Game machine

JP2024021536A5Pending Publication Date: 2025-08-22SOPHIA CO LTD
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Patent Information

Application Number
JP2022124423
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-04
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack a backup function for their effect control means, leading to a decrease in player interest when power outages occur, as they cannot restore the game to its previous state.

Method used

The gaming machine incorporates a game control system with a setting mechanism to establish special gaming states more advantageous to the player, storage means to retain game state and time information during power outages, and a performance control system to set performance modes based on this information upon power restoration.

Benefits of technology

This approach enhances player interest by maintaining and restoring gameplay advantages, ensuring continued engagement and excitement even after power interruptions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve an amusement of a game.SOLUTION: Game control means (a game control unit 100) can set a limiter frequency, and can generate a specific game state after finish of a special game state when a prescribed condition is established. The game control means can generate a normal game state when a continuous establishment frequency of the prescribed condition reaches the limiter frequency, and can update a residual frequency until the frequency reaches the limiter frequency stored in first storage means, and a game state stored in second storage means, on the basis of establishment of the prescribed condition. The game control means can send information corresponding to the residual frequency stored in the first storage means, and information corresponding to the game state stored in the second storage means to performance control means, in restoration from power stoppage. The first storage means and the second storage means can hold a storage content in power shutdown, and there is a plurality of kinds of limiter frequency capable of being set. The performance control means (a performance control unit 300) can set a performance mode corresponding to the information sent from the game control means, out of the plurality of performance modes.SELECTED DRAWING: Figure 12
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Description

[Technical field]

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

[0002] Conventionally, there is known a gaming machine capable of playing a game or the like, which is equipped with a presentation control means for controlling the presentation of the game, and in the event of a power outage, the presentation control means is configured to perform initial operation of a movable presentation device when the power outage is restored (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-066613 Summary of the Invention [Problem to be solved by the invention]

[0004] If the presentation control means does not have a backup function and is unable to return to the same state as before the power outage, there is a risk that interest in the game will decrease. An object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is: In a gaming machine including a game control means for controlling a game and a performance control means for controlling a performance of the game, The game control means includes: A setting means for setting the limiter number of times; a first generating means for executing a game based on the establishment of a starting condition and generating a special gaming state that is more advantageous to a player than a normal gaming state based on a result of the game; A second generating means for generating a specific gaming state which is more advantageous to a player than the normal gaming state after the special gaming state ends when a predetermined condition is established; a third generating means for generating the normal gaming state when the number of times the predetermined condition is continuously satisfied reaches a limit number set by the setting means; a first storage means for storing the remaining number of times until the limiter number set by the setting means is reached; a first update means for updating the remaining number of times stored in the first storage means based on the establishment of the predetermined condition; A second storage means for storing a gaming state; A second update means for updating the game state stored in the second storage means based on the establishment of the predetermined condition; a transmission means capable of transmitting remaining number information corresponding to the remaining number stored in the first storage means and game status information corresponding to the game status stored in the second storage means to the presentation control means based on recovery from a power outage; the first storage means and the second storage means are capable of retaining their stored contents when power is cut off; The limiter count that can be set by the setting means is of a plurality of types, The presentation control means is characterized in that it is possible to set, from among a plurality of presentation modes, a presentation mode that corresponds to the remaining number information and the game status information transmitted by the transmission means. Effect of the Invention

[0006] According to the present invention, interest in games can be increased. [Brief description of the drawings]

[0007] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4]2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] FIG. 13 is a diagram illustrating an example of an allocation rate. [Figure 6] A figure showing an example of how the large prize opening is opened. [Figure 7] 1 is a game state transition diagram (game flow) showing an example of a transition of a game state. [Figure 8] 11 is a flowchart illustrating a main process. [Figure 9] 11 is a flowchart illustrating a main process. [Figure 10] 11 is a flowchart illustrating a main process. [Figure 11] A diagram showing an example of the configuration of a RAM of a gaming microcontroller. [Figure 12] 11 is a flowchart illustrating a power outage recovery command transmission process. [Figure 13] 10 is a flowchart illustrating a safety device information initialization process. [Figure 14] 13 is a flowchart illustrating a performance display editing process. [Figure 15] 13 is a flowchart illustrating a timer interrupt process. [Figure 16] 13 is a flowchart illustrating an output process. [Figure 17] 13 is a flowchart explaining the prize slot switch / status monitoring process. [Figure 18] 13 is a flowchart explaining the fraud and winning monitoring process. [Figure 19] 13 is a flowchart explaining a winning number counter update process. [Figure 20] 13 is a flowchart illustrating a start port switch monitoring process. [Figure 21] 13 is a flowchart illustrating a hard random number acquisition process. [Figure 22] 13 is a flowchart explaining the common processing of the special chart start port switch. [Diagram 23] 13 is a flowchart explaining the special chart reservation information determination process. [Figure 24] 1 is a flowchart explaining game processing of Special Figure 1. [Diagram 25] 13 is a flowchart explaining special chart 2 game processing. [Figure 26] 13 is a flowchart explaining the large prize entrance switch monitoring process. [Figure 27] 13 is a flowchart illustrating a specific area switch monitoring process. [Figure 28] FIG. 1 is a flowchart explaining normal processing. [Figure 29] FIG. 2 is a flowchart explaining normal processing. [Diagram 30] 1A is a flowchart explaining the special chart 1 change start processing, and FIG. 1B is a flowchart explaining the special chart 2 change start processing. [Diagram 31] 13 is a flowchart explaining the variable start information setting process. [Diagram 32] 13 is a flowchart illustrating a high probability change count update process. [Diagram 33] This is a flowchart explaining the processing during the change of Special Chart 1. [Diagram 34] This is a flowchart explaining the processing during special chart 2 change. [Diagram 35] This is a flowchart explaining the processing during display of special chart 1. [Diagram 36] This is a flowchart explaining the processing during display of special chart 1. [Figure 37] This is a flowchart explaining the processing during display of special chart 2. [Figure 38] This is a flowchart explaining the processing during display of special chart 2. [Figure 39] 13 is a flowchart illustrating fanfare / interval processing. [Diagram 40] 13 is a flowchart illustrating fanfare / interval processing. [Diagram 41] This is a flowchart explaining the jackpot end processing. [Diagram 42]1A is a flowchart illustrating the jackpot end setting process 1, and FIG. 1B is a flowchart illustrating the jackpot end setting process 2. [Diagram 43] 13 is a flowchart illustrating an external information editing process. [Diagram 44] 13 is a flowchart illustrating an external information editing process. [Diagram 45] 11 is a flowchart illustrating a safety device-related process. [Figure 46] 13 is a flowchart illustrating an outside region integration process. [Figure 47] 11 is a flowchart illustrating a test signal output process. [Figure 48] 13 is a flowchart illustrating a performance display device control process. [Figure 49] 13 is a flowchart explaining the difference ball confirmation process. [Figure 50] 4 is a flowchart illustrating a safety device operation monitoring process. [Figure 51] 13 is a table showing the state of devices related to performance according to the state of a safety device. [Figure 52] A figure showing an example of the relationship between winning symbols and the stopping result patterns of decorative special symbols. [Diagram 53] A figure showing an example of changes in the information stored in the remaining number of jackpots area, the game mode area, and the game mode transition information area. [Figure 54] 11A and 11B are diagrams showing an example of game mode information and game mode transition information. [Figure 55] FIG. 2 is a game mode transition diagram showing an example of a transition of game modes. [Figure 56] A figure showing an example of the relationship between game mode information, game mode commands, and remaining jackpot count commands. [Figure 57] FIG. 13 is a diagram illustrating a modified example of the display device. [Figure 58] 11 is a timing chart illustrating an example of a display relating to a main fluctuation and an irregular fluctuation. [Figure 59]11 is a timing chart illustrating an example of a display relating to a main fluctuation and an irregular fluctuation. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [Overall view of the gaming machine] First, an example of a gaming machine 10 will be described with reference to Fig. 1. Fig. 1 is a front perspective view of the gaming machine 10 of the present embodiment. As shown in Fig. 1, a gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be capable of opening and closing. 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 plate 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.

[0009] 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, etc., for decoration and presentation, and for notification when an abnormality occurs (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 (upper speaker) 19a that emit sounds (for example, sound effects). Furthermore, speakers (lower speaker) 19b are provided at the bottom of the front frame 12 and the glass frame 15. In addition, when an abnormality occurs, the speaker (upper speaker) 19a and speaker (lower speaker) 19b are configured to notify the content of the abnormality by voice. A lamp for notifying a dispensing abnormality may be provided at a predetermined position of the glass frame 15.

[0010] In addition, the lower part of the glass frame 15 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device not shown, and an upper tray ball outlet 22 through which game balls paid out from the payout unit provided on the back side of the gaming machine 10 flow out. At the bottom of the front frame 12, there are provided a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, an operating handle 24 for the ball launcher, etc. Furthermore, at the right bottom of the front frame 12, there is provided a keyhole 26 for inserting a key for opening or locking the front frame 12 and the glass frame 15.

[0011] An effect button 25 having a built-in effect button switch 25a (see FIG. 4) for receiving a pressing operation input from the player is provided on the upper edge of the upper tray 21. A touch panel 29 for receiving touch operation input from the player is provided on the upper surface (pressing surface) of the performance button 25. Note that in this embodiment, the touch panel 29 is provided integrally with the performance button 25, but the touch panel 29 may be separate from the performance button 25. For example, a sub-display device may be provided near the performance button 25, and the touch panel 29 may be provided on the display surface of the sub-display device. The effect button 25 may also include a built-in drive source for vibrating the effect button 25. That is, the gaming machine 10 of this embodiment may have a vibration function for performing a predetermined notification by vibrating the effect button 25. The effect button 25 may also be configured to be convertible from a normal state (the state shown in FIG. 1) to a protruding state (a state in which the upper surface (pressing surface) of the effect button 25 is higher than in the normal state).

[0012] Also, to the right of the effect button 25 are a loan button (ball loan button) 27a which the player operates when borrowing balls from an adjacent ball loan machine, a return button (eject button) 27b which is operated to eject a prepaid card from the card unit of the ball loan machine, and a balance indicator (not shown) which displays the remaining balance on the prepaid card. In the gaming machine 10 of this embodiment, the player rotates the operating handle 24, causing the ball launching device to launch the gaming balls supplied from the upper tray 21 toward the gaming area 32 on the front side of the gaming board 30. In addition, the player can operate the performance button 25 or the touch panel 29 to perform a performance in which the player's operation is involved in the variable display game (decorative special chart variable display game) on the display device 41 (see FIG. 2).

[0013] Also, although not shown in Figure 1, near the performance button 25 there are provided a cross key with a built-in cross key switch 28 (see Figure 4), a volume adjustment button with built-in volume adjustment button switches 27e, 27f (see Figure 4), and the like. The volume adjustment button switches 27e and 27f adjust the volume of the upper speaker 19a or the lower speaker 19b by increasing or decreasing (+-). The cross key switch 28 adjusts the brightness of, for example, an LED for effect. The cross key switch 28 may be called a directional key switch, and may be a general type consisting of multiple (for example, four) switches arranged on the front, back, left, right, etc.

[0014] For example, in a predetermined state such as waiting for customers and / or during play (game), the volume of the speakers 19a, 19b may be adjusted by operating the volume adjustment button switches 27e, 27f, and the light amount (brightness, luminance) of the performance LEDs or the like may be adjusted by operating the switch in front or behind the cross key switch 28. Note that the volume of the speakers 19a, 19b may be adjusted by operating the left or right switch of the cross key switch 28 without providing the volume adjustment button switches 27e, 27f.

[0015] [Game board] Next, an example of the game board 30 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 of this embodiment. As shown in Fig. 2, the game board 30 has a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and a game area 32 surrounded by resin side cases 33 and an outer wall (guide rail) 31, which are provided at each of the four corners of the game board 30, is provided on the front side of the game board body. The game machine 10 is configured to play a game by launching game balls from a ball launcher into the game area 32 surrounded by the outer wall 31. In the game area 32, windmills, obstacle nails, etc. are arranged as members that change the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.

[0016] A center case (front structure) 40 that forms a window portion that serves as a display area for the variable display game is attached approximately in the center of the game area 32. Behind the window portion formed in the center case 40, a display device 41 is disposed as a performance display device (variable display device) that variably displays multiple pieces of identification information. The display device 41 is configured to include, for example, a liquid crystal display, and is arranged so that the display contents can be seen from the front side of the game board 30 through a window portion of the center case 40. The display device 41 is not limited to one including a liquid crystal display, and may be one including a display such as an EL or CRT.

[0017] The display screen (display unit) of the display device 41 can display still images and videos as presentation images, and displays information related to the game, such as multiple identification information (special symbols), characters that present the special symbol variable display game, and background images that enhance the presentation effect. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner (variable display), and a decorative special symbol variable display game corresponding to the special symbol variable display game is played. In addition, the display screen displays images for presentation based on the progress of the game (jackpot display image, fanfare display image, ending display image, etc.). The game board 30 (including the center case 40) is provided with a board presentation device 44 that performs game effects by operating, a board decoration device 46 that performs game effects by emitting light, and the like.

[0018] A normal symbol start gate (normal symbol start gate) 34 is provided to the right of the center case 40 in the game area 32. Inside the normal symbol start gate 34, a gate switch 34a (see FIG. 3) is provided for detecting a game ball that has passed through the normal symbol start gate 34. When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0019] Two general winning openings 35 are arranged on the left side below the center case 40 in the game area 32, one general winning opening 35 is arranged on the right side below the center case 40 in the game area 32, and one general winning opening 35 is arranged to the right of the center case 40 in the game area 32. Winning of game balls into these general winning openings 35 is detected by winning opening switches 35a (see FIG. 3) provided in the general winning openings 35.

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

[0021] Below the normal start gate 34 in the game area 32, a normal variable winning device 37 (start port 2, second start port, second start winning port, second start winning area) that provides the start conditions for the special variable display game (second special variable display game) is provided. The game ball that wins the normal variable winning device 37 is detected by the start port 2 switch 37a (see FIG. 3). The normal variable winning device 37 is equipped with a movable member (movable piece) 37b. The movable member 37b is normally held in a closed state (a state unfavorable to the player) in which game balls cannot flow into the normal variable winning device 37, and when the result of the normal variable display game becomes a predetermined result, it operates via a normal power solenoid 37c (see FIG. 3) as a drive device and changes to an open state (a state favorable to the player) in which game balls can easily flow into the normal variable winning device 37. In addition, the normal variable winning device 37 may be configured to allow a game ball to win even when the movable member 37b is in the closed state, and to make it more difficult for a game ball to win in the closed state than in the open state.

[0022] Above the normal game start gate 34 in the game area 32, a first special variable winning device (upper large winning port) 38 is provided, which can be changed between a state in which game balls are not accepted and a state in which they are accepted according to the result of the special game variable display game. The first special variable winning device 38 has an opening / closing member 38c, and by opening the opening / closing member 38c, the upper large winning port is changed to a state in which game balls can flow in. The first special variable winning device 38 changes the upper large winning port from a closed state (a state unfavorable to the player) to an open state (a state favorable to the player) according to the result of the special game variable display game, and by facilitating the flow of game balls into the upper large winning port, a predetermined game value (e.g., prize balls) is given to the player. An upper large winning port switch (count switch) 38a (see FIG. 3) is provided in the upper large winning port as a detection means for detecting game balls that have entered the upper large winning port.

[0023] Below the normal variable winning device 37 in the game area 32, a second special variable winning device (lower large winning port) 39 is provided, which can be changed between a state in which game balls are not accepted and a state in which they are accepted according to the result of the special chart variable display game. The second special variable winning device 39 has an opening / closing member 39c (not shown), and changes the lower large winning port into a state in which game balls can flow in by opening the opening / closing member 39c. The second special variable winning device 39 changes the lower large winning port from a closed state (a state unfavorable to the player) to an open state (a state favorable to the player) according to the result of the special chart variable display game, and by facilitating the flow of game balls into the lower large winning port, a predetermined game value (e.g., prize balls) is given to the player. A lower large winning port switch (count switch) 39a (see FIG. 3) is provided in the lower large winning port as a detection means for detecting game balls that have entered the lower large winning port.

[0024] Inside the second special variable winning device (lower large winning port) 39, a specific area (so-called V winning port) into which game balls can flow is provided, and a lever member operated by a lever solenoid 72b (see FIG. 3) is provided to change the probability of game balls flowing into the specific area. A specific area switch 72a (see FIG. 3) capable of detecting the flow of game balls is provided in the specific area, and based on the detection of a game ball by the specific area switch 72a, a state advantageous to the player is generated (in this embodiment, a high probability state is generated). Game balls that flow into the specific area are discharged to the outside of the second special variable winning device 39.

[0025] Below the start winning hole 36 in the game area 32, an outlet 30a is provided to collect game balls that did not win in the winning hole, etc. Also, outside the game area 32, in the lower right corner of the game board body, a collective display device 50 is provided to execute the special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and the normal chart variable display game.

[0026] The collective display device 50 includes a special chart 1 display device (first special chart change display unit) 51 for the special chart 1 change display game and a special chart 2 display device (second special chart change display unit) 52 for the special chart 2 change display game, a special chart 1 reserve display device 53 for notifying the start memory number of the special chart 1 change display game and a special chart 2 reserve display device 54 for notifying the start memory number of the special chart 2 change display game. The collective display device 50 also includes a round display section 55 that displays the number of rounds (the number of times the special variable winning devices 38, 39 are opened and closed) at the time of a jackpot, and a game status display section that displays the game status of the gaming machine 10. This game status display section includes a first game status display section 56 that notifies the player of the hitting style (hitting style corresponding to the game status) that is advantageous to the player between left hitting (normal hitting) and right hitting, a second game status display section 57 that notifies the player that the time-saving state (when the variable time-saving function is activated) is in effect, and a third game status display section 58 that notifies the player that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on. Furthermore, the collective display device 50 is equipped with a general map display device (general map change display unit) 59 for the general map change display game, and a general map hold display device 60 for notifying the start memory number of the general map change display game.

[0027] Furthermore, a lamp display device 48 is provided in the center case 40. The lamp display device 48 has lamp display units 1 and 2 (LEDs) that perform variable display (flashing) by repeatedly turning on and off the symbols (fourth special symbol, fourth symbol), and lamp display units 3 to 6 (LEDs) for notifying the start (hold) memory number of each special symbol variable display game. The lamp display device 48 is controlled by the performance control device 300.

[0028] The lamp display units 1 and 2 flash at a predetermined flashing cycle (e.g., 200 ms) as a variable display. In other words, the lamp display units 1 and 2 are switched on and off at half the flashing cycle (e.g., 100 ms). The variable display time of the special chart 1 display unit 51, the special chart 2 display unit 52, and the normal chart display unit 59 of the collective display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 48 is measured by the performance control device 300.

[0029] The lamp display units 3 and 4 (Special chart 1 reserved LED 1, Special chart 1 reserved LED 2) display the special chart 1 reserved number (first start memory number) by a combination of off, on, and flashing states. Similarly, the lamp display units 5 and 6 (Special chart 2 reserved LED 1, Special chart 2 reserved LED 2) display the special chart 2 reserved number (second start memory number) by a combination of off, on, and flashing states. The lamp display units 3 to 6 stop displaying the reserved number when a jackpot occurs, but continue to display the reserved number in cases other than the jackpot state (including cases when a reach, described below, occurs on the display unit 41).

[0030] [Game Control Device] Next, an example of the configuration of the game control device 100 (main board) will be described with reference to Fig. 3. Fig. 3 is a block diagram of a game control system of the game machine 10 of this embodiment. The gaming machine 10 is equipped with a gaming control device 100. The gaming control device 100 is a main control device (main board) that controls the overall game, and is composed of a CPU section 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

[0031] The CPU section 110 includes an amusement microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator and generating a clock that serves as a reference for the CPU's operating clock, timer interrupts, and random number generation circuit. The game control device 100 and electronic components such as solenoids and motors driven by the game control device 100 are supplied with a DC voltage of a predetermined level such as DC 32V, DC 12V, or DC 5V generated by the power supply device 400 to be made operational.

[0032] The power supply unit 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of DC 32V 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 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.

[0033] In this 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, 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 can eliminate them from being subject to replacement, thereby reducing costs.

[0034] 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 the data stored in the RAM is retained even during a power outage or after the power is cut off. In other words, the gaming control device 100 serves as a game information storage and retention means that can store and retain information related to the game even if a power outage occurs and the power supply to the gaming machine 10 is stopped, and can resume the game based on the stored information after the power is restored. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when the voltage drops to, for example, 17V or less, detects the occurrence of a power outage, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, 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.

[0035] The gaming control device 100 is also provided with a RAM initialization switch 112. When the 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.

[0036] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a, a read-only ROM (Read Only Memory) 111b, and a random access memory (RAM) 111c that can be read and written at any time.

[0037] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values ​​of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to the game (game information), and serves as a storage means capable of storing and retaining the stored information even if a power outage occurs. An electrically rewritable non-volatile memory such as an EEPROM may be used as the ROM 111b or the RAM 111c.

[0038] 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 numbers 1 to 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 big win variation pattern table that is selected when the result is a big win, 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 former half variation pattern that is a variation pattern before the reach state is reached.

[0039] 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) that is 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 becoming a special result state. In other words, the reach state refers to a display state that does not deviate from the display condition for becoming a 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.

[0040] 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 the reach state.

[0041] The 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 effect systems (types) with different possibilities (different expected values) of deriving a special result mode (jackpot mode). The expectation (expected value) of a jackpot increases in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. The 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 occurs). 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 occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of a jackpot than when a reach state does not occur.

[0042] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls 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 special chart pattern random number for determining a winning pattern in the special chart variable display game (including the execution time of the variable display game in various reaches and no reaches), a winning random number for determining a win in the regular chart variable display game, and a clock generator for generating a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the CPU 111a and a clock for providing an update timing for the random number generating circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0043] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (big win, small win, or miss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state (low probability state) or high probability state), the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.

[0044] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and performs control to drive a payout motor of a payout unit and pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also performs control to drive a payout motor of a payout unit and pay out loaned balls based on a loan ball request signal from the card unit.

[0045] The input section 120 of the gaming microcomputer 111 is connected to the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine, the gate switch 34a in the normal start gate 34, the win port switch 35a in the general win port 35, the start port 1 switch 36a in the start win port 36, the start port 2 switch 37a in the normal variable win device 37, and the large win port switches 38a, 39a in the special variable win devices 38, 39, 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 is configured to detect abnormal states such as an illegal short circuit of the lead wires of a sensor or proximity switch, a sensor or switch being removed from a connector, or a lead wire being cut and floating, and output an abnormality detection signal, by setting the input range to 7V-11V.

[0046] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72a, the remaining ball discharge port switch 73, and the out ball detection switch 74. The specific area switch 72a detects the passage (V entry) of a game ball into a specific area (V entry port) provided in the second special variable winning device 39. The remaining ball discharge port switch 73 detects a game ball that has passed through a remaining ball discharge port that discharges game balls from the special variable winning devices 38, 39. The out ball detection switch 74 detects all game balls that have been launched into the game area 32 and finished playing (all game balls that have passed through the entry port or out port 30a).

[0047] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and is read into the game microcomputer 111 via the data bus 140. In addition, among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the prize port switch 35a, the start port 1 switch 36a, the start port 2 switch 37a, and the large prize port switches 38a and 39a are input to the third input port 124. Among the outputs of the proximity I / F 121 , the detection signal of the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality in a sensor or switch is detected are input to a second input port 123 . In addition, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72a, the remaining ball discharge port switch 73, and the out ball detection switch 74 are input to the fourth input port 126.

[0048] In addition, the second input port 123 receives a detection signal from a magnetic sensor 61 for detecting fraud and provided on the front frame 12 or the like of the gaming machine 10, a detection signal from a glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, a detection signal from a main frame opening detection switch 64 provided on the front frame (main frame) 12 or the like of the gaming machine 10, and a detection signal from a vibration sensor 65 which detects vibrations of the gaming machine 10.

[0049] In addition, the second input port 123 receives a setting key switch signal from the setting key switch 152 and supplies it to the gaming microcomputer 111 via the data bus 140. That is, a signal is input to the second input port 123 from a setting key switch 152 that detects the operation of the setting key operation unit. The setting key operation unit has a keyhole into which a setting key is inserted, and is configured so that the setting key can be turned from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor that can detect that the setting key has been turned to the second position, and is in the ON state when the setting key has been turned to the second position, and is in the OFF state when the setting key has not been turned to the second position.

[0050] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting from a plurality of probability setting values ​​to which a probability value for a special result in the special chart variation display game is assigned, and by operating these operation units, a probability setting value to which a probability value for a special result in the special chart variation display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values, "Setting 1" to "Setting 6", are prepared.

[0051] When selecting a probability setting value, the game machine is turned on while operating (pressing) the RAM initialization switch 112 with the setting key of the setting key operation unit turned to the second position, thereby entering a probability setting value change mode in which the probability setting value can be changed, and the probability setting value can be changed by operating (pressing) the RAM initialization switch 112 during the probability setting value change mode. The selected probability setting value is displayed on the performance display device 153 for displaying the calculated base value and the role ratio. Specifically, the performance display device 153 displays information on the probability setting value while an operation related to the probability setting value is being performed (while in the probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and role ratio otherwise.

[0052] Furthermore, by turning on the power of the gaming machine with the setting key of the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, and the probability setting value confirmation mode is entered. Note that the RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in the open state. The performance display device 153 is a seven-segment display, and is configured to display the probability setting value with numbers from 1 to 6. Of course, the display format is not limited to this, and any display format that allows the probability setting value to be recognized may be used. In addition, other types of display devices such as liquid crystal display devices may be used, and the probability setting value may be indicated by the lighting format or luminous color of one or more LEDs.

[0053] Among the outputs of the proximity I / F 121, the outputs to the third input port 124 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 74) are 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 hole 1 switch 36a and the start hole 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the third input port 124.

[0054] 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.

[0055] The data held by the third input port 124 can be read out by the gaming microcomputer 111 asserting (changing to an active level) the enable signal CE2 by decoding the address assigned to the third input port 124. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described below.

[0056] The input section 120 also has a first input port 122 which takes in a frame radio wave irregular 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)), a touch switch signal (a signal based on the input of a touch switch provided on the operating handle 24), and a signal from the RAM initialization switch 112 and supplies them to the gaming microcomputer 111 via the data bus 140.

[0057] The input unit 120 is 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.

[0058] 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 also supplied to each port of the output unit 130. The reset signal RESET is also configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning 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 device.

[0059] Also, the reset signal RESET may be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the ports 122, 123, 124, 126 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.

[0060] The output unit 130 is provided with a Schmitt buffer 132 arranged on a communication path from the gaming microcomputer 111 to the performance 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 performance control device 300 and the payout control device 200 by serial communication. Note that this is a one-way communication that does not allow signals to be input from the performance control device 300 to the gaming control device 100.

[0061] 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 symbol 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. The 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. Note that 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.

[0062] On the other hand, detection signals that cannot be supplied directly to the test firing device, such as those from the magnetic sensor 61, the board radio wave sensor 62, and the vibration sensor 65, are first 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, for example, that the gaming machine is in a state where it cannot be controlled.

[0063] The relay board 70 is provided with a port for receiving the signal output from the buffer 133 and supplying it to the test firing device, a connector for relaying and transmitting the signal line of the switch detection signal without passing through the buffer, etc. The port on the relay board 70 is also supplied with the chip enable signal CE output from the gaming microcomputer 111, and the signal of the port selected and controlled by the signal CE is supplied to the test firing device.

[0064] The output unit 130 is also provided with a second output port 134 connected to the data bus 140. The second output port 134 is a port for outputting operation data of the normal solenoid 37c that opens the normal variable prize winning device 37, the upper large prize winning port solenoid 38b (large prize winning port solenoid 1) that opens the first special variable prize winning device 38, the lower large prize winning port solenoid 39b (large prize winning port solenoid 2) that opens the second special variable prize winning device 39, and the lever solenoid 72b that operates the lever member in the second special variable prize winning device 39 to open a specific area.

[0065] The output unit 130 also has a third output port 135 for outputting on / off data for a segment line to which the anode terminal of the LED is connected depending on the content to be displayed on the collective display device 50, and a fourth output port 136 for outputting on / off data for a digit line to which the cathode terminal of the LED of the collective display device 50 is connected.

[0066] The output section 130 also has a sixth output port 141 for outputting on / off data of a segment line to which the anode terminal of the LED is connected according to the content to be displayed on the performance display device 153, and a seventh output port 142 for outputting on / off data of a digit line to which the cathode terminal of the LED of the performance display device 153 is connected.

[0067] The output unit 130 is also provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for an amusement facility (hall computer)) installed in the gaming facility, so that information related to the gaming machine 10 can be supplied to the external device. A launch permission signal is also output from the fifth output port 137 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 operation data signals from the regular solenoid 37c, the special prize slot solenoids 38b, 39b, the lever solenoid 72b, etc., output from the second output port 134, generates and outputs a solenoid drive signal, a second driver 138b which outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c which outputs an on / off drive signal for the digit line on the current sink side of the collective display device 50 output from the fourth output port 136, and a fourth driver 138d which outputs an external information signal from the fifth output port 137 to the external information terminal board 71 to be supplied to an external device such as a management device.

[0069] Furthermore, the output section 130 is provided with a performance display segment driver 150a which outputs an on / off drive signal for the segment line on the current supply side of the performance display device 153 which is output from the sixth output port 141, and a performance display digit driver 150b which outputs an on / off drive signal for the digit line on the current sink side of the performance display device 153 which is output from the seventh output port 142.

[0070] A power supply voltage of DC 32V is supplied from a power supply device 400 to the first driver 138a so that the first driver 138a can drive a solenoid that operates at 32V. A 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 from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V. Also, DC 12V is supplied to the performance display segment driver 150a which drives the segment lines of the performance display device 153. The performance display digit driver 150b which 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.

[0071] The second driver 138b, which outputs 12 V, injects current into the anode terminal of the LED via the segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs selected sequentially by the dynamic drive method in the collective display device 50, causing them to light up. The performance display segment driver 150a, which outputs 12 V, injects current into the anode terminal of the LED via the segment line, and the performance display digit driver 150b, which outputs ground potential, extracts current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs selected sequentially by the dynamic drive method in the performance display device 153, causing them to light up. The fourth driver 138d, which outputs the external information signal to the external information terminal board 71, is supplied with DC 12V in order to give the external information signal a level of 12V. The buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the output section 130 of the game control device 100, that is, on the relay board 70 side, rather than on the main board.

[0072] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to be capable of two-way communication so that the gaming microcomputer 111 can transmit and receive data with the inspection device 500 by 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 input ports 122, 123, 124, and 126 are not provided.

[0073] Although not limited thereto, 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 winning gate switch 35a in the general winning gate 35, the large winning gate switches 38a, 39a in the special variable winning devices 38, 39, and the gate switch 34a in the general start gate 34 use non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that are equipped with a magnetic detection coil and detect game balls by utilizing the phenomenon in which the magnetic field changes when metal approaches the coil. Also, a microswitch having a mechanical contact can be used for the glass frame opening detection switch 63 provided on the glass frame 15 of the gaming machine 10 and the main frame opening detection switch 64 provided on the front frame (main frame) 12.

[0074] In addition, in this embodiment, the performance display device 153 is composed of multiple (four) 7-segment type (8-segment type including dot Dp) displays (LED lamps), and the performance display drivers 150a, 150b are LED drivers, but are not limited to this.

[0075] The performance display device 153 is provided on the game control device 100 (main board), but may be provided in other locations. For example, the performance display device 153 can display a display probability setting value, a role ratio, a payout rate, and a number of discharged balls.

[0076] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls), and is the sum of the number of game balls that passed through the winning port (number of winning games) and the number of game balls that passed through the out port 30a. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In this embodiment, the winning ports include a general winning port 35, a start winning port 36 (first start port), a normal variable winning device 37 (second start port), and special variable winning devices 38, 39 (large winning ports).

[0077] The ball output rate is the ratio (proportion) of the total number of winning balls to the number of ejected balls (or the number of shot balls introduced into the game area 32), and is calculated as (number of acquired balls ÷ number of ejected balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 ejected balls.

[0078] For example, the role ratio is the percentage (%) (= so-called continuous role ratio) of the number of prize balls (number of balls acquired by each role) acquired by winning a large prize port during a jackpot state out of the total number of prize balls (total number of prize balls) acquired by winning a prize port during a specified period (for example, from when the gaming machine 10 was turned on to the present). Note that the role ratio may be the percentage (= large prize port ratio) of the number of prize balls acquired by winning a large prize port (during a jackpot state and during a small prize state) out of the total number of prize balls, or it may be the percentage (= so-called role ratio (total role ratio) that is commonly used) of the number of prize balls acquired by winning a large prize port and a normal variable prize port 37 (second start prize port).

[0079] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game impossible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is established. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud when the number of safe balls is abnormally high due to fraud, and may also be able to suppress a player's addiction to the game.

[0080] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0081] In this embodiment, the operating condition of the safety device is (1) that the number of difference balls, which indicates the difference between the number of safe balls and the number of discharged balls, reaches a ball difference reference value (predetermined value), and (2) that the game is neither a big win nor a small win. The number of difference balls is the number of safe balls minus the number of discharged balls (number of difference balls = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The operating condition may be other, and for example, the condition (1) may be configured so that the number of safe balls reaches a predetermined value. Also, the condition (2) may be configured so that the special variable winning device is not operating, or the big winning port is not in an open state.

[0082] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be dispensed in a specified period. If there is an error in the dispensing of prize balls (game balls), the total number of prize balls that are determined to be dispensed will not be equal to the total number of prize balls actually dispensed to the upper tray 21 via the dispensing device, but the total number of prize balls actually dispensed may be measured using a detection switch or the like and used as the number of safe balls. In addition, the number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74.

[0083] Instead of the number of ejected balls, the number of launched balls, which is the number of launched balls that have been launched and introduced into the play area 32, may be used, and the difference in the number of launched balls may be the number of safe balls minus the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of used balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of used balls is deducted by -1 for each game ball launched by the ball launcher, and is added by +1 for each foul ball. A detection switch (detection sensor) for counting the number of launched balls may be provided at the entrance of the game balls to the play area 32, i.e., near the upper end of the guide path for launched game balls on the game board 30.

[0084] [Performance control device] Next, an example of the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of a performance control system of the gaming machine 10 of this 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 output of sound to play various melodies, sound effects, etc. from the speakers 19a, 19b.

[0085] Connected to the main control microcomputer 311 are a program ROM 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, an FeRAM 323 that can retain memory contents even if power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timekeeping means for generating information indicating the current date and time (date, day of the week, time, etc.). A RAM that provides a working area is also provided inside the main control microcomputer 311.

[0086] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display contents, and instructs the VDP 312 on the contents 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, and manages the performance time, etc.

[0087] 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 (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0088] 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.

[0089] 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.

[0090] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 by LVDS (low amplitude signal transmission) 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.

[0091] 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 speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0092] 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. The performance control device 300 receives, via the command I / F 331, the number of reserved decorative special symbols commands, decorative special symbol commands, fluctuation commands, stop information commands, and the like 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.

[0093] The presentation control device 300 is also provided with a board decoration LED control circuit 332 that drives and controls a board decoration device 46 having LEDs (light emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (such as the frame decoration device 18) having LEDs (light emitting diodes) provided on the glass frame 15, and a board presentation movable body control circuit 334 that drives and controls a board presentation device 44 (such as a movable role that enhances the presentation effect in cooperation with the presentation display on the display device 41) provided on the game board 30 (including the center case 40). The board decoration device 46 may include the lamp display device 48 described above.

[0094] These control circuits 332-334 which drive and control lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that the glass frame 15 may be provided with a frame performance device equipped with a drive source such as a motor (for example, a motor for operating a performance device), and a frame performance movable body control circuit for driving and controlling this frame performance device may be provided.

[0095] 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 built into the performance button 25 provided in the glass frame 15, the touch panel 29 provided on the surface of the performance button 25, the cross key switch 28 and volume adjustment button switches 27e, 27f provided on the glass frame 15, etc., and the performance accessory switch 47 (performance motor switch) which detects the initial position of the motor in the board performance device 44, and inputting a detection signal to the main control microcomputer 311, as well as a function of detecting the state of a volume adjustment switch 335 provided in the performance control device 300 and inputting a detection signal to the main control microcomputer 311.

[0096] The normal power supply section 410 of the power supply unit 400 is configured to generate DC 32V for driving motors and solenoids, DC 12V for driving the display device 41 consisting of an LCD panel, 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 speakers, in order to supply the desired level of DC voltage to the performance control device 300 configured as described above and the electronic components controlled by it.

[0097] Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in performance control device 300. The DC-DC converter may be provided in normal power supply unit 410.

[0098] 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, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 334 (IORESET signal) that drive and control lamps, motors, etc., and resets them. A cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling FAN 45 is driven when the power of the performance control device 300 is turned on.

[0099] In the following description, when there is no distinction between the special chart 1 variable display game and the special chart 2 variable display game, it will be simply referred to as the special chart variable display game. Also, when there is no distinction between the decorative special chart 1 variable display game and the decorative special chart 2 variable display game, it will be simply referred to as the decorative special chart variable display game. Also, when there is no distinction between a big win (first special result) and a small win (second special result), it will be simply referred to as a win (special result). Also, when there is no distinction between the first special game state, which is a special game state based on a big win, and the second special game state, which is a special game state based on a small win, it will be simply referred to as a special game state.

[0100] A big win is a special result (first special result) that accompanies the operation of a condition device, and a small win is a special result (second special result) that does not accompany the operation of a condition device. The condition device is activated when a big win occurs in a special pattern variable display game (stop display of a big win pattern). The operation of the condition device means, for example, that a big win state occurs and a specific flag is set (the device continuous operation device is activated) for continuously operating the special variable winning devices 38, 39 as special electric roles. The non-operation of the condition device means, for example, that the specific flag described above is not set, such as when a small win lottery is won. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically. The "condition device" is a term that is commonly used in the field of pachinko game machines as a device whose operation is a necessary condition for the continuous operation of an electric role, and is used in this specification as a term with the same meaning.

[0101] In the gaming machine 10 of this embodiment, a game is played by shooting game balls (pachinko balls) from a ball launcher toward a game area 32. The shot game balls flow down the game area 32 while changing the rolling direction by obstacle nails, windmills, and other direction-changing members arranged in various places in the game area 32, and win or enter the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, 39, or flow into the out port 30a provided at the bottom of the game area 32 and are discharged from the game area 32. Then, when a game ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 38, 39, a number of prize balls according to the type of winning port are discharged from a payout unit controlled by a payout control device 200 to the upper tray 21 or the lower tray 23 of the glass frame 15. In this embodiment, the starting winning port 36 has one prize ball, the normal variable winning device 37 has one prize ball, the general winning port 35 in the left side playing area has eight prize balls, the general winning port 35 in the right side playing area has five prize balls, the first special variable winning device (upper large winning port) 38 has 15 prize balls, and the second special variable winning device (lower large winning port) 39 has one prize ball, but this is not limited to this.

[0102] In the gaming machine 10 of this embodiment, the player can aim to win at the start winning hole 36 or the general winning hole 35 (general winning hole 35 arranged to the left of the start winning hole 36) provided in the left side gaming area by adjusting the launch force and launching the gaming ball (so-called left shot) to the left side gaming area. Also, by launching the gaming ball to the right side gaming area (so-called right shot), the player can aim to win at the normal starting gate 34, the normal variable winning device 37, the special variable winning devices 38, 39, and the general winning hole 35 (general winning hole 35 provided above the first special variable winning device 38, and the general winning hole 35 provided to the right of the second special variable winning device 39) provided in the right side gaming area.

[0103] In the normal map start gate 34, a gate switch 34a consisting of a non-contact type switch for detecting a game ball that has passed through the normal map start gate 34 is provided, and when a game ball that has been shot into the game area 32 passes through the normal map start gate 34, it is detected by the gate switch 34a. If the number of normal map start memories is less than the upper limit number (for example, 4) based on the input of the game ball detection signal from the gate switch 34a provided in the normal map start gate 34, the CPU 111a of the gaming microcomputer 111 of the game control device 100 adds (+1) to the number of normal map start memories and stores one normal map start memory in the RAM 111c. The number of memories of this normal map start memory is displayed on the normal map reserve display 60 of the collective display device 50. In addition, the normal map start memory is configured to store a winning judgment random number value (winning random number value) for determining the result of the normal map variable display game extracted based on the input of the game ball detection signal from the gate switch 34a.

[0104] Then, when there is a normal map start memory and the normal map variation display game can be started, that is, when the normal map variation display game is not being executed and the normal map variation display game is not in a winning state to convert the normal variation winning device 37 to an open state, the random number value for winning judgment stored in the first stored normal map start memory is compared with the judgment value stored in ROM111b, the winning or losing of the normal map variation display game is judged, and the process of starting the normal map variation display game is performed. When this random number value for winning judgment matches the judgment value, the normal map variation display game is a winning game and a specific result mode (normal map specific result) is derived.

[0105] In addition, the game control device 100 performs a process for executing a normal map variation display game by performing a normal map variation display on the normal map display device 59 provided in the collective display device 50, which displays a predetermined number of lighting patterns repeatedly in a predetermined order over a predetermined variation time, and then performs a process for displaying a normal map variation display game in which a lighting pattern (result state) corresponding to the result is stopped and displayed. Note that the normal map display device 59 may be configured as the display device 41, and may be configured to use numbers, symbols, character patterns, etc. as normal identification information, which are displayed in a variable manner for a predetermined time, and then stopped and displayed to display the result.

[0106] If the result of the normal map variation display game is a win, the normal map display 59 displays a stopped lighting pattern that results in a specific result state, and the normal power solenoid 37c is operated to control the movable member 37b of the normal variation winning device 37 to be opened for a predetermined time. In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). Note that if the result of the normal map variation display game is a loss, control is performed to display the normal map display 59 with a lighting pattern that results in a loss.

[0107] Moreover, the winning balls in the start winning hole 36 and the winning balls in the normal variable winning device 37 are detected by the start hole 1 switch 36a and the start hole 2 switch 37a provided inside, respectively. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 stores a first start memory that constitutes a start memory (special chart start memory) based on the input of a game ball detection signal from the start hole 1 switch 36a provided in the start winning hole 36, up to a predetermined upper limit number (for example, 4), and stores a second start memory that constitutes a start memory (special chart start memory) 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, up to a predetermined upper limit number (for example, 4). Based on the winning of the start winning hole 36 or the normal variable winning device 37, the jackpot random number, the special symbol random number, the random number of each variable pattern, etc. are extracted as start memory information, and the extracted random number is stored in the RAM 111c as the first start memory or the second start memory. The number of memories stored in this start memory is displayed on the special symbol 1 reserved indicator 53 and the special symbol 2 reserved indicator 54 of the collective display device 50, and is also displayed on the display device 41 of the center case 40 as a decorative special symbol start memory display.

[0108] The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for jackpot judgment of the special chart 1 variable display game based on the first start memory, compares it with the judgment value stored in the ROM 111b, and judges whether the special chart 1 variable display game is a hit or a miss. Also, the CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for jackpot judgment of the special chart 2 variable display game based on the second start memory, compares it with the judgment value stored in the ROM 111b, and judges whether the special chart 2 variable display game is a hit or a miss.

[0109] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special chart 1 variable display game and the special chart 2 variable display game to the performance control device 300. Also, the CPU 111a of the game control device 100 performs a special chart 1 variable display game in which the identification pattern is displayed in a variable manner for a predetermined time on the special chart 1 display device 51 (first variable display device) and then stopped, based on the first start memory, and performs a special chart 2 variable display game in which the identification pattern is displayed in a variable manner for a predetermined time on the special chart 2 display device 52 (second variable display device) and then stopped, based on the second start memory.

[0110] The special chart 1 variable display game and the special chart 2 variable display game can be executed simultaneously, but in this embodiment, if the special chart 2 variable display game results in the first special result (jackpot) while the special chart 1 variable display game is being executed, the special chart 1 variable display game is terminated with a result other than the special result (miss). In addition, if the special chart 2 variable display game results in a second special result (small win) during the execution of the special chart 1 variable display game, the special chart 1 variable display game is suspended until the end of the special game state based on the small win. In addition, if the special chart 1 variable display game results in the first special result (big win) or the second special result (small win) during the execution of the special chart 2 variable display game, the special chart 2 variable display game is terminated with a result other than a special result (miss).

[0111] That is, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of a game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37). In addition, the game control device (game control means) 100 controls the execution of the special chart 1 variable display game (first special chart variable display game) based on a first start memory stored in response to the entry of a game ball into the start winning port 36 (first start winning area), and also serves as an execution control means for controlling the execution of the special chart 2 variable display game (second special chart variable display game) based on a second start memory stored in response to the entry of a game ball into the normal variable winning device 37 (second start winning area).

[0112] Based on a control signal from the game control device 100, the performance control device 300 displays a decorative special symbol variable display game corresponding to the special symbol variable display game on the display device 41. Furthermore, in the decorative special symbol variable display game, as another decorative special symbol (identification information), a fourth special symbol (fourth symbol) varies by repeating (flashing) the on and off display on the lamp display units 1 and 2 of the lamp display device 48. The variable display on the lamp display units 1 and 2 stops after a predetermined time from the start with "off" in the case of a miss, and "on" in the case of a big win or small win. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sounds from the speakers 19a and 19b, and controlling the emission of various LEDs 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.).

[0113] As a result, in response to the execution of the special chart 1 variable display game and the special chart 2 variable display game, a decorative special chart variable display game is executed on the display device 41, which variably displays multiple types of decorative identification information (numbers, symbols, character patterns, etc.). The decorative special chart variable display game on the display device 41 includes a decorative special chart 1 variable display game corresponding to the special chart 1 variable display game, and a decorative special chart 2 variable display game corresponding to the special chart 2 variable display game. Then, a variable display is performed in accordance with the variation of the corresponding special chart variable display game, and a display corresponding to the result is performed in accordance with the derivation of the result mode in the corresponding special chart variable display game.

[0114] That is, the display device 41 constitutes a decoration change display means capable of displaying a decoration change display game (decoration special chart change display game) that changes and displays decoration identification information in response to the first change display game (special chart 1 change display game) and the second change display game (special chart 2 change display game). Separate display devices may be used for the decoration special chart 1 change display game and the decoration special chart 2 change display game, or only one of the decoration special chart change display games may be displayed. In addition, the game machine 10 may not be provided with the special chart 1 display device 51 and the special chart 2 display device 52, and the special chart change display game may be executed only by the display device 41.

[0115] When the result of the special chart variable display game is a win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 and the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening / closing doors 38c, 39c of the special variable winning devices 38, 39 by the big winning port solenoids 38b, 39b, for example, to allow game balls to flow into the big winning port.

[0116] Specifically, when the result of the special chart variable display game is a jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (jackpot result mode) corresponding to the first special result, resulting in a jackpot, and the first special game state (so-called jackpot state) is entered. Also, when the result of the special chart variable display game is a small jackpot, the display mode of the special chart 1 display 51 or the special chart 2 display 52 becomes a special result mode (small jackpot result mode) corresponding to the second special result, resulting in a small jackpot, and the second special game state (so-called small jackpot state) is entered. That is, the special chart 1 display 51 constitutes a first variable display means capable of displaying a first variable display game (special chart 1 variable display game) based on the winning of a game ball into the start winning hole 36. Also, the special chart 2 display 52 constitutes a second variable display means capable of displaying a second variable display game (special chart 2 variable display game) based on the winning of a game ball into the normal variable winning device 37.

[0117] In the jackpot state (first special game state), the opening of the large prize opening is defined as one round (R) until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined opening time (e.g., 25,000 milliseconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 8 or 3 times) (cycle game). That is, the game control device 100 serves as a large prize opening opening / closing control means that controls the opening and closing of the large prize opening when the stop result state becomes a special result state. Also, when the result of the special chart variation display game is a miss, control is performed to display the miss result state on the special chart 1 display 51 or the special chart 2 display 52.

[0118] In addition, the game control device 100 can perform control to generate a game state (specific game state) in which the game can proceed in a situation (high probability of winning or normal power support) that is more advantageous to the player than the normal game state after the big win state (first special game state) ends. In other words, the game control device (game control means) 100 serves as a specific game state generating means. In this embodiment, after the end of the big win state (first special game state), a high probability state can occur as a specific game state. The high probability state (probability state) is a state in which the probability of a winning result in the special chart variable display game is higher than the normal probability state (low probability state). In addition, even if the high probability state is reached based on the result state of either the special chart 1 variable display game or the special chart 2 variable display game, both the special chart 1 variable display game and the special chart 2 variable display game will be in the high probability state.

[0119] [Distribution rate] FIG. 5 shows an example of the allocation rate in this embodiment. 5(a) is an example of the distribution rate of the result of the special chart variable display game. There are three types of results of the special chart variable display game: big win, small win, and miss. The distribution rate of the jackpot (jackpot probability) in this embodiment is common to special chart 1 and special chart 2, but may be different between special chart 1 and special chart 2. Also, as shown in FIG. 5(a), the distribution rate of the jackpot in this embodiment is the same regardless of the probability setting value, but may be different.

[0120] In addition, the distribution rate of small hits (small hit probability) in this embodiment is common to special chart 1 and special chart 2, but may be different between special chart 1 and special chart 2. Also, as shown in FIG. 5(a), the distribution rate of small hits in this embodiment is the same regardless of the probability setting value, but may be different. Also, as shown in FIG. 5(a), the distribution rate of small hits in this embodiment is common to the low probability state and the high probability state, but may be different between the low probability state and the high probability state. Also, as shown in FIG. 5(a), in this embodiment, the result of the special chart change display game does not result in a loss in a high probability state, but this is not limited to this, and the result of the special chart change display game may be a loss in a high probability state.

[0121] FIG. 5(b) is an example of the distribution rate of the jackpot symbols. As shown in FIG. 5(b), in the present embodiment, the jackpot (first special result) of the special chart 1 variable display game has five types of jackpot patterns (jackpot result mode, jackpot stopping pattern): 8R special jackpot A in which the 8R special jackpot pattern A is displayed; 3R special jackpot A in which the 3R special jackpot pattern A is displayed; 3R special jackpot B in which the 3R special jackpot pattern B is displayed; 3R special jackpot C in which the 3R special jackpot pattern C is displayed; and 3R normal jackpot in which the 3R normal pattern is displayed. In addition, in this embodiment, the jackpot (first special result) of the special chart 2 variable display game has two types of jackpot patterns (jackpot result mode, jackpot stopping pattern): 8R special jackpot B, in which the 8R special jackpot pattern B is stopped and displayed, and 3R special jackpot D, in which the 3R special jackpot pattern D is stopped and displayed.

[0122] For 8R special jackpots A and B, the number of rounds in the special game state is 8, and for 3R special jackpots A, B, C, and D and 3R regular jackpots, the number of rounds in the special game state is 3. In FIG. 5(b), the distribution rate of the jackpot pattern (jackpot type) is different between special pattern 1 and special pattern 2. The distribution rate may be different depending on whether the game state in which the special pattern variable display game is executed is a normal game state or a specific game state.

[0123] The gaming machine 10 of this embodiment has an ST function that limits the number of times of the special chart variation display game executed in the high probability state. In this embodiment, the number of ST times, which is the number of times of the special chart variation display game that can be executed in the high probability state, is 2000 times, but is not limited to this. In addition, the gaming machine 10 of this embodiment has a limiter function that limits the number of consecutive jackpots (including V winning) that occur without transitioning to the normal gaming state T1, that is, the number of consecutive wins. As shown in Fig. 5(b), the number of times the condition device is activated by the limiter function (hereinafter referred to as the "limiter number") varies depending on the type of jackpot symbol.

[0124] Specifically, as shown in Fig. 5(b), in a state where the limiter number, which is the number of consecutive jackpots (including V winning), is not set, the result of the special chart variable display game is a result (jackpot) in which 8R probability variable patterns A, B or 3R probability variable patterns A, B are stopped and displayed, and if a V winning occurs in the first special game state based on the jackpot, the game control device 100 sets the first limiter number (7 times) as the limiter number. In this embodiment, the first limiter number is set to 7 times, but is not limited to this. In addition, in a state where the limiter number is not set, when the result of the special chart variable display game is a result (jackpot) in which 3R probability variable patterns C, D or 3R normal patterns are stopped and displayed, and a V win occurs in the first special game state based on the jackpot, the game control device 100 sets the second limiter number (3 times) as the limiter number. In this embodiment, the second limiter number is set to 3 times, but it is not limited to this as long as it is a number different from the first limiter number.

[0125] In addition, in this embodiment, in the special chart 1 variable display game, the rate at which the first limiter number of times (7 times) appears is 30% (=10.0%+7.0%+13.0%), and the rate at which the second limiter number of times (3 times) appears is 70% (=34.0%+36.0%). Also, in the special chart 2 variable display game, the rate at which the first limiter number of times (7 times) appears is 30%, and the rate at which the second limiter number of times (3 times) appears is 70%. In other words, the rate at which the first limiter number of times and the second limiter number of times appear are common to special chart 1 and special chart 2. The occurrence rate of the first limiter count is not limited to 30%, but may be 10% to 90%. The occurrence rate of the second limiter count is not limited to 70%, but may be 10% to 90%.

[0126] [Big prize opening mode] FIG. 6 shows an example of the opening manner of the upper large winning opening (first special variable winning device 38) and the lower large winning opening (second special variable winning device 39) in this embodiment. As shown in Figures 6(a) to (c), in both cases of a special jackpot in which a special jackpot pattern (8R special jackpot pattern A, B, 3R special jackpot pattern A, B, C, D) is displayed as the jackpot pattern, and a normal jackpot in which a normal pattern (3R normal pattern) is displayed as the jackpot pattern, the lower large prize opening is opened in the first round of the first special game state, and the upper large prize opening is opened from the second round onwards.

[0127] Specifically, as shown in Figures 6(a) and (b), in either the case of a special jackpot or a normal jackpot, in the first round, the lower large prize opening is opened, and when either the opening time of 25,000 ms has elapsed or a specified number of game balls (for example, 10 balls) have entered the opening, the lower large prize opening is closed and the first round ends. Also, as shown in Figures 6(a) and (b), in either the special jackpot or the normal jackpot, in the first round, the lever solenoid 72b operates (becomes ON), and a V valid period is set during which the detection of the game ball by the specific area switch 72a is treated as valid. That is, in this embodiment, in both the case of a probability jackpot and a normal jackpot, a V entry (a game ball flows into a specific area (V entry port)) is possible in the first special game state. However, in the case of a probability jackpot, the ON period of the lever solenoid 72b is longer than in the case of a normal jackpot, and the V effective period is also longer, so it is easier to enter the V entry in the case of a probability jackpot than in the case of a normal jackpot.

[0128] In addition, in this embodiment, if a V win occurs in the first special game state, that is, if the specific area switch 72a detects a game ball during the V effective period, the probability state of the special chart variable display game after the end of the first special game state becomes a high probability state (probability state). On the other hand, if a V win does not occur in the first special game state, that is, if the specific area switch 72a does not detect a game ball during the V effective period, the probability state of the special chart variable display game after the end of the first special game state becomes a low probability state (normal probability state). Therefore, in this embodiment, not only in the case of a probability jackpot but also in the case of a normal jackpot, there is a possibility that a high probability state will occur after the end of the first special game state. In other words, the probability of entering the probability jackpot at the time of the jackpot is 100%. Also, the probability of falling is 0%.

[0129] When the first round ends, the remaining ball processing time begins, when the remaining ball processing time ends, the interval time begins, and when the interval time ends, the second round begins. If there are any remaining balls at the end of the remaining ball processing time (892 ms), the interval time does not start and the system waits until all the remaining balls are discharged at the end of the remaining ball processing time. During this wait, the operation of the lever solenoid 72b continues and the V effective period also continues. Therefore, in the case of a sure-win, if there are any remaining balls at the end of the remaining ball processing time (892 ms), the ON period of the lever solenoid 72b (the period during which the lever solenoid 72b is in the ON state) and the V effective period are extended by the time spent waiting until all the remaining balls are discharged.

[0130] As shown in FIG. 6(c), in both the case of the probability jackpot and the normal jackpot, the upper large prize entry port is opened at the start of the second round and thereafter, and when either the openable time of 25,000 ms has elapsed or a predetermined number of game balls (for example, 10 balls) have won, the upper large prize entry port is closed and the round ends. After that, the remaining ball processing time begins, and when the remaining ball processing time ends, the interval time begins, and when the interval time ends, the next round begins. In addition, in the case of the final round, the remaining ball processing time is set at the end of the round, and then the ending time is set, and when the ending time ends, the first special game state ends.

[0131] Also, as shown in Fig. 6(d), when the result of the special chart 1 variable display game is a small win and the second special game state occurs, the lower large prize winning port is opened, and when either the opening possible time of 52 ms has elapsed or a predetermined number of game balls (for example, 10 balls) have won, the lower large prize winning port is closed. After that, the remaining ball processing time starts, and when the remaining ball processing time ends, the ending time starts, and when the ending time ends, the second special game state ends. Also, as shown in Fig. 6(e), when the result of the special chart 2 variable display game is a small win and the second special game state occurs, the upper large prize winning port is opened, and when either the opening possible time of 700 ms has elapsed or a predetermined number of game balls (for example, 10 balls) have won, the upper large prize winning port is closed. After that, the remaining ball processing time starts, and when the remaining ball processing time ends, the ending time starts, and when the ending time ends, the second special game state ends.

[0132] [Game state transition diagram (game flow)] Next, a description will be given of a transition (shift) of a game state by the game control of the game control device 100. Fig. 7 is a game state transition diagram (game flow) showing an example of a transition of a game state in this embodiment. There are two game states: a normal game state T1 and a specific game state T2. In addition to these, there are a first special game state based on a first special result (big win) and a second special game state based on a second special result (small win), but these are omitted here. In each game state, a presentation mode that is controlled by the presentation control device 300 and determines the presentation style of the game, a main start area that is the start area that should be primarily targeted in that game state, a main variable special chart that is the type of special chart variation display game that should primarily be executed, and a launch direction of the game ball are determined.

[0133] In the gaming machine 10 of this embodiment, a player can aim to win in the start winning hole 36 by hitting from the left, and can aim to win in the normal variable winning device 37 by hitting from the right. That is, the player can select the starting area to be aimed at by his / her will. In addition, each game state is designed on the assumption that the game will be mainly played in either the special chart 1 variable display game or the special chart 2 variable display game, and the game is configured so that the player can play according to this design and it is advantageous for the player to play mainly in the one special chart variable display game determined to be the main one in the design. In this specification, the one special chart variable display game determined to be the main one in each game state may be referred to as the main variation, and the other special chart variable display game may be referred to as the irregular variation.

[0134] In the normal game state T1, the probability state (special game probability) of the special game variation display game is a low probability state, and there is no time shortening to shorten the variation time of the special game variation display game or the normal game variation display game. In addition, the presentation mode that specifies the presentation mode is the normal mode. The main variation special game is the special game 1 variation display game, the main starting area is the starting winning hole 36 (first starting hole), and the firing direction is set to left shot in order to aim at this starting winning hole 36. In other words, in the normal game state T1, the special game 1 variation display game is designed to be the main variation, and the special game 2 variation display game is designed to be the irregular variation.

[0135] In the normal game state T1, a very long variation time is set for the special chart 2 variation display game. As a result, the execution of the special chart 2 variation display game becomes time inefficient in the normal game state T1, so that the player does not select the execution of the special chart 2 variation display game in the normal game state T1. In this way, in this embodiment, a strategy is prevented, that is, a right hit (a hitting method that is not recommended) is prevented in the normal game state T1.

[0136] In the specific game state T2, the probability state (special game probability) of the special game variation display game is a high probability state, and there is a time reduction that shortens the variation time of the special game variation display game. In addition, the presentation mode that specifies the presentation mode is the small hit RUSH mode. The main variation special game is the special game 2 variation display game, the main starting area is the normal variation winning device 37 (normal power), and the firing direction is set to right hit to aim at this normal variation winning device 37. In other words, in the specific game state T2, it is designed so that the special game 2 variation display game is the main variation, and the special game 1 variation display game is the irregular variation.

[0137] In this embodiment, as shown in FIG. 5(a), the probability of a small win is high, so in the specific game state T2 where time is reduced, small wins occur frequently. In addition, the main variation in the specific game state T2 is the special chart 2 variation display game, and in the special game state based on the result of the special chart 2 variation display game being a small win, as shown in FIG. 6(e), the upper large winning port (first special variation winning device 38) opens. As mentioned above, the lower large winning port (second special variation winning device 39) is one winning ball, while the upper large winning port (first special variation winning device 38) is 15 winning balls, so in the specific game state T2, it is easy to increase the player's game balls by small wins. Therefore, in the specific game state T2, small wins occur frequently and the player's balls increase, so the presentation mode is called a mode called small win RUSH. In other words, the specific gaming state T2 is a high probability state, and furthermore, a state in which small wins occur frequently and the player is likely to have an increased number of balls, so it is a more advantageous state for the player than the normal gaming state T1.

[0138] In addition, the irregular variation in the specific game state T2 is the special chart 1 variation display game, and in the special game state based on the result of the special chart 1 variation display game being a small win, as shown in FIG. 6(d), the upper large prize winning port (first special prize winning device 38) for 15 prize balls is not opened, and only the lower large prize winning port (second special prize winning device 39) for 1 prize ball is opened. As a result, in the specific game state T2, the execution of the special chart 1 variation display game becomes inefficient in terms of the number of prize balls, so that the player does not select the execution of the special chart 1 variation display game in the specific game state T2. In this way, in this embodiment, a strategy is prevented, that is, a left hit (a hitting method that is not recommended) is prevented in the specific game state T2.

[0139] When a jackpot (variable jackpot or normal jackpot) is hit in the normal game state T1, the game moves to the first special game state, and if a V win occurs in the first special game state, the game moves to the specific game state T2 after the first special game state ends. On the other hand, if a V win does not occur in the first special game state, the game does not move to the specific game state T2, and moves to the normal game state T1 after the first special game state ends. If a jackpot (variable jackpot or normal jackpot) is hit in the specific game state T2, the game moves to the first special game state, and if a V win occurs in the first special game state, the game moves to the specific game state T2 after the first special game state ends. On the other hand, if a V win does not occur in the first special game state, the game does not move to the specific game state T2, and moves to the normal game state T1 after the first special game state ends. In addition, when the end condition of the high probability state is satisfied in the specific game state T2, the game state transitions to the normal game state T1. Here, the end condition of the high probability state is satisfied when the number of special chart variable display games executed after the transition to the specific game state T2 reaches the ST number, or when the number of jackpots (with V winning) after the transition to the specific game state T2 reaches the limiter number.

[0140] [Control of game control device] The control of the gaming machine 10 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 shown in Fig. 8 to Fig. 10 and a timer interrupt process shown in Fig. 15 that is performed at a predetermined time interval (for example, 4 ms).

[0141] [Main processing (game control device)] First, the main processing will be described. Figures 8 to 10 are flow charts showing the procedure of the main processing by the game control device 100. The main processing starts when the power is turned on.

[0142] 8, when the game control device 100 starts the main process, it first executes a process to prohibit interrupts (step X1).Furthermore, it executes a stack pointer setting process to set a stack pointer, which is the top address of an area to save values ​​of registers, etc., when an interrupt occurs (step X2).

[0143] Next, register bank 0 is specified as the register bank to be used (step X3), and the upper address of the RAM start address is set in a specified register (e.g., D register) (step X4). Since the RAM address in this embodiment is in the range of 0000h to 01FFh, the upper address is set to 00h or 01h. In step X4, the first 00h is set.

[0144] Next, the game control device 100 outputs a launch stop signal and sets the launch permission signal to a prohibited state (step X5). 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 launch of game balls from the ball launcher is prohibited. After that, the game control device 100 reads the states of the setting key switch 152 and the RAM initialization switch 112 (step X6). That is, it reads the signals from the setting key switch 152 and the RAM initialization switch 112.

[0145] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value to the power-on delay timer, a waiting time (e.g., 3 seconds) is set for waiting until the programs of the slave control means (e.g., 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 are normally started. This makes it possible to avoid the slave control device 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 device before the slave control device (e.g., the payout control device 200 and the performance control device 300) starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means (game control device 100) at the time of power-on and sets a predetermined waiting time for waiting for the start of the slave control device (the payout control device 200, the performance control device 300, etc.).

[0146] In addition, 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 the RAM validity check (checksum calculation). This makes it possible to prevent the control at power-on from becoming complicated because it is not necessary to exclude a portion of the RAM area when calculating check data such as the checksum of the RAM area.

[0147] Incidentally, by reading the states of the setting key switch 152 and the RAM initialization switch 112 before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 152 and the RAM initialization switch 112. In other words, if the states of the setting key switch 152 and the RAM initialization switch 112 are read after the standby time has elapsed, it is necessary to wait for the standby time to elapse before operating the setting key switch 152 and the RAM initialization switch 112, or to continue operating the setting key switch 152 and the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the states before the start of the standby time, it is possible to prevent a situation in which the operation of the setting key switch 152 and the RAM initialization switch 112 performed when the power is turned on is not accepted, without having to perform such troublesome operations.

[0148] When the power-on delay timer is set (step X7), the game control device 100 executes a process of timing the standby time and monitoring the occurrence of a power outage during the standby time (steps X8 to X10).

[0149] When the power failure monitoring process is started, the game control device 100 first determines whether a power failure has occurred by reading the power failure monitoring signal input from the power supply device 400 via a port and a data bus (step X8). If a power failure has occurred (step X8; Y), the game control device 100 waits until the power supply of the game machine 10 is cut off.

[0150] If no power outage has occurred (step X8; N), the game control device 100 updates the power-on delay timer by -1 (step X9) and determines whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the standby time has not ended, the process returns to step X8.

[0151] 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 malfunctions at the time of power-on can be dealt with appropriately. Note that access to the RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power cut remain retained, so that 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, and the burden on control can be reduced.

[0152] On the other hand, when the timer value is 0 (step X10; Y), that is, when the waiting time has ended, the game control device 100 allows access to a readable and writable RWM (read-write memory) such as RAM or EEPROM (step X11), and outputs off data to all output ports (setting them to a state of no output) (step X12).

[0153] Next, the game control device 100 sets up a serial port (a port pre-installed in the game microcomputer 111, which in this embodiment is used for communication with the presentation control device 300 and the payout control device 200) (step X13).

[0154] Next, the game control device 100 starts a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (step X14). The CTC circuit is provided in the clock generator in the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) to the CPU 111a based on the frequency-divided signal, and a signal CTC that provides a trigger for random number update to be supplied to the random number generation circuit.

[0155] Next, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, the RAM 111c) (step X15). Here, a flag indicating an abnormality is temporarily set in a predetermined register.

[0156] Next, the game control device 100 judges whether the value of the power failure inspection area 1 in the RWM is normal power failure inspection area check data 1 (5Ah) (step X16). If it is normal (step X16; Y), it judges whether the value of the power failure inspection area 2 in the RWM is normal power failure inspection area check data 2 (A5h) (step X17).

[0157] Furthermore, if the value of the power failure inspection area 2 is normal (step X17; Y), the game control device 100 executes a checksum calculation process to calculate a checksum of a predetermined area (for example, a work area within the area) in the RWM (step X18), and determines whether the calculated checksum matches the checksum at the time of power failure (step X19). If the checksums match (step X19; Y), the RAM is normal, and the RAM abnormality flag indicating an abnormality in the RAM is cleared (step X20). Then, the process proceeds to step X21.

[0158] In addition, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (step X16; N or step X17; N), or if the checksums do not match (step X19; N), it proceeds to step X21 without clearing the RAM abnormality flag.

[0159] Next, the game control device 100 judges whether or not both the setting key switch 152 and the RAM initialization switch 112 are on based on the state read in step X6 (step X21). If both switches are on (step X21; Y), the game control device 100 transitions to a setting variable state (setting change mode) and executes the process of changing the probability setting in steps X30 to X40.

[0160] When at least one of the setting key switch 152 and the RAM initialization switch 112 is off (step X21; N), the game control device 100 judges whether or not a RAM abnormality flag indicating an abnormality in the RAM (here, the RAM 111c) is set (step X22). When the RAM abnormality flag is not set (step X22; N), it judges whether or not a probability setting change flag is set (step X23). When the probability setting change flag is not set (step X23; N), it executes the process of probability setting confirmation (in setting confirmation state, in setting confirmation mode) of steps X34 to X40, the RAM initialization process (RAM clear process) of steps X44 to X47, or the process of normal power-on (power recovery) of steps X44 and steps X48 to X51.

[0161] When the probability setting change flag is set (step X23; Y), the game control device 100 transmits a main abnormality error notification command to notify the performance control device 300 that an abnormality has occurred in the game control device 100 (main board, main board) (step X24). The performance control device 300 that has received the main abnormality error notification command notifies the display device 41 or the like that an abnormality has occurred in the game control device 100.

[0162] Next, the game control device 100 outputs the 7-segment display data (error display data of "E1") at the time of game stop to the drivers 150a, 150b of the performance display device 153 to display it on the performance display device 153 (step X25). Then, it outputs security signal ON data to notify an external device (such as an amusement facility internal management device (hall computer) or information collection terminal) of the abnormality to the external information terminal board 71 (step X26). Note that, even if information about the jackpot remains in the RAM 111c, other signals to the external information terminal board 71, such as the jackpot signal, are maintained in the OFF state. After that, it waits by repeating the processing of steps X25 and X26, and again performs the setting change operation (ON operation of both the setting key switch 152 and the RAM initialization switch 112) and waits for the power to be turned on. In addition, while the processes of steps X25 and X26 are repeated and waiting, interrupts remain prohibited (step X1), and the timer interrupt process (Figure 15) that can execute special game processing and normal game processing cannot be executed, so games (special game, normal game, round game, etc.) cannot be executed.

[0163] In this way, if the probability setting change flag is set even though the setting change operation (turning on both the setting key switch 152 and the RAM initialization switch 112) has not been performed, it is determined that there is an abnormality, and the processing of steps X24 to X26 is executed. For example, if the power is turned off and restarted during the probability setting change (before the setting change is completed), the probability setting change flag may be set even though the setting change operation has not been performed. The output processing in step A25 or step A26 may be performed within a timer interrupt process.

[0164] On the other hand, even if the RAM abnormality flag is set (step X22; Y), the game control device 100 transmits a main abnormality error notification command to notify the fact that there is an abnormality in the game control device 100 (main board) to the performance control device 300 (step X24), outputs the 7-segment display data at the time of game stop (data of the error display of "E1") to the drivers 150a, 150b of the performance display device 153 (step X25), and outputs the on data of the security signal to the external information terminal board 71 to notify the external device of the RAM abnormality (step X26). Note that, as described above, even if the information regarding the jackpot remains in the RAM 111c, other signals to the external information terminal board 71, such as the jackpot signal, are maintained in the off state.

[0165] Then, it is determined whether a power outage has occurred (step X27), and if a power outage has not occurred (step X27; N), the process of steps X25 and X26 is repeated and the machine waits. On the other hand, when it is determined that a power outage has occurred (step X27; Y), the machine outputs off data to all output ports (step X28), and prohibits access to readable and writable RWM (read-write memory) such as RAM and EEPROM (step X29). Then, the machine waits until the power supply to the machine is cut off.

[0166] When both the setting key switch 152 and the RAM initialization switch 112 are on (step X21; Y), the game control device 100 starts the process of changing the probability setting (in the setting variable state), and first judges whether the RAM abnormal flag is set (step X30). When the RAM abnormal flag is set (step X30; Y), since it is unclear whether the probability setting value is correct, the probability setting value stored in the probability setting value area of ​​the RAM 111c is cleared to an initial value (for example, the minimum setting value "1") (step X31), and then the probability setting change flag indicating that the probability setting is being changed is set (step X32). When the RAM abnormal flag is not set (step X30; N), the probability setting value is not cleared, and the probability setting change flag is set (step X32). Next, a command for changing the probability setting is sent to the performance control device 300 (performance control board) (step X33), and the process proceeds to step X37. In addition, when the performance control device 300 receives a command indicating that the probability setting is being changed, it notifies the user on the display device 41, etc. that the probability setting is being changed.

[0167] When at least one of the setting key switch 152 and the RAM initialization switch 112 is off (step X21; N), the RAM abnormality flag is not set (step X22; N), and the probability setting change flag is not set (step X23; N), the game control device 100 judges whether the setting key switch 152 is on (step X34). When the setting key switch 152 is on (step X34; Y), the RAM initialization switch 112 is off, and the process of probability setting confirmation (setting confirmation state) starts, and the probability setting confirmation flag indicating that the probability setting is being confirmed is set (step X35). Then, the game control device 100 transmits a probability setting confirmation command to the performance control device 300 (performance control board) (step X36), and proceeds to step X37. The performance control device 300 that receives the probability setting confirmation command notifies the display device 41 or the like that the probability setting is being confirmed.

[0168] After step X33 or step X36, the game control device 100 executes the processing of steps X37 to X43 as a common processing during the probability setting change and during the probability setting confirmation.

[0169] The game control device 100 first saves 128 ms (a predetermined time) in the security signal control timer area in order to output a security signal during the probability setting change and probability setting confirmation (step X37). The count of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (step X105), but if the probability setting change or probability setting confirmation ends early, the remaining count of the security signal control timer and the output of the security signal are executed in the external information editing process (step X120). The security signal is output for at least 50 ms during the probability setting change and probability setting confirmation.

[0170] Next, the game control device 100 permits an interrupt (step X38). This allows the timer interrupt process (FIG. 15) to be executed. Then, it is determined whether the setting key switch 152 is off (step X39). If the setting key switch 152 is on (step X39; N), it is determined whether a power outage has occurred (step X40). If a power outage has not occurred (step X40; N), the process returns to step X39. On the other hand, if a power outage has occurred (step X40; Y), the process at the time of power outage of steps X63 to X69 is executed.

[0171] In this way, as long as the setting key switch 152 is on and no power outage has occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, will continue.

[0172] On the other hand, when the setting key switch 152 is off (step X39; Y), the game control device 100 prohibits interrupts (step X41) and transmits a notification end command to the performance control device 300 (performance control board) (step X42). In addition, the performance control device 300 that has received the notification end command ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.

[0173] Next, the game control device 100 judges whether the probability setting change flag is set, that is, whether the probability setting has been changed up until now (step X43). If the probability setting change flag is set (step X43; Y), that is, if the probability setting has been changed up until now, executes the RAM initialization process (described later) of steps X45 to X47. On the other hand, if the probability setting change flag is not set (step X43; N), that is, if the probability setting has been confirmed up until now, executes the normal process at power-on (power recovery) from step X48 onwards.

[0174] When the setting key switch 152 is off (step X34; N), the game control device 100 judges whether the RAM initialization switch 112 is on (step X44). When the RAM initialization switch 112 is on (step X44; Y), the RAM area other than the probability setting value area for storing the probability setting value in the RAM 111c is cleared to 0 (step X45). That is, the game information stored in the RAM 111c is cleared to 0 except for the probability setting value stored in the probability setting value area. Here, the probability setting change flag described above is also cleared. In addition, the number of acquired game balls area that stores the number of acquired game balls, which is the number of prize balls (total) acquired within a predetermined time period (here, within one interruption of the timer interruption), is also cleared to 0. Then, the safety device operation flag area that stores the safety device operation flag indicating whether the safety device (described above) is in operation is also cleared to 0 (safety device operation flag = 0), and the operation of the safety device is released. In step X45, in either the RAM clear involving a setting change (step X43; Y) or the RAM clear without a setting change (step X44; Y), the safety device is deactivated by clearing the safety device activation flag area to 0, but this may be limited to one of the two.

[0175] In addition, here, in addition to the probability setting value area, it is also possible to configure the stack area and unused area not to be cleared, or to configure the performance display work area (part of the outside work area) and stack area (outside stack area) related to performance information and its display (performance display) not to be cleared. Note that performance information is derived based on the number of winning balls obtained by winning, and is, for example, the ball output rate, base value (ball output rate in normal game mode), role ratio, number of discharged balls, etc.

[0176] Next, the game control device 100 saves the initial value at the time of RAM initialization in the area to be initialized (step X46). Then, transmits the command at the time of RAM initialization to the performance control device 300 (performance control board) (step X47), and proceeds to step X52.

[0177] On the other hand, when the RAM initialization switch 112 is off (step X44; N), the game control device 100 starts the normal power-on (power recovery) process because both the setting key switch 152 and the RAM initialization switch 112 are off, and saves the initial value at the time of power recovery (power restoration) in the area to be initialized as the power failure recovery process (step X48). The probability setting confirmation flag described above is also cleared here. Note that, unlike the RAM initialization, the safety device operation flag area is not cleared at the time of normal power-on. Also, the ceiling counter area in which the ceiling counter value indicating the number of times the special chart variation display game has been executed in a state other than the probability variation state does not need to be cleared so as not to cause a disadvantage to the player. Next, a power failure recovery command transmission process is executed to transmit a power failure recovery command to the performance control device 300 (performance control board) (step X49), and the process proceeds to step X50.

[0178] In addition, the commands sent in the processing of step X47 when initializing the RAM and the commands sent in the processing of step X49 when power is restored include a model designation command indicating the type of gaming machine, a decorative special chart 1 reserved number command and a decorative special chart 2 reserved number command indicating the number of reserved special charts 1 and 2, a probability information command indicating the probability state (high probability state or low probability state) and whether or not a time-saving state is in effect, a performance count information command indicating the number of times the special chart variation display game has been executed in a specified performance mode, and a power outage recovery command indicating that the power has been turned on.

[0179] Furthermore, the command at the time of RAM initialization and the command at the time of power recovery include a setting value information command (probability setting value information command) indicating setting value information (setting information), which is information on the probability setting value (setting value) of the gaming machine 10. The gaming control device 100 only needs to transmit the setting value information command to the performance control device 300 once when the power is restored (turned on), and thereafter, the performance control device 300 can control the performance by referring to the setting value information stored therein.

[0180] The command for RAM initialization also includes a RAM initialization command (RAM clear command). The performance control device 300 that receives the RAM initialization command displays a customer waiting demo on the display device 41, and notifies the user of the RAM initialization (RAM clear) for 30 seconds using the LEDs of the board decoration device 46 and the sound of the speakers 19a, 19b. The command for power recovery also includes a screen designation command that designates the display contents of the screen of the display device 41. The screen designation command is a customer waiting demo command for both special charts 1 and 2 during normal processing (when not fluctuating or winning), and a recovery screen command can be used otherwise. That is, the process of step X47 differs from the power recovery command transmission process (step X49) in the final command.

[0181] Next, it is determined whether the safety device is in operation (step X50). For example, if the safety device operation flag "1" indicating that the safety device is in operation is saved in the safety device operation flag area, it can be determined that the safety device is in operation (safety device operation flag = 1). Then, if the safety device is in operation (step X50; Y), a safety device operation command indicating that the safety device is in operation is sent to the performance control device 300 (performance control board) (step X51), and the process proceeds to step X52. If the safety device is not in operation (step X50; N), the process proceeds directly to step X52. When the power is restored after the safety device has been activated, the device will not be deactivated, so the device will return to an activated state and will be determined to be activated in step X50.

[0182] Then, the information (value) of the flag register is pushed to the stack area in the area (step X52), and a safety device information initialization process is executed to initialize the safety device information related to the safety device (such as the safety device counter value, safety device operation information, and old operation information described later) (step X53). After that, the information of the flag register is restored (POP) (step X54). Note that, except when the game is stopped due to a RAM abnormality (steps X25 to X29), the safety device information (such as the safety device counter value) is unconditionally initialized (cleared) when the power is turned on, but if a count continuation switch is provided and the power is turned on while pressing the count continuation switch, the safety device information does not need to be initialized (cleared).

[0183] As described later, when the process proceeds to the safety device information initialization process, the stack pointer is switched from an in-area stack area related to game control to an out-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of ​​the RAM 111c, the information of the flag register is saved in advance in step X52. The flag register is an 8-bit flag in which each bit takes the value of 0 or 1. As for the flag register, the one disclosed in JP 2013-233299 A, JP 2018-94101 A, etc. can be used.

[0184] Next, the game control device 100 activates and sets the random number generation circuit (step X55). Specifically, the CPU 111a sets a code (specified value) for activating the random number generation circuit in a specified register (CTC update permission register) in the random number generation circuit. Also, a bit transposition pattern of the hard random number generated by the hardware of the random number generation circuit is set. In this embodiment, the random number generation circuit generates a jackpot random number, a special pattern random number, a normal winning random number, and variation pattern random numbers 1 to 3 as random numbers updated only by the hardware. These random numbers may be so-called "high-speed counters" that are updated based on a clock that is equal to or faster than the operating clock.

[0185] A bit transposition pattern is a pattern that determines how the bit arrangement of an extracted random number (the arrangement before bit transposition in the upper row) is rearranged in a predetermined order and stored as a different bit arrangement (the arrangement after bit transposition in the lower row).

[0186] In this embodiment, the bits of the random numbers are swapped according to a bit permutation pattern, thereby breaking the regularity of the random numbers and increasing the confidentiality of the random numbers. The bit permutation pattern may be a single fixed pattern, or may be selected from a plurality of patterns prepared in advance. Also, the bit permutation pattern may be arbitrarily set by the user.

[0187] Next, the game control device 100 prohibits interruption (step X56) and judges whether the game is stopped or not (step X57). When the safety device is activated or when a strong error 2 (described later) that requires the game (special chart variable display game, normal chart variable display game, round game, etc.) to be stopped occurs, it can be judged that the game is stopped.

[0188] When the game is not stopped (step X57; N), the game control device 100 saves (PUSHes) the information (value) of the flag register to the in-area stack area (step X58), and executes a performance display editing process to calculate performance information such as a base value (ball output rate) (step X59). Here, the performance information (such as the ratio of the role and the ball output rate) may be calculated. Also, when there is an abnormality in the performance display work area (part of the out-of-area work area) related to the performance information or its display (performance display), this may be cleared. After that, the information of the flag register is restored (POP) (step X60), and an interrupt is permitted (step X61). In addition to the case where no error has occurred, when a weak error (described later) or a strong error 1 (described later), which is an error other than the strong error 2, has occurred, the game is not stopped, and the processing of steps X58 to X60, including the performance display editing process, is executed. It is possible to configure the processing of steps X58 to X60 not to be executed when a weak error or a strong error 1 has occurred.

[0189] As described later, when moving to the performance display editing process, the stack pointer is switched from the in-area stack area related to game control to the out-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of ​​RAM 111c, the information of the flag register is saved in advance in step X58. If it is saved after jumping to the out-area program, the out-area program will be written to the game control (in-area) RAM, so it is saved before the jump.

[0190] On the other hand, when the game is stopped (step X57; Y), the game control device 100 allows an interrupt (step X61) without executing the performance display editing process, etc. In other words, when the safety device is activated or when strong error 2 occurs, the performance display editing process (particularly the base value calculation process during the performance display editing process) is not executed, so performance information such as the base value is not newly calculated and does not change. Note that it is also possible to configure the system to execute the performance display editing process, etc. without stopping the game, even if strong error 2 occurs. Also, by allowing the interrupt, it becomes possible to execute the timer interrupt process (Figure 15).

[0191] In this embodiment, errors are classified into three types: weak error, strong error 1, and strong error 2. When the performance control device 300 receives an error / illegal command, it can set and execute error notifications of different strengths corresponding to weak error, strong error 1, and strong error 2.

[0192] For example, the performance control device 300 may increase the volume of the error notification sound from the speakers 19a, 19b, or the brightness (luminance) of the LED (performance LED of the board decoration device 46 or frame decoration device 18) that lights up to notify an error in the order of weak error < strong error 1 ≦ strong error 2. The speaker volume or LED brightness for strong error 1 and strong error 2 may be the same. Furthermore, the performance control device 300 may set the volume of the notification sound to the volume adjusted in the hall / player setting mode processing (step S11) (lower than the maximum volume) when a weak error occurs, and set the volume of the notification sound to the maximum volume when a strong error 1 or strong error 2 occurs.

[0193] Weak errors include a shoot ball out error in which a shoot ball out switch signal is generated in response to a shortage of game balls before payout, and an overflow error in which an overflow switch signal is generated in response to the lower tray 23 becoming full. In the case of a weak error, an external information signal is not output to the external information terminal board 71 (see FIG. 43). Weak errors may also include a switch abnormality error and a payout abnormality error in which a status signal indicating a payout abnormality is generated.

[0194] Strong error 1 is a frame opening error related to frame opening, including a glass frame opening error and a main frame opening error (front frame opening error). In strong error 1, a door / frame opening signal (step X504) is output to the external information terminal board 71 as an external information signal (see FIG. 43).

[0195] Strong error 2 is an error related to fraud, and preferably causes the game to be stopped, and includes magnet fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal discharge error, V-pass error, big prize entry port fraud, and regular power fraud. In strong error 2, a security signal (step X521) is output to the external information terminal board 71 as an external information signal (see FIG. 43). Strong error 2 may also include a remaining ball error. When strong error 2 occurs, the game (special chart change display game, regular chart change display game, round game, etc.) is stopped, and it can be determined that the game is stopped (step X57). Also, when strong error 2 occurs, it is possible to generate a game stop state (unplayable state, game prohibited state) in which the special chart change display game, regular chart change display game, round game (game during big win or small win) and the like cannot be executed as games, just like when the safety device is activated.

[0196] After step X61, the game control device 100 judges whether or not a power outage has occurred (step X62). If a power outage has not occurred (step X62; N), the process returns to step X56. This causes the loop process of steps X56 to X62 to be repeated until a power outage occurs. And, until a power outage occurs, performance information such as base values ​​can be repeatedly calculated in the performance display editing process (step X59) unless the game is stopped, that is, unless the safety device is activated or a strong error 2 occurs.

[0197] In addition, since the cycle of the loop process is much shorter than the timer interrupt cycle (a predetermined time cycle, for example, 4 ms), the performance display editing process is executed many times during the interrupt cycle. Therefore, when a game ball wins or the number of balls discharged changes (a game ball entering the outlet 30a), the performance information such as the base value can change immediately.

[0198] When a power outage occurs (step X62; Y), the game control device 100 starts processing for when a power outage occurs, prohibits interrupts (step X63), and outputs off data to all output ports (step X64). After that, it saves power outage inspection area check data 1 in power outage inspection area 1 (step X65), and saves power outage inspection area check data 2 in power outage inspection area 2 (step X66). Furthermore, it executes a checksum calculation process to calculate a checksum when the RWM is powered off (step X67), and further saves the calculated checksum (step X68). Finally, it executes a process to prohibit access to the RWM (step X69), and waits until the power of the game machine is cut off.

[0199] In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power interruption, it is possible to determine whether the information stored in the RWM before the power was interrupted has been correctly backed up when the power is turned back on.

[0200] The main processing has been described above, but for example, if the setting key switch and RAM initialization switch are turned on during the processing of steps X56 to X62, a judgment process similar to that of step X21 may be performed, and the probability setting change flag may be set as in step X32, making it possible to switch to the setting variable state (setting change mode) any number of times while the gaming machine 10 is running.

[0201] [RAM area configuration example] Fig. 11 is a diagram showing an example of the configuration of the RAM 111c of the gaming microcomputer 111. As shown in Fig. 11, an in-area work area, an unused area, an in-area stack area, an unused area, an outside-area work area, an unused area, and an outside-area stack area are arranged from the top address of the RAM 111c. The unused area between the in-area work area and the in-area stack area (stack area for game control, stack area for in-area) and the unused area between the outside-area work area and the outside-area stack area (stack area for outside-area) may not be required.

[0202] The in-area work area (game control work area) of the RAM is a work area for game control that is read and written by in-area programs and read by out-area programs. The in-area work area includes a probability setting value area, a test signal output data area, a random number area, a switch control area, a segment area, a power outage inspection area 1, a power outage inspection area 2, a checksum area, etc., as well as a safety device operation flag area that indicates whether the safety device is in operation or not, and an acquired game ball number area that stores the number of acquired game balls acquired as prize balls within one timer interrupt (for example, 4 ms).

[0203] The outside work area of ​​the RAM is an area that is read and written by the outside program and read by the inside program. The outside work area includes a safety device counter area that stores a safety device counter value (difference in number of balls + initial value) corresponding to the difference in number of balls, a safety device operation information area that stores safety device operation information corresponding to the state of the safety device, and an old operation information area that stores old operation information, and can store safety device information related to the safety device. The safety device counter area (3 byte size) is basically not read by the inside program, but when the safety device counter value or information on the difference in number of balls is sent to the performance control device 300 by a difference in ball command, it may be read and referenced by the inside program. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the difference in number of balls in proportion to the difference in number of balls (safety device counter value = difference in number of balls + 100,000). However, the safety device counter value is not limited to this as long as it corresponds to the difference in number of balls and indicates the difference in number of balls.

[0204] Furthermore, the outside work area includes a work area for performance display related to performance information and performance display, and can store information related to performance information and performance display. In addition, the outside work area may store information related to test signals and information related to error monitoring. In the outside work area, the safety device-related work area related to safety device information (including a safety device counter area, a safety device operation information area, and a previous operation information area) and the work area for performance display related to performance information and performance display may be clearly separated or may be mixed.

[0205] The out-of-area stack area is shared between processing related to performance information and performance display, and processing related to safety devices. The out-of-area stack area is also used when processing test signals and error monitoring.

[0206] Note that the in-area programs (programs for in-area processing) and out-area programs (programs for out-area processing) are distinguished by being arranged with unused areas in between in ROM 111b. The in-area programs of the ROM consist of game control programs and game control data, and include a main program corresponding to the main processing (FIGS. 8 to 10) and an interrupt processing program corresponding to the timer interrupt processing (FIG. 15) described below. A subroutine of the main program or the interrupt processing program may become an out-area program. The out-area programs of the ROM include a safety device information initialization program corresponding to the safety device information initialization processing, a performance display edit processing program equivalent to the performance display edit processing, and an out-area integration processing program corresponding to the out-area integration processing described below.

[0207] [Power outage recovery command transmission process] Next, the power recovery command transmission process (step X49) in the main process will be described in detail. Fig. 12 is a flowchart showing the procedure of the power recovery command transmission process. The game control device 100 first prepares a model designation command indicating the type of game machine (step X49a), and executes a performance command setting process for setting the model designation command as a performance command (step X49b). Next, the game control device 100 prepares a game mode command corresponding to the game mode (step X49c), and executes a presentation command setting process to set the game mode command as a presentation command (step X49d). This game mode command includes information on the probability state (high probability state or low probability state) and the presentation mode (normal mode or small win RUSH mode).

[0208] Next, the game control device 100 prepares a special chart 1 reserved number command corresponding to the special chart 1 reserved number (the memory number of the first start memory) (step X49e), and executes a presentation command setting process to set the special chart 1 reserved number command as a presentation command (step X49f). Next, the game control device 100 prepares a special chart 2 reserved number command corresponding to the special chart 2 reserved number (the memory number of the second start memory) (step X49g), and executes a presentation command setting process to set the special chart 2 reserved number command as a presentation command (step X49h).

[0209] Next, the game control device 100 prepares a launch position designation command corresponding to the game state (step X49i), and executes a presentation command setting process to set the launch position designation command as a presentation command (step X49j). In step X49i, if the game state is a left-handed hit (for example, a normal game state T1), a command designating a left-handed hit is prepared as the launch position designation command, and if the game state is a right-handed hit (for example, a specific game state T2 or a special game state), a command designating a right-handed hit is prepared as the launch position designation command.

[0210] Next, the game control device 100 prepares a remaining jackpot number command corresponding to the remaining jackpot number (step X49k), and executes a presentation command setting process for setting the remaining jackpot number command as a presentation command (step X49l). Next, the game control device 100 prepares a screen-specified command corresponding to the special chart status (step X49m), executes a presentation command setting process to set the screen-specified command as a presentation command (step X49n), and terminates the power outage recovery command transmission process.

[0211] The special chart status indicates the state of the special chart change display game, and is set to, for example, one of 0 to 5. The special chart status of 0 indicates a state in which no game is being played (a state in which neither the special chart 1 variable display game nor the special chart 2 variable display game is being executed), and when 0 is set in the special chart status area, in step X49m, a command for specifying the customer waiting demo screen is prepared as a screen specification command. Special chart status 1 indicates a state in which only the special chart 1 variable display game is being executed, and when 1 is set in the special chart status area, in step X49m, a command to specify recovery screen 1 as a screen specification command is prepared. Special chart status 2 indicates a state in which only the special chart 2 variable display game is being executed, and when 2 is set in the special chart status area, in step X49m, a command to specify recovery screen 2 as a screen specification command is prepared. Special chart status 3 indicates a state in which both the special chart 1 variable display game and the special chart 2 variable display game are being executed, and when 3 is set in the special chart status area, in step X49m, a command to specify recovery screen 3 as a screen specification command is prepared. The special chart status 4 indicates that the first special game state is a special game state based on a jackpot, and if 4 is set in the special chart status area, in step X49m, a command to designate the recovery screen 4 as a screen designation command is prepared. The special chart status 5 indicates that the second special game state is a special game state based on a small win, and if 5 is set in the special chart status area, in step X49m, a command to specify the recovery screen 5 as a screen specification command is prepared.

[0212] In this way, since the screen designation command differs for each state, the fourth symbol LED (lamp display unit 1, 2 of lamp display device 48) can also be restored to some extent. Specifically, for example, based on the screen designation command from the game control device 100, the performance control device 300 can determine whether or not to perform a variable display of lamp display unit 1 (fourth symbol LED for special symbol 1 variable display game) or whether or not to perform a variable display of lamp display unit 2 (fourth symbol LED for special symbol 2 variable display game). Since the screen designation command does not include information regarding the stopped symbols, all the stopped symbols are restored to the losing symbol state.

[0213] [Safety device information initialization process] Next, the safety device information initialization process (step X53) in the main process will be described in detail with reference to Fig. 13, which is a flowchart showing the procedure of the safety device information initialization process. In the safety device information initialization process, the safety device counter area, safety device operation information area, and old operation information area are initialized or cleared, and safety device information such as the safety device counter value, safety device operation information, and old operation information are set to initial values ​​(initial information). Note that the safety device operation information is information that indicates the current state, and the old operation information indicates the state from the previous time (mainly one interrupt before).

[0214] The game control device 100 first saves the stack pointer in the stack pointer storage area of ​​the outside work area (step X71), and sets the address value indicating the top of the outside stack area as the value of the outside stack area (stack area for outside area) in the stack pointer (step X72). As a result, the stack pointer indicating the stack to be used is switched from the inside stack area to the outside stack area.

[0215] Next, the game control device 100 saves (PUSHes) the register information (values) to the outside stack area (step X73). The registers to be saved may be only the registers to be protected (registers used in the safety device information initialization process), or all general-purpose registers may be saved as in the outside integration process (FIG. 46). To save all general-purpose registers, save (PUSH) them to both register bank 0 and register bank 1.

[0216] Next, the game control device 100 saves the initial value (100,000) in the safety device counter area, and the safety device counter value becomes the initial value (step X74). When the difference in the number of balls decreases from 0, such as when no big win occurs, the safety device counter value (=difference in the number of balls + initial value) may become smaller than the initial value, so the initial value is set to be larger than 0, but may be a value other than 100,000. In this way, when the power is restored (when the power is turned on), the safety device counter value is initialized (cleared) so as not to cause a disadvantage to the player, but the ceiling counter value, which indicates the number of times the special chart variation display game has been executed outside the probability variation state, does not need to be initialized (cleared) when the power is restored unless the RAM initialization switch 112 is on. Then, the safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is saved as the safety device operation information in the safety device operation information area (step X75). Furthermore, the safety device non-operation information (value 0) is saved as the old operation information in the old operation information area (step X76). That is, the operation information is also cleared (non-operation state) with the initialization of the safety device counter.

[0217] Next, the game control device 100 restores the saved register (step X77), loads from the stack pointer storage area and sets the stack pointer (step X78), and ends the safety device information initialization process. The set stack pointer indicates the address of the stack area within the area.

[0218] In the above safety device information initialization process, if information is written directly to RAM without using a register, the register is not saved / restored. In this case, the register is not saved to RAM, so stack pointer related processes (steps X71, X72, X73, X77, X78) are not required. In addition, the saving / restoring of the flag register before and after the safety device information initialization process (steps X52, X54) is also not required.

[0219] In this embodiment, when the safety device counter value is 0 to 189999 (safety device counter = 0 to 189999), the safety device operation information becomes safety device non-operation information (value 0) corresponding to an unoperated state (operation notice state, operation warning state, or normal state where the safety device is not operated (normal)) in which the safety device is not operated (normal). When the safety device counter value is 190000 to 194999 (safety device counter = 190000 to 194999), the safety device operation information becomes safety device operation notice information (value 1) corresponding to an operation notice state that warns of the operation of the safety device.

[0220] In addition, when the safety device counter value reaches the counter reference value of 195000 (safety device counter = 195000) but the game is not stopped, the safety device operation information becomes safety device operation warning information (value 2) corresponding to the operation warning state that warns of the operation of the safety device. In this case, even if the difference in the number of balls (= safe balls number - discharged balls number) reaches the difference in the number of balls reference value of 95000, since the player is in a big win or a small win, the above-mentioned condition (1) is met but condition (2) is not met, which corresponds to the case where the operation condition of the safety device is not met.

[0221] Furthermore, when the safety counter value reaches 195000 (safety counter = 195000) and the game is stopped, the safety activation information becomes safety activation information (value 3) corresponding to the activation state (activation state) in which the safety is activated. In this case, the difference in the number of balls reaches the difference in the number of balls reference value 95000 and the game is neither a big win nor a small win, so both of the above conditions (1) and (2) are satisfied, which corresponds to the case where the activation condition of the safety is satisfied.

[0222] A RAM (area dedicated to the safety device) may be provided in the RAM 111c of the gaming microcomputer 111. The in-area work area (area read and written by the in-area program and read by the out-area program) of the RAM dedicated to the safety device includes a safety device operation flag area that is cleared when the RAM initialization switch is turned on and the number of acquired game balls ... not read by the in-area program but includes a safety device counter area (3 bytes in size) that is referenced when sending the difference in the number of balls by command, a safety device operation information area that stores the current status, and a previous operation information area that stores the status of the previous time (mainly before one interruption).

[0223] [Performance display editing process] Next, the performance display edit process (step X59) in the main process will be described in detail with reference to Fig. 14. The performance display edit process is a flowchart showing the procedure of the performance display edit process. The game control device 100 first saves the stack pointer in the stack pointer storage area of ​​the outside work area (step X81), and sets the address value indicating the top of the outside stack area as the value of the outside stack area (stack area for outside area) in the stack pointer (step X82). As a result, the stack pointer indicating the stack to be used is switched from the inside stack area to the outside stack area.

[0224] Next, the game control device 100 pushes the register information (values) for both register bank 0 and register bank 1 to the external stack area (step X83). It is preferable to push all general-purpose registers here. Then, a validity check is performed to determine the validity of the performance display work area in the external work area, and if it is invalid and abnormal, the performance display work area is initialized (including initial value setting) (step X84).

[0225] In the validity judgment, if a value stored in the performance display work area is a value that is impossible in terms of design or deviates from the design value (if it is outside a predetermined range), it can be judged to be invalid. For example, it is judged whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialization completion flag indicating that the performance display work area has been initialized, it is judged whether a number that manages the progress of a division process used for base value calculation or the like is within a predetermined range, it is judged whether the value of the switch counter is within a range equal to or less than the number of switches to be monitored, it is judged whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3), and it is judged whether the aggregation time period number indicating the current aggregation time period is within the range of the number of intervals (0 to 4). In this way, in the validity judgment, it is preferable to judge whether the value of the area used as a pointer to the data table is within a predetermined range. This makes it possible to prevent the program from running out of control by acquiring a value outside the range. In addition, it is effective because the validity judgment is performed for each performance display editing process.

[0226] Furthermore, since a validity check is performed each time the performance display editing process is executed, if the performance display work area is invalid, it can be immediately initialized, thereby preventing abnormal performance display (display of abnormal base values, etc.) as much as possible.

[0227] Additionally, when initializing the work area for displaying performance (including setting initial values), the area other than the stack pointer storage area is initialized in order to protect the stack pointer storage area. In this embodiment, the outside-area stack area is not initialized, but it may be initialized. Even when initializing the outside-area stack area, the register values ​​saved in the outside-area stack area are protected and not initialized. The initialization of the work area for displaying performance is performed separately from the initialization of the work area within the area (work area for game control) and the stack area within the area (stack area for game control), so it does not affect the work area within the area and the stack area within the area.

[0228] Next, the game control device 100 judges whether it is time to switch the counting period for counting the data (such as the number of normal out balls and the number of normal winning balls) that is the basis for calculating the base value (ball payout rate) (step X85). The counting period is set for the total number of out balls (total number of discharged balls, total number of outs) since the power is turned on, and the counting period is switched every time the total number of out balls reaches a number of predetermined numbers (for example, every time it increases by 60,000).

[0229] For example, the timing for switching time windows is when the total number of balls out since power-on reaches a predetermined number of 300, 60,300, 120,300, 180,300,... In other words, the width of each time window is basically 60,000 except for the first time window, where the first time window is 0 to 300, the second time window is 300 to 60,300, the third time window is 60,300 to 120,300, the fourth time window is 120,300 to 180,300, the fifth time window is 180,300 to 240,300,... The time window numbers for the first to fifth time windows are 0 to 4, respectively, and the time window number for the sixth time window and onwards is maintained at 4. The current time window number is stored in the work area for displaying performance.

[0230] When it is time to switch the counting interval (step X85; Y), the game control device 100 sets the counting interval to switch (step X86) and judges whether there is a switch input to the input port to be monitored (step X87). In setting the counting interval to switch, the total out counter that counts the total number of out balls (total number of outs), the normal out counter that counts the number of normal out balls (normal number of outs), which is the number of out balls (number of discharged balls) in each counting interval, and the normal prize ball number counter that counts the number of normal prize balls, which is the total number of prize balls (number of acquired balls) in each counting interval, are cleared, and the final base value (or latest base value) of each counting interval is shifted (moved) to the base value storage area of ​​the adjacent counting interval.

[0231] Furthermore, when it is not time to switch the counting period (step X85; N), the game control device 100 judges whether or not there is a switch input to the input port to be monitored (step X87). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).

[0232] Here, the switch rising edge information copied to the performance display work area for each input port to be monitored (copied in step X713 in FIG. 48) is checked. For each input port to be monitored, there is an 8-bit area for storing the copied switch rising edge information. If the switch rising edge information for all input ports to be monitored is all 0, it can be determined that there is no input, and in all other cases it can be determined that there is input. Note that, as for the switch rising edge information, unless masked when copying, the bit corresponding to a switch that has had a new input (detection) in the input processing (step X103) is set to 1, and the bit corresponding to a switch that has not had a new input is set to 0.

[0233] When there is a switch input to the input port to be monitored (step X87; Y), the game control device 100 checks the input of the switch (target switch) corresponding to the switch counter to obtain the input information (step X88). The target switches here are the upper large winning hole switch 38a of the first special variable winning device 38, the lower large winning hole switch 39a of the second special variable winning device 39, the start hole 1 switch 36a of the start winning hole 36, the start hole 2 switch 37a of the normal variable winning device 37, the winning hole switch 35a (left winning hole switch, right winning hole switch) of the general winning hole 35, the out ball detection switch 74, and the like, which can change the base value (or ball output rate) by detecting a game ball.

[0234] Next, the game control device 100 judges whether or not the target switch is in its valid period (step X89). In addition, if a large prize winning port fraud or a normal power fraud occurs and the winning into the large prize winning port or the second start prize winning port 37 is invalid, that is, the large prize winning port switches 38a, 39a and the start port 2 switch 37a may not be valid. In addition, there are switches that are always valid, such as the start port 1 switch 36a and the out ball detection switch 74.

[0235] If the target switch is in its valid period (step X89; Y), the game control device 100 determines whether or not there is an input to the target switch corresponding to the switch counter (step X90). If the target switch is not in its valid period (step X89; N) or if there is no input to the target switch (step X90; N), the game control device 100 proceeds to step X98.

[0236] When there is an input to the target switch (step X90; Y), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (step X91) and judges whether or not it is in the normal base state (step X92). The normal base state (low base state) is a period during which the base value can be calculated and updated, and is the normal game state in this embodiment.

[0237] When the game control device 100 is in the normal base state (normal game state) (step X92; Y), if the target switch is a switch that awards prize balls, it updates the normal prize ball count, which is the total number of prize balls in the counting period, by adding the number of prize balls corresponding to the target switch (step X93). Next, if the target switch is the out ball detection switch 74, it updates the normal out ball count (normal out number, normal discharged ball number), which is the number of out balls in the counting period, by adding 1 (step X94). Next, if the target switch is the out ball detection switch 74, it updates the total out ball count (total out number, total discharged balls) by adding 1 (step X95).

[0238] In this embodiment, the out ball detection switch 74 detects all game balls discharged from the game area 32 (i.e., all game balls that have passed through the winning hole or the out hole 30a). Not only game balls that have entered the out hole 30a, but also game balls that have entered the winning hole (start hole (start hole 36, normal variable winning device 37), large winning hole (special variable winning device 38, 39), or general winning hole 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.

[0239] When the game control device 100 is not in the normal base state (step X92; N), which is the normal game state, it updates only the total number of out balls without updating either the number of normal prize balls or the number of normal out balls (step X95). Therefore, in a high base state (second game state, time-saving state, probability change state, or special game state) that is not the normal base state, neither the number of normal prize balls nor the number of normal out balls is updated, and the base value (number of normal prize balls ÷ number of normal out balls) calculated from the number of normal prize balls and the number of normal out balls is not updated and remains unchanged. It is also possible to eliminate the determination process regarding the normal base state in step X92 and configure the base value to be updateable (changeable) as the ball output rate in all game states.

[0240] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (step X96). Note that the performance display editing process is executed at a time interval (for example, several μsec) that is much shorter than the interrupt period of the timer interrupt (predetermined time period, for example, 4 ms) by the loop process in the main process. For this reason, the performance display editing process is repeatedly executed during the interrupt period, and the switch counter (for example, 0 to 7) covers the bits (for example, bit 0 to bit 7) of all the switches for each input port to be monitored. In addition, the switch counter is updated to 0 after the final value (for example, 7), and the switch input for the next input port to be monitored is checked. For example, the switch input for the third input port 124 is checked first, and then the switch input for the fourth input port 126 is checked.

[0241] On the other hand, when there is no switch input to any of the monitored input ports (step X87; N), the game control device 100 executes a base value calculation process (predetermined process) to calculate a base value (step X97). There may be cases where there is no switch input to any of the monitored input ports from the beginning. On the other hand, even if there is a switch input to some or all of the monitored input ports from the beginning, after the switch input is checked for all of the monitored input ports, the input information for the target switches that have had an input is cleared (step X91), so that there is no switch input to any of the monitored input ports.

[0242] In the base value calculation process, the base value is the ratio of the number of normal prize balls to the number of normal out balls, and is calculated by the number of normal prize balls divided by the number of normal out balls. Therefore, when a ball enters a winning port (starting port (starting winning port 36, normal variable winning device 37), large winning port (special variable winning device 38, 39), or general winning port 35), in the first stage, the number of normal prize balls is updated and changed by the input (detection) of the winning port switch 35a, 36a, 37a, 38a, 39a to which the prize ball is awarded, and the base value changes, and in the second stage, the number of normal out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. In other words, when one game ball enters a winning port, the base value changes (is affected) in two stages. When a ball enters the out port 30a that opens to the game board 30, the number of normal out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value also changes. On the other hand, when a ball enters the normal starting gate 34, the number of normal prize balls and the number of normal out balls are not updated or changed by the ball itself, so the base value is maintained unchanged. Even if a ball enters the normal starting gate 34, the number of normal prize balls is not updated because no prize balls are awarded.

[0243] Regardless of whether the base value has changed or not, the processing of steps X219 to X225 of the output processing will output the base value as a performance display to the performance display device 153. However, when the safety device is activated and the game is stopped, or when a strong error 2 occurs and the game is stopped, the performance display device 153 outputs off data and turns off.

[0244] As a special example, the calculation of the base value may be performed only during the real-time value display period when the real-time value (BL.) of the base value is displayed. In this special example, the normal number of winning balls and the normal number of out balls are updated until the real-time value display period arrives, but the base value is not calculated and does not change. In other words, in the base value calculation process, data is set to display in accordance with the display period (described below) of BL (real-time value until reaching 60,000 balls this time) → B1 (60,000 balls play area last time) → B2 (60,000 balls play area before last) → B3 (60,000 balls play area before last) → BL →..., and the base value (= normal number of winning balls ÷ normal number of outs) is calculated during the BL display period, and the final calculation result for the target period is simply set during the B1, B2, and B3 display periods.

[0245] After step X96 or step X97, the game control device 100 restores the saved register (step X98), loads from the stack pointer storage area and sets the stack pointer (step X99), and ends the performance display editing process. The set stack pointer indicates the address of the stack area within the area.

[0246] In addition, in Figure 14, it is also possible to perform the processing of step X97 immediately after step X94, so that the base value calculation processing is performed immediately after the number of normal prize balls or the number of normal out balls is updated, without waiting for the input check of all switches of the input port to be monitored.

[0247] [Timer interrupt processing] Next, the timer interrupt process will be described. Fig. 15 is a flow chart showing the procedure of the timer interrupt process (interrupt process program). The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer interrupt process is started.

[0248] When timer interrupt processing is started, the game control device 100 first specifies register bank 1 as the register bank to be used (step X101), and sets the upper address of the RAM start address in a specified register (e.g., D register) (step X102). By switching from register bank 0 used in the main processing to register bank 1 at the start of timer interrupt processing, it is equivalent to saving the registers used in the main processing. Note that when timer interrupt processing is started, the interrupt is automatically disabled. In step X102, the same processing as in step X4 of the main processing is performed, but the register bank is different.

[0249] Next, the game control device 100 executes input processing to read inputs from various sensors and switches, signals, that is, the state of each input port (step X103). Next, based on the probability setting change flag and the probability setting confirmation flag, it is determined whether the probability setting is being changed or confirmed (step X104). If the probability setting is being changed or confirmed (step X104; Y), a probability setting change / confirmation process is executed to change or confirm the probability setting value (step X105).

[0250] When the game control device 100 is not changing the probability setting or checking the probability setting (step X104; N), it executes output processing (step X106) for controlling the drive of actuators such as solenoids (for example, the large prize opening solenoids 38b, 39b) and for controlling the drive of LEDs (light emission control) based on the output data set in various processes. Note that, if a firing stop signal is output in the processing of step X5 in the main processing, a firing permission signal can be output by performing this output processing, and the firing permission signal can be set to the permitted state.

[0251] Next, the game control device 100 executes a payout command transmission process (step X107) that outputs the commands (payout commands, etc.) set in the transmission buffer in various processes to the payout control device 200. After that, it executes a win port switch / status monitoring process (step X108) 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 win port switch 35a, and the large win port switches 38a and 39a, and monitors errors (such as whether the front frame or glass frame is open).

[0252] Next, the game control device 100 judges whether or not the game is stopped (step X109). When the safety device is activated or when a strong error 2 that requires the game to be stopped occurs, it can be judged that the game is stopped. Note that the game may be stopped only when any of the strong errors 2 (magnetic irregularities, board radio irregularities, frame radio irregularities, vibration irregularities, abnormal discharge errors, V-passing errors, large prize slot irregularities, normal power irregularities, etc.) (for example, abnormal discharge errors) occurs, and in that case, when the safety device is activated or when any of the errors occurs, it is judged that the game is stopped.

[0253] When the game is not stopped (step X109; N), the game control device 100 executes the start port switch monitoring process (step X110), the special game 1 process (step X111), the special game 2 process (step X112), the normal game process (step X113), and the segment LED editing process (step X114). After that, it executes the process from step X115 onwards.

[0254] In the segment LED editing process, settings related to the operation of some of the multiple segment LEDs constituting the collective display device 50 (for example, the memory display section (reserved display devices 53, 54, 60), the round display section 55, the first game status display section 56, and the second game status display section 57) are executed. Settings related to the operation of other parts of the collective display device 50 (for example, the change display sections 51, 52, 59) are executed in the pattern change control process (steps A122, A154). Settings related to the operation of another part of the collective display device 50 (for example, the probability status display section (third game status display section 58)) are executed in the power outage recovery process (step X48) or the like.

[0255] When the game is stopped (step X109; Y), the game control device 100 executes the processing from step X115 onwards without executing the start port switch monitoring processing (step X110), the special figure 1 game processing (step X111), the special figure 2 game processing (step X112), the normal figure game processing (step X113), and the segment LED editing processing (step X114). In this way, when the safety device is activated or when the game is stopped due to the occurrence of a strong error 2, the special figure 1 game processing (step X111), the special figure 2 game processing (step X112), and the normal figure game processing (step X113) are not executed, so the special figure reservation number and the normal figure reservation number do not change. On the other hand, when a weak error or strong error 1 occurs, the game is not stopped, and the special game 1 processing (step X111), the special game 2 processing (step X112), and the normal game processing (step X113) are executed, so the number of reserved special games and the number of reserved normal games can be changed by updating by +1 (when a reservation is generated) or by updating by -1 (when a reservation is consumed).

[0256] In addition, depending on the type of error such as weak error, strong error 1, and strong error 2, it is possible to perform some of the start port switch monitoring process (step X110), special game process (step X111), special game process (step X112), normal game process (step X113), and segment LED editing process (step X114) and not perform the others. For example, when strong error 2 occurs, only the segment LED editing process may be performed.

[0257] Furthermore, the game control device 100 executes a safety device-related process that can transmit safety device operation information corresponding to the state of the safety device as a performance command to the performance control device 300 and set a safety device operation flag (step X115). Then, it executes a magnet fraud monitoring process that checks the detection signal from the magnetic sensor 61 and determines whether there is an abnormality (step X116). Furthermore, it executes a board radio wave fraud monitoring process that checks the detection signal from the board radio wave sensor 62 of the game board 30 and determines whether there is an abnormality (step X117).

[0258] After that, the game control device 100 executes a vibration fraud monitoring process to monitor fraud caused by vibration based on the input from the vibration sensor 65 (step X118). Next, an abnormal discharge monitoring process to monitor abnormal discharge from the large prize winning port is executed (step X119). In the abnormal discharge monitoring process, abnormal discharge of the special variable prize winning devices 38, 39 is monitored based on input from the large prize winning port switches 38a, 39a, the specific area switch 72a (V prize winning port switch), and the remaining ball discharge port switch 73 in the special variable prize winning devices 38, 39, and an abnormal discharge occurrence flag is set when an abnormal discharge occurs. Note that the game balls that pass through the large prize winning port switches 38a, 39a of the special variable prize winning devices 38, 39 are discharged through the specific area switch 72a (V prize winning port switch) or the remaining ball discharge port switch 73.

[0259] Next, the game control device 100 executes an external information editing process that sets signals to be output to various external devices in an output buffer (step X120). Then, as in step X109, it is determined whether or not the game is stopped (step X121).

[0260] When the game is not stopped (step X121; N), the game control device 100 saves the flag register to the in-area stack area (step X122) and executes an outside-area integration process (step X123) that updates the safety device counter value (calculates the difference in the number of balls) and controls the display of the performance display device 153. After that, the flag register is restored (step X124) and the timer interrupt process is terminated. When the safety device is not activated and the strong error 2 has not occurred, the game is not stopped and the processes of steps X122 to X124 are executed, including the outside-area integration process.

[0261] When moving to the outside-area integration process, the stack pointer is switched from the inside-area stack area related to game control to the outside-area stack area. At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of ​​the RAM 111c, the flag register is saved in advance in step X122.

[0262] On the other hand, when the game is stopped (step X121; Y), the game control device 100 ends the timer interrupt process without executing the outside area integration process, etc. In other words, when the safety device is activated or when the strong error 2 occurs, the outside area integration process is not executed, so the safety device counter value is not updated and the display contents of the performance display such as the base value are not updated. This makes it possible to omit unnecessary control during the game stop.

[0263] Unlike the above, even if a strong error 2 occurs, the game is not stopped, and a start port switch monitoring process (step X110), a special game process (step X111), a special game process (step X112), a normal game process (step X113), and a segment LED editing process (step X114) can be executed. In addition, even if a strong error 2 occurs, a configuration in which an outside area integration process, etc. is executed can also be performed.

[0264] In addition, when the timer interrupt processing returns, the interrupt disabled state and the register bank designation are automatically restored. However, depending on the CPU used, processing to enable interrupts and processing to return the register bank designation to register bank 0 may be performed after the external information editing processing.

[0265] [Output processing] Next, the output process (step X106) in the timer interrupt process will be described in detail. Fig. 16 is a flowchart showing the procedure of the output process. The game control device 100 first outputs off data to the segment output port (third output port 135) that outputs the data of the segments of the collective display device (LED) 50, and resets the segment output port (third output port 135) (step X201). Next, it sets off output data for all solenoids (big prize opening solenoids 38b, 39b, lever solenoid 72b, normal power solenoid 37c) (step X202). Then, as in step X109, it determines whether or not the game is stopped (step X203). If the safety device is activated or if a strong error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0266] When the game is not stopped (step X203; N), the game control device 100 synthesizes data to be output to the solenoid output port (second output port 134) that outputs data of the large prize opening solenoids 38b, 39b, the lever solenoid 72b, and the normal power solenoid 37c (step X204). Then, it outputs data to the solenoid output port (second output port 134) (step X205). When the game is stopped (step X203; Y), it does nothing and proceeds to step X205, outputting off data (step X202) to the solenoid output port (second output port 134). As a result, when the game is stopped, the operation of all solenoids is stopped, and the large prize opening, the specific area, the normal variable prize opening device 37, etc. are closed and are in a closed state. In this way, the large prize opening is closed in the game stop state, and round play (play during a large win or a small win) cannot be performed.

[0267] The game control device 100 then updates the value of the digit counter for sequentially scanning the digit lines of the collective display device (LED) 50 by +1 in the range of 0 to 3 (it only adds 1, but updates to 0 after 3) (step X206). Furthermore, it acquires digit output data to the digit line of the LED corresponding to the digit counter value (step X207). It then synthesizes the acquired digit output data and external information data (step X208) and outputs the synthesized data to the digit / external information output port (fourth output port 136) (step X209). The external information synthesized in step X208 is, for example, a door / frame opening signal and a security signal.

[0268] Next, the game control device 100 sets OFF data as segment output data to the segment line (step X210). Then, it sets output data for prohibiting firing (step X211). Furthermore, like step X203, it determines whether the game is stopped (step X212).

[0269] When the game is not stopped (step X212; N), the game control device 100 loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment line (step X213), sets the output data for launch permission (step X214), and outputs the loaded segment output data to the segment output port (third output port 135) (step X215). Note that this segment area may be included in the in-area work area (game control work area).

[0270] In this way, when the game is not stopped, each time the value of the digit counter is updated by +1 in the range of 0 to 3, a new digit line is selected, and segment output data is output to the eight segment lines of the digit to which this digit line is connected. Digits 0 to 3 (digits 0 to 3) are selected in sequence, and a dynamic drive method (dynamic lighting control) is realized for the collective display device 50 (special symbol display device (special symbol 1 display device 51, special symbol 2 display device 52), special symbol reserve display device (special symbol 1 reserve display device 53, special symbol 2 reserve display device 54), round display unit 55, first game status display unit 56, second game status display unit 57, third game status display unit 58, normal symbol display device (normal symbol display device 59), and normal symbol reserve display device (normal symbol reserve display device 60)).

[0271] On the other hand, when the game is stopped (step X212; Y), the game control device 100 outputs off data (step X210) to the segment output port (third output port 135) (step X215) without processing steps X213 and X214. As a result, in a game stopped state when the safety device is activated or strong error 2 occurs, the collective display device 50 is turned off. As a result, the special chart variation display game and the normal chart variation display game cannot be executed in a game stopped state. Then, a player who sees the collective display device 50 can recognize that the game is stopped, that the safety device has been activated, or that strong error 2 (fraudulent error) has occurred.

[0272] Next, the game control device 100 loads and synthesizes various output data of external information to be output to the external information terminal board 71 (step X216). The external information to be synthesized in step X216 is, for example, the big win signal 1, the big win signal 2, the big win signal 3, the big win signal 4, the symbol determination number signal, the start port signal, and the main prize ball signal. Furthermore, the game control device 100 combines the combined data with the output data of launch permission or launch prohibition (step X217), and finally outputs the combined data to the external information / launch permission signal output port (fifth output port 137) (step X218). Here, if the game is not stopped, the output data becomes launch permission (step X214), and if the game is stopped, the output data becomes launch prohibition (launch stop) (step X211). As a result, in a game stop state when the safety device is activated or when a strong error 2 occurs, the launch of game balls from the ball launcher is prohibited, while if the game is not stopped, the launch of game balls from the ball launcher is permitted. Note that it is also possible to configure the ball launcher to be permitted to launch game balls even in a game stop state, without prohibiting launch (launch stop).

[0273] Next, the game control device 100 outputs off data to the segment output port 2 (sixth output port 141) that outputs the data of the segment of the performance display device (LED) 153, and resets the segment output port 2 (sixth output port 141) (step X219). Next, the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 153 is updated by +1 in the range of 0 to 3 (only 1 is added, but after 3 it is updated to 0) (step X220). Furthermore, the digit output data to the digit line of the LED corresponding to the value of the digit counter 2 is obtained (step X221). Then, the obtained digit output data is output to the digit output port 2 (seventh output port 142) (step X222).

[0274] Next, the game control device 100 judges whether or not the game is stopped, as in step X203 etc. (step X223). If the game is not stopped (step X223; N), it loads segment output data from the performance display device segment area in the RAM 111c corresponding to the value of the digit counter 2 (step X224). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, it outputs the loaded segment output data to the segment output port 2 (sixth output port 141) (step X225), and then ends the output process.

[0275] On the other hand, when the game is stopped (step X223; Y), the game control device 100 ends the output process without executing the processes of step X224 and step X225. Therefore, when the game is stopped due to the safety device being activated or when the game is stopped due to the occurrence of the strong error 2, the segment output data of the performance display device segment area cannot be output to the output port (sixth output port 141) for the performance display device 153, so the off data of step X219 is output as it is to the output port (sixth output port 141) for the performance display device 153. In this case, when the value of the digit counter 2 goes around in the range of 0 to 3, all LEDs of the performance display device 153 are forcibly turned off and become invisible, and the person in charge or the attendant of the game facility who sees the performance display device 153 can recognize that the game is stopped, that the safety device has been activated, or that the strong error 2 (fraudulent error) has occurred. In addition, even if strong error 2 occurs, it is possible to configure the game not to be stopped but to execute processing such as steps X224 and X225.

[0276] [Winning port switch / status monitoring process] Next, the details of the winning port switch / state monitoring process (step X108) in the timer interrupt process will be described. Fig. 17 is a flow chart showing the procedure of the winning port switch / state monitoring process. The game control device 100 first clears the number of acquired game balls area included in the work area within the area to 0 (step X301). As a result, the number of acquired game balls area becomes an area that stores the number of acquired game balls, which is the number of prize balls (total) acquired within one interrupt (within a predetermined time period). The number of acquired game balls area is an area related to a safety device, and the number of acquired game balls is equal to the increase in the number of safe balls within one interrupt. Then, a winning port monitoring table 1 corresponding to the upper large winning port switch 38a in the upper large winning port (first special variable winning device 38) is prepared (step X302). Then, even though the upper large winning port is not open, a fraudulent & winning monitoring process is executed to monitor whether there is any illegal winning at the upper large winning port and to detect normal winning (step X303).

[0277] After that, the game control device 100 prepares the winning port monitoring table 2 corresponding to the lower large winning port switch 39a in the lower large winning port (second special variable winning device 39) (step X304). Then, even though the lower large winning port is not open, it monitors whether there is any illegal winning at the lower large winning port and executes the illegal & winning monitoring process to detect normal winning (step X305).

[0278] The game control device 100 then prepares a winning port monitoring table corresponding to the start port 2 switch 37a in the normal variable winning device 37 (step X306). Then, it executes a fraud & winning monitoring process to monitor for fraudulent winning and detect normal winning (step X307). Next, it prepares a winning port monitoring table for a winning port switch that allows winning at any time and does not require fraud monitoring (step X308). Examples of winning port switches that allow winning at any time include the start port 1 switch 36a and the general winning port 35.

[0279] Next, the game control device 100 executes a winning number counter update process to update the winning number (step X309). Then, it updates a status scan counter to specify which switch or signal among the multiple switches and signals whose states should be monitored should be monitored this time (step X310). The status scan counter is updated within the range of 0 to 3.

[0280] After that, the game control device 100 prepares the game machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (step X311). Then, it executes the game machine state check process to determine the state such as whether an error has occurred (step X312).

[0281] By referring to the gaming machine status monitoring table 1 for the value of the status scan counter, when the value of the status scan counter is 0, monitoring of the status (switch abnormality error) based on the abnormality detection signal output due to an occurrence such as a switch connector coming loose is set, and when the value of the status scan counter is 1, monitoring of the status (shoot ball out error) based on the chute ball out switch signal from the payout control device 200 is set. When the value of the status scan counter is 2, monitoring of the status (overflow error) based on the overflow switch signal is set, and when the value of the status scan counter is 3, monitoring of the status (payout abnormality error) based on the payout abnormality status signal is set. In this way, weak errors are monitored in the gaming machine status monitoring table 1.

[0282] Next, the game control device 100 prepares the game machine state monitoring table 2 for setting the state to be monitored according to the value of the state scan counter (step X313). Then, executes the game machine state check process to determine the state such as whether an error has occurred (step X314).

[0283] By referring to the gaming machine status monitoring table 2 for the value of the status scan counter, if the value of the status scan counter is 0, monitoring of the status based on the signal output from the glass frame open detection switch 63 (glass frame open error) is set, and if the value of the status scan counter is 1, monitoring of the status based on the signal output from the main body frame open detection switch 64 (main body frame open error, front frame open error) is set. Also, if the value of the status scan counter is 2, monitoring of the status based on the frame radio wave illegal signal (frame radio wave illegal) is set, and if the value of the status scan counter is 3, monitoring of the status based on the touch switch signal is set.

[0284] Next, the game control device 100 judges whether the value of the status scan counter is 0 or not (step X315). Then, if the value of the error scan counter is not 0 (step X315; N), it moves to step X317.

[0285] In addition, if the value of the error scan counter is 0 (step X315; Y), the game control device 100 executes a payout busy signal check process (step X316) to set a busy signal status (payout busy signal flag) based on the payout busy signal indicating whether the payout control device 200 is able to start payout control, and proceeds to step X317.

[0286] The process of step X316 is executed only when the value of the state scan counter, which is updated at each timer interrupt, is 0, so that the process is executed once every four timer interrupts. In other words, if the timer interrupt occurs every 4 ms, the process of step X316 is executed every 16 ms.

[0287] Next, the game control device 100 executes a V-passing timing monitoring process for monitoring whether or not the game ball passes through the specific area switch 72a at an inappropriate timing (step X317). In the V-passing timing monitoring process, if a detection signal of the specific area switch 72a occurs at an inappropriate timing, it is determined that a V-passing error has occurred.

[0288] Next, the game control device 100 executes a remaining ball monitoring process to monitor whether or not there are any game balls remaining in the specific area switch 72a (step X318), and ends the winning port switch / state monitoring process. In addition, the V-passing timing monitoring process and remaining ball monitoring process in the winning port switch / status monitoring process are necessary for so-called Type 1 and Type 2 mixed machines (Type 1+2 machines), but may not be necessary for normal Type 1 pachinko machines.

[0289] [Fraud & Winning Monitoring Processing] Next, the details of the fraud and winning monitoring process (steps X303, X305, X307) in the winning port switch / state monitoring process will be described. Fig. 18 is a flow chart showing the procedure of the fraud and winning monitoring process. The fraud & winning monitoring process is a process performed on the upper large winning port switch 38a in the first special variable winning device 38, the lower large winning port switch 39a in the second special variable winning device 39, and the winning port switch (start port 2 switch 37a) in the normal variable winning device 37. The second start winning port (normal variable winning device 37) and the large winning port (special variable winning devices 38, 39) are prone to fraud whereby the opening and closing member is forcibly opened to insert game balls and pay out prize balls, so in addition to detecting winning, they are monitored for fraud.

[0290] The game control device 100 first checks the fraudulent monitoring period flag of the winning port switch to be monitored for errors (step X321) and judges whether or not it is in the fraudulent monitoring period (step X322). For example, the fraudulent monitoring period is a period during which the winning port switch to be monitored for errors does not detect game balls, and is a period other than the special game state in which the first special variable winning device 38 is opened when the winning port switch is the upper large winning port switch 38a.

[0291] If it is the fraudulent monitoring period (step X322; Y), the game control device 100 judges whether there is an input to the target winning port switch (step X323). If there is no input to the target winning port switch (step X323; N), it loads the target notification timer update information (step X332). If there is an input to the target winning port switch (step X323; Y), it updates the target fraudulent winning count by +1 (step X324), and judges whether the incremented fraudulent winning count is equal to or greater than the fraud occurrence determination count (e.g., 5) of the monitored target (step X325).

[0292] The reason for setting the number of judgments to five is to prevent fraud from being judged as occurring, for example, if a game ball gets caught in the door member of the large prize opening when the large prize opening is switched from an open state to a closed state, and the game ball wins after the effective period of the count switch has expired, or if there is noise in the signal, and to prevent fraud from being easily judged as an error even when there is no fraud. The number of judgments can be defined to be a different value for each switch, but in this embodiment it is set to five for all switches.

[0293] Then, if the number is not equal to or greater than the judgment number (step X325; N), the game control device 100 prepares a winning port monitoring table for the target winning port switch (step X330). If the number is equal to or greater than the judgment number (step X325; Y), the number of illegal wins is kept at the number of illegal occurrence judgments (step X326), and an initial value (for example, 60000 ms) is saved in the target illegal win notification timer area (step X327).

[0294] Next, the game control device 100 prepares the target fraud occurrence command as a performance command (step X328), and further prepares a fraud win occurrence flag as a fraud flag (step X329). Then, the prepared fraud flag is compared with the value of the target fraud flag area (step X340).

[0295] On the other hand, if it is not the fraud monitoring period (step X322; N), the game control device 100 prepares a winning port monitoring table for the target winning port switch (step X330) and executes a winning number counter update process to set the winning balls (step X331). Information defined in the fraud monitoring table (winning port monitoring table) prepared in the winning port switch / status monitoring process (Fig. 17) includes, for example, data for determining whether there is an input (monitoring switch bit), the lower address of the fraud monitoring information, the lower address of the fraudulent winning number area, a fraudulent winning error notification command, the upper limit of the number of fraudulent winnings (number of fraudulent winnings determined), the address of the winning port switch table, and notification timer update information (permit / update).

[0296] Then, the game control device 100 loads the target notification timer update information (step X332), and determines whether or not the notification timer update is permitted (step X333). If the notification timer update is not permitted (step X333; N), the fraud & winning monitoring process is terminated. On the other hand, if the notification timer update is permitted (step X333; Y), the target notification timer is updated by -1 if it is not 0 (step X334). The minimum value of the notification timer is set to 0.

[0297] The update of the notification timer is permitted if the prize winning port switch that is the object of error monitoring is the prize winning port switch (starting port 2 switch 37a) in the normal variable prize winning device 37. Also, if there are two large prize winning port switches in one special variable prize winning device (large prize winning port), the update of the notification timer is permitted if one of the large prize winning port switches is the object of error monitoring, but is not permitted if the other large prize winning port switch is the object of error monitoring. This prevents the notification timer from being updated twice as frequently for an illegal notification for one special variable prize winning device, and the timer from running out in half the specified time (for example, 60,000 ms).

[0298] After that, the game control device 100 judges whether the value of the alarm timer is 0 or not (step X335), and if the value is not 0 (step X335; N), that is, if the timer has not yet timed out, ends the fraud & winning monitoring process. Also, if the value of the alarm timer is 0 (step X335; Y), that is, if the timer has timed out or has already timed out, prepares the target fraud release command as a performance command (step X336), and prepares a fraud win release flag as a fraud flag (step X337). Then, it judges whether the moment when the alarm timer value becomes 0 has come (step X338).

[0299] If it is the moment when the value of the alarm timer becomes 0 (step X338; Y), that is, when the value of the alarm timer becomes 0 during this fraud & winning monitoring process, the game control device 100 clears the number of fraudulent winnings in question (step X339).

[0300] In addition, after the processing of step X339 is completed, or if it is not the moment when the value of the alarm timer becomes 0 (step X338; N), that is, when the value of the alarm timer becomes 0 in the previous or previous fraud & winning monitoring processing, the game control device 100 compares the prepared fraud flag with the value of the target fraud flag area (step X340).

[0301] Then, if the prepared fraud flag and the value of the target fraud flag area match (step X340; Y), the game control device 100 ends the fraud & winning monitoring process. Also, if the prepared fraud flag and the value of the target fraud flag area do not match (step X340; N), the game control device 100 saves the prepared fraud flag in the target fraud flag area (step X341) and executes the performance command setting process (step X342). Then, the fraud & winning monitoring process ends.

[0302] Through the above processing, when fraud occurs, a fraud occurrence command is sent to the performance control device 300, and when fraud is cleared, a fraud clear command is sent to the performance control device 300, thereby setting the start and end of fraud notification.

[0303] [Winning Number Counter Update Process] Next, the details of the winning number counter update process (steps X309, X331) in the winning port switch / state monitoring process and the fraud & winning monitoring process will be described. Fig. 19 is a flow chart showing the procedure of the winning number counter update process. The game control device 100 first determines whether the game is stopped (step X351). When the safety device is activated or when a strong error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0304] When the game is not stopped (step X351; N), the game control device 100 obtains the number of winning port switches to be monitored from the winning port monitoring table (step X352) and judges whether there is an input to the target winning port switch (step X353). The winning table of the winning port monitoring table prepared in the winning port switch / state monitoring process (Fig. 17) defines the number of repetitions and data (monitoring switch bit) for judging whether there is an input, and further defines the number of winning balls, the lower address of the winning number counter area 1, the lower address of the winning number counter area 2, etc. for each winning port switch to be monitored. When there is no input to the target winning port switch (step X353; N), the table address is updated to the address of the next record (step X365), and judges whether the monitoring of all switches has been completed (step X366).

[0305] On the other hand, when there is an input to the target winning port switch (step X353; Y), the game control device 100 loads the number of winning game balls from the number of winning game balls area (step X354), adds the number of prize balls corresponding to the target winning port switch to the number of winning game balls (step X355), and saves the added value in the number of winning game balls area (step X356). As a result, the number of winning game balls stored in the number of winning game balls area is updated for each winning port switch, and the number of winning game balls finally becomes the number of prize balls won within one interrupt (total).

[0306] The area for the number of winning balls is in the work area within the area, and is written in the program for updating the winning number counter (part of the program within the area), and is only read out by the program for checking the difference in balls (Figure 49) (part of the program outside the area). Even if all winning port switches are input simultaneously, the total number of winning balls does not reach 255 (1 byte), so no upper limit check is performed on the number of winning balls.

[0307] Next, the game control device 100 loads the value of the target winning number counter area 1 (step X357), and updates the loaded value by +1 (step X358). Furthermore, it determines whether an overflow occurs due to the updated value (step X359). The winning number counter area 1 is 2 bytes (0 to 65535) in size.

[0308] If no overflow occurs (step X359; N), the game control device 100 saves the updated value in the number of winnings counter area 1 (step X360). After the process of step X360 is completed, or if an overflow occurs (step X359; Y), the value of the target number of winnings counter area 2 is loaded (step X361).

[0309] After that, the game control device 100 updates the loaded value by +1 (step X362), and judges whether the updated value causes an overflow or not (step X363). If an overflow does not occur (step X363; N), the updated value is saved in the number of winnings counter area 2 (step X364). The number of winnings counter area 2 is 1 byte (0 to 255) in size.

[0310] After the process of step X364 is completed, or if an overflow occurs (step X363; Y), the game control device 100 updates the table address to the address of the next record (step X365). Then, it determines whether or not the monitoring of all switches is completed (step X366).

[0311] If the monitoring of all the switches has not been completed (step X366; N), the game control device 100 returns to the process of step X353, which determines whether or not there is an input to the target winning port switch. If the monitoring of all the switches has been completed (step X366; Y), the winning number counter update process is terminated. As a result, the processes of steps X353 to X366 are repeated until the monitoring of all the switches is completed, and the number of winning game balls, which is the number of winning balls (total) won within one interruption, is obtained, and the winning number counter areas 1 and 2 are updated based on the winning of each winning port (each winning area) within one interruption, and winning information is stored.

[0312] When the game is stopped (step X351; Y), the game control device 100 does nothing and ends the winning number counter update process. As a result, in the game stopped state, the detection of game balls by the winning port switch is disabled, the number of acquired game balls is not updated, and the winning number counter areas 1 and 2 are not updated, so that winning information is not stored and no prize balls are obtained (not paid out). Note that the payout of prize balls based on the winning information stored before the game stopped state (i.e., when the detection of game balls by the winning port switch is valid) continues even in the game stopped state.

[0313] The winning number counter area 1 is an area used to send a payout command (a prize ball command) to instruct the payout control device 200 to pay out prize balls, and stores winning data corresponding to prize balls for which a payout command has not yet been sent. In other words, the winning number counter area 1 serves as a prize ball command counter that can store information related to the prize ball command.

[0314] The winning number counter area 2 is an area used to transmit a main winning ball signal to an external device each time the number of winning balls (scheduled number of payouts) generated by winning into the winning port reaches a predetermined number (here, 10 balls), and stores winning data corresponding to winning balls for which the main winning ball signal generation process has not been performed. In other words, the winning number counter area 2 serves as a main winning ball signal counter capable of storing information related to the main winning ball signal.

[0315] Each of these winning number counter areas is provided with a winning number counter area for each number of winning balls set for each winning port (for example, 1 winning ball, 5 winning balls, 8 winning balls, 15 winning balls), and the count number of the corresponding winning number counter area is incremented by 1 based on the winning of a winning port. In other words, the winning information can be stored as a unit of winning a winning port. The winning number counter area 1 (2 bytes) is assigned a larger area than the winning number counter area 2 (1 byte), so that more winning data can be stored. This is because the main winning ball signal can be transmitted regardless of the state of the transmission destination, whereas the payout command may be suspended depending on the state of the payout control device 200, which is the transmission destination, and there is a possibility that more untransmitted data may be accumulated.

[0316] [Start switch monitoring process] Next, the start port switch monitoring process (step X110) in the timer interrupt process will be described in detail. Fig. 20 is a flowchart showing the procedure of the start port switch monitoring process. The game control device 100 first prepares a start port 1 winning monitoring table, which is a winning monitoring table for the start winning port 36 (step A1), executes a hard random number acquisition process (step A2), and determines whether or not there is a winning in the start winning port 36 (step A3). If there is no winning in the start winning port 36 (step A3; N), it executes the process from step A8 onwards. On the other hand, if there is a winning in the start winning port 36 (step A3; Y), it prepares a right hit instruction notification command (step A4) and executes a performance command setting process (step A5). In the performance command setting process, the performance command is written to the serial transmission buffer, and the performance command is transmitted to the performance control device 300. When the performance control device 300 receives a right hit instruction notification command and the current game state is a game state in which a right hit is performed, it executes a performance instructing the player to hit right.

[0317] Next, the game control device 100 prepares a table for setting reservation information by the start winning port 36 (start port 1) (step A6), and then executes special chart start port switch common processing (step A7). Then, a start port 2 winning monitoring table, which is a winning monitoring table for the normal variable winning device 37, is prepared (step A8), a hard random number acquisition process is executed (step A9), and it is determined whether or not there is a winning in the normal variable winning device 37 (step A10). If there is no winning in the normal variable winning device 37 (step A10; N), the start port switch monitoring process is terminated.

[0318] On the other hand, when the normal variable winning device 37 has won (step A10; Y), the game control device 100 judges whether the normal variable winning device 37 (normal electric device) is in operation, that is, whether the normal variable winning device 37 is in an open state in which the game ball can win (step A11). If the normal variable winning device 37 is in operation (step A11; Y), the process proceeds to step A13.

[0319] On the other hand, when the normal variable winning device 37 is not in operation (step A11; N), the game control device 100 judges whether normal power fraud is occurring (step A12). When the number of illegal winnings in the normal variable winning device 37 is equal to or greater than the number of fraudulent occurrences (for example, 5), it is judged that normal power fraud is occurring. When the normal variable winning device 37 is in the closed state, game balls cannot win, and game balls can win only in the open state. Therefore, when a game ball wins in the closed state, some kind of abnormality or fraud has occurred, and when there are game balls that win in such a closed state, the number of such winnings is counted as the number of illegal winnings. Then, when the number of illegal winnings counted in this way is equal to or greater than a predetermined number of fraudulent occurrences (upper limit), it is judged that fraud is occurring.

[0320] When normal power fraud is not occurring (step A12; N), the game control device 100 prepares a table for setting information on the reservation by the normal variable winning device 37 (start port 2) (step A13), executes special chart start port switch common processing (step A14), and ends the start port switch monitoring processing. Also, when it is determined in step A12 that normal power fraud is occurring (step A12; Y), the start port switch monitoring processing is also ended. In other words, the second start memory is not generated any more.

[0321] [Hard random number acquisition process] Next, the hard random number acquisition process (steps A2 and A9) in the start port switch monitoring process will be described in detail. Fig. 21 is a flowchart showing the procedure of the hard random number acquisition process. The game control device 100 first sets the no-win information of the start port to be monitored out of the first start port (start winning port 36) and the second start port (normal variable winning device 37) (step A21), and judges whether there is an input to the start port switch to be monitored out of the start port 1 switch 36a and the start port 2 switch 37a (step A22). If there is no input to the start port switch to be monitored (step A22; N), the hard random number acquisition process is terminated. On the other hand, if there is an input to the start port switch to be monitored (step A22; Y), the random number latch register status is read (step A23), and it is judged whether there is latch data in the target random number latch register (step A24).

[0322] If there is no latch data in the target random number latch register (step A24; N), i.e., if no random number has been extracted, the hard random number acquisition process is terminated. Also, if there is latch data in the target random number latch register (step A24; Y), the extracted jackpot random number is loaded and prepared in the monitored hard random number latch register (step A25), and the extracted special pattern random number is loaded and prepared in the monitored hard random number latch register (step A26). Then, winning information for the monitored start port out of the first start port (start winning port 36) and the second start port (normal variable winning device 37) is set (step A27), and the hard random number acquisition process is terminated.

[0323] [Special diagram start switch common processing] Next, the details of the special drawing start port switch common processing (step A7, step A14) in the start port switch monitoring processing will be described. Fig. 22 is a flowchart showing the procedure of the special drawing start port switch common processing. The special drawing start port switch common processing is a process that is commonly performed for each input when there is an input of the start port 1 switch 36a or the start port 2 switch 37a.

[0324] The game control device 100 first loads the start port signal output count, which is the number of times that information on the number of winnings to the start port switch to be monitored, among the start port 1 switch 36a and the start port 2 switch 37a, is output to an external management device of the game machine 10 (step A31), updates the loaded value by +1 (step A32), and judges whether the output count will overflow (step A33). If the output count does not overflow (step A33; N), the updated value is saved in the start port signal output count area of ​​the RWM (step A34), and the process proceeds to step A35. On the other hand, if the output count overflows (step A33; Y), the process proceeds to step A35. In this embodiment, values ​​from "0" to "255" can be stored in the start port signal output count area. If the loaded value is "255", the updated value becomes "0" by updating by +1, and the process is configured to judge that the output count will overflow.

[0325] Next, the game control device 100 judges whether the number of reserved special figures (start memory number) to be updated corresponding to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is less than the upper limit (here, 4) (step A35). If the number of reserved special figures to be updated is not less than the upper limit (step A35; N), the special figure start port switch common processing is terminated. Also, if the number of reserved special figures to be updated is less than the upper limit (here, 4) (step A35; Y), the number of reserved special figures to be updated (number of reserved special figures 1 or number of reserved special figures 2) is updated by +1 (step A36), and the target start port winning flag is saved (step A37).

[0326] Next, the game control device 100 calculates the address of a random number storage area corresponding to the start port switch and special chart reserved number to be monitored (step A38), saves the jackpot random number prepared in the hard random number acquisition process in the jackpot random number storage area of ​​the RWM (step A39), and saves the special chart pattern random number prepared in the hard random number acquisition process in the special chart pattern random number storage area of ​​the RWM (step A40).

[0327] Next, the game control device 100 extracts the variation pattern random number (variation pattern random numbers 1 to 3) of the special chart variation display game that starts upon detection of the start port switch to be monitored, saves it in the variation pattern random number storage area of ​​the corresponding RWM (step A41), and executes the special chart reserved information judgment process (pre-judgment process, pre-reading process) that can judge the result of the variation display game (game result) in advance (step A42). In the special chart reserved information judgment process, a pre-reading stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, miss stop pattern) based on the saved jackpot random number and special chart pattern random number, and a pre-reading change pattern command corresponding to the first half change number (number of the change before the reach) and the second half change number (number of the change after the reach) based on the saved change pattern random numbers 1 to 3 are set as performance commands. Then, a decorative special symbol reservation number command corresponding to the start port switch and the special symbol reservation number to be monitored is prepared as a performance command (step A43), a performance command setting process (step A44) is executed, and the special symbol start port switch common process is terminated. In this way, the game control device 100 constitutes a pre-determination means capable of determining the result of the variable display game based on the start memory before the variable display game is executed.

[0328] Here, the game control device 100 (RAM 111c) constitutes a start storage means for extracting a predetermined random number based on the inflow of game balls into the start winning area of ​​the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that becomes the right to execute a variable display game. Also, the start storage means (game control device 100) stores various random number values ​​extracted based on the winning of game balls into the first start winning port (start winning port 36) as a first start memory up to a predetermined number, and stores various random number values ​​extracted based on the winning of game balls into the second start winning port (normal variable winning device 37) as a second start memory up to a predetermined number.

[0329] [Special chart reservation information determination process] Next, the details of the special chart reserved information determination process (step A42) in the start port switch common process will be described. Fig. 23 is a flowchart showing the procedure of the special chart reserved information determination process. The special chart reserved information determination process is a pre-reading process that determines the result-related information corresponding to the start memory before the start timing of the special chart variable display game based on the corresponding start memory.

[0330] The game control device 100 first judges whether or not a jackpot is being won (first special game state) (step A51), and if a jackpot is being won (step A51; Y), ends the special chart reservation information judgment process. On the other hand, if a jackpot is not being won (step A51; N), it judges whether or not a special chart low probability is being won (step A52). If the special chart is not in the low probability state (step A52; N), the start port winning flag saved in step A37 of the special chart start port switch common processing is checked to determine whether or not the special chart 2 is reserved (second start memory) (step A53). On the other hand, if the special chart is in the low probability state (step A52; Y), the start port winning flag saved in step A37 of the special chart start port switch common processing is checked to determine whether or not the special chart 1 is reserved (first start memory) (step A54).

[0331] If it is not determined that special drawing 2 is reserved (step A53; N) or if it is not determined that special drawing 1 is reserved (step A54; N), the special drawing reservation information determination process is terminated. In addition, when the judgment is that the special chart 2 is reserved (step A53; Y) or that the special chart 1 is reserved (step A54; Y), a pre-reading jackpot judgment process (step A55) is performed to judge whether or not the jackpot random number value matches the jackpot judgment value. In other words, by executing the process of steps A52 to A54, it is possible to perform pre-reading only for the main fluctuation without pre-reading for the irregular fluctuation.

[0332] If the judgment result is a jackpot (step A56; Y), a jackpot pattern check table corresponding to the target start switch is set (step A57), stop pattern information corresponding to the special pattern random number prepared in the hardware random number acquisition process is acquired (step A58), and the process proceeds to step A63. On the other hand, if the judgment result is not a jackpot (step A56; N), a small win judgment process (step A59) is performed to judge whether the jackpot random number value matches the small win judgment value or not, and to judge whether the small win is a small win. If the result of the judgment is a small win (step A60; Y), a small win pattern check table corresponding to the target start switch is set (step A61), stop pattern information corresponding to the special pattern random number prepared in the hardware random number acquisition process is acquired (step A58), and the process proceeds to step A63. On the other hand, if the result of the judgment is not a small win (step A60; N), a loss stop pattern information is set (step A62), and the process proceeds to step A63.

[0333] In this embodiment, as shown in Fig. 5(a), the result of the special chart variable display game may be a miss during the low probability of the special chart, but will not be a miss during the high probability of the special chart. Also, during the low probability of the special chart (step A52; Y), only the special chart 1 is read ahead, and during the high probability of the special chart (step A52; N), only the special chart 2 is read ahead, so that the special chart 2 will not be a miss due to the read ahead. In other words, when the special chart 2 is reserved (step A53; Y) and the result of the read ahead big win determination process is not a big win (step A56; N), the result of the read ahead small win determination process is always a small win (step A60; Y).

[0334] Thereafter, a pre-reading stop symbol command corresponding to the target start port switch and stop symbol information is prepared (step A63), and a performance command setting process is performed (step A64). Next, a special chart information setting process is performed to set special chart information, which is a parameter for setting a variation pattern (step A65), and a variation pattern setting process is performed to set the variation mode of the special chart variation display game (step A66). Then, a predictive fluctuation pattern command corresponding to a first half fluctuation number indicating a first half fluctuation pattern and a second half fluctuation number indicating a second half fluctuation pattern in the fluctuation mode of the special chart fluctuation display game is prepared (step A67), a performance command setting process is performed (step A68), and the special chart pending information determination process is terminated.

[0335] By the above processing, a pre-read stop symbol command including the result of the special symbol variation display game based on the start memory to be pre-read and a pre-read variation pattern command including information on the variation pattern in the special symbol variation display game based on the start memory are prepared and transmitted to the performance control device 300. This makes it possible to inform the performance control device 300 of the judgment result (pre-read result) of the result-related information (whether or not it is a jackpot and the type of variation pattern) corresponding to the start memory before the start timing of the special symbol variation display game based on the corresponding start memory, and in particular, by changing the decorative special symbol start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special symbol variation display game.

[0336] That is, the game control device 100 serves as a pre-determination means for determining (for example, determining whether or not a special result will be obtained) the random number stored as a start memory in the start winning storage means (game control device 100) before the execution of the variable display game based on the start memory. Note that the time for pre-determining the random number value stored in correspondence with the start memory may be any time before the variable display game based on the start memory is executed, not just at the time of the start winning when the start memory occurs.

[0337] [Special Diagram 1 Game Processing] Next, the details of the special chart 1 game processing (step X111) in the timer interrupt processing will be described. Fig. 24 is a flowchart showing the procedure of the special chart 1 game processing. In the special chart 1 game processing, the whole process related to the special chart 1 variable display game is controlled, and the display of the special chart 1 is set. The game control device 100 first determines whether a special chart 1 interruption flag, which is set when the special chart 1 variable display game is interrupted, is set (step A101). The special chart 1 variable display game is interrupted during the execution of the second special game state when the result of the special chart 2 variable display game becomes a second special result (small win) during the execution of the special chart 1 variable display game and the second special game state is executed.

[0338] If the special chart 1 interruption flag is not set (step A101; N), i.e., if the special chart 1 variable display game has not been interrupted, the process proceeds to step A102 and processing related to the subsequent special chart 1 variable display game is performed. On the other hand, if the special chart 1 interruption flag is set (step A101; Y), that is, if the special chart 1 variable display game is interrupted, the process proceeds to step A121 without performing the process related to the special chart 1 variable display game in steps A102 to A120. As a result, the special chart 1 variable display game does not proceed during the interruption of the special chart 1 variable display game (the special chart 1 game processing timer is not updated), and only the variable display continues.

[0339] In the process for the special chart 1 variable display game, first, it is determined whether the special chart 2 is in a big hit / small hit, that is, whether the special game state is in which the result of the special chart 2 variable display game is a big hit or a small hit (step A102). If the special chart 2 is in a big hit / small hit (step A102; Y), the process proceeds to step A105. On the other hand, if the special chart 2 is not in a big hit / small hit (step A102; N), the big prize entrance switch monitoring process (step A103) is performed, and the specific area switch monitoring process (step A104) is performed.

[0340] In the large prize winning port switch monitoring process, the detection of game balls is monitored by the upper large prize winning port switch 38a provided in the first special variable prize winning device 38 and the lower large prize winning port switch 39a provided in the second special variable prize winning device 39, and a process is performed to set a large prize winning port count command to be sent to the performance control device 300 based on the winning of the large prize winning port, and a process to close the large prize winning port when a specified number of winnings are made in the large prize winning port. In the special figure 1 game process, the large prize winning port switch monitoring process is performed for the special game state executed based on the result of the special figure 1 variable display game being a big win or a small win, and the large prize winning port switch monitoring process is performed in the special figure 2 game process described later for the special game state executed based on the result of the special figure 2 variable display game being a big win or a small win. In the specific area switch monitoring process, detection of a game ball in the specific area switch 72a provided in the second special variable winning device 39 is monitored, and a process of setting specific area passing information is performed based on the inflow of the game ball into the specific area (probability activation area). In this embodiment, a process of generating a high probability state is performed based on the fact that this specific area passing information is set.

[0341] Next, if the special figure 1 game processing timer is not 0, it is updated by -1 (step A105), and it is determined whether the value of the special figure 1 game processing timer is 0 (step A106). If the value of the special figure 1 game processing timer is not 0 (step A106; N), that is, if the timer has not timed out, the process proceeds to step A121. If the value of the special figure 1 game processing timer is 0 (step A106; Y), that is, if the timer has timed out or has already timed out, the special figure 1 game sequence branch table to be referenced for branching to the process corresponding to the special figure 1 game processing number is set in the register (step A107). Then, the branch destination address of the process corresponding to the special figure 1 game processing number is obtained using the table (step A108), and a subroutine call is made by the special figure 1 game processing number (step A109).

[0342] In step A109, if the special chart 1 game processing number is "0", the start of the change in the special chart 1 change display game is monitored, and special chart 1 normal processing (step A110) is performed to set the start of the change in the special chart 1 change display game, set the performance, and set information necessary for performing processing during the special chart 1 change. In step A109, if the special chart 1 game processing number is "1", special chart 1 change processing (step A111) is performed to set the stop display time of special chart 1 and to set information necessary for performing processing while special chart 1 is displayed. In step A109, if the special chart 1 game processing number is "2", if the result of the special chart 1 variable display game is a jackpot, special chart 1 display processing (step A112) is performed to set a fanfare command according to the type of jackpot, set a fanfare time according to the large prize opening pattern for each type of jackpot, and set information necessary for fanfare / interval processing.

[0343] In step A109, if the special chart 1 game processing number is "3", fanfare / interval processing (step A113) is performed to set the opening time of the large prize opening, update the number of times it is opened, and set information necessary for performing processing while the large prize opening is open. In step A109, if the special chart 1 game processing number is "4", if the jackpot round is not the final round, an interval command is set, and if it is the final round, an ending command is set, and processing during opening of the large prize opening (step A114) is performed to set information necessary for processing the remaining balls in the large prize opening, etc.

[0344] In step A109, if the special chart 1 game processing number is "5", if the jackpot round is the final round, a process for setting the time for the remaining balls in the jackpot opening to be discharged and a process for setting information required for performing jackpot end processing are performed (step A115). In step A109, if the special chart 1 game processing number is "6", a jackpot end process (step A116) is performed to set information necessary for performing special chart 1 normal processing (step A110), etc.

[0345] In step A109, if the special chart 1 game processing number is "7", small win fanfare processing (step A117) is performed, which sets the opening time and opening pattern of the large prize opening when a small win occurs, sets the fanfare command, and sets information necessary for small win processing. In step A109, if the special chart 1 game processing number is "8", small win processing (step 118) is performed to set an ending command and to set information necessary for small win remaining ball processing. In step A109, if the special chart 1 game processing number is "9", small win remaining ball processing (step A119) is performed, which includes processing to set the time for the remaining balls that entered the large prize opening during small win processing to be discharged, and setting information necessary for small win end processing. In step A109, if the special chart 1 game processing number is "10", special chart 1 small win end processing (step A120) is performed to set information necessary for performing special chart 1 normal processing.

[0346] Then, a special chart 1 variation control table for controlling the variation of the special chart 1 display 51 is prepared (step A121), a pattern variation control process (step A122) for the special chart 1 display 51 is performed, and a lever solenoid control process (step A123) for controlling the operation of the lever solenoid 72b is performed, and the special chart 1 game process is terminated. This special chart 1 game process performs a series of execution control processes for the first variation display game (special chart 1 variation display game).

[0347] [Special Diagram 2 Game Processing] Next, the details of the special chart 2 game processing (step X111) in the timer interrupt processing will be described. Fig. 25 is a flowchart showing the procedure of the special chart 2 game processing. In the special chart 2 game processing, the whole processing related to the special chart 2 variable display game is controlled, and the display of the special chart 2 is set. The special chart 2 game processing basically performs the same processing as the special chart 1 game processing described above for the special chart 2. The game control device 100 first judges whether the special chart 1 is in a big win / small win, that is, whether the special game state executed based on the result of the special chart 1 variable display game being a big win or a small win is in progress (step A131). If the special chart 1 is in a big win / small win (step A131; Y), the game control device 100 proceeds to step A134. If the special chart 1 is not in a big win / small win (step A131; N), the game control device 100 performs a big win port switch monitoring process (step A132) and a specific area switch monitoring process (step A133).

[0348] In the large prize winning port switch monitoring process, the detection of game balls is monitored by the upper large prize winning port switch 38a provided in the first special variable prize winning device 38 and the lower large prize winning port switch 39a provided in the second special variable prize winning device 39, and a process is performed to set a large prize winning port count command to be sent to the performance control device 300 based on the winning of the large prize winning port, and a process to close the large prize winning port when a specified number of winnings are made in the large prize winning port. In the special figure 2 game process, the large prize winning port switch monitoring process is performed for the special game state executed based on the result of the special figure 2 variable display game being a big win or a small win, and the special game state executed based on the result of the special figure 1 variable display game being a big win or a small win is performed in the special figure 1 game process described above. In the specific area switch monitoring process, detection of a game ball in the specific area switch 72a provided in the second special variable winning device 39 is monitored, and a process of setting specific area passing information is performed based on the inflow of the game ball into the specific area (probability activation area). In this embodiment, a process of generating a high probability state is performed based on the fact that this specific area passing information is set.

[0349] Next, if the special figure 2 game processing timer is not 0, it is updated by -1 (step A134), and it is determined whether the value of the special figure 2 game processing timer is 0 (step A135). Then, if the value of the special figure 2 game processing timer is not 0 (step A135; N), that is, if the time has not expired, proceed to step A153. Also, if the value of the special figure 2 game processing timer is 0 (step A135; Y), that is, if the time has expired or has already expired, it is determined whether the number of repetitions of the special figure 2 game processing timer is 0 (step A136).

[0350] If the number of repetitions of the special chart 2 game processing timer is not 0 (step A136; N), the number of repetitions of the special chart 2 game processing timer is updated by -1 (step A137), the long-variable timer value (e.g., 60,000 ms) is saved in the special chart 2 game processing timer area (step A138), and the process proceeds to step A153. In order to prevent a player from intentionally executing the special chart 2 variable display game in the normal game state, the variable time of the special chart 2 variable display game in the normal game state is set to a very long time (for example, 10 minutes). However, since the area available for the special chart 2 game processing timer is limited, it is difficult to measure the variable time in one go even if an upper limit value is set as the timer initial value. Therefore, the variable time is measured by measuring multiple times using the number of repetitions, which is the number of times to measure a specified time (for example, 60,000 ms).

[0351] If the number of repetitions of the special game processing timer is 0 (step A136; Y), a special game sequence branch table to be referenced for branching to a process corresponding to the special game processing number is set in a register (step A139). Then, the table is used to obtain a branch destination address of the process corresponding to the special game processing number (step A140), and a subroutine call is made by the special game processing number (step A141).

[0352] In step A141, if the special chart 2 game processing number is "0", the start of the change in the special chart 2 change display game is monitored, and special chart 2 normal processing (step A142) is performed to set the start of the change in the special chart 2 change display game, set the performance, and set information necessary for performing special chart 2 change processing. In step A141, if the special chart 2 game processing number is "1", special chart 2 change processing (step A143) is performed to set the stop display time of special chart 2 and to set information necessary for performing processing while special chart 2 is displayed. In step A141, if the special chart 2 game processing number is "2", if the result of the special chart 2 variable display game is a jackpot, special chart 2 display processing (step A144) is performed to set a fanfare command according to the type of jackpot, set a fanfare time according to the large prize opening pattern for each type of jackpot, and set information necessary for fanfare / interval processing.

[0353] In step A141, if the special chart 2 game processing number is "3", fanfare / interval processing (step A145) is performed to set the opening time of the large prize opening, update the number of times it is opened, and set information necessary to perform processing while the large prize opening is open. In step A141, if the special chart 2 game processing number is "4", if the jackpot round is not the final round, an interval command is set, and if it is the final round, an ending command is set, and processing during opening of the large prize opening (step A146) is performed to set information necessary for processing the remaining balls in the large prize opening, etc.

[0354] In step A141, if the special chart 2 game processing number is "5", if the jackpot round is the final round, a process for setting the time for the remaining balls in the jackpot opening to be discharged and a process for setting information required for performing jackpot end processing are performed (step A147). In step A141, if the special chart 2 game processing number is "6", a jackpot end process (step A148) is performed to set information necessary for performing the special chart 2 normal process (step A148), etc.

[0355] In step A141, if the special chart 2 game processing number is "7", small win fanfare processing (step A149) is performed, which sets the opening time and opening pattern of the large prize opening when a small win occurs, sets the fanfare command, and sets information necessary for small win processing. In step A141, if the special chart 2 game processing number is "8", small win processing (step A150) is performed to set an ending command and to set information necessary for small win remaining ball processing.

[0356] In step A141, if the special chart 2 game processing number is "9", small win remaining ball processing (step A151) is performed, which includes processing to set the time for the remaining balls that entered the large prize opening during small win processing to be discharged, and setting information necessary for small win end processing. In step A141, if the special chart 2 game processing number is "10", special chart 2 small hit end processing (step A152) is performed to set information necessary for performing special chart 2 normal processing, etc.

[0357] Then, a special chart 2 variation control table for controlling the variation of the special chart 2 display 52 is prepared (step A153), a pattern variation control process (step A154) for the special chart 2 display 52 is performed, and a lever solenoid control process (step A155) for controlling the operation of the lever solenoid 72b is performed, and the special chart 2 game process is terminated. This special chart 2 game process performs a series of execution control processes for the second variation display game (special chart 2 variation display game). The above special chart 2 game process is basically a process similar to the above-mentioned special chart 1 game process for special chart 2, and in the following explanation, the corresponding processes in the special chart 1 game process and the special chart 2 game process are explained in parallel.

[0358] [Big prize slot switch monitoring process] Next, the details of the special prize opening switch monitoring process (steps A103, A132) in the special prize opening game process and the special prize opening game process will be described. Fig. 26 is a flowchart showing the procedure of the special prize opening switch monitoring process. The game control device 100 first sets the winning counter to 0 (step A161) and judges whether or not a winning entry into the upper large winning opening (first special variable winning device 38) is valid (step A162). If the upper large winning opening is open (open in the first special game state, open in the second special game state) or if the upper large winning opening is processing the remaining balls (processing the remaining balls in the large winning opening, processing the remaining balls for the small win), it is judged that a winning entry into the upper large winning opening is valid.

[0359] If the upper large prize opening is valid (step A162; Y), it is determined whether or not there is an input to the large prize opening switch 1 (upper large prize opening switch 38a) (step A163). If there is no input to the large prize opening switch 1 (upper large prize opening switch 38a) (step A163; N), it is determined whether or not the value of the prize winning counter is 0 (step A172). Also, if there is an input to the large prize opening switch 1 (upper large prize opening switch 38a) (step A163; Y), it prepares an upper large prize opening count command (step A164) and performs a performance command setting process (step A165). That is, not only while the upper large prize opening is open, but also during the remaining ball processing, it transmits the upper large prize opening count command to the performance control device 300. Then, it updates the prize winning counter by +1 (step A166) and determines whether or not the value of the prize winning counter is 0 (step A172).

[0360] On the other hand, if the upper large prize opening is not currently eligible for a win (step A162; N), it is determined whether the lower large prize opening (second special variable prize opening 39) is currently eligible for a win (step A167). If the lower large prize opening is currently open (open in the first special game state, open in the second special game state) or if the lower large prize opening is currently processing the remaining balls (large prize opening remaining balls processing, small win remaining balls processing), it is determined that the lower large prize opening is currently eligible for a win.

[0361] If a win at the lower large prize opening is not currently valid (step A167; N), the large prize opening switch monitoring process is terminated. On the other hand, if the lower large prize opening is valid for winning (step A167; Y), it is determined whether or not there is an input to the large prize opening switch 2 (lower large prize opening switch 39a) (step A168). If there is no input to the large prize opening switch 2 (lower large prize opening switch 39a) (step A169; N), the large prize opening switch monitoring process is terminated. Also, if there is an input to the large prize opening switch 2 (lower large prize opening switch 39a) (step A168; Y), a lower large prize opening count command is prepared (step A169) and a performance command setting process is performed (step A170). That is, not only while the lower large prize opening is open, but also during the remaining ball processing, the lower large prize opening count command is sent to the performance control device 300. Then, the winning counter is updated by +1 (step A171), and it is determined whether or not the winning counter value is 0 (step A172).

[0362] If the winning counter value is 0 (step A172; Y), the large prize opening switch monitoring process is terminated. If the winning counter value is not 0 (step A172; N), it is determined whether or not the large prize opening remaining ball process is in progress (step A173). If the remaining balls in the large prize opening are being processed (step A173; Y), the large prize opening switch monitoring process is terminated. If the remaining balls in the large prize opening are not being processed (step A173; N), it is determined whether the remaining balls in the small prize opening are being processed (step A174). If the remaining small winning balls are being processed (step A174; Y), the large winning port switch monitoring process is terminated. If the remaining small winning balls are not being processed (step A174; N), the winning counter value is added to the large winning port count (step A175), and it is determined whether the large winning port count is equal to or greater than the upper limit (the number of game balls that can be won in one round, for example, "9") (step A176).

[0363] If the large prize opening count number is not equal to or greater than the upper limit (step A176; N), the large prize opening switch monitoring process is terminated. Also, if the large prize opening count number is equal to or greater than the upper limit (step A177; Y), the large prize opening count number is kept at the upper limit (step A177), the target special game processing timer area is cleared to 0 (step A178), and it is determined whether or not the large prize opening is being opened in the large prize (first special game state) (step A179).

[0364] If the opening is not due to a jackpot (step A179; N), the large prize opening switch monitoring process is terminated. Also, if the opening is due to a jackpot (step A179; Y), the value of the end of the jackpot opening operation is saved in the large prize opening control pointer area (step A180), and the large prize opening switch monitoring process is terminated. This closes the large prize opening, and one round ends.

[0365] [Specific area switch monitoring process] Next, the specific area switch monitoring process (steps A104 and A133) in the special chart 1 game process and the special chart 2 game process will be described in detail. Fig. 26 is a flowchart showing the procedure of the specific area switch monitoring process. The game control device 100 first determines whether the specific area (V winning port) is active, that is, whether it is in a V valid period in which the detection of a game ball by the specific area switch 72a is treated as valid (step A191). If the specific area is not active (step A191; N), the specific area switch monitoring process is terminated. Also, if the specific area is active (step A191; Y), that is, if it is in a V winning period, it determines whether there is an input to the specific area switch 72a (step A192).

[0366] If there is no input to the specific area switch 72a (step A192; N), the specific area switch monitoring process is terminated. Also, if there is an input to the specific area switch 72a (step A192; Y), it is determined whether the number of consecutive jackpots, which is the number of consecutive jackpots (with V winning), is 1 or not, that is, whether the value of the remaining jackpot number area is 1 or not (step A193).

[0367] If the number of consecutive big wins remaining is not 1 (step A193; N), that is, if the value of the remaining big win count area is not 1, prepare a specific area passing command (step A194) and perform a performance command setting process (step A195). As a result, the specific area passing command is transmitted to the performance control device 300, and the performance control device 300 performs a performance to notify the player that a V has been won in response to receiving the specific area passing command. Next, it is determined whether the jackpot symbol is a V easy symbol (step A196). In this embodiment, as shown in Figs. 6(a) and (b), it is easier to win a V prize when the jackpot symbol is a probability variable symbol than when the jackpot symbol is a normal symbol. Therefore, the V easy symbol in this embodiment is a probability variable symbol.

[0368] If the jackpot pattern is a V easy pattern (step A196; Y), that is, if the jackpot pattern is a probability variable pattern, specific area normal passing information is set (step A197), the set specific area normal passing information is saved in the probability fluctuation function operation information area (step A199), and the specific area switch monitoring process is terminated. Also, if the jackpot symbol is not a V-easy symbol (step A196; N), that is, if the jackpot symbol is a normal symbol, the specific area irregular passing information is set (step A198), the set specific area irregular passing information is saved in the probability fluctuation function operation information area (step A199), and the specific area switch monitoring process is terminated. That is, if the ON period of the lever solenoid 72b and the V effective period are short and a V winning occurs in an opening where it is difficult to win a V, the specific area irregular passing information is saved in the probability fluctuation function operation information area.

[0369] The specific area passing information (specific area normal passing information, specific area irregular passing information) is information for selecting whether the gaming state after the first special gaming state ends should be the normal gaming state T1 or the specific gaming state T2. In other words, when specific area passage information is saved in the probability fluctuation function activation information area (step A704; Y), processing for transitioning to specific game state T2 (step A705) and processing for notifying the presentation control device 300 of the transition to specific game state T2 (steps A706 to A709, steps A714 to A717) are performed. In addition, if the specific area passage information is not saved in the probability fluctuation function activation information area (step A704; N), processing for transitioning to the normal game state T1 (step A710) and processing for notifying the presentation control device 300 of the transition to the normal game state T1 (steps A711 to A717) are performed.

[0370] On the other hand, if the number of consecutive big wins remaining is 1 (step A193; Y), that is, if the value of the remaining big win count area is 1, the specific area switch monitoring process is terminated without performing the processes of steps A194 to A199. When the limiter function is activated, the probability fluctuation function is disabled. In other words, if the limiter count is reached with the current jackpot, regardless of whether or not there is a V win in the first special game state based on the current jackpot, the game will transition to the normal game state T1 (low probability state) when the first special game state ends. Therefore, even if a V win occurs in the first special game state based on the current big win, if the limiter number of times is reached with the current big win, the process (steps A194 to A195) for transmitting the specific area passing command to the performance control device 300 is not performed. This makes it possible to avoid the performance of announcing a V win, so that the player does not feel disappointed or distrustful. In addition, even if a V win occurs in the first special game state based on the current jackpot, if the limiter count is reached with the current jackpot, the process for saving the specific area passing information (steps A196 to A199) is not performed. This makes it possible to avoid the process for transitioning to the normal game state T1 (step A710) and the process for notifying the performance control device 300 of the transition to the normal game state T1 (steps A711 to A717).

[0371] [Special Chart 1 Normal Processing] Next, the details of the special chart 1 normal processing (step A110) in the special chart 1 game processing will be described. Fig. 28 is a flowchart showing the procedure of the special chart 1 normal processing. The game control device 100 first judges whether the special chart 1 can start to change (step A201). In this judgment, the state in which the special chart 1 can start to change is not between the end of the change (display processing) of the special chart 2 change display game that is a big hit or a small hit and the end of the special game state. It is also a state in which the change cannot start during the execution of the special chart 1 change display game or during the special game state based on the special chart 1 change display game, but in that case, since the special chart 1 normal processing is not being executed, it is not necessary to judge this here.

[0372] If the special chart 1 cannot be changed (step A201; N), set the processing number to "0" (step A212), save the processing number in the special chart 1 game processing number area (step A213), and end the special chart 1 normal processing. Also, if the special chart 1 can be changed (step A201; Y), determine whether the special chart 1 reserved number is 0 or not (step A202). If the special chart 1 reserved number is 0 (step A202; Y), proceed to step A212. Also, if the special chart 1 reserved number is not 0 (step A202; N), prepare a decorative special chart 1 reserved number command, which is a decorative special chart reserved number command corresponding to the special chart 1 reserved number (step A203), and perform the performance command setting process (step A204). Note that at the time of performing the process of preparing the decorative special chart 1 reserved number command (step A203), the subtraction of the special chart 1 reserved number based on the start of the special chart 1 variable display game has not been performed, and a reserved number command corresponding to the special chart 1 reserved number minus 1 from the current special chart 1 reserved number is prepared.

[0373] Next, the game control device 100 judges whether or not it is the final round of the high probability variation (step A205). Specifically, it judges whether or not the value of the high probability variation number area (high probability variation number) for managing the number of special chart variation display games that can be executed in the high probability state is 1. If it is the final time of the high probability fluctuation (step A205; Y), that is, if the value of the high probability fluctuation count area is 1, prepare a high probability fluctuation final time command (step A206), perform a performance command setting process (step A207), and proceed to step A208. Also, if it is not the final time of the high probability fluctuation (step A205; N), that is, if the value of the high probability fluctuation count area is other than 1, proceed to step A208 without performing the processes of steps A206 and A207. After that, a special chart 1 change start process (step Y208) is performed to set information regarding the special chart 1 change display game, and a high probability change count update process (step A209) is performed to update the value of the high probability change count area (high probability change count).

[0374] Next, the special chart 1 change is set in the special chart status area (information addition) (step A201). Here, the special chart status indicates the state of the special chart change display game, and any one of 0 to 5 is set. Special chart status 0 indicates a state in which neither the special chart 1 variable display game nor the special chart 2 variable display game is being executed, special chart status 1 indicates a state in which only the special chart 1 variable display game is being executed, and special chart status 2 indicates a state in which only the special chart 2 variable display game is being executed. Special chart status 3 indicates a state in which both the special chart 1 variable display game and the special chart 2 variable display game are being executed, special chart status 4 indicates a first special game state which is a special game state based on a big win, and special chart status 5 indicates a second special game state which is a special game state based on a small win. Here, the special chart 1 variable display game is started, so 1 or 3 is set as the special chart status. Then, the special chart 1 variable processing transition setting process (step A211) is performed, and the special chart 1 normal processing is terminated.

[0375] [Special Chart 2 Normal Processing] Next, the details of the special chart 2 normal processing (step A142) in the special chart 2 game processing will be described. Fig. 29 is a flowchart showing the procedure of the special chart 2 normal processing. The game control device 100 first judges whether the special chart 2 can start to change (step A221). In this judgment, the state in which the special chart 2 can start to change is not between the end of the change (display processing) of the special chart 1 change display game that is a big hit or a small hit and the end of the special game state. In addition, although the change cannot start during the execution of the special chart 2 change display game or during the special game state based on the special chart 2 change display game, in that case, since the special chart 2 normal processing is not being executed, it is not necessary to judge this here.

[0376] If the special chart 2 cannot be changed (step A221; N), the process number is set to "0" (step A238), the process number is saved in the special chart 2 game process number area (step A239), and the special chart 2 normal process is terminated. Also, if the special chart 2 can be changed (step A221; Y), it is determined whether the special chart 2 reserved number is 0 or not (step A222). If the number of reserved special figures 2 is not 0 (step A222; N), a decorative special figure 2 reserved number command, which is a decorative special figure reserved number command corresponding to the reserved special figure 2 number, is prepared (step A223), and a performance command setting process (step A224) is performed. Note that at the time of performing the process of preparing the decorative special figure 2 reserved number command (step A223), the subtraction of the reserved special figure 2 number based on the start of the special figure 2 variable display game is not performed, and a reserved number command corresponding to the reserved special figure 2 number that is -1 from the current reserved special figure 2 number is prepared.

[0377] Next, the game control device 100 judges whether or not it is the final time of the high probability variation (step A225). Specifically, it judges whether or not the value of the high probability variation number area (high probability variation number) for managing the number of special chart variation display games that can be executed in the high probability state is 1. If it is the final time of the high probability fluctuation (step A225; Y), that is, if the value of the high probability fluctuation count area is 1, prepare a high probability fluctuation final time command (step A226), perform a performance command setting process (step A227), and proceed to step A228. Also, if it is not the final time of the high probability fluctuation (step A225; N), that is, if the value of the high probability fluctuation count area is other than 1, proceed to step A228 without performing the processes of steps A226 and A227.

[0378] Then, a special chart 2 change start process (step Y228) is performed to set information regarding the special chart 2 change display game, and a high probability change count update process (step A229) is performed to update the value of the high probability change count area (high probability change count). Next, the special chart 2 variable is set in the special chart status area (information addition) (step A230). Since the special chart 2 variable display game is started here, the special chart status is set to 2 or 3. After that, the special chart 2 variable processing transition setting process (step A231) is performed to end the special chart 2 normal processing.

[0379] On the other hand, if the number of reserved special figures 2 is 0 (step A222; Y), it is determined whether the number of reserved special figures 1 is 0 (step A232). If the number of reserved special figures 1 is 0 (step A232; Y), it is determined whether the special figure 1 is changing (step A233). If the special figure 1 is not changing (step A233; N), it is determined whether the customer waiting demo has started (step A234), and if the customer waiting demo has not started (step A234; N), processing related to the setting of the customer waiting state is performed. Also, if the number of reserved special figures 1 is not 0 (step A232; N), if the special figure 1 is changing (step A233; Y) or if the customer waiting demo has started (step A234; Y), it proceeds to step Y238.

[0380] In the process of setting the customer waiting state, first, a customer waiting demo flag is set in the customer waiting demo flag area (step A235), a customer waiting demo command corresponding to the current probability state is prepared (step A236), a performance command setting process (step A237) is performed, and the process proceeds to step Y238. By making the customer waiting demo command correspond to the current probability state, it becomes possible to display a different customer waiting screen according to the probability state.

[0381] Furthermore, if the presentation control device 300 is restarted for some reason, a presentation control device 300 that does not have a backup function will lose information about the game status and will be unable to provide appropriate presentation; however, by making the customer waiting demo command correspond to the current probability status, presentation according to the game status can be provided upon receipt of this command, making it possible to return to presentation according to the game status more quickly than by waiting for a probability information command based on a change in the game status to be sent.

[0382] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start processing (step A208) in the special chart 1 normal processing will be described. Figure 30 (a) is a flowchart showing the procedure of the special chart 1 variation start processing. The special chart 1 variation start processing is a process performed at the start of the special chart 1 variation display game. The game control device 100 first sets the special chart 1 information setting flag used for allocating the variation pattern in the special chart reserved information judgment process (step A241). Next, a big win flag 1 setting process (step A242) is performed to set miss information, big win information, or small win information as the result information of the special chart 1 variation display game, and a special chart 1 stop pattern setting process (step A243) is performed for setting the special chart 1 stop pattern (pattern information). Then, a special chart 1 information setting process (step A244) is performed to set the special chart information, which is a parameter for setting the variation pattern, and a special chart 1 variation pattern setting information table, which is a table in which information for referring to various information regarding the setting of the variation pattern of the special chart 1 variation display game is set, is prepared (step A245).

[0383] Then, a special chart 1 variation pattern setting process (step A246) is performed to set a variation pattern, which is a variation mode in the special chart 1 variation display game, and a variation start information setting process (step A247) is performed to set information on the start of variation in the special chart 1 variation display game. Next, "1" is set as the processing number (step A248), and the processing number is saved in the special chart 1 game processing number area (step A249).

[0384] Next, the customer waiting demo flag area is cleared (step A250), and a signal related to the start of the fluctuation of the special pattern 1 (for example, the special pattern 1 fluctuation signal is turned ON) is saved in the test signal output data area (step A251). After that, the fluctuation flag is saved in the special pattern 1 fluctuation control flag area (step A252), the initial value (for example, 100 ms) of the blinking control timer (timer for the blinking period of the special pattern 1 display 51) is saved in the special pattern 1 blinking control timer area (step A253), and the initial value (for example, "0" indicating a blank pattern) is saved in the special pattern 1 fluctuation pattern number area (step A254), and the special pattern 1 fluctuation start processing is terminated.

[0385] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start processing (step A228) in the special chart 2 normal processing will be described. Figure 30 (b) is a flowchart showing the procedure of the special chart 2 variation start processing. The special chart 2 variation start processing is a process performed at the start of the special chart 2 variation display game. The game control device 100 first sets the special chart 2 information setting flag used for allocating the variation pattern in the special chart reserved information judgment process (step A261). Next, a big win flag 2 setting process (step A262) is performed to set miss information, big win information, or small win information as the result information of the special chart 2 variation display game, and a special chart 2 stop pattern setting process (step A263) is performed for setting the special chart 2 stop pattern (pattern information). Then, a special chart 2 information setting process (step A264) is performed to set the special chart information, which is a parameter for setting the variation pattern, and a special chart 2 variation pattern setting information table, which is a table in which information for referring to various information regarding the setting of the variation pattern of the special chart 2 variation display game is set, is prepared (step A265).

[0386] Then, a special chart 2 variation pattern setting process (step A266) is performed to set a variation pattern, which is a variation mode in the special chart 2 variation display game, and a variation start information setting process (step A267) is performed to set information on the start of variation in the special chart 2 variation display game. Next, "1" is set as the processing number (step A268), and the processing number is saved in the special chart 2 game processing number area (step Y269).

[0387] Next, the customer waiting demo flag area is cleared (step A270), and a signal related to the start of the variation of the special pattern 2 (for example, the special pattern 2 variation signal is turned ON) is saved in the test signal output data area (step A271). After that, the variation flag is saved in the special pattern 2 variation control flag area (step A272), the initial value (for example, 100 ms) of the blinking control timer (timer for the blinking period of the special pattern 2 display 52) is saved in the special pattern 2 blinking control timer area (step A273), and the initial value (for example, "0" indicating a blank pattern) is saved in the special pattern 2 variation pattern number area (step A274), and the special pattern 2 variation start processing is terminated.

[0388] In addition, when selecting a variation pattern of the special chart variation display game in the above-mentioned special chart 1 variation start process or special chart 2 variation start process, the information of the set probability setting value may be referred to. This makes it possible to execute a performance that suggests or notifies the probability setting value, such as selecting a variation pattern according to the probability setting value or varying the selection probability of the variation pattern according to the probability setting value.

[0389] [Variable start information setting process] Next, the details of the fluctuation start information setting process (steps A247, A267) in the special chart 1 fluctuation start process and the special chart 2 fluctuation start process will be described. Figure 31 is a flowchart showing the procedure of the fluctuation start information setting process. The game control device 100 first clears the random number storage area (for reserved number 1) of the target variable pattern random numbers 1 to 3 (step A281). Next, a first half variable time value table is set (step A282), and a first half variable time value corresponding to the first half variable number is obtained (step A283). Furthermore, a second half variable time value table is set (step A284), and a second half variable time value corresponding to the second half variable number is obtained (step A285). Then, the first half variable time value and the second half variable time value are added (step A286), and the added value is saved in the target special game processing timer area (step A287).

[0390] In addition, in the special chart 2 variation display game in the normal game state, a long variation with a very long variation time is set. In this case, the above-mentioned added value is calculated as the remaining time (time less than 60000 ms) after subtracting the time that can be measured using the number of repetitions, which is the number of times the specified time (here 60000 ms) is measured.

[0391] Then, it is determined whether the information of special chart 1 is being set (step A288), and if the information of special chart 1 is being set (step A288; Y), the process proceeds to step A292. If the information of special chart 1 is not being set (step A288; N), that is, if the information of special chart 2 is being set, it is determined whether the long fluctuation of special chart 2 is about to start (step A289). A long fluctuation is a fluctuation pattern that is set when the special chart 2 fluctuation display game is in a normal game state, and is determined by the number of the set fluctuation pattern.

[0392] If the long variation of the special chart 2 is not started (step A289; N), 0 is saved in the repeat count area of ​​the special chart 2 game processing timer (step A290) and the process proceeds to step A292. Also, if the long variation of the special chart 2 is started (step A289; Y), 9 is saved in the repeat count area of ​​the special chart 2 game processing timer (step A291) and the process proceeds to step A292.

[0393] Then, prepare a variable command (MODE) corresponding to the first half variable number (step A292), prepare a variable command (ACTION) corresponding to the second half variable number (step A293), and perform the performance command setting process (step A294). Next, update the target reserved number by -1 (step A295), shift the contents of the target random number storage area (step A296), clear the empty area after the shift (step A297), and end the variable start information setting process.

[0394] In this embodiment, in order to vary the time that is not enough with the 2-byte timer, the number of repetitions is set for the long variation of the special chart 2. In the variation start information setting process, a timer of 60000 ms and a number of repetitions of 9 are saved as the addition result, and the timer is subtracted in the timer interrupt process, and when the time is up, the number of repetitions is subtracted by 1 and 60000 ms is set to the game processing timer. As a result, the variation time of the long variation of the special chart 2 becomes 10 minutes (= 60000 ms x 10). Since the timer interrupt period is 4 ms, it can be set up to about 262 seconds with 2 bytes, but for ease of understanding, it is expressed as a multipl...

Claims

[Claim 1] A gaming machine capable of executing a game, the gaming machine comprising: a game control means for controlling a game; a presentation control means for controlling presentations of the game; and a display means for displaying information relating to the game, The game control means a state change means for changing a game state according to the number of times a predetermined condition is met; a first storage means for storing the number of times a predetermined condition is satisfied until the game state changes; A second storage means for storing the current game state; a transmitting means for transmitting, after recovery from a power outage, remaining number information corresponding to the remaining number of times that have been achieved and stored in the first storing means, and game status information corresponding to the game status and stored in the second storing means, to the presentation control means; The gaming state includes a first gaming state and a second gaming state, The games include a first game that is executed based on the establishment of a first start condition and a second game that is executed based on the establishment of a second start condition, The performance control means Multiple presentation modes can be set, A presentation mode display corresponding to the remaining number of times information and the game status information transmitted by the transmission means can be displayed on the display means, a decorative game that variably displays identification information corresponding to the first game in the first gaming state can be displayed on the display means; In the second gaming state, a decorative game that variably displays identification information corresponding to the second game can be displayed on the display means, A gaming machine characterized in that, when the first game is started during a specific period in the first gaming state, execution of a decorative game corresponding to the first game is restricted.