displays "3" and the special number display 504 of the reserved number of special figures 2 displays "0" as shown on the display screen 500, the standby reserved display 505 indicates that the reserved number of memories is "3" by displaying three reserved memories. Note that the reserved number or reserved memory number means the number of start memories in which the variable display game of the special figure has not been executed.

[0232] The waiting hold display 505, depending on its display mode (hold memory display displayed on the waiting hold display 505), can indicate the number of hold memories of the special chart variable display game and can also notify the expectation for the game result for each hold memory.

[0233] The pending consumption display 506, depending on its display mode, can indicate whether the special chart change display game is in a change display state and can notify the expectation for the game result. The pending consumption display 506 displays a predetermined reserved pedestal, and can display one reserved consumption icon 506i on the reserved pedestal. On the display screen 500, the pending consumption display 506 leaves the frame (reserved pedestal) blank to indicate that the special chart change display game is in a stopped state. After this, the gaming machine 10 starts the change display.

[0234] Background display 507 is a display element that forms the background of each display element, and is usually the display element that forms the backmost side. Background display 507 may be displayed as a still image or as a moving image.

[0235] In addition, the waiting hold display 505 displays either the number of reserved games for special chart 1 or the number of reserved games for special chart 2 using the waiting hold icon 505i depending on the game status, but the total number of reserved games for special chart 1 and the number of reserved games for special chart 2 may be displayed using the waiting hold icon 505i.

[0236] The object display example shown in FIG. 16(2) displays 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 a screen during the variable display (three patterns variable). In the display screen 510, the left pattern, the middle pattern, and the right pattern of the large pattern group 501 are variable, indicating that the special pattern variable display game is variable display. Also, in the display screen 510, the left pattern, the middle pattern, and the right pattern of the small pattern group 502 are variable uniformly at a predetermined speed, indicating that the special pattern variable display game is variable display.

[0237] On the display screen 510, the special figure 1 reserved number display 503 indicates that the reserved memory number of the special figure 1 game is "2", the special figure 2 reserved number display 504 indicates that the reserved memory number of the special figure 2 game is "0", and the waiting reserved display 505 is a game state that informs the reserved number of the special figure 1 game, and indicates that the reserved memory number of the special figure variable display game (special figure 1 game) is "2". Also, on the display screen 510, the consumed reserved display 506 displays the reserved memory display being consumed by the reserved consumption icon 506i, indicating that the special figure variable display game is being displayed as a variable.

[0238] In addition, display screen 500 and display screen 510 may include display elements such as character display and text display (not shown), and the display elements may also be capable of producing a display with movement through animation or the like.

[0239] 17(1) shows an object display example in which display elements included in a display screen 512 are displayed as objects. The display screen 512 is a screen following the display screen 510, and is a display screen during reach fluctuation.

[0240] The display screen 512 includes display elements such as 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. The reduced display mode 513 reduces the large symbol group 501 to ensure a large area for displaying the reach performance, thereby clearly indicating the reach fluctuation. The performance guidance message display 514 displays the name and explanation of the reach performance in text to guide the reach performance. The performance guidance image display 515 displays the reach performance as an image to guide the reach performance. The reliability display 516 guides (suggests) the jackpot reliability of the reach by displaying the number, color, shape, etc. of stars, etc. The character display 517 guides (suggests) the jackpot reliability of the reach by displaying the type, number, action, color, pattern, etc. of the character. The effect display 518 is a predetermined display effect that decorates other display elements.

[0241] 17(2) shows an object display example in which display elements included in a display screen 520 are displayed as objects. The display screen 520 is a screen following the display screen 512, and is a display screen during a big win.

[0242] The display screen 520 includes a winning symbol display 521, a play guide display 522, a performance movie 523, a title display 524, and a history information display 525 as display elements. The winning symbol display 521 displays the large symbol group 501 in a reduced size to ensure a large area in which the winning symbol can be displayed, thereby clearly indicating the winning symbol. The winning symbol display 521 is not limited to displaying all symbols (3 symbols) that constitute the winning symbol combination, but may display one symbol that represents the winning symbol combination. The play guide display 522 is a display that guides the player to a play method (for example, right-handed or left-handed) according to the game state, and includes a character display and / or a pictogram display. The performance movie 523 is a movie that produces a big win. The performance movie can be displayed not only in the case of a big win, but also in other situations such as reach and waiting for customers. The title display 524 is a display that guides the model name, reach name, mode name, game state name, etc. of the gaming machine 10. The history information display 525 is a display that guides the gaming history, and displays, for example, the number of jackpots, the history of jackpot patterns in past jackpots, the number of prize balls acquired during the jackpot, the number of prize balls acquired during a predetermined period, etc. The history information display 525 may display the number of prize balls expected to be acquired instead of or in addition to the number of prize balls acquired. The history information display 525 may be displayed not only during jackpots but also during normal times, and may display the number of times the time-saving period continues or the number of times the time-saving period remains.

[0243] The object display example shown in Fig. 18(1) displays, as objects, display elements included in a display screen 528. The display screen 528 is the screen when the power is turned on. The display screen 528 includes a power restoration guide 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 of power restoration. The power restoration notification display notifies the user that an RWM reset has occurred when the power is turned on with an RWM reset, and notifies the user that the game state at the time of power off will be restored when the power is turned on without an RWM reset. The power restoration game information display 530 notifies the user of the required game information at the time of power restoration (for example, whether or not a variable display is in progress, whether or not there are reserves, how to play, etc.) until the display contents are restored to normal.

[0245] 18(2) shows an object display example in which display elements included in a display screen 532 are displayed as objects. Display screen 532 is a screen displayed when an error occurs. Display screen 532 includes error displays 533 and 534 and a performance display 535 as display elements.

[0246] Both error displays 533 and 534 are displays that inform users of an occurring error, and may include a method of recovering from the error. Error display 533 is a more severe error than error display 534, and is displayed with priority over (for example, superimposed on) error display 534. Both error displays 533 and 534 are displayed with priority over performance display 535. Performance display 535 is a required display element related to the performance, and may be, for example, a movie display, a character display, a text display, or the like.

[0247] In this way, the gaming machine 10 can display on the display device 41 a variety of display elements according to the game control state, and can display each display element by setting a priority order according to the game control state.

[0248] Next, the relationship between the layer configuration and the shading density of a shaded object will be described with reference to FIG. 19. FIG. 19 is a diagram showing an example of the relationship between the layer configuration and the shading density of a shaded object in the first embodiment. The display layer is a layer (layer) in the control process that roughly classifies the relative overlapping (front-back) relationship between images (display elements) such as whether the image is preferentially displayed as being in the foreground or, conversely, whether it is displayed as being in the background. 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 low priority on the background (rear) side is shielded at the overlapping portion by the image arranged on the display layer with high priority on the foreground side, and if the transparency of this image on the foreground side is zero, the image on the rear side will not be visible at all to the observer of the display device 41 even if it is drawn in the overlapping portion under the control.

[0249] In this embodiment, the display layers are L1, L2, L3, L4, L5, L6, L7, and L8, ranging from display layer L1, which is the first layer located at the forefront and has the highest overlay order (display priority), to display layer L8, which is the eighth layer with the lowest overlay order (display priority).

[0250] The display layers are, in order from the front (highest in the overlay order, highest priority), 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 "power recovery screen," "performance information screen," etc. in the figure are explanations of each display layer, and are not displayed on each display layer.

[0251] The display layer L1 is a display layer for displaying an error notification screen for an error with a high notification priority (error notification (superior)) and a power recovery screen. The display layer L2 is a display layer for displaying an error notification screen for an error with a low notification priority (error notification (inferior)) and a game guide screen. The display layer L3 is a display layer for displaying a performance guide screen and a screen for displaying small symbols and small reserves. The display layer L4 is a display layer for displaying a movie screen (movie (superior)) with a high display priority. The display layer L5 is a display layer for displaying a screen for displaying characters and effects (effects (superior)) with a high display priority. The display layer L6 is a display layer for displaying a screen for displaying large symbols and large reserves. The display layer L7 is a display layer for displaying a movie screen (movie (inferior)) with a low display priority. The display layer L8 is a display layer for displaying a screen for displaying backgrounds and effects (effects (inferior)) with a low display priority.

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

[0253] The gaming machine 10 can notify errors such as RAM initialization, power restoration, large prize slot illegal winning error, regular power illegal winning error, magnetic error, board radio wave error, frame radio wave error, front frame opening error, game slot opening error, starting port error, switch abnormality error, shot ball exhaustion error, overflow error, payout abnormality error, connector coming off, operation abnormality, etc. The gaming machine 10 can also notify warnings such as playing instructions, forgetting cards, long playing time, and caution against addiction.

[0254] In these display layers L1, L2, L3, L4, L5, L6, L7, and L8, shaded objects (type B objects or type D objects) can be placed as display objects, and the shaded areas corresponding to the display objects are also placed in the same display layer as the display objects.

[0255] For example, shadow area 209 is arranged on display layer L1 together with its corresponding display object, shadow area 210 is arranged on display layer L4 together with its corresponding display object, shadow area 211 is arranged on display layer L5 together with its corresponding display object, and shadow area 212 is arranged on display layer L8 together with its corresponding display object. At this time, there is an overlapping relationship in the order of shadow areas 209 to 212, and the shadow density is set so that the order of shadow areas 209 to 212 is higher. In this way, the gaming machine 10 can adjust the shadow density in accordance with the relationship of the display layers in which multiple shaded objects are arranged when they are arranged on multiple display layers.

[0256] Next, the relationship between the overlapping order and the shadow density of a shaded object in a single layer will be described with reference to Fig. 20. Fig. 20 is a diagram showing an example of the relationship between the overlapping order and the shadow density of a shaded object in a single layer in the first embodiment.

[0257] Each of the display layers L1, L2, L3, L4, L5, L6, L7, and L8 can have multiple shaded objects (type B objects or type D objects) placed as display objects, and the shaded areas corresponding to the display objects are also placed in the same display layer as the display objects.

[0258] For example, when display objects corresponding to shadow areas 209 to 212 are arranged on display layer L6 with the display object corresponding to shadow area 209 at the forefront, and the display object corresponding to shadow area 210, the display object corresponding to shadow area 211, and the display object corresponding to shadow area 212 superimposed in this order, the shadow density is set so that the order increases from shadow area 209 to 212. In this way, the gaming machine 10 can adjust the shadow density in accordance with the relationship of the display layers in which a plurality of shaded objects are arranged when they are arranged on one display layer.

[0259] Next, the relationship between the overlapping order and the shadow density of a shaded object in multiple layers will be described with reference to Fig. 21. Fig. 21 is a diagram showing an example of the relationship between the overlapping order and the shadow density of a shaded object in multiple layers in the first embodiment.

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

[0261] For example, when display objects corresponding to shadow areas 209, 210 are arranged in a superimposed manner on display layer L6, with the display object corresponding to shadow area 209 in front and the display object corresponding to shadow area 210 in the back, and when display objects corresponding to shadow areas 211, 212 are arranged in a superimposed manner on display layer L8, with the display object corresponding to shadow area 211 in front and the display object corresponding to shadow area 212 in the back, the shadow density is set so that the shadow areas 209 to 212 have the highest ranking. In this way, the gaming machine 10 can adjust the shadow density in accordance with the display layer in which the multiple shaded objects are arranged when they are arranged in multiple display layers and the overlapping relationship within the display layer.

[0262] Next, a parameter setting example for each display object will be described with reference to Fig. 22. Fig. 22 is a diagram showing a parameter setting example for each display object in the first embodiment. It is assumed that parameters are set for 10 display objects (BD1 to BD10). The display object to be the target of parameter setting is a B-type object or a D-type object having a shadow area.

[0263] First, FIG. 22(1) shows an example of parameter setting for each display object. In this example, regardless of whether there is a specific overlapping relationship between the display objects, the overlapping relationship is formally set to set the shadow density. The parameter "layer" indicates the layer on which the display objects are arranged. The parameter "overlap order" indicates the display layer on which the display objects are arranged and the overlapping order within the display layer. The parameter "overlap order" is set as the display priority even if there is no overlapping relationship between the display objects, and the smaller the number, the higher the priority. The parameter "shadow density" indicates the relative darkness of the shadow density between the display objects, and the smaller the number, the darker the shadow density. The parameter "contrast" indicates the contrast between the shadow area and the light area in the display object, and is used when converting the relative shadow density to an absolute shadow density. The parameter "size" is an index indicating the size of the display object, and is used when converting the relative shadow density to an absolute shadow density. The parameter "center position" is an index indicating the arrangement position of the display object, and is used when converting the relative shadow density to an absolute shadow density.

[0264] For example, since display object BD1 is placed on layer "1," it has an overlay order of "1" and is assigned a shadow density of "1." The specific shadow density is then set according to the contrast of "3," size of "1," and central position of "1."

[0265] This allows the gaming machine 10 to easily determine the relative shading for a display object having a shadow area. Furthermore, the gaming machine 10 can determine a specific shading in accordance with the display mode while maintaining the relationship of the relative shading.

[0266] Next, FIG. 22(2) shows another example of parameter setting for each display object. In this example, since the order of shading is not required between display objects that do not have an overlapping relationship, the order of shading can be set only for display objects that have an overlapping relationship. The parameter "layer" indicates the layer to be arranged. The parameter "overlapping relationship" indicates the presence or absence of an overlapping relationship regardless of whether the display layers are the same or different. The parameter "overlapping relationship" is "0" when there is no overlapping relationship between the display objects, and "1" when there is an overlapping relationship. The parameter "shading density" indicates the relative shading density between the display objects, and the smaller the number, the darker the shading density. The parameter "contrast" indicates the contrast between the shadow area and the light area in the display object, and is used when converting the relative shading density to an absolute shading density. The parameter "size" is an index indicating the size of the display object, and is used when converting the relative shading density to an absolute shading density. The parameter "center position" is an index indicating the arrangement position of the display object, and is used when converting the relative shading density to an absolute shading density.

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

[0268] That is, relative shading densities are set among the display objects BD4, BD5, BD6, BD8, BD9, and BD10 that are in an overlapping relationship, and arbitrary shading densities are set for the display objects BD1, BD2, BD3, and BD7 that are not in an overlapping relationship. Note that the arbitrary shading densities set for the display objects that are not in an overlapping relationship may be the same shading densities or may be different.

[0269] This allows the gaming machine 10 to more easily determine the relative shading for a display object having a shadow area. Also, the gaming machine 10 can determine a specific shading in accordance with the display mode while maintaining the relationship of the relative shading.

[0270] In this way, when display objects having shadow areas are displayed at fixed positions on the central side and the peripheral side of the display area of ​​the display device 41, the gaming machine 10 can produce a suitable sense of depth by making the shading density of the display object displayed on the central side relatively darker than the shading density of the display object displayed on the peripheral side. Furthermore, the gaming machine 10 can highlight the display object displayed on the central side more than the display object displayed on the peripheral side. Furthermore, the gaming machine 10 can prevent the display object displayed on the peripheral side from impairing the presentation effect of the display object displayed on the central side. Furthermore, the gaming machine 10 can provide stable visibility for the display object displayed on the peripheral side.

[0271] In addition, the gaming machine 10 may display a display object displayed on the peripheral side and a display object displayed on the central side without setting a posterior relationship (for example, displaying them on the same display layer without an overlay relationship), or may display a display object displayed on the peripheral side (for example, display object BD3) and a display object displayed on the central side (for example, display object BD1) with a posterior relationship set.

[0272] Next, a shadow density determination process for determining a specific shadow density for a display object having a shadow area will be described with reference to Figs. 23 to 26. Fig. 23 is a diagram showing an example of a flowchart of the shadow density determination process of the first embodiment. Fig. 24 is a diagram showing an example of extraction of a shadow density setting target object of the first embodiment. Fig. 25 is a diagram (part 1) showing an example of shadow density setting for a shadow density setting target object of the first embodiment. Fig. 26 is a diagram (part 2) showing an example of shadow density setting for a shadow density setting target object of the first embodiment.

[0273] [Negative concentration 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 performance control device 300 in the performance display editing process in step D23 of the main process.

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

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

[0276] The list of objects for which shading density is to be set shown in FIG. 24(2) shows the result of extracting type B objects and type D objects from the object list shown in FIG. 24(1). [Step D42] The control section sets a relative shade density between layers for the display object to be shade-density-set (inter-layer relative shade density setting).

[0277] The inter-layer relative shade density setting shown in Fig. 25(1) is obtained by assigning relative shade density settings to the list of shade density setting target objects shown in Fig. 24(2). Since the extracted objects 05 to 0D, 0F are arranged on five display layers L2, L3, L4, L5, L6, and L7, five shade density settings from 10 to 60 in increments of 10 are assigned to them. As a result, the display object arranged on the display layer L2 has a relative shade density setting of "10", the display object arranged on the display layer L3 has a relative shade density setting of "20", the display object arranged on the display layer L4 has a relative shade density setting of "30", the display object arranged on the display layer L5 has a relative shade density setting of "40", the display object arranged on the display layer L6 has a relative shade density setting of "50", and the display object arranged on the display layer L7 has a relative shade density setting of "60".

[0278] [Step D43] The control section sets relative shade levels for two or more display objects that are to be shade-level setting targets and that are arranged on one display layer (intra-layer relative shade level setting).

[0279] According to the inter-layer relative shadow density setting shown in Figure 25(1), objects 08, 09, 0A, and 0F are placed on the display layer L5, so the relative shadow density is set for objects 08, 09, 0A, and 0F. Note that object 08 is considered to be inferior to the others, objects 09 and 0A are of the same rank, and object 0F is dominant. As a result, the relative shadow density setting within the L5 layer shown in Figure 25(2) is adjusted in increments of 1 so as not to destroy the inter-layer relative shadow density, with object 08 having a relative density setting of "41," objects 09 and 0A having a relative density setting of "42," and object 0F having a relative density setting of "40."

[0280] Furthermore, according to the inter-layer relative shade density setting shown in Fig. 25(1), since objects 0C and 0D are placed on the display layer L7, the relative shade density is set for objects 0C and 0D. Note that objects 0C and 0D are assumed to be of the same rank. As a result, the relative shade density setting within the L7 layer shown in Fig. 25(3) results in objects 0C and 0D having a relative density setting of "60" without any adjustment.

[0281] [Step D44] The control section determines an overall shadow density ranking based on the inter-layer relative shadow density setting and the intra-layer relative shadow density setting. The shadow intensity ranking in the list of shadow intensity by object shown in Fig. 26 is a shadow intensity ranking based on the relative shadow intensity setting between layers shown in Fig. 25(1), the relative shadow intensity setting in the L5 layer shown in Fig. 25(2), and the relative shadow intensity setting in the L7 layer shown in Fig. 25(3). Display objects that have shadow areas are ranked according to their relative merits, with objects of the same rank being given the same order. Display objects that do not have shadow areas are not subject to ranking.

[0282] [Step D45] The control unit corrects the state of the shadow density of the shadow area according to various conditions such as the game state, etc. For example, the control unit corrects the state of the shadow area when it is desired to emphasize the shadow area of ​​a specific display object (enhance visibility) or when it is desired not to emphasize the shadow area (weaken visibility).

[0283] In the state correction in the list of shadow densities by object shown in FIG. 26, only object 09 is corrected by "+1" when a predetermined condition is met. [Step D46] The control unit sets an absolute density (absolute density) according to the density rank and the state correction. For example, object 05 has an absolute density of "5" based on the density rank of "1" and the state correction of "0", object 06 has an absolute density of "10" based on the density rank of "2" and the state correction of "0", object 09 has an absolute density of "31" based on the density rank of "6" and the state correction of "+1", and object 0A has an absolute density of "30" based on the density rank of "6" and the state correction of "0".

[0284] The absolute shadow density can correspond to the brightness of a shadow area in a display object, but since the perception of brightness differs depending on the contrast with a bright area, it may also correspond to the contrast with the bright area.

[0285] Next, an example of the state correction performed in step D45 will be described with reference to Figs. 27 to 30. Fig. 27 is a diagram showing an example of shadow density adjustment for each game state of a shadow density setting target object in the first embodiment. Fig. 28 is a diagram showing an example of shadow density adjustment by relative density change for each variable display state of a shadow density setting target object in the first embodiment. Fig. 29 is a diagram showing an example of shadow density adjustment for each reserved display state of a shadow density setting target object in the first embodiment. Fig. 30 is a diagram showing an example of shadow density adjustment for each role operation state of a shadow density setting target object in the first embodiment.

[0286] 27(1) displays a shadow area 211 within its display area in a normal gaming state. The shadow area 211 is a shadow area of ​​the corresponding display object, and has a predetermined shadow density. Note that a light area corresponding to the shadow area 211 is not shown in the figure.

[0287] The display object corresponding to the shadow area 211 is one of the display elements displayed in a game state with state transitions such as a normal game state, a low probability high base game state, a high probability high base game state, etc. For example, the display object corresponding to the shadow area 211 includes a large pattern, a waiting hold display, a base for a waiting hold display, a consumed hold display, a base for a consumed hold display, other performance display elements, and guide display elements.

[0288] 27(2) displays a shadow area 210 within its display area in a low-probability, high-base game state. Note that a light area corresponding to the shadow area 210 is omitted from the illustration. The shadow area 210 is a shadow area of ​​the corresponding display object, and has a different shade density (for example, larger) than the shadow area 211.

[0289] 27(3), a display screen 542 displays a shadow area 209 within its display area in a high probability, high base game state. Note that a light area corresponding to the shadow area 209 is not shown. The shadow area 209 is a shadow area of ​​the corresponding display object, and has a different shadow density from the shadow areas 210 and 211 (for example, greater than either of them).

[0290] In this way, the display objects corresponding to the shadow areas 209, 210, and 211 are the same display element, and the current game state can be guided by changing the shadow density according to the game state. Also, the display objects corresponding to the shadow areas 209, 210, and 211 may contribute to improving the distinguishability of the display elements by changing the shadow density according to the game state.

[0291] The display screen 544 shown in Fig. 28(1) displays a shaded area 211 within its display area in a variable display game. The shaded area 211 is a shaded area when the corresponding decorative symbol (for example, a large symbol) is in a variable state, and has a predetermined shade density. Note that the bright area corresponding to the shaded area 211 is omitted from the illustration. The decorative symbol corresponding to the shaded area 211 is displayed in a display state with state transitions such as a variable state, a temporary stopped state, and a stopped state.

[0292] 28(2) displays a shaded area 210 corresponding to a decorative pattern within its display area in a temporary stop state. Note that a light area corresponding to the shaded area 210 is not shown. The shaded area 210 is a shaded area when the corresponding decorative pattern is in a temporary stop state, and has a different shade density (e.g., larger) than the shaded area 211.

[0293] 28(3), a display screen 546 displays a shadow area 209 within its display area in a stopped state. Note that a light area corresponding to the shadow area 209 is not shown. The shadow area 209 is a shadow area when the corresponding decorative pattern is in a stopped state, and has a different shade density from the shadow areas 210 and 211 (for example, a shade density greater than either of them).

[0294] In this way, the decorative patterns corresponding to the shaded areas 209, 210, and 211 can guide the current display state by changing the shading density according to the display state. Also, the decorative patterns corresponding to the shaded areas 209, 210, and 211 may contribute to improving the distinguishability of the display elements by changing the shading density according to the display state.

[0295] A display screen 547 shown in FIG. 29(1) displays a shadow area 211 within its display area in a variable display game. The shadow area 211 is a shadow area when the pending display (waiting pending display or consuming pending display) is in a steady state, and has a predetermined shade density. The light area corresponding to the shadow area 211 is omitted from the illustration. The pending display corresponding to the shadow area 211 is displayed in a display state with state transitions such as a steady state, a generation state, and a shift state. The steady state is a state in which the waiting pending display icon or the consuming pending icon repeatedly displays a waiting (consuming) animation, the generation state is a state in which the waiting pending display icon displays a generation animation once, and the shift state is a state in which the waiting pending display icon displays a shift animation once.

[0296] 29(2) displays a shadow area 210 within its display area in a variable display game. Note that a light area corresponding to the shadow area 210 is omitted from the illustration. The shadow area 210 is a shadow area when a reserved display (waiting reserved display) is in an active state, and has a different shade density (e.g., larger) than the shadow area 211.

[0297] 29(3) displays a shadow area 209 within its display area in a variable display game. Note that a light area corresponding to the shadow area 209 is omitted from the illustration. The shadow area 209 is a shadow area when the reserved display (waiting reserved display) is in a shift state, and has a different shade density from the shadow areas 210 and 211 (for example, greater than either of them).

[0298] In this way, the pending display corresponding to the shaded areas 209, 210, and 211 can guide the current display state by changing the shading density according to the display state. Also, the pending display corresponding to the shaded areas 209, 210, and 211 may contribute to improving the distinguishability of the display elements by changing the shading density according to the display state.

[0299] Although decorative patterns and reserved displays have been shown as examples of display elements corresponding to the shadow areas 209, 210, and 211, the present invention can also be applied to display elements with moving displays, display elements with changing shapes, display elements with changing colors, etc., as long as the shadow density can be changed according to the display state.

[0300] A display screen 550 shown in Fig. 30(1) displays a shadow area 211 within its display area. The shadow area 211 is a shadow area of ​​a corresponding display object, and has a predetermined shadow density. Note that a light area corresponding to the shadow area 211 is not shown. The display object corresponding to the shadow area 211 is one of any display elements.

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

[0302] A display screen 553 shown in Fig. 30(2) displays a shadow area 211 within its display area. The shadow area 211 is a shadow area of ​​a corresponding display object, and has a predetermined shadow density. Note that a light area corresponding to the shadow area 211 is not shown. The display object corresponding to the shadow area 211 is one of any display elements.

[0303] Display screen 554 shown in Fig. 30(2) is a display screen when a role object (movable object) 552 moves in front of display screen 550. Display screen 551 displays shadow area 210 within its display area. Shadow area 210 has a different shade density (for example, larger) than shadow area 211.

[0304] In this way, the gaming machine 10 can change the shading of the shadow area depending on the presence or absence of the reel 552 in front of the display screen, suppressing a decrease in the discernibility of the display elements caused by the reel 552 moving to the front of the display screen. For example, the reel 552 may cast a shadow on the display area, or the light emitted by a light-emitting device (not shown) included in the reel 552 may reduce the discernibility of the display elements, but the gaming machine 10 controls the shading of the display object to stabilize the shading that the player can sense.

[0305] In addition, when the reel 552 moves in front of the display screen, whether to increase or decrease the shadow density of the shadow area can be determined depending on the display mode of the display elements and the mode in which the distinctiveness of the display elements is reduced by the reel 552.

[0306] In addition, the gaming machine 10 is described as changing the shading density of the shadow area depending on the presence or absence of the reel 552 in front of the display screen when the reel 552 moves (advances) in front of the display screen, but the gaming machine 10 may change the shading density of the shadow area depending on the presence or absence of the reel 552 in front of the display screen when the reel 552 moves (retracts) from the front of the display screen. In this way, the gaming machine 10 suppresses a decrease in the distinguishability of the display elements due to the presence or absence of the reel 552 in front of the display screen.

[0307] The gaming machine 10 may also control the shading of the display object in cooperation with the shadow control associated with the movement of the reel 552 and the light emission control of the reel 552. In this case, the gaming machine 10 may fix the shading of the display object and perform the shadow control associated with the movement of the reel 552 and the light emission control of the reel 552. The gaming machine 10 may also perform the shadow control associated with the movement of the reel 552 and the light emission control of the reel 552 in accordance with the display position and overlap order of the display object, instead of controlling the shading of the display object.

[0308] Next, the shadow density adjustment will be described with reference to Fig. 31 and Fig. 32. Fig. 31 is a diagram (part 1) showing an example of density adjustment due to a relative density change between the shadow area and the light area of ​​an object for which shadow density setting is to be performed according to the first embodiment. Fig. 32 is a diagram (part 2) showing an example of density adjustment due to a relative density change between the shadow area and the light area of ​​an object for which shadow density setting is to be performed according to the first embodiment.

[0309] 31(1) shows an example of changing the shading density, in which the shading density (shading density) of the positive area 555a of the display object (B-type object) 555 is fixed, and the shading density of the shadow area 555b contrasting with the positive area 555a is changed. In this way, the gaming machine 10 can change the discrimination power of the display element by changing the shading density of the shadow area in the display element.

[0310] In the example of the shadow density change shown in FIG. 31(2), the shadow density of the shadow area 556b of the display object (B-type object) 556 is fixed, and the shadow density (positive density) of the positive area 556a contrasting with the shadow area 556b is changed. In this way, the gaming machine 10 can change the discrimination power of the display element by changing the shadow density of the positive area contrasting with the shadow area in the display element. The example of the shadow density adjustment shown in FIG. 31 can be realized by adjusting the color, brightness, contrast, etc. of the drawing data of the display element, so that the display control burden is not excessive.

[0311] 32(1), the shadow density (positive density) of the positive region 557a and the shadow density of the shadow region 557b of the display object (B-type object) 557 are fixed, and the apparent shadow density is changed by changing the positions of the positive region 557a and the shadow region 557b. In this way, the gaming machine 10 can change the discriminability of a display element by changing the apparent shadow density of the shadow region of the display element.

[0312] In the example of the shadow density change shown in Fig. 32(2), the shadow density (positive density) of the positive region 558a of the display object (B-type object) 558 and the shadow density of the shadow region 558b are fixed, and the area ratio between the positive region 558a and the shadow region 558b is changed to change the apparent shadow density. In this way, the gaming machine 10 can change the apparent shadow density of the shadow region of the display element to change the discrimination power of the display element. The example of the shadow density adjustment shown in Fig. 32 can be realized by replacing the drawing data of the display element.

[0313] Next, examples of shade density display in decorative patterns will be described with reference to Fig. 33 and Fig. 34. Fig. 33 is a diagram showing an example (part 1) of a shade area display in a decorative pattern (object for which shade density setting is to be performed) according to the first embodiment. Fig. 34 is a diagram showing an example (part 2) of a shade area display in a decorative pattern (object for which shade density setting is to be performed) according to the first embodiment.

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

[0315] The display object 591 places a shadow area 591b on the lower left side of the positive area 591a, the display object 592 places a shadow area 592b below the positive area 592a, and the display object 593 places a shadow area 593b on the lower right side of the positive area 593a. In this way, the gaming machine 10 may change the position of the shadow area relative to the positive area for each decorative symbol, to clearly indicate whether the decorative symbol is a left decorative symbol, a center decorative symbol, or a right decorative symbol.

[0316] Note that display objects 591, 592, and 593 on display screen 590 are the same type of data that are rendered based on the same data through rotation and inversion, making it possible to clearly indicate the display target while reducing the processing load related to the display control processing.

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

[0318] The display object 591 arranges a shadow area 591b of a predetermined shadow density on the lower left side of the positive area 591a, the display object 592 arranges a shadow area 592b of a different shadow density (for example, a larger shadow density) than the shadow area 591b on the lower left side of the positive area 592a, and the display object 593 arranges a shadow area 593b of a different shadow density (for example, a smaller shadow density) than the shadow area 591b on the lower left side of the positive area 593a. In this way, the gaming machine 10 may differ the shadow density of the shadow area relative to the positive area for each decorative pattern, to clearly indicate whether the decorative pattern is a left decorative pattern, a center decorative pattern, or a right decorative pattern.

[0319] In addition, by making display objects 591, 592, and 593 on display screen 594 the same type of data that is drawn based on the same data that does not require rotation or inversion, it is possible to clearly indicate the display target while reducing the processing load related to the display control processing.

[0320] In addition, in the decorative patterns (for example, the large pattern group 501 and the small pattern group 502), the display object is made identifiable and clearly indicated depending on the position of the shadow area and the shade of the shadow density. However, this is not limited to this, and the display object may be made identifiable and clearly indicated depending on the position of the shadow area and the shade of the shadow density in the special pattern 1 hold number display 503, the special pattern 2 hold number display 504, the waiting hold display 505, the guidance message display, the effect display, the character display, the background display, the error display, etc.

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

[0322] The display object 591 places a shadow area 591b of a predetermined size on the lower left side of the positive area 591a, the display object 592 places a shadow area 592b of a different size (for example, a larger shadow area) than the shadow area 591b on the lower left side of the positive area 592a, and the display object 593 places a shadow area 593b of the same size as the shadow area 591b on the lower left side of the positive area 593a. In this way, the gaming machine 10 may guide the decorative pattern by changing the size of the shadow area relative to the positive area depending on the decorative pattern.

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

[0324] The display object 591 arranges a shadow area 591b of a predetermined transparency (for example, non-transparent) on the lower left side of the positive area 591a, the display object 592 arranges a shadow area 592b of a different transparency (for example, semi-transparent) from the shadow area 591b on the lower left side of the positive area 592a, and the display object 593 arranges a shadow area 593b of the same transparency as the shadow area 591b on the lower left side of the positive area 593a. The shadow areas 591b and 593b make the display object 597 in the background invisible through the shadow areas, but the shadow area 592b makes the display object 597 in the background visible through the shadow area. In this way, the gaming machine 10 may guide the decorative pattern by changing the transparency of the shadow area relative to the positive area depending on the decorative pattern.

[0325] In addition, the position, size, shade density, and transparency of the shadow area relative to the light area may be different for each decorative pattern depending on the characteristics of the decorative pattern, such as whether it is a reach-mode forming pattern or a reach-time variable pattern, or the value of the decorative pattern, such as whether it is a probability-variable pattern or not.

[0326] Next, cases in which inconsistencies in the positions of shadow areas for each display object may occur will be described with reference to Fig. 35. Fig. 35 is a diagram showing examples of inconsistencies in shadow positions 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 on display screen 590 (see FIG. 33) is intentional, and does not appear inconsistent depending on the setting position of the light source. However, cut scenes cut from existing animation material have a shadow setting in that animation, so even if the shadow area in cut scene A is on the lower left, the shadow area in cut scene B is on the lower right, and so on, making it impossible to achieve uniformity.

[0328] For example, a display screen 597 displays display objects 591, 592, and 593 as decorative patterns. The display objects 591, 592, and 593 are expressed in a unified shade by aligning the positional relationships between light areas 591a, 592a, and 593a and light areas 591b, 592b, and 593b, respectively.

[0329] On the other hand, cut display (cut screen) 598, which is a display object cut out from existing animation material, is drawn using a light source different from that of display objects 591, 592, and 593, and therefore there is a discrepancy between the light sources of the two, which may give a player who is observing carefully a sense of incongruity.

[0330] However, on a display screen 597, the shading density of a shadow area 598b relative to a positive area 598a of a cut display 598 is different from the shading density of shadow areas 591b, 592b, and 593b relative to positive areas 591a, 592a, and 593a of display objects 591, 592, and 593.

[0331] This allows the gaming machine 10 to draw attention to the difference in shadow density rather than the inconsistency in the light source of the shadow areas of the cut display 598 and the display objects 591, 592, and 593. As a result, the gaming machine 10 realizes display control with a certain degree of uniformity as a whole by performing a uniform shadow expression based on the shadow density for two or more display objects having a virtually inconsistent light source, thereby improving the distinguishability of two or more display objects having a shadow expression.

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

[0333] In addition, it is desirable that the display object with the shadow expression by the first virtual light source and the display object with the shadow expression by the second virtual light source are display objects with different functions. For example, it is desirable that the left decoration pattern, the middle decoration pattern, and the right decoration pattern constituting the large pattern group 501 are all the first light source object group or the second light source object group, and it is not desirable to make the left decoration pattern and the middle decoration pattern the first light source object group and the right decoration pattern the second light source object group. For example, the display objects with different functions here include the large pattern group 501, the small pattern group 502, the special pattern 1 reserved number display 503, the special pattern 2 reserved number display 504, the waiting reserved display 505, the digestion reserved display 506, the background display 507, etc.

[0334] In addition, among the decorative patterns that make up the large pattern group 501, making the left decorative pattern and right decorative pattern that make up a reach the first light source object group, and making the middle pattern (final stopping pattern) that does not make up a reach the second light source object the second light source object, is included in desirable aspects because the first light source object group and the second light source object are display targets with different functions.

[0335] Moreover, the gaming machine 10 (including the modified example) of the first embodiment described above has the following characteristics in one aspect. Conventional gaming machines may not have sufficient distinguishability when displaying a variety of display objects. The gaming machine 10 of the first embodiment provides a gaming machine that can improve the distinguishability of display objects even if the display objects are diverse.

[0336] (1) A gaming machine (e.g., the gaming machine 10) includes a display means capable of displaying a first display object and a second display object with shadow representation, and a control means which, when the second display object is displayed closer to the first display object than the first display object, makes a shadow density set for the second display object relatively darker than a shadow density set for the first display object (e.g., see FIG. 21).

[0337] (2) A gaming machine (e.g., gaming machine 10) includes a display means capable of displaying a first display object and a second display object in a display area with shadow representation, and a control means which makes a shadow density set for the second display object relatively darker than a shadow density set for the first display object when the first display object is displayed fixed at the first display position and the second display object is displayed fixed at the second display position, out of a first display position on the periphery of the display area and a second display position on the center side of the display area (e.g., see FIG. 22).

[0338] (3) A gaming machine (e.g., the gaming machine 10) includes a display means capable of displaying a first display object and a second display object with a shadow representation, and a control means for making a shadow density set for the second display object relatively darker than a shadow density set for the first display object. When the control means displays the first display object (e.g., a display object BD3) fixed at a first display position in the display area and displays the second display object (e.g., a display object BD1) fixed at a second display position in the display area, the control means sets the first display position to the periphery side of the display area and the second display position to the center side of the display area (e.g., see FIG. 22).

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

[0340] (5) A gaming machine (e.g., gaming machine 10) includes display means capable of displaying a display object in a display area with a shadow representation, movable means capable of advancing a movable object (e.g., reel 552) in front of the display area, and control means for displaying the shadow concentration of the display object in a first state in which the movable object has retreated from in front of the display object so that the shadow concentration of the display object can be perceived at a first shadow concentration (e.g., shadow area 211), and for displaying the shadow concentration of the display object in a second state in which the movable object has advanced in front of the display object so that the shadow concentration of the display object can be perceived at a second shadow concentration different from the first shadow concentration (e.g., shadow areas 210, 212) (e.g., see FIG. 30).

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

[0342] (7) A gaming machine (for example, the gaming machine 10) includes a 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 shadow representation, and a control means for changing a shadow density set in the first display object and a shadow density set in the second display object when a virtual light source in the first display object (for example, shadow regions 591b, 592b, 593b) and a virtual light source in the shadow region in the second display object (for example, shadow region 598b) are different (for example, see FIG. 35).

[0343] (8) A gaming machine (for example, the gaming machine 10) includes: a 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 shadow representation; and a control means for making a shadow density set in the first display object and a shadow density set in the second display object the same and making a shadow density set in the first display object and a shadow density set in the third display object different, when a virtual light source in the first display object (for example, shadow region 591b) and a virtual light source in the second display object (for example, shadow region 593b) match and a virtual light source in the first display object (for example, shadow region 591b) and a virtual light source in a shadow region (for example, shadow region 598b) in the third display object are different (for example, see FIG. 35 ).

[0344] [Second embodiment] Next, a gaming machine 10 according to a second embodiment will be described. The gaming machine 10 according to the second embodiment has at least two stickers attached to the board box, and yet allows easy confirmation of the components mounted on the board, making it possible to realize reliable countermeasures against fraud. First, the board arrangement environment in the gaming machine 10 will be described with reference to FIG. 36. FIG. 36 is a perspective view showing an example of a gaming machine according to the second embodiment. Note that the same reference numerals are used to designate the same components as those in the first embodiment, and the description thereof will be omitted.

[0345] FIG. 36 shows the state in which the gaming machine 10 opens the front frame 12 relative to the outer frame (main frame) 11. The gaming machine 10 has the outer frame 11 fixed to an amusement facility generally called an island, and the front frame 12 is opened so that maintenance work can be performed by an attendant. Therefore, the gaming machine 10 has better maintenance workability in the installation environment on the open side than on the support side where the front frame 12 is supported by the outer frame 11. In particular, in recent gaming machines, the front side components of the front frame 12 (e.g., the frame decoration device 18 and the upper tray 21, etc.) have a large protrusion amount, so that the front frame 12 interferes with the amusement facility (e.g., the call lamp, the card unit, etc.), and the opening amount of the front frame 12 may be limited. Note that the outer frame 11 allows the front frame 12 to be opened and closed around the left side as a pivot axis, but the front frame 12 may also be opened and closed around the right side as a pivot axis.

[0346] The front frame 12 is provided with 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 a connector connection part facing. The performance control device 300 includes a performance control board 601 housed in a board box with a connector connection part facing. Furthermore, the front frame 12 is provided with various boards 602, 603, 604 facing the back side from the front frame (main frame) 12. The various boards 602, 603, 604 are control boards (for example, a payout control board), relay boards (for example, a relay board 70), other boards (for example, an LED board or a sensor board), etc. Furthermore, the front frame 12 supports the game control board 600, the performance control board 601, and the various boards 602, 603, 604, making the component mounting surface visible when the front frame 12 is opened.

[0347] In the gaming machine 10, a game control board 600, a performance control board 601, and various boards 602, 603, and 604 are electrically connected by harnesses. At this time, the harness functions as a signal line for transmitting and receiving signals between the boards, or as a power line for transmitting power between the boards.

[0348] The front frame 12 has various circuit boards and harnesses (not shown) connected to the circuit boards, which are exposed on the back side. Note that the front frame 12 may have the circuit boards and harnesses exposed on the back side via a protective cover (not shown).

[0349] Next, an overview of the game control device 100, which is the most important management target as an anti-fraud measure, will be described with reference to Fig. 37. Fig. 37 is a diagram showing an example of an overview of the game control device of the second embodiment.

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

[0351] The board box 620 is fixed to the mounting base 624 by first engaging the engaging portion with the engaged portion, placing the board box 620 on the mounting base 624 with the engaging portion as a rotation axis, and then engaging the locking portion with the locked portion. When removing the board box 620 from the mounting base 624, an operation is required to release the locked state between the locking portion and the locked portion. Therefore, the locking portion has an aspect of being an operating portion for a worker performing maintenance work on the gaming machine 10 to release the locked state of the board box 620.

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

[0353] The upper and lower members are crimped by crimping parts 621, 622 (e.g., screws, etc.). The crimping parts 621, 622 can switch between a crimped state and an unclamped state a predetermined number of times while leaving traces. For example, the crimping parts 621, 622 have a required number of screws before crimping, and the crimped state can be achieved by crimping one of them, and the crimped state can be released by destroying a previously prepared portion of the board box 620 while retaining a trace (e.g., a cut mark of resin, etc.). The board box 620 also includes a sealing part, to which a sealing seal 650 is attached, and whether or not the board box 620 has been opened can be detected based on the state of the sealing seal 650. For example, the sealing seal 650 is broken when the board box 620 is opened, and the broken state indicates that the board box 620 has been opened. In addition, the sealing seal 650 may include an RF (Radio Frequency) tag or the like, and may be capable of detecting whether or not the board box 620 has been opened by short-range wireless communication (for example, by detecting destruction of the antenna due to a communication failure).

[0354] The gaming control board 600 is a rectangular (e.g., rectangular) glass epoxy board. The gaming control board 600 is a two-layer board with a component mounting surface on the front side and a solder surface on the back side. The gaming control board 600 has the required number of mounted components on the component mounting surface. The mounted components are located within a board box 620 and are not exposed to the outside so that they cannot be replaced with unauthorized components. The gaming control board 600 has a board number display area 610 on the component mounting surface, and the board management number is displayed by silk printing or copper foil.

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

[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 a 7-segment display. The inspection terminal 614 is a connection terminal for serial communication that allows the inspection device 490 to be connected, and is connected to the inspection device 490 during required inspections and is an empty terminal when the game is in operation at the game center.

[0357] The 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 to be positioned approximately near the center of the game control board 600 without overlapping each other.

[0358] The game control board 600 has the board number display area 610, the 7-segment display unit 613, the game microcomputer 111, the inspection terminal 614, and the R_SW 112 arranged in a position where the first seal 630 and the second seal 640 do not overlap. The setting key 127 is also arranged in a position where the first seal 630 and the second seal 640 do not overlap.

[0359] The inspection terminal 614 and the R_SW 112 are offset leftward (horizontally to one side) from the first seal 630 and the second seal 640 and are disposed on the lower left periphery of the game control board 600. This ensures that the visibility of the first seal 630 and the second seal 640 is ensured even when the inspection terminal 614 or the R_SW 112 is operated in the game machine 10.

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

[0361] That is, the first seal 630 and the second seal 640 are each affixed at a position a predetermined distance (for example, a distance sufficient to avoid interference from the set of keys handled by game center attendants) laterally (to the left) from below the setting key 127 when the base box 620 is attached to the game machine 10.

[0362] The first seal 630 is attached at a position farther from the bottom of the setting key 127 in the horizontal direction than the second seal 640. This allows the gaming machine 10 to suitably eliminate the risk of a decrease in visibility of the first seal 630, which has better visibility than the second seal 640.

[0363] In addition, the setting key 127 is disposed on the right side of the gaming control board 600, below the 7-segment display unit 613 and offset to the right (one horizontal side) with respect to the 7-segment display unit 613. This ensures that the gaming machine 10 has good visibility of the 7-segment display unit 613 even when the setting key 127 is operated.

[0364] In other words, when the board box 620 is attached to the gaming machine 10, the 7-segment display unit 613 is affixed at a position a predetermined distance (for example, an amount sufficient to avoid interference from the set of keys handled by an amusement facility attendant) horizontally (to the left) from below the setting key 127.

[0365] In particular, since the setting key 127 is often operated by a game center attendant by inserting one key from a set of keys, the setting key 127 is arranged at a position where the set of keys hanging below the setting key 127 does not interfere with the visibility of the first seal 630, the second seal 640, and the 7-segment display unit 613. In addition, such an arrangement reduces the chance that the first seal 630 and the second seal 640 are damaged by contact with the hanging set of keys. In addition, such an arrangement reduces the chance that the position covering the 7-segment display unit 613 in the board box 620 (upper member) is damaged by contact with the hanging set of keys. In this way, the gaming machine 10 suitably prevents the visibility of the 7-segment display unit 613 from decreasing during the operation period.

[0366] In addition, the gaming machine 10 arranges the first seal 630 and the gaming microcomputer 111 close to each other while eliminating overlapping, thereby facilitating confirmation of the positions of both. That is, the first seal 630 makes it easy to distinguish between the first seal 630 and the second seal 640 by using the position of the gaming microcomputer 111 as a clue. In addition, the gaming microcomputer 111 makes it easy to confirm the position of the gaming microcomputer 111 by using the position of the first seal 630 as a clue.

[0367] In addition, the gaming machine 10 arranges the second seal 640 and the 7-segment display unit 613 close to each other while eliminating overlap, thereby facilitating confirmation of the positions of both. That is, 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 clue. In addition, the 7-segment display unit 613 makes it easy to confirm the position of the 7-segment display unit 613 by using the position of the second seal 640 as a clue. In addition, the second seal 640 has low transparency due to a predetermined surface treatment. As a result, the second seal 640 contrasts with the 7-segment display unit 613 and contributes to improving the visibility of the 7-segment display unit 613 when it emits light. In addition, the second seal 640 functions as a light diffusion sheet when a light-emitting diode is arranged so as to overlap the second seal 640, and is excellent in ease of confirmation of the light-emitting mode of the light-emitting diode.

[0368] The game control board 600 also has a required number of connectors in connector areas 611, 612 on the component mounting surface. The connectors including the inspection terminals 590 face the outside of the board box 620 through a window portion that serves as an opening provided in the board box 620 (upper member), and can be connected to a predetermined harness.

[0369] Next, an overview of the first seal 630 of the game control device 100 will be described with reference to Fig. 38. Fig. 38 is a diagram showing an example of the first seal of the game control device of the second embodiment. The first seal 630 is attached to the surface of the upper member of the board box 620 with the back surface of a seal base 631 made of a transparent material (for example, PET (Polyethyleneterephthalate) or the like) as an adhesive surface.

[0370] The first seal 630 displays a model name information display 632, a rating information display 633, a manufacturer information display 634, and a two-dimensional information display 636. The model name information display 632, the rating information display 633, and the manufacturer information display 634 are printed in opaque white on a transparent seal base 631, and the opaque white characters can be easily read against the green background, which is the resist color of the game control board 600 that can be seen 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 of the gaming machine 10 (for example, AC 24V±1.2V) and power consumption (for example, 200VA). 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, which contributes to easier confirmation of the board mounting surface.

[0372] The two-dimensional information display 636 is displayed on an opaque white two-dimensional information base 635. This improves the optical readability of the two-dimensional information display 636, and limits the opaque portion to the range of the two-dimensional information base 635, thereby contributing to ease of checking the board mounting surface. The two-dimensional information display 636 displays required information, for example, by using a QR code (registered trademark).

[0373] Next, the overview of the second seal 640 of the game control device 100 will be described with reference to Fig. 39. Fig. 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 board box 620 with the back surface of the seal base 641 made of a transparent material (for example, PET, etc.) as an adhesive surface.

[0374] The seal base 641 is different from the seal base 631 of the first seal 630 in that the entire seal is processed to reduce transparency, and is made like a so-called light diffusion sheet. Note that the second seal 640 has enough visibility to confirm the number and shape of the mounted components, although it is difficult to confirm the component numbers when looking at the component mounting surface of the game control board 600 through the seal base 631.

[0375] The second seal 640 displays an opening information display 642, a board information display 644, and a two-dimensional information display 645. The title display (e.g., "Opener", "Opening Date", and opening number) of the opening information display 642 and the title display (e.g., "Main Board Control Number") and frame display of the board information display 644 are opaque black, and provide good visibility in contrast to the seal base 641, which has been processed to reduce transparency.

[0376] The board information (for example, "ABC No. 001") in the 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 information display base 643 shared with the board information. In this way, the gaming machine 10 aims to improve the optical readability of the two-dimensional information display 645. The two-dimensional information display 645 displays required information using, for example, a QR code (registered trademark). The opening information display 642 has columns for writing the opener and the opening date in opaque white, allowing required information to be written later.

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

[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 increase the visibility of the components mounted around the first seal 630 more than the visibility of the components mounted around the second seal 640.

[0379] Furthermore, the opaque white area that occupies a certain area on the second seal 640 is useful as a guide for identifying the work location, as the area is in a relatively dark place and is highlighted by the white color when maintenance work is performed by opening the front frame 12.

[0380] Next, an overview of the sealing seal 650 of the game control device 100 will be described with reference to FIG. 40. FIG. 40 is a diagram showing an example of a sealing seal of the game control device of the second embodiment. The sealing seal 650 is attached across the upper and lower members of the board box 620 with the back side of a seal base 651 made of an opaque material (for example, paper, etc.) as an adhesive surface. The sealing seal 650 is broken when the board box 620 is opened, making it easy to check the trace of opening. Therefore, the sealing seal 650 is protected from being exposed to the outside by a protective member so that it is not damaged by external forces.

[0381] The seal base 651 is made of a material that easily leaves traces of opening, unlike the first seal 630 and the seal base 631. The sealing seal 650 is entirely opaque, and the component mounting surface is not visible through the seal base 651.

[0382] The sealing sticker 650 displays an opening prohibition indicator 653, a management information indicator 654, and a two-dimensional information indicator 656. The opening prohibition indicator 653 is printed in blue on a white sticker base 652 together with a counterfeit prevention pattern, and the management information indicator 654 is printed in opaque black on the white sticker base 652.

[0383] The do not open display 653 displays a warning message (for example, "do not open") to warn against opening. The management information display 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 required information using, for example, a QR code (registered trademark).

[0385] Next, an overview of the dispensing control device 200, which is an important management target as an anti-fraud measure, will be described with reference to Fig. 41. Fig. 41 is a diagram showing an example of an 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 accommodates the dispensing control board 602 in a board box 660. The board box 660 has a substantially rectangular box shape when viewed from the front, and is guided and attached to the mounting base according to a slide guide (not shown).

[0387] The board box 660 has an upper member (lid) and a lower member (bottom) as its main structure, and holds the dispensing control board 602 between the upper and lower members. The upper member supports the dispensing control board 602 with board support parts (e.g. bosses) and fixes the dispensing control board 602 with screws. The lower member supports the dispensing control board 602 with board support parts (e.g. ribs or bosses). As a result, the dispensing control board 602 is supported with a specified gap from the outer surfaces of both the upper and lower members.

[0388] The upper and lower members are crimped by crimping portion 668 (e.g., a screw or the like). Crimping portion 668 can be switched between a crimped state and an unclamped state a predetermined number of times while leaving traces. For example, crimping portion 668 has a required number of screws before crimping, and the crimped state can be achieved by crimping one of these screws, and the crimped state can be released by destroying a previously prepared portion of substrate box 660 while retaining the traces (e.g., a cut mark on resin or the like).

[0389] The dispensing control board 602 is a rectangular (e.g., rectangular) glass epoxy board. The dispensing control board 602 is a two-layer board with a component mounting surface on the front side and a solder surface on the back side. The dispensing control board 602 has the required number of mounted components on the component mounting surface. The mounted components are inside a board box 660 and are not exposed to the outside so that they cannot be replaced with unauthorized components. The dispensing control board 602 has a board number display area 661 on the component mounting surface, and displays the board management number by silk printing or copper foil.

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

[0391] The 7-segment display unit 664 is a one-digit 7-segment display that displays errors depending on the display mode. The inspection terminal 663 is a connection terminal for serial communication that enables the connection of an inspection device, and is connected to the inspection device when a required inspection is performed, and is an unused terminal when the game is in operation in the game arcade.

[0392] The 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 to be positioned approximately near the center of the dispensing control board 602 without overlapping each other.

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

[0394] The inspection terminal 663 is offset to the left (horizontally to one side) with respect to the first seal 670 and the second seal 680, and is disposed on the lower left peripheral portion 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 operated.

[0395] The R_SW 667 is offset to the right (horizontally to one side) with respect to the first seal 670 and the second seal 680, and is disposed on the lower right peripheral portion of the payout control board 602. This ensures that the first seal 670 and the second seal 680 are visible even when the R_SW 667 is operated.

[0396] In addition, the gaming machine 10 arranges the first seal 670, the second seal 680, and the payout microcomputer 662 close to each other while eliminating overlap, making it easy to confirm the positions of both. That is, the first seal 670 and the second seal 680 use the position of the payout microcomputer 662 as a clue to easily distinguish between the first seal 670 and the second seal 680. In addition, the payout microcomputer 662 uses the positions of the first seal 670 and the second seal 680 as a clue to easily confirm the position of the payout microcomputer 662.

[0397] In addition, the gaming machine 10 arranges the second seal 680 and the 7-segment display unit 664 close to each other while eliminating overlap, thereby facilitating confirmation of the positions of both. That is, the second seal 680 uses the position of the 7-segment display unit 664 as a clue to make it easy to distinguish between the first seal 670 and the second seal 680. In addition, the 7-segment display unit 664 uses the position of the second seal 680 as a clue to make it easy to confirm the position of the 7-segment display unit 664.

[0398] In addition, the dispensing control board 602 is provided with a required number of connectors in connector areas 665, 666 on the component mounting surface. The connector including the inspection terminal 663 faces the outside of the board box 660 from a window portion that is an opening provided in the board box 660 (upper member), and can be connected to a predetermined harness.

[0399] Next, an overview of the first seal 670 of the dispensing control device 200 will be described with reference to Fig. 42. Fig. 42 is a diagram showing an example of the first seal of the dispensing control device of the second embodiment. The first seal 670 is attached to the surface of the upper member of the board box 660 with the back surface of the seal base 671 made of a transparent material as the adhesive surface.

[0400] The first seal 670 displays an area indicating display 672, a board information display 673, and an operation check information display 674. The area indicating display 672 is printed in opaque red on a transparent seal base 671, and indicates the display area of ​​the board information display 673 and the operation check information display 674.

[0401] The board information display 673 displays board information (for example, "Dispensing control board") in opaque white letters. The operation confirmation information display 674 displays operation confirmation information in opaque white letters. 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 the dispensing control has a bulb burnt out error.

[0402] Next, an overview of the second seal 680 of the dispensing control device 200 will be described with reference to Fig. 43. Fig. 43 is a diagram showing an example of the second seal of the dispensing control device of the second embodiment. The second seal 680 is attached to the surface of the upper member of the board box 660 with the back surface of the seal base 681 made of a transparent material (for example, PET, etc.) as an 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 enough visibility to confirm the number and shape of the mounted components, although it is difficult to confirm the component numbers when looking at 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 board information display 683, and a two-dimensional information display 685. The title display (for example, "Opener", "Opening Date", and opening number) of the opening information display 682, and the title display (for example, "Dispensing Control Board") and frame display of the board information display 644 are opaque black, and the opaque black characters can be suitably read against the green background, which is the resist color of the dispensing control board 602 seen through the seal base 681.

[0405] The two-dimensional information display 685 is displayed in opaque black on the white two-dimensional information base 684. In this way, the gaming machine 10 aims to improve the optical readability of the two-dimensional information display 685. The two-dimensional information display 685 displays required information, for example, by a QR code (registered trademark). The entry fields for the opener and the opening date in the opening information display 682 are opaque white, allowing required information to be entered later.

[0406] In this way, the second seal 680 has the same transparency of the seal base as the first seal 670, but the opening information display 682 and the two-dimensional information base 684 occupy a larger proportion of the overall opaque area, resulting in poor visibility of the board 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 increase the visibility of the components mounted around the first seal 670 more than the visibility of the components mounted around the second seal 680.

[0408] Furthermore, the opaque white area that occupies a certain area on the second seal 680 is useful as a guide for identifying the work location, since the area is in a relatively dark place and is highlighted by the white color when maintenance work is performed by opening the front frame 12.

[0409] Next, the mounting parts arranged under the first seal 630 and the second seal 640 of the game control device 100 will be described with reference to Fig. 44. Fig. 44 is a diagram showing an example of the relationship between the first seal, the second seal, and the mounting parts of the game control device of the second embodiment. Note that the relationship between the seals and the mounting parts will be described using the game control device 100 as an example, but the same can be said for 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 board box 620, which is made up of an upper member 690 and a lower member 691. The upper member 690 has a rib 692 on its surface and ribs 693 and 694 on its back surface. The rib 692 is one step higher than the attachment surface to which the first seal 630 is attached and the attachment surface to which the second seal 640 is attached, and has a function of protecting the first seal 630 and the second seal 640 from being damaged by obstacles such as a bunch of keys. The rib 693 guides the outer edge of the attachment position of the first seal 630 and serves as a guide for the attachment position of the first seal 630. The rib 693 is located on the back side (the back side of the attachment surface) of the attachment position of the first seal 630, so strict alignment is not required, reducing the risk of making mistakes when reattaching, and improving the workability of attaching the seals. In addition, the rib 694 guides the outer edge of the attachment position of the second seal 640, and serves as a guide for the attachment position of the second seal 640. Since the rib 694 is located on the back side (the back side of the attachment surface) of the attachment position of the second seal 640, strict alignment is not required, reducing the risk of making a mistake in reattachment and improving the workability of attaching the seal. In addition, the rib 692 has a height that is the highest position of the upper member 690, and may be arranged in the vicinity of or overlapping with the gaming microcomputer 111 to enable guidance of the mounting position of the gaming microcomputer 111.

[0411] The rib 693 may be raised in a straight line shape to serve as a guide for the application position of one side of the first seal 630, or may be raised in a stud shape to serve as a guide for the application position 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 application position of the first seal 630, the rib 693 can suppress the risk of impairing the visibility of the components mounted around the first seal 630. The rib 693 may guide three or four sides of the outer edge of the application position of the first seal 630. The height of the rib 693 is sufficient as long as the presence of the rib can be confirmed, and does not impose any restrictions on the height of the components mounted around the first seal 630.

[0412] The rib 694 may be raised in a straight line shape to serve as a guide for the application position of one side of the second seal 640, or may be raised in a stud shape to serve as a guide for the application position of two sides of the second seal 640 that form a right angle. If the rib 694 guides one or two sides of the outer edge of the application position of the second seal 640, the rib 694 can suppress the risk of impairing the visibility of the components mounted around the second seal 640. The rib 694 may guide three or four sides of the outer edge of the application position of the second seal 640. The height of the rib 694 is sufficient as long as the presence of the rib can be confirmed, and does not limit the height of the components mounted around the second seal 640.

[0413] Further, in the position overlapping the first seal 630 and the position overlapping the second seal 640, mounted components taller than the game microcomputer 111 are not placed. For example, the position overlapping the first seal 630 allows the placement of a mounted component 695 shorter than the game microcomputer 111, but does not allow the placement of a mounted component 697 taller than the game microcomputer 111. The position overlapping the second seal 640 allows the placement of a mounted component 696 shorter than the game microcomputer 111, but does not allow the placement of a mounted component 698 taller than the game microcomputer 111.

[0414] Further, a mounting component taller than a mounting component arranged at a position overlapping the first seal 630 cannot be arranged at a position overlapping the second seal 640. For example, when mounting component 695 is arranged at a position overlapping the first seal 630 as the tallest mounting component at that position, mounting component 696 shorter than mounting component 695 is allowed to be arranged at a position overlapping the second seal 640, but mounting component 698 taller than the gaming microcomputer 111 is not allowed to be arranged.

[0415] This allows the ease of checking of the mounted components arranged at a position overlapping first seal 630 to be differentiated from the ease of checking of the mounted components arranged at a position overlapping second seal 640, improving the ease of checking.

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

[0417] The mounted components located at positions overlapping the first seal 630 can be easily observed from viewpoint SD5, which is a bird's-eye view, because the first seal 630 is made of a transparent material. Also, the mounted components located at positions overlapping the first seal 630 are difficult to confirm from viewpoint SD3, which is a side view through the gaming microcomputer 111. Note that the sealing seal 650 is sufficiently far away from the first seal 630, so it does not hinder confirmation of the mounted components located at positions overlapping the first seal 630.

[0418] The mounted components that overlap the first seal 630 can be easily observed from the viewpoints SD1, SD2, and SD3 in the side view. Also, the mounted components that overlap the first seal 630 are not higher than the gaming microcomputer 111, so they can be reliably observed from the viewpoints SD1, SD2, and SD3 in the side view.

[0419] The gaming microcomputer 111 can be sufficiently observed because there is a required gap between it and the sealing seal 650. In addition, the information display surface 699 to be confirmed on the gaming microcomputer 111 is located on the first seal 630 side and can be easily observed through the first seal 630 or from the viewpoint SD1.

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

[0421] The mounted components located at a position overlapping the second seal 640 can be observed from the viewpoint SD5, which is a bird's-eye view, because the second seal 640 is processed to reduce transparency, but cannot be observed reliably. In addition, the mounted components located at a position overlapping the second seal 640 are sufficiently far away from the gaming microcomputer 111, so they can be easily observed from any of the viewpoints SD1, SD2, SD3, and SD4, which are side views.

[0422] Incidentally, among the mounted components located at a position overlapping the second seal 640, those having a height equal to or greater than a predetermined height have their information display surface set on the side of the mounted components, including the gaming microcomputer 111, rather than on the top surface thereof. This allows the information display surface to be easily observed from the viewpoints SD1, SD2, SD3, and SD4, which are side views, even for mounted components having a height equal to or greater than a predetermined height among the mounted components located at a position overlapping the second seal 640. Incidentally, the height equal to or greater than a predetermined height can be, for example, a height 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 confirmation in a side view of the second seal 640 of the game control device 100 will be described with reference to Fig. 47. Fig. 47 is a diagram showing an example of the structure of the upper member that enhances the ease of confirmation in a side view of the second seal of the game control device of the second embodiment.

[0424] The mounted components at the position overlapping the second seal 640 can be observed from the viewpoint SD5 as a bird's-eye view because the second seal 640 is processed to reduce transparency, but they cannot be observed reliably. Also, the mounted components at the position overlapping the second seal 640 can be easily observed from the viewpoints SD1, SD2, SD3, and SD4 as side views, but 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 viewpoints SD1, SD2, SD3, and SD4 as side views, for example, the viewpoint SD4. This makes it possible to easily observe the mounted components at the position overlapping the second seal 640 through the upright wall from the viewpoint SD4.

[0425] In addition to the standing wall provided on the side of the viewpoint SD4, a standing wall may be provided on the side of the viewpoint SD2 opposite to the viewpoint SD4. This allows the gaming machine 10 to more easily observe the mounted components that overlap the second seal 640.

[0426] Next, the side view viewpoint guide function of the second seal 640 of the game control device 100 will be described with reference to Fig. 48. Fig. 48 is a diagram showing an example of the side view viewpoint guide function of the second seal of the game control device of the second embodiment.

[0427] The seal base 641 of the second seal 640 is processed to reduce transparency. The seal base 641 is processed to reduce transparency, which provides a certain level of visibility when viewed from above. For example, a viewpoint SD7 within a range of angle α including the vertical direction of the second seal 640 provides visibility 710 to the extent that the position and type of the mounted component 696 overlapping the second seal 640 can be confirmed. A viewpoint SD8 in a range beyond the viewpoint SD7 of the second seal 640 provides visibility 711 to the extent that the position and type of the mounted component overlapping the second seal 640 are difficult to confirm. The second seal 640 displays a latent image (for example, a "mark") at the visibility 711 to easily inform the viewer that the viewpoint facing the second seal 640 is not the viewpoint SD7.

[0428] This allows the gaming machine 10 to easily inform the worker that the viewpoint is not appropriate for checking the mounted component 696. This allows the gaming machine 10 to inform the worker of the viewpoint SD7 through the second seal 640 or the viewpoint SD9 from which the mounted component 696 is viewed from the side, as the viewpoint for checking the mounted component 696 that is in a position overlapping the second seal 640.

[0429] Moreover, the gaming machine 10 (including the modified example) of the second embodiment described above has the following characteristics in one aspect. In addition, in conventional gaming machines, there is a risk that the sticker impairs the visibility of the board and weakens the countermeasures against fraud. The gaming machine 10 of the second embodiment provides a gaming machine that can more reliably prevent fraud.

[0430] (1) A gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit (e.g., an IC including a control device) are mounted, a storage case that stores the board while making the components visible, a first seal attached to a first position on the storage case, and a second seal attached to a second position on the storage case that does not overlap with the first position. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility. The board does not mount components taller than the predetermined integrated circuit within a range visible through the first seal, and does not mount components taller than the predetermined integrated circuit within a range visible through the second seal (e.g., see FIG. 44).

[0431] (2) A gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit are mounted, a setting key switch used for game settings, a storage case that stores the board while making the components visible and stores the setting key switch while making it operable, a first seal affixed to a first position on the storage case, and a second seal affixed to a second position on the storage case that does not overlap with the first position. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility (e.g., see Figures 37 and 44).

[0432] The first position of (3)(2) is located away from the setting key switch when the container is attached to the gaming machine (see, for example, FIG. 37). The first position of (4)(2) is located at a position laterally spaced from below the setting key switch when the container case is attached to the gaming machine (see, for example, FIG. 37).

[0433] The second position of (5)(2) is located away from the setting key switch when the container is attached to the gaming machine (see, for example, FIG. 37). The second position of (6)(2) is located laterally away from the lower side of the setting key switch when the container case is attached to the gaming machine (see, for example, FIG. 37).

[0434] The first and second positions of (7)(2) are located away from the setting key switch when the container is attached to the gaming machine (see, for example, FIG. 37). The first and second positions of (8)(2) are located laterally away from the lower side of the setting key switch when the container is attached to the gaming machine (see, for example, FIG. 37).

[0435] The first location of (9), (7), or (8) is laterally farther away than the second location (see, for example, FIG. 37). (10) A gaming machine (e.g., gaming machine 10) includes a board on which a component including a predetermined integrated circuit and a display unit capable of displaying predetermined information are mounted, a setting key switch used for setting a game, a storage case that stores the board while making the components and the display unit visible and also stores the setting key switch while making it operable, a first seal attached to a first position of the storage case, and a second seal attached to a second position of the storage case that does not overlap with the first position. The display unit is located away from the setting key switch when the storage case is attached to the gaming machine and is located at a position that does not overlap with either the first position or the second position. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility (e.g., see FIG. 37).

[0436] The display unit (11)(10) is located laterally away from the setting key switch when the container is attached to the gaming machine (see, for example, FIG. 37). (12) A gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit (e.g., an IC including a control device) are mounted, a storage case that stores the board while making the components visible, a first seal attached to a first position on the storage case, a second seal attached to a second position on the storage case that does not overlap with the first position, and a sealing seal that seals the storage case. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility. The storage case has a rib that guides the outer edge of the first position on the rear side of the surface on the storage case to which the first seal is attached (see, e.g., FIG. 44).

[0437] (13) A gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit (e.g., an IC including a control device) are mounted, a storage case that stores the board while making the components visible, a first seal attached to a first position on the storage case, a second seal attached to a second position on the storage case that does not overlap with the first position, and a sealing seal that seals the storage case. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility. The storage case has a rib on the back side of the surface on the storage case to which the second seal is attached, for guiding the outer edge of the second position (e.g., see FIG. 44).

[0438] (14) A gaming machine (e.g., gaming machine 10) includes a board on which components including a predetermined integrated circuit (e.g., an IC including a control device) are mounted, a storage case that stores the board while making the components visible, a first seal attached to a first position on the storage case, a second seal attached to a second position on the storage case that does not overlap with the first position, and a sealing seal that seals the storage case. The first seal makes the components visible through the first seal with a first visibility. The second seal makes the components visible through the second seal with a second visibility that is inferior to the first visibility. The storage case has a rising wall that rises from a position close to the board to the second position along one side of the second seal (e.g., see FIG. 47).

[0439] [Third embodiment] Next, the gaming machine 10 of the third embodiment will be described. The gaming machine 10 of the third embodiment has new gameplay and makes the gameplay easy to understand for players. First, the gaming performance of the gaming machine 10 will be described with reference to FIG. 49. FIG. 49 is a diagram showing an example of the game performance of the third embodiment.

[0440] The gaming machine 10 can execute a special chart 1 game (first special chart variable display game) and a special chart 2 game (second special chart variable display game) as a variable display game, so-called type 1 game. The gaming machine 10 has a no-time-saving state and a time-saving state as states other than a jackpot, unless a distinction is made between low-value time-saving and high-value time-saving. The gaming machine 10 performs a lottery for transition to a time-saving state in a no-time-saving state, and does not perform a lottery for transition in a time-saving state, and transitions to a no-time-saving state when the number of time-saving times has expired.

[0441] The low-value time saving is one of the normal power support states, and is a time saving that is considered to be low in value because, although there is an opportunity to win at the normal variable winning device 37 (starting hole 2), the size is not large enough (there is essentially no opportunity to win, or it is small). The low-value time saving is assigned to one of the following time saving times: "100 times," "200 times," or "300 times." The high-value time saving is one of the normal power support states, and is a time saving that is considered to be high in value because there is an opportunity to win at the normal variable winning device 37 (starting hole 2). There is no limit to the number of times the high-value time saving can be performed, and it will continue until the next big win.

[0442] The gaming machine 10 has a jackpot probability of 1 / 99 in both the special chart 1 game and the special chart 2 game. The gaming machine 10 also has a jackpot probability of 1 / 99 in both the state without time-saving and the state with time-saving. The distribution ratio of jackpots in the special chart 1 game 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%. Of the jackpots in the Special Chart 2 game, the allocation ratio for "no time reduction" is 10%, the allocation ratio for "100 times with low-value time reduction" is 0%, the allocation ratio for "200 times with low-value time reduction" is 0%, the allocation ratio for "300 times with low-value time reduction" is 0%, and the allocation ratio for "high-value time reduction" is 90%.

[0443] The gaming machine 10 performs a lottery for c time reduction in a state without time reduction. The c time reduction includes "100 low-value time reductions", "200 low-value time reductions", "300 low-value time reductions", and "100 high-value time reductions".

[0444] The lottery probability of the c time reduction in the special chart 1 game performed by the gaming machine 10 in a no time reduction state is 10 / 99 for "100 low value time reductions," 10 / 99 for "200 low value time reductions," 64 / 99 for "300 low value time reductions," 14 / 99 for "100 high value time reductions," and 0 / 99 for "loss." The lottery probability of the c time reduction in the special chart 2 game performed by the gaming machine 10 in a no time reduction state is 10 / 99 for "100 low value time reductions," 10 / 99 for "200 low value time reductions," 64 / 99 for "300 low value time reductions," 14 / 99 for "100 high value time reductions," and 0 / 99 for "loss."

[0445] The lottery probability of the c time reduction in the special chart 1 game performed by the gaming machine 10 in the time reduction state is 0 / 99 for "100 low-value time reductions," 0 / 99 for "200 low-value time reductions," 0 / 99 for "300 low-value time reductions," 0 / 99 for "100 high-value time reductions," and 98 / 99 for "loss." The lottery probability of the c time reduction in the special chart 2 game performed by the gaming machine 10 in the time reduction state is 0 / 99 for "100 low-value time reductions," 0 / 99 for "200 low-value time reductions," 0 / 99 for "300 low-value time reductions," 0 / 99 for "100 high-value time reductions," and 98 / 99 for "loss."

[0446] In addition, the special chart 1 game obtains the start condition by winning the start winning port 36 (start winning port 1) which constitutes the first start winning port (start winning area), and the special chart 2 game obtains the start condition by winning the normal variable winning device 37 (second start winning port, start winning area). Therefore, the special chart 1 game obtains the start condition regardless of whether the game is in a state without time reduction or a state with time reduction, but the special chart 2 game has difficulty obtaining the start condition in a state without time reduction and easily obtains the start condition in a state with time reduction.

[0447] Next, the game state transition in the gameplay of the gaming machine 10 will be described with reference to Fig. 50. Fig. 50 is a diagram showing an example of the game state transition in the third embodiment. When the gaming machine 10 is powered on with RWM clear, the gaming machine 10 performs game control with state A as the initial state. Note that when the gaming machine 10 is powered on without RWM clear, that is, when the gaming machine 10 is powered on in a way that allows recovery to the game state before the power is cut off, the gaming machine 10 performs game control from the game state at the time of the power cut off.

[0448] There are three gaming states, State A, State B, and State C, distinguished from the viewpoint of the probability state and the time-saving state of the gaming machine 10. State A is a state where the probability state is low probability and the time-saving state is no time-saving. State B is a state where the probability state is low probability and the time-saving state is with low-value time-saving. State C is a state where the probability state is low probability and the time-saving state is with high-value time-saving.

[0449] In addition, in state A, which is a state without time reduction, a c time reduction lottery is held at the same time as the big win lottery (see Figure 49). In state A, if the big win is missed, there is no miss, so the c time reduction is always won, and the player is assigned to low value time reduction or high value time reduction. In addition, although it is said that there are no misses in the c time reduction lottery held at the same time as the big win lottery, there may be misses.

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

[0451] State B has transition conditions T20 to T23. Transition condition T20 occurs when a low-value time-saving jackpot occurs, and state B is reached after the jackpot ends. Transition condition T21 occurs when a jackpot without time-saving occurs, and state A is reached after the jackpot ends. Transition condition T22 occurs when a specified number of low-value time-saving cycles are played, and state A is reached when the low-value time-saving cycle ends. Transition condition T23 occurs when a high-value time-saving jackpot occurs, and state C is reached after the jackpot ends.

[0452] State B has transition conditions T30 and T31. Transition condition T30 is the occurrence of a high-value time-saving jackpot, and after the jackpot ends, state C is reached. Transition condition T31 is the occurrence of a non-time-saving jackpot, and after the jackpot ends, state A is reached.

[0453] Such a game state transition realizes a game feature in which, when state C is reached in the gaming machine 10, the game continues to stay in state C until a jackpot without time reduction occurs. In addition, by setting the staying rate of state C to, for example, 90% (see FIG. 49), a game feature in which jackpots are consecutively won without burdening the player is realized.

[0454] In addition, when a gaming center turns on the power with RWM clearing when the center opens, the control state at the start of business can be set to the initial state, state A. Such a gaming machine 10 provides players who start playing at the start of business with an opportunity to be assigned to state B or state C, and can be expected to improve operation by players who expect to be assigned to state C.

[0455] Next, a description will be given of a pattern display that allows the transition opportunities of state A, state B, and state C to be grasped with reference to Fig. 51. Fig. 51 is a diagram showing an example of a pattern corresponding to the result state of the special chart 1 game and the special chart 2 game of the third embodiment.

[0456] The symbols that obtain the "non-time-saving jackpot" as the game result are the special symbol 1 in the special symbol 1 game (the symbol (main special symbol) displayed on the special symbol 1 symbol display unit 53) which belongs to the category of TZ10, the large symbol in the special symbol 1 game (the symbol (large decorative symbol) displayed as the large symbol group 501 on the display device 41) which belongs to the category of DZ10, and the small symbol in the special symbol 1 game (the symbol (small decorative symbol) displayed as the small symbol group 502 on the display device 41) which belongs to the category of SZ10. The special symbol 2 in the special symbol 2 game (the symbol (main special symbol) displayed on the special symbol 2 symbol display unit 54) is a symbol belonging to the TZ20 category, the large symbol in the special symbol 2 game (the symbol (large decorative symbol) displayed as the large symbol group 501 on the display device 41) is a symbol belonging to the DZ20 category, and the small symbol in the special symbol 2 game (the symbol (small decorative symbol) displayed as the small symbol group 502 on the display device 41) is a symbol belonging to the SZ20 category.

[0457] The symbols that result in a "low-value jackpot with 100 times of time saving" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ11 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ11 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ11 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ21 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ21 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ21 category.

[0458] The symbols that result in a "low-value jackpot with 200 times of time saving" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ12 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ12 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ12 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ22 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ22 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ22 category.

[0459] The symbols that result in a "low-value jackpot with 300 times time reduction" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ13 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ13 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ13 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ23 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ23 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ23 category.

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

[0461] The symbols that result in "100 low-value time reductions (c time reductions)" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ15 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ15 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ15 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ25 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ25 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ25 category.

[0462] The symbols that result in "200 low-value time reductions (c time reductions)" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ16 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ16 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ16 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ26 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ26 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ26 category.

[0463] The symbols that result in "300 low-value time reductions (c time reductions)" as a game result are as follows: Special symbol 1 in the Special symbol 1 game is a symbol that belongs to the TZ17 category, the large symbol in the Special symbol 1 game is a symbol that belongs to the DZ17 category, the small symbol in the Special symbol 1 game is a symbol that belongs to the SZ17 category, Special symbol 2 in the Special symbol 2 game is a symbol that belongs to the TZ27 category, the large symbol in the Special symbol 2 game is a symbol that belongs to the DZ27 category, and the small symbol in the Special symbol 2 game is a symbol that belongs to the SZ27 category.

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

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

[0466] The number of symbols belonging to each category may be any number greater than or equal to 1. In addition, the large and small symbols in the special game 1 and the special game 2 may be independent of each other or may be shared.

[0467] Next, examples of the symbols belonging to each category will be described with reference to Fig. 52. Fig. 52 is a diagram showing examples of the decorative symbols corresponding to the result mode of the third embodiment. Here, symbols that will result in a big win as a game result are omitted from the illustration.

[0468] In addition, this special pattern (TZ10 to TZ14, TZ20 to TZ24) is a display mode that can uniquely identify "jackpot without time reduction", "jackpot with 100 low-value time reductions", "jackpot with 200 low-value time reductions", "jackpot with 300 low-value time reductions", and "jackpot with high-value time reductions". The large pattern (DZ10 to DZ14, DZ20 to DZ24) and the small pattern (SZ10 to SZ14, SZ20 to SZ24) do not need to be a display mode that can uniquely identify "jackpot without time reduction", "jackpot with 100 low-value time reductions", "jackpot with 200 low-value time reductions", "jackpot with 300 low-value time reductions", and "jackpot with high-value time reductions". For example, there may be a pattern that is shared by a "jackpot without time reduction," "a jackpot with 100 low-value time reductions," "a jackpot with 200 low-value time reductions," "a jackpot with 300 low-value time reductions," and "a jackpot with high-value time reduction," and such a shared pattern makes it possible to provide an interest that suggests the value of the win by making the value of the win unclear through the presentation.

[0469] This special chart (TZ15 to TZ18, TZ25 to TZ28) is a display format that allows unique identification of "100 low-value time savings (c time savings)," "200 low-value time savings (c time savings)," "300 low-value time savings (c time savings)," and "high-value time savings (c time savings)."

[0470] The large pattern DZ15 that obtains "100 low-value time reductions (c time reductions)" displays, for example, the pattern combinations "2," "4," and "3," and the small pattern SZ15 displays the pattern combinations "2," "4," and "3" in a reduced or simplified form of the large pattern DZ15.

[0471] The large pattern DZ16 that obtains "200 low-value time reductions (c time reductions)" displays, for example, a pattern combination of "2," "4," and "5," and the small pattern SZ16 displays a pattern combination of "2," "4," and "5" in a reduced or simplified form of the large pattern DZ15.

[0472] The large symbol DZ17, which obtains "300 low-value time reductions (c time reductions)", displays, for example, the symbol combinations "2", "4", and "6", and the small symbol SZ17 displays the symbol combinations "2", "4", and "6" in a reduced or simplified form of the large symbol DZ15.

[0473] The large symbol DZ17 that obtains the "high value time saving" displays, for example, a symbol combination of "2", "4", and "1", and the small symbol SZ17 displays a symbol combination of "2", "4", and "1" in a manner different from that of the large symbol DZ15.

[0474] In addition, the display of such large and small symbols allows the player to identify "100 low-value time-savings (c time-savings)", "200 low-value time-savings (c time-savings)", "300 low-value time-savings (c time-savings)", and "high-value time-savings". Therefore, there is a risk that the expectations of players who have obtained "100 low-value time-savings (c time-savings)", "200 low-value time-savings (c time-savings)", or "300 low-value time-savings (c time-savings)" will be greatly diminished.

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

[0476] In addition, "Chance" may be selected from a plurality of display modes such as "Chance (red)," "Chance (blue)," "Chance (yellow)," and "Chance (gold)," and the appearance rate may differ depending on whether it is "100 low-value time reductions (c time reductions)," "200 low-value time reductions (c time reductions)," "300 low-value time reductions (c time reductions)," or "300 low-value time reductions (c time reductions)."

[0477] In addition, the large and small symbols corresponding to the time reduction may be misses of a reach, completely scattered symbols, misses corresponding to a mnemonic, or one or more of the symbols that make up the symbol combination may be replaced with special symbols.

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

[0479] When distributing a program, for example, the program is recorded on a portable recording medium such as a DVD or CD-ROM and then sold. The program can also be stored in a storage device of a server computer and transferred from the server computer to other computers via a network.

[0480] A computer that executes a program stores, for example, a program recorded on a portable recording medium or a program transferred from a server computer in its own storage device. The computer then reads the program from its own storage device and executes processing according to the program. The computer can also read the program directly from a portable recording medium and execute processing according to that program. The computer can also execute processing according to the received program each time a program is transferred from a server computer connected via a network.

[0481] At least a part of the above processing functions can also be realized by electronic circuits such as a digital signal processor (DSP), an application specific integrated circuit (ASIC), or a programmable logic device (PLD).

[0482] It should be noted that the gaming machine of the present invention is not limited to a pachinko gaming machine as shown in the disclosed embodiment, but can be applied to, for example, all gaming machines that use gaming balls, such as other pachinko gaming machines, arrange ball gaming machines, mahjong ball gaming machines, and slot machines, which are gaming machines that use medals.

[0483] In addition, the disclosed embodiments are illustrative in all respects and should not be considered as limiting. In addition, the above-mentioned embodiments and each configuration of the modified examples may be combined and applied. The scope of the present invention is indicated by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0484] 10 Gaming machines 30 Game Board 41 Display device 100 Game control device 300 Production control device

Claims

[Claim 1] A substrate on which a component including a predetermined integrated circuit, a light-emitting display component capable of emitting and displaying required information, and inspection terminals connectable to an inspection device are mounted, a housing case that houses the substrate with the component being visible in a front view of the substrate, a first seal affixed to a first position of the housing case, a second seal affixed to a second position of the housing case that does not overlap with the first position, a sealing seal for sealing the housing case, comprising, the first seal enables the component to be visible with a first visibility through the first seal in a front view of the substrate, the second seal enables the component to be visible with a second visibility inferior to the first visibility through the second seal in a front view of the substrate, the light-emitting display component is mounted at a position that does not overlap with the first seal and the second seal in a front view of the substrate while being close to the second seal, enabling the required information to be observed, the housing case has a standing wall rising from a position close to the substrate to the vicinity of the second seal along one side of the second seal, the component includes a gaming microcomputer, the substrate has the inspection terminals arranged at the peripheral edge of the substrate offset from the second seal on one side in the horizontal direction in a state supported by the gaming machine, mounts the gaming microcomputer at a position that does not overlap with the first seal and the second seal in a front view of the substrate, and mounts components having a height on the substrate lower than that of the gaming microcomputer at a position that overlaps with the first seal and the second seal in a front view of the substrate, a gaming machine.