Game machine

JP2024029447A5Active Publication Date: 2025-12-05FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2022131710
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-22
Publication Date
2025-12-05
Estimated Expiration
2042-08-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack appropriate control measures immediately before and after forced termination due to excessive game values, affecting other game controls.

Method used

A gaming machine with a main control unit, out number detection, counting counter, command transmission, and sub-control unit to manage game stop states, lottery processes, and scenario changes during forced termination, ensuring appropriate processing without affecting other game controls.

Benefits of technology

Enables controlled game termination and post-termination processing that maintains seamless operation of other game functions, reducing player dissatisfaction and operational disruptions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine, even when the number of game values acquired by a player reaches a fixed value or more and a game is forcibly terminated, capable of performing appropriate processing regarding control until forcible termination and control after the forcible termination without affecting control relating to other games.SOLUTION: A sub control CPU can, when receiving a suppression device activation warning command for notifying a player of information relating to a game stop state in a winning game, change a performance scenario for executing a round performance and / or a termination interval performance to a specific performance scenario based on the game stop state (see Fig. 47(c)).SELECTED DRAWING: Figure 47
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Description

[Technical field]

[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (managed gaming machines) that circulate enclosed gaming balls inside, and more specifically to gaming machines that can appropriately process control up to and after the forced termination without affecting control related to other games, even when the number of game values ​​acquired by a player reaches a certain level and the game is forced to end. [Background technology]

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine is equipped with a stop function that forcibly ends a game when the number of winning balls (game value number) acquired by a player reaches a certain number. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-217645 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above gaming machine, there is a problem in that when a game is forcibly terminated, sufficient measures are not taken with respect to control immediately before or after the forcible termination.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can perform appropriate processing up to and after the forced termination of a game, even if the number of game values ​​acquired by a player reaches a certain amount and the game is forcibly terminated, without affecting the control related to other games. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means. Note that the parentheses indicate reference symbols of the embodiments described below, but the present invention is not limited thereto.

[0007] According to the gaming machine of the invention of claim 1, a main control means (for example, a main control CPU 600a shown in FIG. 3) for controlling the overall gaming operation, An out number detection means (e.g., an outlet switch 50a shown in FIG. 3) for detecting game balls that are launched into a game area (e.g., the game area 40 shown in FIG. 2) or discharged from the game area to outside the game area; A winning number detection means (for example, the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the left middle general winning port switch 49c1, the lower left general winning port switch 49d1, and the large winning port switch 46c shown in FIG. 3) for detecting game balls that have passed through the winning ports (for example, the special symbol 1 start port 44, the special symbol 2 start port 45a, the upper right general winning port 49a, the upper left general winning port 49b, the left middle general winning port switch 49c1, the lower left general winning port switch 49d1, and the large winning port switch 46c shown in FIG. 2). a counting counter (e.g., a difference ball counter) that counts according to the number of outs based on the detection result of the out number detection means and the number of game values ​​based on the detection result of the winning number detection means; A command transmission means (for example, a main control CPU 600a shown in FIG. 3) for transmitting a specific command (for example, a game stop command) when the counting counter exceeds a predetermined value; A sub-control means (for example, a sub-control CPU 800a shown in FIG. 3) that receives the specific command transmitted by the command transmission means, When the counting counter (e.g., the ball difference counter) exceeds the predetermined value, the main control means (e.g., the main control CPU 600a shown in FIG. 3) brings the game into a game stop state in which a predetermined game operation is stopped, The sub-control means (e.g., the sub-control CPU 800a shown in FIG. 3) displays a game stop state display (e.g., see image P57 shown in FIG. 45(b-3)) indicating that the game is stopped based on receiving the specific command (e.g., a game stop command) on a display means (e.g., the liquid crystal display device 41 shown in FIG. 2) that displays information related to the game operation, The main control means (for example, the main control CPU 600a shown in FIG. 3) executes a lottery process resulting from a game operation, and when the result of the lottery process is a win, enables a winning game to be executed; The sub-control means (e.g., the sub-control CPU 800a shown in Figure 3) is characterized in that, when it receives an advance notification command (e.g., a suppression device activation warning command) that notifies information regarding the game stop state during the winning game, it is able to change the presentation scenario for executing the round presentation and / or the end interval presentation to a specific presentation scenario based on the game stop state (e.g., see Figure 47(c)). According to the gaming machine of the invention of claim 2, in the gaming machine described in claim 1, the specific presentation scenario is modified so that an audio scenario that notifies the player of the gaming status after a winning action is not executed during the end interval presentation, and movable parts are not operated (for example, see Figures 46(a-3) to (d-3) and Figure 47(c)). Effect of the Invention

[0008] According to the present invention, even if the number of game values ​​acquired by a player reaches a certain amount and the game is forced to end, appropriate processing can be performed for control up to the forced termination and control after the forced termination without affecting control related to other games. [Brief description of the drawings]

[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to a first embodiment of the present invention; [Diagram 2] FIG. 2 is a front view of the game board according to the embodiment. [Diagram 3]2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 4] 1A shows a memory area of ​​a main control RAM according to the embodiment, and FIG. 1B shows a memory map showing a memory area of ​​a main control ROM according to the embodiment. [Diagram 5] (a) to (e) are example screens to explain what happens when the difference in balls exceeds 90,000 during fluctuation and a suppression device activation warning command is sent to the sub-control board. [Figure 6] (a) to (c) are example screens for explaining a case where the difference in balls exceeds 95,000 during fluctuation and a game stop command is sent to the sub-control board. [Figure 7] (a) to (e) are example screens for explaining a case where the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command is sent to the sub-control board. [Figure 8] (a) to (e) are example screens to explain that when the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command is sent to the sub-control board, the game will be stopped after the jackpot despite the effects that create a sense of expectation in the player. [Figure 9] (a) to (e) are example screens for explaining how the promotion effect is restricted or stopped depending on the state. [Figure 10] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 11] 11 is a flowchart illustrating the continuation of the main process of the main control shown in FIG. 10. [Figure 12] 11 is a flowchart illustrating the setting switching process shown in FIG. 10. [Figure 13] FIG. 11 is a flowchart illustrating a power supply abnormality check process. [Figure 14] 12 is a flow chart for explaining the setting for starting a game outside the area shown in FIG. 11. [Figure 15] FIG. 15 is a flowchart illustrating the game stop processing shown in FIG. [Figure 16]12 is a flowchart illustrating the winning ball number management process 1 shown in FIG. [Figure 17] FIG. 17 is a flowchart illustrating the initial setting of the measurement RAM area shown in FIG. 16. [Figure 18] FIG. 17 is a flowchart illustrating the counting process shown in FIG. 16. [Figure 19] FIG. 17 is a flowchart illustrating the counting process shown in FIG. 16. [Figure 20] 17 is a flowchart illustrating the suppression device counting process shown in FIG. 16. [Figure 21] FIG. 11 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 22] 22 is a flowchart illustrating the suppression device operation management process shown in FIG. 21. [Diagram 23] 22 is a flowchart for explaining the normal symbol processing shown in FIG. 21. [Figure 24] 22 is a flowchart illustrating the special symbol processing shown in FIG. 21. [Diagram 25] FIG. 25 is a flowchart illustrating the start port check process 1(2) shown in FIG. 24. [Figure 26] A flowchart explaining the special pattern variation start processing shown in Figure 24. [Figure 27] A flowchart explaining the processing during the special pattern change shown in Figure 24. [Figure 28] FIG. 25 is a flowchart illustrating the process during the special symbol confirmation time shown in FIG. 24. [Figure 29] FIG. 22 is a flowchart illustrating the out-of-use area process shown in FIG. 21. [Diagram 30] FIG. 11 is a flowchart showing main processing of sub-control according to the embodiment. [Diagram 31] FIG. 31 is a flowchart showing the data analysis process shown in FIG. 30. [Diagram 32] FIG. 11 is a flowchart showing a command reception process of sub-control according to the embodiment. [Diagram 33]FIG. 11 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Diagram 34] 13A shows a flowchart for explaining an initial command list for moving images, FIG. 13B shows a flowchart for explaining a normal command list for moving images, and FIG. 13C shows a flowchart for explaining a command list for still images. [Diagram 35] FIG. 11 is a flowchart illustrating the continuation of the main process of the main control in the second embodiment. [Diagram 36] FIG. 37 is a flowchart illustrating the process outside the used area when the RAM is cleared as shown in FIG. [Figure 37] A flowchart illustrating the setting of the game start processing outside the use area shown in Figure 35. [Figure 38] A flowchart explaining the winning ball number management process 1 shown in Figure 35. [Figure 39] FIG. 11 is a flowchart illustrating a timer interrupt process of main control according to the second embodiment. [Diagram 40] FIG. 40 is a flowchart illustrating the out-of-use area process shown in FIG. 39. [Diagram 41] FIG. 40 is a flowchart illustrating the suppression device counting process shown in FIG. 39. [Diagram 42] FIG. 40 is a flowchart illustrating the suppression device operation management process shown in FIG. 39. [Diagram 43] FIG. 40 is a flowchart illustrating the suppression device operation management process 2 shown in FIG. 39. [Diagram 44] 1A shows an example of a program for a suppression device activation judgment table according to the embodiment, and FIG. 1B shows an example of a program for a suppression device activation advance notice command table according to the embodiment. [Diagram 45](a-1) is a screen example for explaining the case where the difference in balls exceeds 90,000 during a jackpot and a suppression device operation notice command is sent to the sub-control board, (b-1) is a screen example for explaining the case where the difference in balls exceeds 95,000 during a jackpot and a suppression device operation warning command is sent to the sub-control board, (c-1) is a diagram showing a screen example for explaining the case where an error is displayed in the state shown in (b-1). And (a-2) is a screen example for explaining the case where an error is displayed in the state shown in (b-1), (b-2) is a screen example showing only that the saving function is operating, and (c-2) is a diagram showing a screen example showing that the saving function is operating, an error display, and a right-hit display. And further, (a-3) is a screen example for explaining the case where multiple errors are displayed in the state shown in (b-1), and (b-3) is a diagram showing a screen example showing that the saving function is operating, some error displays, ball output display, and a QR code (registered trademark). [Figure 46] (a-1) to (d-1) are diagrams showing examples of screens when, at the end of a big win game, a movable accessory device operates in a reserved consecutive performance, a decorative lamp lights up in rainbow colors, or a sound "Rush mode continues!!" is output so that the advantageous state continues until the next win. (a-2) to (d-2) are diagrams explaining a case where, when the difference in balls exceeds 95,000 and a suppression device operation warning command is sent to the sub-control board, the liquid crystal display device shown in (a-1) to (d-1) only displays that the saving function will be activated after the big win game. (a-3) to (d-3) are diagrams explaining a case where, when the difference in balls exceeds 95,000 and a suppression device operation warning command is sent to the sub-control board, not only displays that the saving function will be activated after the big win game, but also processes sounds and decorative lamps. [Figure 47]These are diagrams for explaining scenarios during a jackpot, where (a) explains the scenario of a normal jackpot where the consecutive reserved ball performance does not occur, (b) explains the scenario when the consecutive reserved ball performance is won, and (c) explains the scenario when the consecutive reserved ball performance is won but the saving function is activated. [Figure 48] 13(a) and 13(b) are diagrams showing example screens of a modified example that display a warning message of a suppression device (saving function). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] <Description of the First Embodiment> A first embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left and right are indicated, they refer to up, down, left and right as viewed from the front of the figure.

[0011] <Explanation of the external appearance of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to Figs. 1 to 3.

[0012] <Explanation of the external appearance of the front of the pachinko machine>

[0013] As shown in Fig. 1, a pachinko game machine 1 is configured such that a rectangular front frame 3 is attached to the front of a wooden outer frame 2 so as to be able to open and close, and a game board 4 is attached inside a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is attached with a game area 40 shown in Fig. 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this game area 40 as shown in Fig. 1. The game area 40 is an area surrounded by a ball guide rail 6 (see Fig. 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko game machine 1 has a front operation panel 7 disposed under the glass door frame 5, an upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing the discharged game balls is integrally formed on the upper tray unit 8. The front operation panel 7 is also provided with a ball loan button 11 and a prepaid card discharge button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push button type performance button device 13 that can change the performance effect by pressing it when a built-in lamp (not shown) is lit. The upper tray 9 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downward, and further provided with a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the figure, a triangular left key 15c located to the left of the decision key 15a in the figure, a triangular right key 15d located to the right of the decision key 15a in the figure, and a triangular down key 15e located below the decision key 15a in the figure.

[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music and sound effects are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with decorative lighting are provided around the periphery of the front frame 3.

[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is disposed in the approximate center of the game area 40 of the game board 4. The liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (character conversations, lyrics subtitles, etc.) or patterns (special patterns and normal patterns). Around the liquid crystal display device 41, a top decoration 42a, a left decoration 42b, and a right decoration 42c for decoration are provided, and a movable role device 43 is disposed on the back side of the top decoration 42a, the left decoration 42b, and the right decoration 42c. In addition, decorative lamps such as full-color LED lamps that produce a dramatic effect by light decoration are disposed on the top decoration 42a, the left decoration 42b, and the right decoration 42c.

[0017] As shown in Fig. 2, the movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, which perform a predetermined performance operation as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives the upper, left, right, and upper left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create a performance effect by light decoration are arranged on these upper, left, right, and upper left movable accessories 43a to 43d.

[0018] On the other hand, the special symbol 1 start hole 44 is arranged directly below the liquid crystal display device 41, and a special symbol 1 start hole switch 44a (see FIG. 3) for detecting winning balls is provided inside the special symbol 1 start hole switch 44a. The number of effective winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 3), that is, the number of first start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4). When a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 3), the number of first start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decreased by 1 (-1). Decorative lamps such as full-color LED lamps that produce a performance effect by light decoration are arranged around the special symbol 1 start hole 44.

[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. This special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can be changed between an "open state" in which the special symbol 2 start port 45a is in an open state where a game ball can enter, and a "closed state" in which the special symbol 2 start port 45a is in a closed state where a game ball cannot enter, a ball entry guide section 45c that can be changed between a "guiding state" that guides the game ball toward the special symbol 2 start port 45a and a "non-guiding state" that does not guide the game ball, and a special symbol 2 start port switch 45a1 (see Fig. 3) that detects the game ball that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start hole 45a is opened almost horizontally toward the right side in the front left-right direction shown in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 3) for detecting winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), that is, the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4). Note that, when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), the number of second start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts, the number of second start reserved balls is decreased by 1 (-1).

[0021] The opening and closing section 45b is provided with an opening and closing member (not shown) that can move left and right relative to the special symbol 2 starting hole 45a, and a normal electric role solenoid 45b2 (see FIG. 3) that drives and controls the opening and closing member (not shown). When the opening and closing section 45b is in a closed state, the opening and closing member (not shown) protrudes into the special symbol 2 starting hole 45a to prevent game balls from entering the special symbol 2 starting hole 45a, and when in an open state, it retreats to allow game balls to enter the special symbol 2 starting hole 45a.

[0022] The ball entry guide section 45c is provided with a guide member (not shown) that is inclined downward from the right side to the left side as shown in Fig. 2 (inclined downward toward the special symbol 2 starting hole 45a side). This guide member (not shown) is driven and controlled by the normal electric role solenoid 45b2 (see Fig. 3).

[0023] In the guide state, the ball entry guide section 45c has a guide member (not shown) that slides to the front side of the play area 40 (the glass door frame 5 side shown in FIG. 1) and protrudes, guiding the game ball placed on the upper side to the special symbol 2 start port 45a, and in the non-guide state, the guide member (not shown) slides backward (to the rear side of the play area 40) and retreats. As a result, even if a game ball is placed on the guide member (not shown) when the guide member (not shown) is in the guide state, if the guide member (not shown) changes to the non-guide state before the game ball enters the special symbol 2 start port 45a and slides backward, the game ball will flow downstream without entering the special symbol 2 start port 45a. The guide member (not shown) and the opening and closing member (not shown) are designed to operate in conjunction with each other.

[0024] In the following, the special symbol 2 starter 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starter 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by light decoration.

[0025] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting hole 44. When the winning device 46 wins the lottery for the special symbol described later, that is, during a winning game state, the opening and closing door 46a is driven and controlled by a special electric role solenoid 46b (see Fig. 3) so that the large winning hole (not shown) closed by the opening and closing door 46a is opened, and the game ball can enter the large winning hole (not shown). The game ball that enters the large winning hole (not shown) is detected as a winning ball by a large winning hole switch 46c (see Fig. 3) provided inside the large winning hole (not shown).

[0026] On the other hand, when the special symbol is not selected, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric role solenoid 46b (see FIG. 3) to close the big prize opening (not shown). This makes it impossible for the game ball to enter the big prize opening (not shown). In the following, the device combining the opening and closing door 46a and the special electric role solenoid 46b may be referred to as the special electric role. In addition, the winning device 46 is provided with decorative lamps such as full-color LED lamps that create a dramatic effect by using light decoration.

[0027] Incidentally, a distribution device 47, which is a conventionally known structure, is provided in the winning device 46. As shown in Fig. 2, this distribution device 47 has a V area 47a and an outlet 47b, and when a game ball enters a large winning port (not shown), the game ball is distributed to either the V area 47a or the outlet 47b. The distribution device 47 does not distribute the game ball that entered the large winning port (not shown) to the V area 47a, but to the outlet 47b, unless a predetermined game state is reached.

[0028] On the other hand, as shown in Fig. 2, a normal symbol start port 48 consisting of a gate is arranged in the upper right part of the liquid crystal display device 41, and a normal symbol start port switch 48a (see Fig. 3) for detecting the passage of the game ball is provided inside the normal symbol start port. In addition, a normal prize port 49 is arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general prize port 49 is composed of an upper right general prize port 49a arranged on the right side of the winning device 46, an upper left general prize port 49b arranged on the left side of the special symbol 1 start port 44, a middle left general prize port 49c, and a lower left general prize port 49d. The upper right general winning opening 49a is provided with an upper right general winning opening switch 49a1 (see FIG. 3) for detecting the passage of the game ball, the upper left general winning opening 49b is provided with an upper left general winning opening switch 49b1 (see FIG. 3) for detecting the passage of the game ball, the middle left general winning opening 49c is provided with a middle left general winning opening switch 49c1 (see FIG. 3) for detecting the passage of the game ball, and the lower left general winning opening 49d is provided with a lower left general winning opening switch 49d1 (see FIG. 3) for detecting the passage of the game ball. The general winning opening 49 is provided with a decorative lamp such as a full-color LED lamp that produces a performance effect by light decoration.

[0029] On the other hand, just below the special symbol 1 starting hole 44, an outlet 50 is arranged into which game balls (out balls) that flow down to the lowest part of the game area 40 without winning are entered. The game balls that enter the outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 3) provided inside, and the winning balls described above also flow down to the lowest part of the game area 4 through the back side of the game board 4, so they are detected by the outlet switch 50a (see FIG. 3). Therefore, the outlet switch 50a (see FIG. 3) detects the total number of outs discharged, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. In addition, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the balls.

[0030] On the other hand, three seven-segment displays are arranged in the lower right periphery of the play area 40 of the game board 4, two of which are special symbol display devices 51, and the other seven-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Fig. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and a normal symbol display device 52 consisting of one LED is provided to the left of the special symbol 1 display device 51a, and further, a round lamp 53b that notifies the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies the right hit are provided.

[0031] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left decoration 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player that the special symbol 1 and special symbol 2 are changing, or that the special symbol 1 and special symbol 2 are winning or losing. The first identification lamp 51Aa corresponds to the special symbol 1, and the second identification lamp 51Ab corresponds to the special symbol 2. When the special symbol 1 is changing, the first identification lamp 51Aa flashes, when the special symbol 1 is a winning symbol, the first identification lamp 51Aa is lit, and when the special symbol 1 is a losing symbol, the first identification lamp 51Aa is turned off. Furthermore, when the special symbol 2 is changing, the second identification lamp 51Ab flashes, when the special symbol 2 is a winning symbol, the second identification lamp 51Ab is lit, and when the special symbol 2 is a losing symbol, the second identification lamp 51Ab is turned off.

[0033] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.

[0034] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko game machine 1 having the above-mentioned external configuration will be described with reference to Fig. 3. As shown in Fig. 3, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0035] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b storing a game program describing a series of game control procedures, and a main control RAM 600c functioning as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information related to the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state) and also displays the setting contents of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] A payout / launch control board 70 that controls the payout motor M to pay out game balls is connected to the main control board 60 configured in this manner. In addition, there are connected a special pattern 1 start port switch 44a which detects winning at the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winning at the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winning at the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winning at a large prize port (not shown) which is opened or closed by the opening and closing door 46a, and an outlet switch 50a which can detect the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. Furthermore, a normal electric role solenoid 45b2 that drives and controls the opening and closing member (not shown) and the guide member (not shown), a special electric role solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected. Furthermore, a cheating detection board 55 that detects cheating by the player is connected.

[0037] When the main control board 60 thus configured receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a at the main control CPU 600a, it performs a lottery, determines the variation pattern of the special symbol and the display contents of the stop symbol or normal symbol according to the winning / losing information that is the lottery result, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and transmits it to the sub-control board 80. In addition, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.

[0038] In addition, if the result of the lottery is that a normal pattern is selected, the normal electric device solenoid 45b2 is controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guiding state for a predetermined time, and if the lottery is that of a special pattern, the special electric device solenoid 46b is controlled to open the large prize opening (not shown).

[0039] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a gaming ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the gaming ball is distributed to the V area 47a.

[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the outlet switch 50a. Then, the main control board 60, i.e., the main control CPU 600a, outputs contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., based on the measured number of prize balls and the total number of game balls discharged, to the measurement / setting display device 610. As a result, contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., are displayed on the measurement / setting display device 610.

[0041] Furthermore, the measurement / setting display device 610 can display the setting contents of the probability of generating a game state advantageous to the player in six steps, for example, from "1" to "6". Therefore, when changing such setting contents, when a dedicated key is inserted into the setting key switch 630 and turned ON, the setting contents of the probability of generating a game state advantageous to the player can be changed in six steps, for example, from "1" to "6" by the RAM clear switch 620 (for example, the setting "6" has the highest probability of generating a game state advantageous to the player, and the setting "1" has the lowest probability of generating a game state advantageous to the player). The setting change contents are then displayed on the measurement / setting display device 610, and when the setting change contents are confirmed, the dot on the lower right side of the 7-segment is lit to indicate that the setting contents have been confirmed.

[0042] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and turned ON, the entire memory area of ​​the main control RAM 600c is not cleared, but only a part of the memory area is cleared. That is, as shown in FIG. 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, of which memory space addresses 0000H to 0100H are a RAM area 600ca in the used area used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H are an unused area 600cb, memory space addresses 0110H to 0130H are a stack area 600cc in the used area used during game processing such as lottery processing, and memory space addresses 0130H to 0150H are an unused area 600cb. In the unused area 600cd, the memory space addresses from 0150H to 0190H are an outside used area RAM area 600ce which stores the total number of game balls fired into the game area 40, including the number of winning balls and the number of non-winning balls, measured by the main control board 60, i.e., the main control CPU 600a, the memory space addresses from 0190H to 01E0H are an unused area 600cf, and the memory space addresses from 01E0H to 0200H are an outside used area stack area 600cg which is used when measuring the total number of game balls fired into the game area 40, including the number of winning balls and the number of non-winning balls, etc.

[0043] On the other hand, as shown in FIG. 4B, in the main control ROM 600b, of the memory space addresses 8000H to A800H, the memory space addresses 8000H to 8B90H are a program area 600ba in the used area where programs used during game processing such as lottery processing are stored, the memory space addresses 8B90H to 9000H are an unused area 600bb, the memory space addresses 9000H to 9A00H are a data area 600bc in the used area where data used during game processing such as lottery processing are stored, the memory space addresses 9A00H to 9C00H are an unused area 600bd, and the memory space addresses 9C00H to A010H are an unused area 600bd. The area up to A010H is an unused area 600bf, the memory space addresses from A200H to A320H is an unused area 600bg, the memory space addresses from A320H to A780H is an unused area 600bh, and the memory space addresses from A780H to A800H is a vector table area 600bi.

[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraudulent behavior detection signal that detects a player's fraudulent behavior using a magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55, it generates a fraudulent error command (presentation control command DI_CMD) and sends it to the sub-control board 80.

[0045] <Explanation about the Dispatch / Fire Control Board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The payout motor signal thus generated controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to the player's operation based on a prize ball counting signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.

[0046] On the other hand, a touch sensor is provided on the periphery of the launch handle 16 shown in Fig. 1, and when the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70 as shown in Fig. 3. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.

[0047] Incidentally, the payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in Figs. 1 and 3 is pressed, a ball lending signal is sent to a CR unit (not shown) arranged adjacent to the pachinko game machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is completed, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.

[0048] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b in which control programs describing performance control procedures are stored, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.

[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a working area or buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub one-chip microcomputer 800, a DDR2 SDRAM 804 that is composed of a working area for expanding compressed video data and a frame buffer area for temporarily storing image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which compressed still image data and compressed video data, CG data, and sound data such as background music and sound effects are stored in advance. Note that the still image is a so-called sprite image, which indicates a single image such as text data such as characters, a background image, or a special pattern. Note that the moving image means a collection of multiple still images (multiple frames) that change continuously, and smooth movement is reproduced by drawing multiple still images continuously on the liquid crystal display device 41.

[0050] The sub-control board 80 thus constructed is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and is further connected to a push-button type effect button device 13 that can be pressed by the player to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable role device 43 that performs a predetermined effect operation as the game progresses, an identification lamp device 51A that notifies the player that the special symbols 1 and 2 are changing, or that the special symbols 1 and 2 have won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.

[0051] Thus, the sub-control board 80 thus configured receives, in the sub-control CPU 800a, a presentation control command DI_CMD including basic information required for the special symbol variation pattern based on the lottery result, the current game state, the number of balls reserved for starting, the decorative symbols to be stopped based on the lottery result, etc., transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, a presentation pattern corresponding to the received presentation control command DI_CMD from among a large number of presentation patterns previously stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the determined presentation pattern in the sub-control RAM 800c.

[0052] The sub-control CPU 800a transmits a sound-related control signal, among the control signals instructing the execution of the presentation pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the presentation pattern determined above.

[0053] Furthermore, the sub-control CPU 800a transmits a light-related control signal among the control signals instructing execution of the performance pattern stored in the sub-control RAM 800c to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps such as full-color LED lamps that produce lamp performance effects, and thus a lamp performance corresponding to the determined performance pattern is executed.

[0054] The sub-control CPU800a then transmits to the VDP803 a command list relating to images among the control signals for instructing execution of the performance pattern stored in the sub-control RAM800c. As a result, the VDP803 generates image data to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby causing an image corresponding to the determined performance pattern to be displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but the VDP803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 3 as an interrupt signal to the sub-control CPU800a so that the sub one-chip microcomputer 800 (sub-control CPU800a) can know that the display operation of this one frame has ended. This allows the sub-control CPU800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0055] Furthermore, the sub-control CPU 800a transmits, among the control signals instructing the execution of the performance pattern stored in the sub-control RAM 800c, a control signal relating to the movable role device to the movable role device 43. As a result, the movable role device 43 moves in accordance with the determined performance pattern.

[0056] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 3. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a transformer (not shown) installed in the game center, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0057] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and when it detects a voltage abnormality due to the voltage being cut off or a power outage occurring, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.

[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and the generated system reset signal RST is output to each board.

[0059] <Explanation of the suppression device (saving function)> Incidentally, the above-mentioned pachinko game machine 1 is equipped with a suppression device (saving function) that stops the game when the player acquires a certain number of prize balls. This suppression device (saving function) will be explained below.

[0060] <Outline of the suppression device (saving function)> The suppression device (saving function) stops the game when the difference balls exceed 95,000. The difference balls are "the number of game balls paid out to the player" minus "the number of game balls fired by the player into the game area 40 using the firing handle 16" = "the number of prize balls actually won by the player". The main control CPU 600a counts the difference balls using a difference ball counter, which is set (cleared) to 100,000 balls when the power is turned on, and subtracts 1 (-1) every time the player fires a game ball into the game area 40 using the firing handle 16, and adds (+) the number of prize balls every time a game ball enters the special symbol 1 start hole 44, the special symbol 2 start hole 45a, the upper right general winning hole 49a, the upper left general winning hole 49b, the middle left general winning hole 49c, the lower left general winning hole 49d, and the big winning hole (not shown) shown in FIG. 2. Therefore, each time a game ball is shot, one is subtracted (-1) from the difference ball counter, and the game starts with 100,000 shots. If the business of the parlor (game center) for the day is closed without the suppression device (saving function) being activated, the employee of the parlor (game center) will turn the power of the pachinko game machine 1 on and off the next day, and the difference ball counter will be set (cleared) to 100,000 shots.

[0061] Thus, when the result of counting using such a difference ball counter is that the difference ball exceeds 95,000 (when the difference ball counter becomes > 195,000), the game is stopped. This game stop state can be released by pressing the RAM clear switch 620 (see FIG. 3) and clearing the main control RAM 600c. Note that if the pachinko game machine 1 is powered off and restored without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game will remain in the stopped state.

[0062] By the way, when the difference in balls exceeds 95,000 shots, the process of stopping the game is different depending on whether it is in a normal game state or a jackpot game state. That is, during normal game (a state in which a pattern change is possible without a jackpot, including a probability change state and a pattern change during time reduction), the game is stopped immediately when the difference in balls exceeds 95,000 shots.

[0063] On the other hand, if a big win game is in progress, the game is stopped when the big win game ends.

[0064] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be described.

[0065] The control of this suppression device (saving function) has stages according to the state of the ball difference before the suppression device (saving function) is activated, and when each state is reached, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states are notified.

[0066] (1) When the suppression device (saving function) is not activated This state indicates that there is still some time until the game stops, and the player cannot know how much time is left until the game stops.

[0067] (2) When the suppression device (saving function) is in a warning state This state is a state where the difference in balls exceeds 90,000 and there are less than 5,000 balls remaining until the game is stopped. At this time, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (presentation control command DI_CMD) to the sub-control board 80.

[0068] Incidentally, the above states (1) and (2) go back and forth. Therefore, every time the state transitions from (1) to (2), the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command (performance control command DI_CMD) to the sub-control board 80.

[0069] On the other hand, when the difference in balls decreases and the state transitions from the above state (2) to the above state (1), the main control board 60 (main control CPU 600a) will send a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80.

[0070] Incidentally, even if the difference ball changes by even one ball and the state goes back and forth between (1) and (2) above, the main control board 60 (main control CPU 600a) will transmit a suppression device activation notice command (presentation control command DI_CMD) or a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80 according to the state. Therefore, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (presentation control command DI_CMD) or a suppression device activation notice command (presentation control command DI_CMD) within a predetermined period after receiving the suppression device activation notice command (presentation control command DI_CMD), it will not issue a notice according to the command (or erase the notice).

[0071] (3) When the suppression device (saving function) is in an operational warning state This state is a state before the game is stopped, exceeding 95,000 balls difference. If the player is in a state where he can gain profits, such as during a jackpot, the game is not stopped immediately, but after the state where the player can gain profits, such as during a jackpot, ends. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) will send a suppression device operation warning command (presentation control command DI_CMD) to the sub-control board 80.

[0072] Note that the transition from (2) to (3) above is one-way; there is no transition from state (3) to state (2) or (1) above.

[0073] (4) When the suppression device (saving function) is activated This state is a state in which the difference in balls has exceeded 95,000 and the game is stopped. The state indicates a state in which the game has been stopped due to the difference in balls exceeding 95,000 due to the prize balls generated when the game balls shot during fluctuation or fluctuation stop other than during a jackpot enter the winning holes (special symbol 1 starting hole 44, special symbol 2 starting hole 45a, upper right general winning hole 49a, upper left general winning hole 49b, left center general winning hole 49c, lower left general winning hole 49d, and large winning hole (not shown) shown in FIG. 2), or a state in which the player can gain profits such as during a jackpot has ended, and the game has been stopped after transitioning from the above state (3). Therefore, when transitioning to this state, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80.

[0074] In addition, if the difference in balls exceeds 95,000 during the fluctuation, the state will transition from (2) above to (4) without passing through (3) above.

[0075] <Explanation of the process leading up to the operation of the suppression device (saving function)> Next, we will explain the image of how the suppression device (saving function) works. Figure 5 shows the case where the difference in balls exceeds 90,000 during the fluctuation and the suppression device operation notice command (performance control command DI_CMD) is sent to the sub-control board 80.

[0076] First, as shown in FIG. 5(a), the liquid crystal display device 41 displays a stopped decorative pattern (see image P1, shown as "767"), and then a stopped resident pattern (see image P2, shown as "767").

[0077] Next, the liquid crystal display device 41 shown in FIG. 5(b) displays a decorative pattern that changes at high speed (see image P1), and further displays a resident pattern that changes at high speed (see image P2). At this time, if the player wins a prize ball and exceeds 90,000 balls, the main control board 60 (main control CPU 600a) will transmit a suppression device operation notice command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that displays the suppression device operation notice on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays (see image P3) that there are about 5,000 balls remaining until the saving function is activated, as shown in FIG. 5(c).

[0078] Next, when the variation of the decorative pattern stops and the variation of the resident pattern stops, as shown in FIG. 5(d), the liquid crystal display device 41 displays the stop pattern of the decorative pattern (see image P1, "567" in the figure) and the stop pattern of the resident pattern (see image P2, "567" in the figure). At this time, even if the variation of the decorative pattern stops and the variation of the resident pattern stops, if the liquid crystal display device 41 is in the above (2) suppression device (saving function) operation notice state, the display (see image P3) that there are about 5000 shots remaining until the saving function is activated will continue. At this time, the display (see image P3) that there are about 5000 shots remaining until the saving function is activated is displayed on the back side of the decorative pattern, or is displayed so that the decorative pattern and the text of image P3 do not overlap. At this time, a voice guide may be performed in parallel, and may be notified at the same time as the sound performance of the variation performance or the notice performance.

[0079] Next, when the decorative pattern starts to change and the resident pattern starts to change, as shown in FIG. 5(e), the liquid crystal display device 41 displays the decorative pattern changing at high speed (see image P1) and the resident pattern changing at high speed (see image P2). At this time, in the case of the suppression device (saving function) operation notice state (2), the liquid crystal display device 41 continues to display that there are about 5000 shots remaining until the saving function is activated (see image P3). As described above, in order to deal with the case where the state goes back and forth from (1) to (2), the sub-control board 80 (sub-control CPU 800a) does not erase or display the display that there are about 5000 shots remaining until the saving function is activated (see image P3) even if it receives the suppression device non-activation state command (performance control command DI_CMD) or the suppression device operation notice command (performance control command DI_CMD) within a predetermined period after receiving the suppression device operation notice command (performance control command DI_CMD). Instead of erasing or not displaying the display (see image P3) that there are about 5000 shots remaining until the saving function is activated, the size of the display that there are about 5000 shots remaining until the saving function is activated may be reduced or the display position may be changed. Specifically, since the player who is playing can be sufficiently informed that the saving function may be activated if the player is notified for a certain period of time, the display may be reduced in size so as not to interfere with the game after the certain period of time has elapsed, or the display position may be moved to a corner of the liquid crystal display device 41. Furthermore, after reducing the size or changing the display position, when the player finishes playing and goes through the fluctuation stop state and enters the customer waiting state, the display that there are about 5000 shots remaining until the saving function is activated may be returned to its original size or may be displayed for the customer waiting demo. This is to ensure that the next player who plays does not overlook that there are about 5000 shots remaining until the saving function is activated.

[0080] 6 shows a case where the difference in balls exceeds 95,000 during the fluctuation and a game stop command (presentation control command DI_CMD) is transmitted to the sub-control board 80. Note that in FIG. 6, a case is assumed where the display content displayed on the liquid crystal display device 41 is changed as the difference in balls approaches 95,000. That is, it is assumed that each time the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command 2 (presentation control command DI_CMD), a suppression device operation notice command 3 (presentation control command DI_CMD), a suppression device operation notice command 4 (presentation control command DI_CMD), and a suppression device operation notice command 5 (presentation control command DI_CMD) to the sub-control board 80 accordingly.

[0081] As shown in FIG. 6(a), the liquid crystal display device 41 displays a decoration pattern stopped (see image P1, "567" in the figure), and further displays a resident pattern stopped (see image P2, "567" in the figure). At this time, the difference in balls exceeds 94,000, and the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command 5 (performance control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the liquid crystal display device 41 to display the suppression device operation notice. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a message (see image P4) that the saving function will be activated soon, as shown in FIG. 6(a).

[0082] Next, when the decorative symbols start to vary and then the resident symbols start to vary, as shown in FIG. 6(b), the liquid crystal display device 41 displays the decorative symbols varying at high speed (see image P1) and the resident symbols varying at high speed (see image P2). Furthermore, a message indicating that the saving function will be activated shortly (see image P4) is also continuously displayed. At this time, if the player wins a prize ball and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (image) that causes the liquid crystal display device 41 to display the game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message (see image P5) saying, "Playing has stopped. Savings have been achieved. Playing has stopped," as shown in FIG. 6(c).

[0083] However, when the game stops during the change, the game stops without informing the player of the lottery result. Furthermore, no pattern change performance is performed to stop the change of the decorative pattern, and the output port of the main control CPU 600a that outputs signals to the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a is cleared, so that the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a are turned off, and the display of the number of balls reserved for starting is also hidden. This is because if the pattern change being performed is a jackpot, and if that is announced, the player will feel disadvantaged, and it may even cause trouble with the hall (game center).

[0084] FIG. 7 shows a case where the difference in balls exceeds 95,000 during a big win and a suppression device activation warning command (performance control command DI_CMD) is transmitted to the sub-control board 80.

[0085] As shown in Fig. 7(a), the word "Jackpot!" (see image P6) is displayed in the center of the screen of the liquid crystal display device 41, indicating that the game is in a jackpot game state, and the word "Right Hit" (see image P7) is displayed in small letters at the bottom right corner of the screen, encouraging the player to hit to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). At this time, a message is displayed at the top of the screen of the liquid crystal display device 41 indicating that the saving function will be activated soon (see image P8).

[0086] Next, when the big win game starts, as shown in FIG. 7(b), instead of the word "Big Win!" (see image P6), a character saying "You did it!" is displayed on the liquid crystal display device 41 (see image P9), and "Round 1" (see image P10), which indicates the round of the big win game, is displayed in the upper left corner of the screen of the liquid crystal display device 41. At this time, if the player wins a prize ball and the difference in the number of balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation warning command (presentation control command DI_CMD) to the sub-control board 80 since the game state is a big win game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (image) that causes the liquid crystal display device 41 to display a warning of the suppression device operation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, which causes a display (see image P11) to be displayed on the liquid crystal display device 41, as shown in Fig. 7(c). Note that at this time, in order to make the player aware that the saving function is being activated, a display (see image P11) is displayed to the effect that the saving function will be activated after the winning is completed, with the display having a higher priority than the performance display during the round.

[0087] Therefore, the big win game continues with the display (see image P11) indicating that the saving function will be activated after the end of the big win. Then, as shown in FIG. 7(d), when a character saying the phrase "RUSH has started!" is displayed on the liquid crystal display device 41 (see image P9), which indicates that the big win game has ended and that the special game state will be entered after the big win game, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80, since the big win game has ended. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that displays the game stop on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message indicating that "Saving during game stop" has been achieved, as shown in FIG. 7(e). The message "Play has ended [Game stopped]" will be displayed (see image P12).

[0088] However, if the game is stopped when the suppression device (saving function) described above is activated, even though the character saying "RUSH in!" is displayed (see image P9) as shown in Fig. 7(d), the player will not be able to obtain the profit that he or she should have obtained, which not only reduces the interest of the game but also causes trouble. Therefore, in this embodiment, the following process is performed.

[0089] <Explanation of how to change the presentation during a big win in response to the activation of the suppression device (saving function) and the stopping of play> First, the conventional technology will be described.

[0090] The main control board 60 (main control CPU 600a)'s look-ahead judgment is processed mechanically until just before the suppression device (saving function) is activated, and a look-ahead command (performance control command DI_CMD) based on the look-ahead judgment result is sent to the sub-control board 80. In response to this, the sub-control CPU 800a executes the look-ahead performance during the fluctuation or the big win in response to the look-ahead command.

[0091] However, when actually performing a look-ahead performance, unless the player judges whether or not to perform the look-ahead performance on the assumption that the suppression device (saving function) may be activated and the game may be stopped, the player may stop playing before seeing the result derived by the look-ahead performance, even though the look-ahead performance is performed and the player has a sense of expectation. Also, even if the sub-control CPU 800a performs a promotion performance to a special game state after a big win, such as a probability fluctuation or RUSH state, during a big win, the game may be stopped after the big win. This point will be explained using a concrete example.

[0092] As shown in Fig. 8(a), the word "Jackpot!" (see image P20) is displayed in the center of the screen of the liquid crystal display device 41, indicating that the game is in a jackpot game state, and the word "Hit Right" (see image P21) is displayed in small letters at the bottom right corner of the screen, encouraging the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). At this time, a message is displayed at the top of the screen of the liquid crystal display device 41 indicating that the saving function will be activated soon (see image P22).

[0093] Next, when a promotion challenge effect is executed during a round of play, as shown in FIG. 8(b), instead of the words "Jackpot!" (see image P20), the liquid crystal display device 41 displays a character saying the words "RUSH Promotion Challenge" (see image P23), along with a square box image containing the word "?" (see image P24), and the upper left corner of the screen of the liquid crystal display device 41 displays "Round 1" (see image P10), indicating the round of the jackpot play. Whether or not such a promotion effect will be performed during a round of jackpot play is determined by a lottery held by the sub-control CPU 800a when it receives a fluctuation pattern command (presentation control command DI_CMD) at the start of the fluctuation that results in a jackpot sent from the main control board 60 (main control CPU 600a), or when it receives a jackpot start fanfare command (presentation control command DI_CMD) sent from the main control board 60 (main control CPU 600a).

[0094] Next, as shown in FIG. 8(c), even if the player wins the RUSH promotion and the LCD display 41 displays "RUSH Get!" (see image P26), if the player wins the prize ball and the difference in the number of balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a big win game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that displays a warning of the suppression device operation on the LCD display 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the LCD display 41, so that the LCD display 41 displays a message (see image P27) that the saving function will be activated after the win ends, as shown in FIG. 8(c). At this time, in order to let the player know that the saving function is being activated, a message (see image P27) is displayed stating that the saving function will be activated after the end of a win, so that this message has a higher priority than the display of effects during the round.

[0095] Therefore, the big win game continues with the display (see image P27) indicating that the saving function will be activated after the end of the big win. Then, as shown in FIG. 8(d), even if the liquid crystal display device 41 displays a character saying "RUSH in!" (see image P23), which indicates that the big win game has ended and that the player has won the RUSH promotion and is entering a special game state after the big win game, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80 because the big win game has ended. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display the game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message (see image P28) saying, "Playing has stopped. Savings have been achieved. Playing has stopped," as shown in FIG. 8(e).

[0096] However, this not only reduces the player's interest in the game, but also causes trouble, since the player cannot obtain the profit that he or she should have obtained. This is also the case with the reserved consecutive performance during a jackpot (the performance that notifies the player that a jackpot is included in the current reserved balls at the start). Whether or not to perform this reserved consecutive performance is determined by drawing lots when the sub-control CPU800a receives a fluctuation pattern command (performance control command DI_CMD) at the start of fluctuation when the jackpot occurs, which is transmitted from the main control board 60 (main control CPU600a), or when it receives a jackpot start fanfare command (performance control command DI_CMD) transmitted from the main control board 60 (main control CPU600a), just like the promotion performance.

[0097] Therefore, in this embodiment, when the sub-control CPU 800a receives a look-ahead command (presentation control command DI_CMD), if a game stop such as a suppression device activation command or a suppression device activation warning command is approaching or a game stop command is received, the look-ahead presentation or promotion presentation is restricted or stopped depending on the situation. This makes it possible to eliminate the loss of interest in the game and the cause of trouble caused by the player not obtaining a profit that should have been obtained despite being notified of the profit, as in the conventional case, and therefore makes it possible to perform appropriate processing for control up to and after the forced termination without affecting control related to other games.

[0098] To explain this point using a specific example, when the sub-control CPU 800a receives the big win start fanfare command (presentation control command DI_CMD) transmitted from the main control board 60 (main control CPU 600a), it checks the contents of the suppression device operation notice command that has already been received. In this embodiment, it is assumed that the main control board 60 (main control CPU 600a) transmits the suppression device operation notice command 2 (presentation control command DI_CMD), the suppression device operation notice command 3 (presentation control command DI_CMD), the suppression device operation notice command 4 (presentation control command DI_CMD), and the suppression device operation notice command 5 (presentation control command DI_CMD) to the sub-control board 80 each time the difference ball increases to 91000 shots, 92000 shots, 93000 shots, and 94000 shots. Here, the state in which the suppression device operation notice command 5 indicating the remaining 1000 shots is received will be explained as an example.

[0099] The sub-control CPU 800a checks whether the received jackpot start fanfare command (presentation control command DI_CMD) is a jackpot that can get 1000 or more prize balls. Here, there are two types of jackpots: a 10R jackpot (a jackpot that may increase the difference in balls by 1300) and a 4R jackpot (a jackpot that may increase the difference in balls by 400), and the sub-control CPU 800a checks whether the received jackpot start fanfare command is a 10R jackpot or a 4R jackpot.

[0100] At this time, as shown in Figure 9 (a), the LCD display device 41 displays the words "Jackpot!" (see image P30) in the center of the screen, indicating that the game is in a jackpot state, and in small letters at the bottom right corner of the screen, the words "Hit Right" (see image P31) are displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), and a message is displayed at the top of the screen indicating that the saving function will be activated soon (see image P32).

[0101] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, it does not execute the promotion effect or the reserved consecutive effect during the jackpot, or does not perform a lottery, when it receives the variation pattern command at the start of the variation when it becomes a jackpot, or when it receives the jackpot start fanfare command and confirms that it is a 10R jackpot, because there is a risk that the suppression device (saving function) will be activated during the jackpot. As a result, the sub-control CPU 800a performs a normal effect during the jackpot round. Specifically, as shown in FIG. 9(b), instead of the word "jackpot!" (see image P30), a character saying "You did it!" is displayed on the liquid crystal display device 41 (see image P33), and "Round 1" (see image P34), which indicates the round of the jackpot game, is displayed in the upper left corner of the screen of the liquid crystal display device 41. In other words, by executing the normal round performance, the suppression device (saving function) is put into a state in which it can be activated at any time.

[0102] Next, when the player wins a prize ball and the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) transmits a suppression device operation warning command (presentation control command DI_CMD) to the sub-control board 80 since the game state is a big win game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that displays a warning of the suppression device operation on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays (see image P35) that the saving function will be activated after the win ends, as shown in FIG. 9(c). At this time, in order to make the player aware that the saving function is activated, a display (see image P35) that the saving function will be activated after the win ends is displayed so that the display has a higher priority than the presentation display during the round.

[0103] By the way, this round performance corresponds to the operation of the suppression device (saving function). For example, as shown in FIG. 9(c), a character saying "Well done!" is displayed on the liquid crystal display device 41 (see image P33).

[0104] Next, when the sub-control CPU800a receives a big win end ending command (presentation control command DI_CMD) transmitted from the main control board 60 (main control CPU600a), it will perform an effect that corresponds to the stopping of the game after the big win. For example, as shown in FIG. 9(d), the word "Congratulations" is displayed on the liquid crystal display device 41 (see image P36). Therefore, by doing this, the player can get a sense of satisfaction that he or she has acquired all the benefits, and this can increase the player's interest in the game.

[0105] Next, since the big win game has ended, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) for displaying a game stop on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a message (see image P37) saying [Game stopped] Saving achieved. It's over [Game stopped] as shown in FIG. 9(e).

[0106] Therefore, by not executing the promotion effect or the reserved consecutive effect during a big win, the player is not notified of the profit that he or she should have obtained, and this can eliminate the loss of interest in the game and the cause of trouble caused by not obtaining the profit. Therefore, appropriate processing can be performed for the control up to the forced termination and the control after the forced termination without affecting the control related to other games.

[0107] On the other hand, when the sub-control CPU800a confirms that it is a 4R jackpot, it will draw a lottery to decide whether to perform a promotion effect or a reserved consecutive effect during the jackpot game round when it receives a fluctuation pattern command (presentation control command DI_CMD) at the start of the jackpot fluctuation transmitted from the main control board 60 (main control CPU600a) or when it receives a jackpot start fanfare command (presentation control command DI_CMD) transmitted from the main control board 60 (main control CPU600a). This is because even if the difference ball increases by 400 shots, the suppression device (saving function) has not yet been activated, so there is no problem in performing the promotion effect or the reserved consecutive effect.

[0108] However, the sub-control CPU800a may have increased the number of balls difference since receiving the suppression device operation notice command 5. In consideration of such a case, the main control board 60 (main control CPU600a) may transmit the number of out balls and the number of expected winning balls command (performance control command DI_CMD) to the sub-control CPU800a. In this way, the sub-control CPU800a can manage the detailed number of balls difference, so that it is possible to determine whether or not the suppression device (saving function) will operate even in the case of a 4R jackpot. Therefore, it is possible to execute an appropriate performance.

[0109] <Explanation of the payout process of game balls when the suppression device (saving function) is activated and the game is stopped> Incidentally, the difference balls explained above are based on the number of prize balls counted by the main control CPU 600a based on the balls entering the special symbol 1 start hole 44, the special symbol 2 start hole 45a, the upper right general winning hole 49a, the upper left general winning hole 49b, the middle left general winning hole 49c, the lower left general winning hole 49d, and the large winning hole (not shown) shown in Fig. 2. Therefore, it is not the number of game balls actually paid out. Therefore, when the suppression device (saving function) is activated and the game is stopped, there is a possibility that the actual payout process of the game balls has not caught up.

[0110] Therefore, in this embodiment, even if the game is stopped, communication of the payout control command PAY_CMD related to the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / launch control board 70 is continued. In other words, only the main control board 60 (main control CPU 600a) stops the game, and the payout / launch control board 70 only operates upon receiving the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), so there is no need to put the payout / launch control board 70 itself into a game-stopped state. Therefore, even if the game is stopped, communication of the payout control command PAY_CMD related to the payout of game balls between the main control board 60 (main control CPU 600a) and the payout / launch control board 70 is continued.

[0111] To explain this in more detail, when the main control board 60 (main control CPU 600a) and the sub-control board 80 (sub-control CPU 800a) transmit a game stop command (presentation control command DI_CMD) from the main control board 60 (main control CPU 600a) to the sub-control board 80 (sub-control CPU 800a) at the time of game stop, the main control board 60 (main control CPU 600a) will not transmit the presentation control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) thereafter. If the power supply to the pachinko gaming machine 1 is cut off in the game stop state, the RAM clear switch 620 is not pressed, and the main control RAM 600c is not cleared, and the pachinko gaming machine 1 is restored after the power cut, the game stop state will remain. Even in this case, the payout control command PAY_CMD is sent from the main control board 60 (main control CPU 600a) to the payout / launch control board 70 so that the payout process for the prize balls that have not yet been paid out can be performed. As a result, the payout / launch control board 70 executes the payout of the game balls for the prize balls that have not yet been paid out.

[0112] Therefore, by doing this, it is possible to prevent a situation in which game balls that should have been paid out are not paid out due to the game being stopped, and appropriate processing can be performed for control up until and after the forced termination without affecting control related to other games.

[0113] <Explanation of the steps that are set depending on the state of the ball difference before the suppression device (saving function) is activated> As described above, the stages are divided according to the state of the difference balls until the suppression device (saving function) is activated, such as (1) when the suppression device (saving function) is not activated, (2) when the suppression device (saving function) is activated, (3) when the suppression device (saving function) is activated and warning state, and (4) when the suppression device (saving function) is activated. This is because if the game is suddenly stopped during a big win game just because the difference balls exceed 95,000, the player will feel more disadvantaged, which may reduce the interest in the game. Therefore, in this embodiment, the change in the state leading to the game stop is made different depending on whether the game state when the difference balls exceed 95,000 is during the pattern fluctuation or during the big win. This reduces the risk of reducing the interest in the game, and therefore the control until the forced end and the control after the forced end can be appropriately processed without affecting the control related to other games.

[0114] In this embodiment, even if the difference in balls exceeds 95,000 during a jackpot game, the game is not immediately stopped. Therefore, if the power supply of the pachinko game machine 1 is cut off for some reason before the game is stopped, when the pachinko game machine 1 is powered off and restored, the difference ball counter is initialized (set (cleared) to 100,000 balls) as described above, so the game does not stop even after the jackpot game ends. Therefore, in this embodiment, in order to avoid such a situation, when the power supply of the pachinko game machine 1 is cut off for some reason before the game is stopped, when the pachinko game machine 1 is powered off and restored, the difference ball counter is not initialized. Therefore, by doing this, it is possible to prevent a situation in which the game is not stopped even though it should be stopped.

[0115] <Explanation of the relationship with the suppression device (saving function) when an illegal error occurs> By the way, when the magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 detects fraudulent behavior by a player, there are cases where a high priority error notification is issued without stopping the game, and cases where the game is stopped.

[0116] First, a case will be described in which, when a fraudulent act by a player is detected by a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55, a fraud error is notified without stopping the game.

[0117] When the fraud detection board 55 detects a fraudulent act of a player, the main control CPU 600a transmits a fraud error command (presentation control command DI_CMD) to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a transmits a command list related to an image (video) for displaying a fraud error on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the content of the fraud error is displayed on the liquid crystal display device 41. Furthermore, the sub-control CPU 800a transmits a signal to the sound LSI 801 to notify the fraud error by audio, in order to perform a fraud error by audio. In response to this, the sound LSI 801 reproduces audio from the speaker 17 so that a fraud error is issued by audio.

[0118] On the other hand, when the difference exceeds 95,000 balls, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits a command list for an image (video) that displays a game stop on the liquid crystal display device 41 to the VDP 803. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays images as shown in Figs. 6(c), 7(e), 8(e), and 9(e). Furthermore, the sub-control CPU 800a transmits a signal to the sound LSI 801 to notify the game stop by audio. In response to this, the sound LSI 801 reproduces audio from the speaker 17 so that the game stop is issued by audio.

[0119] Incidentally, when the cheating detection board 55 detects a player's cheating and the game is stopped due to the difference in balls exceeding 95,000, both of these are necessary information and must be notified. However, since one of them is an error notification due to cheating, while the suppression device (saving function) is activated to notify the game stop state, it is necessary to notify the hall (game center) of the error due to cheating before the game is stopped so that the hall (game center) can notice that the player has been cheating.

[0120] Therefore, in this embodiment, even if the suppression device (saving function) is activated and the sub-control CPU 800a receives a game stop command (presentation control command DI_CMD), the sub-control CPU 800a displays an error notification due to fraud on the liquid crystal display device 41 together with the display shown in FIG. 6(c), FIG. 7(e), FIG. 8(e), and FIG. 9(e), and prioritizes the sound emitted from the speaker 17 to notify the error notification due to fraud. Also, errors with a lower degree of urgency compared to fraud errors such as a launch position warning notification such as a right hit warning notification or a left hit warning notification are erased when the game is stopped. To explain this in detail, in the normal game state, the presentation control command DI_CMD corresponding to the error occurrence / cancellation is transmitted to the sub-control board 80 (sub-control CPU 800a) in the error management process of the timer interrupt process described later in the main control board 60 (main control CPU 600a). In addition, at this time, when the game is stopped, the error with a low urgency is erased. Therefore, in this embodiment, the sub-control board 80 (sub-control CPU 800a) erases the error with a low urgency when the sub-control board 80 (sub-control CPU 800a) receives a game stop command or an error erasure command transmitted together with the game stop command.

[0121] Incidentally, as described above, even if the game is stopped due to a ball jam error or a supply shortage error in which the game balls in the pachinko game machine 1 are insufficient, the payout process for the prize balls that have not yet been paid out may be performed, so the sub-control CPU 800a gives priority to errors related to the prize balls acquired by the player over game stop notification. However, in this case, even if the game is stopped, the error management process of the timer interrupt process is executed, so that the performance control command DI_CMD corresponding to the occurrence of the error is sent to the sub-control board 80 (sub-control CPU 800a). However, at this time, as described above, errors with low urgency are erased by the sub-control board 80 (sub-control CPU 800a) (no error notification is performed). Note that the fraud error notification is performed by the sub-control CPU 800a, so it is erased when the pachinko game machine 1 is restored from power failure.

[0122] Therefore, in this way, appropriate processing can be performed for control up to and after the forced termination without affecting controls related to other games.

[0123] Next, a case where a game is stopped when a magnetic sensor, a radio wave sensor, or a vibration sensor mounted on the fraud detection board 55 detects a fraudulent act by a player will be described.

[0124] When a game is stopped due to an illegal error, the game is stopped based on an illegal game stop flag that is different from the game stop flag that indicates that a game is stopped due to the operation of a suppression device (saving function). Note that this illegal error will result in the game stop state of the main control board 60 (main control CPU 600a) being resolved by powering down the pachinko game machine 1. In this case, unlike powering down due to the operation of a suppression device (saving function), the game stop state will be resolved even if the pachinko game machine 1 is powered down without pressing the RAM clear switch 620 and clearing the main control RAM 600c.

[0125] Incidentally, when the pachinko game machine 1 is powered off and restored, as described above, the difference ball counter is initialized (100,000 shots are set (cleared)). However, in this embodiment, when the pachinko game machine 1 is powered off and restored due to an illegal error, the difference ball counter is not initialized. This is because the difference ball counter, which should be initialized every time the hall (game parlor) closes for the day, is initialized during business hours due to an illegal error. If a malicious player intentionally generates an illegal error by magnetism or vibration and induces the hall (game parlor) to power off the pachinko game machine 1, the difference ball counter will be initialized. This will prevent the operation of the suppression device (saving function). Therefore, in this embodiment, when the pachinko game machine 1 is powered off and restored due to an illegal error, the difference ball counter is not initialized. Furthermore, after play has stopped, even if the magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55 detects fraudulent behavior by the player, no new benefits such as winning balls will be generated, so the hall (game facility) will not suffer any disadvantage even if the player commits fraud.

[0126] <Explanation about what happens when a game is stopped due to the operation of the suppression device (saving function) and then reset due to an illegal error> After the game is stopped due to the operation of the suppression device (saving function), an illegal error may generate an abnormal reset signal, causing the main control CPU 600a to be reset. An illegal error occurs when an unexpected access occurs, such as when an address beyond the final address of the program area of ​​the main control ROM 600b is specified and the area is accessed. When such an illegal error occurs, an abnormal reset signal is generated, only the main control CPU 600a is reset, and the control process is resumed from the start address of the program stored in the main control ROM 600b. However, the main control RAM 600c is not cleared. Therefore, since the values ​​stored in the main control RAM 600c are maintained, it is highly likely that the game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) will still hold a value indicating the stop (for example, 5AH). However, in this case, the backup process at the time of power interruption is not executed, so that normal backup information such as a backup flag is not set in the main control RAM 600c. Therefore, even if the pachinko gaming machine 1 is restored from a power outage, a backup restoration will not be performed.

[0127] Therefore, in this embodiment, in a situation where an illegal error occurs, even if the game was stopped before the reset due to the illegal error, the main control RAM 600c is cleared due to a backup abnormality, or the setting contents of the probability of generating a game state advantageous to the player are changed as an abnormality in the main control RAM 600c, and the main control RAM 600c is cleared and the game program is started. This is because, if the game is resumed while the game is stopped, the value related to the prize balls stored in the main control RAM 600c may have been rewritten due to the illegal error. In this case, as described above, the payout process for the prize balls that have not yet been paid out is performed, so the value stored in the rewritten main control RAM 600c is treated as having won before the game was stopped, and unexpected prize balls are paid out to the player, which may cause a disadvantage to the hall (game center). Therefore, in this embodiment, the main control RAM 600c is cleared and the game program is started. This makes it possible to reduce situations in which the hall (amusement arcade) suffers a disadvantage, and allows appropriate processing to be carried out for control up until and after the forced termination without affecting control related to other games.

[0128] <Explanation about the ball loan button when the game is stopped due to the operation of the suppression device (saving function)> In the present embodiment, the ball lending operation by the ball lending button 11 is enabled in consideration of the case where the player wishes to settle the amount after converting all the remaining balance in the lending card into game balls. That is, as shown in FIG. 3, the ball lending button 11 transmits a ball lending signal to a CR unit (not shown) arranged adjacent to the pachinko game machine 1 without going through the payout / launching control board 70. Then, the CR unit receives this signal and transmits a ball lending request signal to the payout / launching control board 70. In response to this signal, the payout / launching control board 70 pays out game balls to the player, and when the payout is completed, transmits a ball lending completion signal to the CR unit. Therefore, even if the main control board 60 (main control CPU 600a) stops playing, the ball lending process is performed.

[0129] Therefore, in this way, appropriate processing can be performed for control up to and after the forced termination without affecting controls related to other games.

[0130] Incidentally, when the game is stopped, the switch management process for the timer interrupt processing described later in the main control board 60 (main control CPU 600a) is not executed, so it is not possible to obtain information as to whether the special pattern 1 start port switch 44a, special pattern 2 start port switch 45a1, upper right general prize port switch 49a1, upper left general prize port switch 49b1, middle left general prize port switch 49c1, lower left general prize port switch 49d1, and large prize port switch 46c shown in Figure 3 are ON or not. Therefore, when the game is stopped, if the game balls that were shot into the game area 40 using the launch handle 16 before the game was stopped are still present in the game area 40, even if the game balls enter the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, and the lower left general winning port switch 49d1 shown in FIG. 3, the game balls cannot be detected, so the winning is invalid and no prize balls are generated. This is because, if a prize ball is generated by affecting the ON / OFF state of the switch due to fraud such as radio wave cheating, if the switch management process of the timer interrupt process described later in the main control board 60 (main control CPU 600a) is executed even after the game is stopped, there is a possibility that prize balls will be illegally acquired during the game stop. This may cause damage to the hall (game center). Therefore, in this embodiment, when the game is stopped, even if a game ball still present in the game area 40 enters the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a1, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, or the lower left general prize port switch 49d1 shown in Figure 3, the game ball will not be detected.

[0131] <Explanation of the decorative lamp when the game is stopped due to the operation of the suppression device (saving function)> Incidentally, when a game is stopped, it is preferable to lower the brightness of the decorative lamps, or to turn off all the decorative lamps, or to turn on some of them and turn off the rest of them, since it is better to reduce power consumption when a game is stopped.

[0132] <Main control: Program description> Here, the processing method of the various contents described above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be outlined with reference to FIGS. 10 to 29, and then the detailed explanation will be given.

[0133] First, when the power is turned on to the pachinko game machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see FIG. 3) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see FIG. 3) reads out a program stored in the program area 600ba in the use area of ​​the main control ROM 600b shown in FIG. 4(b), and performs the main control main process shown in FIG. 10. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).

[0134] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the stack area 600cc in the used area of ​​the main control RAM 600c shown in Figure 4 (a) (step S2).

[0135] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the launch control signal (step S4).

[0136] Next, the main control CPU 600a sets a startup waiting time for the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears a watchdog timer (WDT) (not shown) (step S7).

[0137] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it is not "0" (step S8: ≠ 0), it returns to processing of step S7, and if it is "0" (step S8: = 0), it proceeds to processing of step S9.

[0138] Next, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3), checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is the "L" level (step S10: YES), the process returns to step S9, and if the level of the voltage abnormality signal ALARM is the "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to a normal level (i.e., the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0139] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11), and initializes the working area of ​​the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H, and the system operation status is set to 01H.

[0140] Next, the main control CPU 600a transmits to the sub-control board 80 a processing command (performance control command DI_CMD) for displaying a standby screen on the liquid crystal display device 41 (step S13).

[0141] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0142] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c (step S16).

[0143] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, the signal of the RAM clear switch 620 saved in the RAM area 600ca (see Fig. 4(a)) in the used area of ​​the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs a setting switching process (step S19).

[0144] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.

[0145] First, the main control CPU 600a transmits a setting switching start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S50).

[0146] Next, the main control CPU 600a clears the backup flag (step S51). The backup flag is data indicating whether or not backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 11. The backup flag is cleared in order to detect in step S21 shown in Fig. 11, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c is not backed up normally.

[0147] Next, the main control CPU 600a sets the system operation status to 02H (step S52), obtains the set value of the probability of generating a special game state advantageous to the player stored in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c, and sets it in the W register (step S53). Specifically, if the set value is, for example, "1" to "6", the set values ​​"1" to "6" are set in the W register in the program so as to correspond to values ​​"00H" to "05H".

[0148] Next, the main control CPU 600a compares the value set in the W register with the maximum setting value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). If the value set in the W register is greater than the maximum setting value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S56).

[0149] On the other hand, if the value set in the W register is smaller than the maximum probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value and the process proceeds to step S57.

[0150] Next, the main control CPU 600a sets a security signal to ON, which is output to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S57).

[0151] Next, the main control CPU 600a sets 00H to the LED common port (step S58).

[0152] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).

[0153] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).

[0154] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a wait of 4 ms is applied, and performs a process of counting down (step S61). This process is a process for checking changes in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3) by waiting at least 4 ms from the previous acquisition of the switch level, thereby checking that the change in the level data is not due to an irregularity such as noise. Furthermore, by waiting 4 ms when checking changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality check counter, this process is also a process for checking that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.

[0155] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG.

[0156] <Main control: Main processing: Explanation of power supply abnormality check processing> As shown in Fig. 13, the main control CPU 600a twice acquires the voltage abnormality signal ALARM (see Fig. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see Fig. 3) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), the process returns to step S80.

[0157] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.

[0158] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0159] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).

[0160] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), and the backup flag is not set to ON, and the process proceeds to step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up normally can be detected in step S21 shown in FIG. 11, which will be described later.

[0161] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0162] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91) to repeat an infinite loop process and wait for the voltage to drop.

[0163] <Main control: Main processing: Explanation of setting switching processing> Thus, when the power supply abnormality check process (step S62) is completed through the above-mentioned processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S63).The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0164] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S64: NO), proceeds to processing of step S65, and if the setting key switch 630 is OFF (step S64: YES), proceeds to processing of step S67.

[0165] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66), and returns to the process of step S54.

[0166] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.

[0167] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c, and stores it (step S67).

[0168] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).

[0169] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S69).

[0170] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 10 are completed, the main control CPU 600a proceeds to processing of step S26 shown in FIG.

[0171] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs processing of step S20 shown in Figure 11.

[0172] That is, the main control CPU 600a acquires the set value (for example, a set value of "00H" to "05H" corresponding to "1" to "6") of the probability of generating a special game state advantageous to the player stored in the RAM area 600ca in the used area of ​​the main control RAM 600c (see FIG. 4(a)), and checks whether it is equal to or less than the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0173] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating that there is a RAM error (step S22).

[0174] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0175] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), and returns to the process of step S23 to repeat the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0176] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is confirmed (step S25).

[0177] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in FIG. 10 is performed, the main control CPU 600a does not clear the RAM area 600cf (see FIG. 4(a)) outside the use area of ​​the main control RAM 600c, and the stack area 600cg (see FIG. 4(a) outside the use area of ​​the main control RAM 600c), but clears the RAM area 600ca (see FIG. 4(a)) inside the use area of ​​the main control RAM 600c, and the stack area 600cc (see FIG. 4(a)) inside the use area of ​​the main control RAM 600c (step S26). Note that since the RAM area 600ca (see FIG. 4(a)) inside the use area of ​​the main control RAM 600c, and the stack area 600cc (see FIG. 4(a)) inside the use area of ​​the main control RAM 600c are cleared, the game state becomes the normal game state. Therefore, at this time, the game stop flag, which indicates that the game is stopped due to the operation of the suppression device (saving function), is cleared, and the game stop state is released. Also, when the game is stopped due to an illegal error, the illegal game stop flag is also cleared.

[0178] Next, the main control CPU 600a sets a RAM clear notification timer to 30 seconds (30s) (step S27), and sets a timer that outputs a security signal to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown) to 30 seconds (30s) (step S28).

[0179] Next, the main control CPU 600a sets initial values ​​in part of the main control RAM 600c (step S29), and proceeds to the process of step S41.

[0180] <Main control: Explanation of main processing> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, and a signal of the setting key switch 630 (step S30), and checks whether all are ON or not (step S31). If all are not ON (step S31: NO), the process proceeds to step S40.

[0181] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S31: YES), the main control CPU 600a transmits a setting value command (performance control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S32).

[0182] Next, the main control CPU 600a sets a timer to 30 seconds (30s) to output a security signal to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown) (step S33).

[0183] Next, the main control CPU 600a sets a security signal to ON via an external terminal (not shown) used to manage the game island in the hall (amusement facility), and outputs a security signal to the hall computer (not shown) via an external terminal (not shown) for the 30 seconds (30s) set by the timer (step S34).

[0184] Next, the main control CPU 600a outputs the setting value to the LED data port (step S35).

[0185] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S36).

[0186] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0187] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).

[0188] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S39), and if the setting key switch 630 is ON (step S39: NO), returns to the process of step S34.

[0189] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values ​​such as a backup flag and an error detection timer are set in a part of the main control RAM 600c (step S40). At this time, if the game is stopped due to an illegal error, an initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko game machine 1 is powered off and restored without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game stop state due to the illegal error is resolved.

[0190] Thus, in this embodiment, the main control RAM 600c is cleared due to a backup abnormality, or the setting contents of the probability of generating a game state advantageous to the player are changed as an abnormality in the main control RAM 600c, and the game program is started. This reduces the situation in which the hall (game center) suffers a disadvantage even if the value related to the prize balls stored in the main control RAM 600c is rewritten due to the occurrence of an illegal error, and therefore appropriate processing can be performed for control up to and after the forced termination without affecting control related to other games.

[0191] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing the RAM or by a backup (step S41).

[0192] Next, the main control CPU 600a performs a game status notification information update process for updating the game status notification information (step S42).

[0193] Next, the main control CPU 600a reads out a program stored in the outside-usage-area program area 600be of the main control ROM 600b shown in FIG. 4(b), and performs setting to start a game outside the usable area (step S43).

[0194] <Main control: Explanation of setting to start playing outside the area> Here, the setting for starting a game outside the usable area will be described in detail with reference to Figs.

[0195] As shown in FIG. 14, in the setting for starting a game outside the use area, first, the stack pointer in the use area (during normal processing) is saved to the outside-use area stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S100).

[0196] Next, the main control CPU 600a checks the game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S101). If the game stop flag is set to 5AH (step S101:=5AH), the main control CPU 600a determines that the game is stopped, and proceeds to the game stop processing (step S102).

[0197] <Main control: explanation of game stop processing> This game stop processing will be specifically described with reference to FIG. 15. First, the main control CPU 600a sets the game stop flag to 5AH (step S110).

[0198] Next, the main control CPU 600a sets a security signal to ON, which is output to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S111).

[0199] Next, the main control CPU 600a transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S112). As a result, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) for displaying a game stop on the liquid crystal display device 41. In response to this, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays images such as those shown in Figures 6(c), 7(e), 8(e), and 9(e).

[0200] Next, the main control CPU 600a transmits an error erasure command (presentation control command DI_CMD) to the sub-control board 80 (step S113). This causes the sub-control CPU 800a to stop reporting errors with a lower degree of urgency than fraud errors such as launch position warning reports, such as right-hit warning reports and left-hit warning reports. Note that if the sub-control CPU 800a stops reporting errors with a lower degree of urgency in response to receiving the game stop command (presentation control command DI_CMD), the processing of step S113 is unnecessary.

[0201] Next, the main control CPU 600a transmits a command to the payout / launch control board 70 to stop the launch of the game balls (step S114), and ends the game stop processing. Note that when the payout / launch control board 70 receives this command, it processes the signal from the launch handle 16 as invalid even if it receives it.

[0202] <Main control: Explanation of setting to start playing outside the usage area> Thus, after completing this game stop processing, as shown in Figure 14, the main control CPU 600a restores the stack pointer within the usage area (during normal processing) that had been evacuated to the outside usage area stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S108), and completes the processing of the game start setting outside the usage area.

[0203] On the other hand, if the game stop flag is not set to 5AH (step S101: ≠ 5AH), the main control CPU 600a determines that the game is not stopped, and checks the operation state flag (step S103).

[0204] This activation status flag manages the state up until the game is stopped using a value, and is managed by setting the value to (1) "0" when the suppression device (savings function) is not activated, (2) "1" when the suppression device (savings function) is in an activation warning state, (3) "2" when the suppression device (savings function) is in an activation warning state, and (4) "3" when the suppression device (savings function) is activated, as explained above.

[0205] Thus, if such an operation state flag is not set to "2" (step S103: ≠ 2), the main control CPU 600a sets the initial value to the difference ball counter (sets (clears) 100,000 shots) (step S104). That is, the initial value is set to the difference ball counter only when (1) the suppression device (saving function) is not in operation, or (2) the suppression device (saving function) is in an operation notice state ((4) when the suppression device (saving function) is in operation, the game stop flag is set to 5AH, so the initial value is not set to the difference ball counter). In this way, even if the pachinko game machine 1 is powered back on in the (3) suppression device (saving function) operation warning state, the initial value is not set to the difference ball counter. Therefore, in this way, it is possible to prevent a situation in which the game is not stopped even though it should be stopped.

[0206] In addition, when the game is stopped due to an illegal error, the initial value is not set to the difference ball counter that has restored power to the pachinko game machine 1. This makes it possible to prevent a situation that hinders the operation of the suppression device (saving function).

[0207] As described above, when the pachinko game machine 1 is powered back on, the illegal play stop flag is cleared, but at that time, a value is set to a flag that does not set an initial value to the difference ball counter, and when setting an initial value to the difference ball counter, the value is checked to determine whether or not to set the initial value. After the determination, the flag that does not set an initial value to the difference ball counter is cleared.

[0208] Next, after completing the processing of step S104, the main control CPU 600a sets the operating state flag to the initial value "0" and sets the operating state command flag to the initial value "0" (step S106), performs processing of step S108, and ends the processing of setting to start play outside the usage area.

[0209] This operating state command flag manages whether or not a command was sent to the sub-control board 80 (sub-control CPU 800a) when the operating state was switched. That is, the flag is managed by setting the state where no command was sent to "0", the state where a suppression device operation notice command was sent to "1", and the state where a suppression device operation warning command was sent to "2".

[0210] On the other hand, if the operation status flag is set to "2" (step S103:=2), the main control CPU 600a transmits a suppression device operation warning command (performance control command DI_CMD) to the sub-control board 80 (step S105). As a result, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) for displaying a suppression device operation warning on the liquid crystal display device 41. In response to this, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays images such as those shown in Figures 7(c), (d), 8(c), (d), and 9(c), (d).

[0211] Next, the main control CPU 600a sets the value set in the operating state flag to the operating state command flag (step S107), performs the process of step S108, and ends the process of setting to start a game outside the use area.

[0212] Incidentally, when the processing shown in step S26 in FIG. 11 is performed, the game stop flag is cleared and the operating state flag and the operating state command flag are also cleared.

[0213] <Main control: Explanation of main processing> Thus, after completing the process of the game start setting outside the use area (step S43) shown in FIG. 11, the main control CPU 600a sets the internal function register (step S44). Specifically, the launch control signal is set to ON and sent to the payout / launch control board 70. As a result, the payout / launch control board 70 controls to start the operation of launching the game balls. Also, the main control CPU 600a sets a CTC (Counter Timer Circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, etc., provided inside the main control CPU 600a. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically generated every 4 ms.

[0214] Next, the main control CPU 600a reads out a program stored in the program area 600be outside the use area of ​​the main control ROM 600b shown in Fig. 4(b) while the interrupt to itself is set to a prohibited state (step S45), and performs a process of the winning ball number management process 1 for calculating performance such as the total number of game balls shot into the game area 40 including the number of winning balls and the number of non-winning balls (step S46). Then, the main control CPU 600a performs an update process of various random number counters based on the program stored in the program area 600ba inside the use area of ​​the main control ROM 600b shown in Fig. 4(b) (step S47), and then returns to the interrupt permitted state (step S48), and returns to step S45, and performs a loop process for repeatedly performing the processes of steps S45 to S48.

[0215] <Main control: Explanation of prize ball winning count management process 1> Here, the winning ball number management process 1 will be described in detail with reference to Figs.

[0216] As shown in Figure 16, the prize ball winning count management process 1 first executes a save process to save the contents of the register group in the main control CPU 600a to the outside used area stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S120).

[0217] Next, the main control CPU 600a performs initial setting of the external RAM area 600ce (see FIG. 4(a)) of the main control RAM 600c (step S121).

[0218] <Main control: Explanation of initial settings for RAM area outside the use area> This will be explained in more detail with reference to Fig. 17. In this initial setting, as shown in Fig. 17, first, the main control CPU 600a (see Fig. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that the flag does not indicate any of the values ​​"1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error), and the processes of steps S131 and S132 are not performed, and the process proceeds to step S133.

[0219] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that the flag indicates any of the values ​​"1" to "6" (step S130: NO), and acquires the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the acquired initialized flag value is 5AH (step S132). If the flag is not 5AH (step S132: NO), the initialized flag is set to 5AH (step S133), the non-used RAM area 600ce (see FIG. 4(a)) is initialized (cleared) (step S134), and the initial setting process of the non-used RAM area is completed. On the other hand, if the flag is 5AH (step S132: YES), the non-used RAM area 600ce is determined to have already been initialized, and the initial setting process of the non-used RAM area is completed.

[0220] Therefore, if the acquired setting value does not indicate any of the values ​​"1" to "6" in this way, there is a possibility that the measurement according to the current setting value (described later) is not being performed correctly, so even if it has been initialized, the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) should be cleared.

[0221] <Main control: Explanation of prize ball winning count management process 1> Thus, the main control CPU 600a performs initial settings for the external RAM area 600ce of the main control RAM 600c (step S121) as shown in FIG. 16, and then executes a count process (step S122).

[0222] <Main control: Explanation of counting process> This point will be explained in more detail with reference to Figure 18. As shown in Figure 18, the main control CPU 600a obtains a setting value (for example, a setting value from "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c, and selects a counting counter table corresponding to the setting value using the current setting value as an offset (step S140).

[0223] Incidentally, the count counter table stores contents corresponding to the set values ​​1 to 6.

[0224] That is, the counter table for setting value 1 contains the following: Total prize ball counter for setting value 1 1, Total prize ball counter 2 for setting value 1, Set value 1 for the first role cumulative prize ball counter 1, Set value 1 for the first role cumulative prize ball counter 2, Set value 1 for the second role cumulative prize ball counter 1, Set value 1 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 1, Accumulative out counter 2 for set value 1, is stored.

[0225] The counter table for setting value 2 includes Total prize ball counter for setting value 2 1, Total prize ball counter 2 for setting value 2, Set value 2 for the first role cumulative prize ball counter 1, Set value 2 for the first role cumulative prize ball counter 2, Set value 2 for the second role cumulative prize ball counter 1, Set value 2 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 2, Accumulative out counter 2 for set value 2, is stored.

[0226] The counter table for setting value 3 includes Total prize ball counter for setting value 3 1, Total prize ball counter 2 for setting value 3, Set value 3 for the first role cumulative prize ball counter 1, Set value 3 for the first role cumulative prize ball counter 2, Set value 3 for the second role cumulative prize ball counter 1, Set value 3 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 3, Accumulative out counter 2 for set value 3, is stored.

[0227] The counter table for setting value 4 includes Total prize ball counter for setting value 4 1, Total prize ball counter 2 for setting value 4, Set value 4 for the first role cumulative prize ball counter 1, Set value 4 for the first role cumulative prize ball counter 2, Set value 4 for the second role cumulative prize ball counter 1, Set value 4 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 4, Accumulative out counter 2 for set value 4, is stored.

[0228] The counter table for setting value 5 includes the following: Total prize ball counter for setting value 5 1, Total prize ball counter 2 for setting value 5, Set value 5 for the first role cumulative prize ball counter 1, Set value 5 for the first role cumulative prize ball counter 2, Set value 5 for the second role cumulative prize ball counter 1, Set value 5 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 5, Accumulative out counter 2 for set value 5, is stored.

[0229] The counter table for setting value 6 includes Total prize ball counter for setting value 6 1, Total prize ball counter 2 for setting value 6, Set value 6 for the first role cumulative prize ball counter 1, Set value 6 for the first role cumulative prize ball counter 2, 2nd role cumulative prize ball counter 1 for setting value 6, Set value 6 for the second role cumulative prize ball counter 2, Accumulative out counter 1 for set value 6, Accumulative out counter 2 for set value 6, is stored.

[0230] Therefore, for example, if the current setting value is "2", the count counter table for setting value 2 is selected. The count counter table according to the setting value described above is stored in the external RAM area 600ce of the main control RAM 600c.

[0231] Next, in step S507 shown in Figure 29 described later, the main control CPU 600a acquires the input flag of the upper right general winning port switch 49a1, the input flag of the upper left general winning port switch 49b1, the input flag of the middle left general winning port switch 49c1, the input flag of the lower left general winning port switch 49d1, and the input flag of the special pattern 1 start port switch 44a, which are stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S141). Then, these input flags are checked (step S142), and if all the input flags are OFF (step S142: NO), the process proceeds to step S146. If any one of the input flags is ON (step S142: YES), the value of the total prize ball counter 1 for the set values ​​1 to 6 in the counting counter table for the set values ​​1 to 6 selected in step S140 is added (step S143). Specifically, if the input flag of the upper right general winning port switch 49a1 is ON, 5 prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for the set values ​​1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for the set value 2). If the input flags of the upper left general winning port switch 49b1, the center left general winning port switch 49c1, and the lower left general winning port switch 49d1 are in the ON state, 10 balls are awarded for each input flag in the ON state, so +10 (× the number of input flags in the ON state) is added to the value of the total winning ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", the total winning ball counter 1 for setting value 2) is added. Furthermore, if the input flag of the special pattern 1 start port switch 44a is in the ON state, 3 balls are awarded, so +3 (× the number of input flags in the ON state) is added to the value of the total winning ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", the total winning ball counter 1 for setting value 2) is added.

[0232] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S144). If the game state is not a low probability state (step S144: NO), the process proceeds to step S146.

[0233] On the other hand, if the game state is a low probability state (step S144: YES), the main control CPU 600a adds to the value of the cumulative prize ball counter (step S145). Specifically, if the input flag of the upper right general prize entrance switch 49a1 is ON, 5 prize balls are awarded, so +5 is added to the value of the cumulative prize ball counter. If the input flags of the upper left general prize entrance switch 49b1, the middle left general prize entrance switch 49c1, and the lower left general prize entrance switch 49d1 are ON, 10 prize balls are awarded for each input flag in the ON state, so +10 (× the number of input flags in the ON state) is added to the value of the cumulative prize ball counter. Furthermore, if the input flag of the special pattern 1 start gate switch 44a is ON, 3 prize balls are awarded, so +3 (× the number of input flags in the ON state) is added to the value of the cumulative prize ball counter. This cumulative prize ball counter is stored in the RAM area 600ce outside the use area of ​​the main control RAM 600c.

[0234] Next, the main control CPU 600a acquires the input flag of the special symbol 2 start port switch 45a1 stored in the RAM area 600ce (see FIG. 4(a)) outside the use area of ​​the main control RAM 600c in step S507 shown in FIG. 29 described later (step S146). If this input flag is OFF (step S147: NO), the process proceeds to step S152, and if this input flag is ON (step S147: YES), the value is added to the value of the first role cumulative prize ball counter 1 for the setting values ​​1 to 6 of the counting counter table for the setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the first role cumulative prize ball counter 1 for the setting value 2) (step S148), and the value is added to the value of the total prize ball counter 1 for the setting values ​​1 to 6 of the counting counter table for the setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for the setting value 2) (step S149). Specifically, if the input flag of the special pattern 2 start port switch 45a1 is in the ON state, 3 prize balls will be awarded, so +3 is added to the value of the first role cumulative prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the first role cumulative prize ball counter 1 for setting value 2) and +3 is added to the value of the total prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2).

[0235] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S150). If the game state is not a low probability state (step S150: NO), the process proceeds to step S152.

[0236] On the other hand, if the game state is a low probability state (step S150: YES), the main control CPU 600a adds to the value of the first role cumulative prize ball counter (step S151). Specifically, if the input flag of the special symbol 2 start port switch 45a1 is in the ON state, three prize balls are awarded, so +3 is added to the value of the first role cumulative prize ball counter. This first role cumulative prize ball counter is stored in the external RAM area 600ce of the main control RAM 600c.

[0237] Next, the main control CPU 600a acquires the input flag of the big prize opening switch 46c stored in the RAM area 600ce (see FIG. 4(a)) outside the use area of ​​the main control RAM 600c in step S507 shown in FIG. 29 described later (step S152). If this input flag is OFF (step S153: NO), the process proceeds to step S158. If this input flag is ON (step S153: YES), the value is added to the value of the second role cumulative prize ball counter 1 for the setting values ​​1 to 6 of the counting counter table for the setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the second role cumulative prize ball counter 1 for the setting value 2) (step S154), and the value is added to the value of the total prize ball counter 1 for the setting values ​​1 to 6 of the counting counter table for the setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the total prize ball counter 1 for the setting value 2) (step S155). Specifically, if the input flag of the large prize opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second role cumulative prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) and +15 is added to the value of the total prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2)

[0238] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S156). If the game state is not low probability state (step S156: NO), the process proceeds to step S158.

[0239] On the other hand, if the game state is a low probability state (step S156: YES), the main control CPU 600a adds to the value of the second gimmick cumulative prize ball counter (step S157). Specifically, if the input flag of the big prize opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second gimmick cumulative prize ball counter. This second gimmick cumulative prize ball counter is stored in the RAM area 600ce outside the usage area of ​​the main control RAM 600c.

[0240] Next, the main control CPU 600a acquires the input flag of the outlet switch 50a stored in the RAM area 600ce (see FIG. 4(a)) outside the usage area of ​​the main control RAM 600c in step S507 shown in FIG. 29 described later (step S158). If the input flag is OFF (step S159: NO), the process proceeds to step S162. If the input flag is ON (step S159: YES), the value of the cumulative out counter is incremented (+1) (step S160), and the value of the cumulative out counter 1 for the setting values ​​1 to 6 in the counting counter table for the setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the cumulative out counter 1 for the setting value 2) is incremented (+1) (step S141). The cumulative out counter is stored in the RAM area 600ce outside the usage area of ​​the main control RAM 600c.

[0241] Next, the main control CPU 600a checks the value of the cumulative out counter (step S162), and if the cumulative total number of outs has not reached the predetermined value (60,000 balls) (step S162: NO), proceeds to the processing of step S168. If the cumulative total number of outs has reached the predetermined value (60,000 balls) (step S162: YES), the main control CPU 600a updates the value of the total prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140. The value of the first role cumulative prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140 is stored (step S163), and the value of the first role cumulative prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", the first role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140 is stored (step S164). The value of the first role cumulative prize ball counter 2 (for example, if the current setting value is "2", the first role cumulative prize ball counter 2 for setting value 2) is stored (step S164), and the value of the second role cumulative prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", the second role cumulative prize ball counter 1 for setting value 2) is stored in the second role cumulative prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2") If so, the value is stored in the second device cumulative prize ball counter 2 for setting value 2 (step S165), and the value of cumulative out counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", then cumulative out counter 1 for setting value 2) is stored in cumulative out counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, if the current setting value is "2", then cumulative out counter 2 for setting value 2) (step S166).

[0242] Next, the main control CPU 600a clears the values ​​of the total prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, the total prize ball counter 1 for setting value 2 if the current setting value is "2"), the first role cumulative prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, the first role cumulative prize ball counter 1 for setting value 2 if the current setting value is "2"), the second role cumulative prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, the second role cumulative prize ball counter 1 for setting value 2 if the current setting value is "2"), and the cumulative out counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 (for example, the cumulative out counter 1 for setting value 2 if the current setting value is "2") (step S167).

[0243] Next, the main control CPU 600a checks whether the game state is low probability (the winning lottery probability is a normal low probability state) (step S168). If the game state is not low probability state (step S168: NO), the counting process is terminated, and if the game state is low probability state (step S168: YES), the low probability cumulative out counter is incremented (+1) (step S169) and the counting process is terminated. The low probability cumulative out counter is stored in the RAM area 600ce outside the use area of ​​the main control RAM 600c.

[0244] <Main control: Explanation of prize ball winning count management process 1> Thus, as shown in FIG. 16, the main control CPU 600a executes a counting process (step S122) and then executes a counting process (step S123).

[0245] <Main control: Counting process explanation> This will be described in more detail with reference to Fig. 19. As shown in Fig. 19, the main control CPU 600a checks the value of the low-probability cumulative out counter (step S170). If the value of the low-probability cumulative out counter is 0 (step S170: YES), the counting process ends.

[0246] On the other hand, if the value of the low probability cumulative out counter is not 0 (step S170: NO), the main control CPU 600a adds the values ​​of the cumulative prize ball counter, the first feature cumulative prize ball counter, and the second feature cumulative prize ball counter, and divides the added value by the value of the low probability cumulative out counter to calculate a base value of how many prize balls were won during low probability, and stores this in the bL base monitor work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S171).

[0247] Next, the main control CPU 600a checks the value of the cumulative out counter (step S172). If the value of the cumulative out counter is 0 (step S172: YES), the counting process ends.

[0248] On the other hand, if the cumulative out counter is not 0 (step S172: NO), the main control CPU 600a adds the values ​​of the cumulative prize ball counter, the first feature cumulative prize ball counter, and the second feature cumulative prize ball counter, and divides the added value by the value of the cumulative out counter to calculate a base value of how many prize balls have been won, and stores this in the b6 base monitor work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S173).

[0249] Next, the main control CPU 600a checks the value of the cumulative out counter 2 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the cumulative out counter 2 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (step S174).

[0250] If the value of the cumulative out counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (for example, the cumulative out counter 2 for setting value 2 if the current setting value is "2") has reached 60,000 (step S174: YES), the main control CPU 600a counts the first role cumulative prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (for example, the first role cumulative prize ball counter 2 for setting value 2 if the current setting value is "2"). The value of the second role cumulative prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 2 for setting value 2) is added, and the added value is divided by the value of the total prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", then the total prize ball counter 2 for setting value 2) to calculate the role ratio, and the ratio is stored in the y6 role ratio work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S175).

[0251] Next, the main control CPU 600a calculates the role ratio for the large prize opening by dividing the value of the second role cumulative prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 2 for setting value 2) by the value of the total prize ball counter 2 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S120 shown in FIG. 18 (for example, if the current setting value is "2", then the total prize ball counter 2 for setting value 2), and stores the calculated ratio in the yA role ratio work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S176), thereby completing the counting process.

[0252] On the other hand, if the value of the cumulative out counter 2 for the setting values ​​1 to 6 in the counting counter table for the setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (for example, the cumulative out counter 2 for the setting value 2 if the current setting value is "2") has not reached 60,000 (step S174: NO), the main control CPU 600a counts the first role cumulative prize ball counter 1 for the setting values ​​1 to 6 in the counting counter table for the setting values ​​1 to 6 selected in step S140 shown in FIG. 18 (for example, the first role cumulative prize ball counter 1 for the setting value 2 if the current setting value is "2") and the setting value selected in step S140 shown in FIG. The value of the second role cumulative prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for 1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) is added, and the added value is divided by the value of the total prize ball counter 1 for setting values ​​1 to 6 in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in Figure 18 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) to calculate the role ratio, and the ratio is stored in the y6 role ratio work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S177).

[0253] Next, the main control CPU 600a calculates the role ratio for the large prize opening by dividing the value of the second role cumulative prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the second role cumulative prize ball counter 1 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in Figure 18 by the value of the total prize ball counter 1 for setting values ​​1 to 6 (for example, if the current setting value is "2", then the total prize ball counter 1 for setting value 2) in the counting counter table for setting values ​​1 to 6 selected in step S140 shown in Figure 18, and stores the result in the yA role ratio work area of ​​the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S178), thereby completing the counting process.

[0254] <Main control: Explanation of prize ball winning count management process 1> Thus, after completing the above-mentioned processes, the main control CPU 600a executes a counting process (step S123) and then executes a suppression device counting process (step S124) as shown in FIG.

[0255] <Main control: Explanation of suppression device counting process> This will be described in more detail with reference to Fig. 20. As shown in Fig. 20, the main control CPU 600a checks the value of the game stop flag (step S180). If the game stop flag is set to 5AH (step S180:=5AH), the main control CPU 600a ends the suppression device counting process.

[0256] On the other hand, if the game stop flag is not set to 5AH (step S180: ≠ 5AH), the main control CPU 600a checks the value of the operation state flag (step S181). If the value of the operation state flag is 2 or more (step S181: ≧ 2), the main control CPU 600a checks whether or not a jackpot game is being played (step S182). If a jackpot game is being played (step S182: YES), the suppression device counting process is terminated.

[0257] On the other hand, if the jackpot game is not being played (step S182: NO), the operation status flag is set to "3" (step S183), and the suppression device counting process is terminated.

[0258] On the other hand, if the value of the operation state flag is less than 2 (step S181:<2), the main control CPU 600a subtracts the number of outs from the difference ball counter (step S184). Specifically, in the process of step S206 shown in FIG. 21 described later, the main control CPU 600a reads the ON signal of the out switch 50a (see FIG. 3) stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c, and subtracts it from the difference ball counter. In addition to such a difference ball counter, a counter that reads the ON signal of the out switch 50a (see FIG. 3) and counts the number of outs may be provided. In that case, since the count value will be larger than the cumulative out counter for measurement described above (for example, 2 bytes), it is better to make the size of the main control RAM 600c larger (for example, 3 bytes).

[0259] Next, the main control CPU 600a adds the number of winning balls to the difference ball counter (step S185). Specifically, in the process of step S206 shown in FIG. 21 described later, the main control CPU 600a reads the ON signals of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the middle left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), and the large winning port switch 46c (see FIG. 3) stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c, calculates the number of winning balls according to these switches, and then adds the number of winning balls to the difference ball counter. In addition, since the count value of the difference ball counter is larger than that of the prize ball counter for measurement described above (for example, 2 bytes), it is better to make the size of the main control RAM 600c larger (for example, 3 bytes).

[0260] Next, the main control CPU 600a checks whether the difference ball counter is equal to or greater than the second reference value. That is, it checks whether the difference ball counter is greater than 95,000 difference balls (difference ball counter>195,000) (step S186). If the difference ball counter is equal to or greater than the second reference value (step S186: YES), the main control CPU 600a checks whether a jackpot game is in progress (step S187). If a jackpot game is in progress (step S187: YES), the operation status flag is set to "2" (step S188), and the suppression device counting process is completed.

[0261] On the other hand, if the jackpot game is not being played (step S187: NO), the operation status flag is set to "3" (step S183), and the suppression device counting process is terminated.

[0262] On the other hand, if the difference ball counter is not equal to or greater than the second reference value (step S186: NO), the main control CPU 600a checks whether the difference ball counter is equal to or greater than the first reference value. That is, it checks whether the difference ball counter is greater than 90,000 difference balls (step S189). If the difference ball counter is equal to or greater than the first reference value (step S189: YES), the main control CPU 600a sets the operation state flag to "1" (step S190) and ends the suppression device counting process.

[0263] On the other hand, if the ball difference counter is not equal to or greater than the first reference value (step S189: NO), the main control CPU 600a sets the operation state flag to "0" (step S191) and ends the suppression device counting process.

[0264] <Main control: Explanation of prize ball winning count management process 1> Thus, after completing the above-mentioned processing, the main control CPU 600a restores the contents of the registers that had been saved to the out-of-use stack area 600cg (see Figure 4(a)) of the main control RAM 600c, as shown in Figure 16 (step S125), and terminates the prize ball count management process 1.

[0265] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 21, a timer interrupt program that interrupts the above-mentioned main processing and is started every 4 ms will be described.

[0266] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0267] Next, the main control CPU 600a checks the game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S202). If the game stop flag is set to 5AH (step S202:=5AH), the main control CPU 600a turns off the solenoid port (step S203), turns off the LED common port (step S204), and proceeds to the process of step S216. As a result, when the game is stopped during the change, no pattern change performance that stops the change of the decorative pattern is performed at all, and further, the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a are turned off, and the display of the number of balls reserved for starting is also hidden. Note that, even when the game is stopped when a fraudulent act is detected, the main control CPU 600a may be made to check the fraudulent game stop flag used when a fraudulent act is detected, and if 5AH is set, the main control CPU 600a may be made to perform the same process.

[0268] On the other hand, if the game stop flag is not set to 5AH (step S202: ≠ 5AH), the main control CPU 600a performs a suppression device operation management process for the operation of the suppression device (saving function) (step S205). The details of this process will be described later.

[0269] Next, the main control CPU 600a inputs ON / OFF signals of various switches including the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), and the large prize port switch 46c (see Figure 3), and stores the ON / OFF signal levels and their start-up states in the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c (step S206). As shown in FIG. 21, this process is not performed if the game stop flag is set to 5AH (step S202:=5AH). Therefore, if a game ball that was launched into the game area 40 using the launch handle 16 before the game is stopped is still present in the game area 40 after the game is stopped, even if the game ball enters the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, or the lower left general winning port switch 49d1, the game ball will not be detected. This is because, in the case where a prize ball is generated by affecting the ON / OFF state of the switch due to fraud such as radio wave cheating, if this switch management process is executed even after the game is stopped, there is a possibility that a prize ball will be illegally acquired during the game stop. Therefore, by doing this, the risk of causing damage to the hall (game center) side can be reduced.

[0270] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S207).

[0271] Next, the main control CPU 600a performs a random number management process (step S208). Specifically, the process updates the random numbers for the normal symbols, special symbols, and the like used in the winning / losing lottery.

[0272] Next, the main control CPU 600a executes normal symbol processing (step S209). This normal symbol processing executes a lottery for the normal symbol, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. The details of this processing will be described later.

[0273] Next, the main control CPU 600a executes a normal electric role management process (step S210). This normal electric role management process generates a signal related to the control of the normal electric role solenoid 45b2 (see FIG. 4) required for the normal electric role release game generation based on the lottery result of the normal symbol process (step S209).

[0274] Next, the main control CPU 600a executes the special symbol processing (step S211). In this special symbol processing, a lottery is executed to determine whether or not the special symbol will be selected, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The details of this processing will be described later.

[0275] Next, the main control CPU 600a executes a special electric role management process (step S212). In this special electric role management process, when the big win lottery result is a "big win" or "small win", a setting process necessary for executing and controlling a winning game corresponding to the win is performed. At this time, a signal related to the control of the special electric role solenoid 46b (see FIG. 3) is also generated. In addition, when the big win lottery result is a "big win" or "small win", a command related thereto (presentation control command DI_CMD) is transmitted to the sub-control board 80. Specifically, a big win start fanfare command (presentation control command DI_CMD) and a big win end ending command (presentation control command DI_CMD) are transmitted to the sub-control board 80. As a result, the sub-control CPU 800a executes the process described with reference to FIG. 9.

[0276] Next, the main control CPU 600a performs a right-hit notification information management process (step S213). In this right-hit notification information management process, a process is performed to make a "launch position guidance effect (right-hit notification effect)" that performs a right-hit instruction notification in a situation where right-hitting is advantageous, such as when the opening and closing member (not shown) of the electric chute (normal electric role) is in an open state, and the time during which the guide member (not shown) is in a guide state is extended, or when the opening and closing door 46a is opened and the large prize opening (not shown) is opened. In addition, when a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a) in this right-hit notification information management process. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the liquid crystal display device 41 to display the determined stop pattern (normal pattern stop pattern). As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to liquid crystal display device 41, causing "Right hit" to be displayed on liquid crystal display device 41, as shown in Figures 7 to 9.

[0277] Next, the main control CPU 600a executes an LED management process (step S214).

[0278] Next, the main control CPU 600a performs solenoid management processing (step S215). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 3) generated in the normal electric role management processing (step S210), and checks the signal related to the control of the special electric role solenoid 46b (see FIG. 4) generated in the special electric role management processing (step S212). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member (not shown) of the electric chute (normal electric role) is opened, and the time during which the guide member (not shown) is in the guide state is extended / not extended, or the opening / closing door 46a (see FIG. 2) is operated so that the large prize opening (not shown) is opened or closed.

[0279] Next, the main control CPU 600a performs an error management process (step S216). The error management process is to determine whether or not there is an abnormality inside the device, such as a stop in supplying game balls, a jammed game ball, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the center left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), the out port switch 50a (see FIG. 3), or the large winning port switch 46c (see FIG. 3). When any kind of error occurs (including when the cheating detection board 55 detects a player's cheating), a command corresponding to the error (presentation control command DI_CMD) is sent to the sub-control board 80. When any other error other than the case where the cheating detection board 55 detects a player's cheating is cleared, the main control CPU 600a sends a command corresponding to the error clearance (presentation control command DI_CMD) to the sub-control board 80.

[0280] Incidentally, when the fraud detection board 55 detects fraudulent behavior by a player and issues a high-priority error alert without stopping game play, the sub-control CPU 800a will display the error alert due to fraud on the liquid crystal display device 41 together with the displays shown in Figures 6(c), 7(e), 8(e), and 9(e) even if the suppression device (saving function) is activated and a game stop command (presentation control command DI_CMD) is received, and the sound emitted from the speaker 17 will give priority to the error alert due to fraud.

[0281] Incidentally, this error management process is carried out even if the game stop flag is set to 5AH (step S202:=5AH) as shown in Fig. 21. Therefore, as explained above, even if the game is stopped, the presentation control command DI_CMD corresponding to an error related to the prize balls acquired by the player is also sent to the sub-control board 80. Therefore, when the sub-control CPU 800a receives a presentation control command DI_CMD corresponding to an error related to the prize balls acquired by the player, the sub-control CPU 800a prioritizes the presentation control command DI_CMD over a game stop notification.

[0282] Next, the main control CPU 600a executes a prize ball management process (step S217). This prize ball management process outputs a payout control command PAY_CMD to make the payout control board 70 (see FIG. 3) perform a payout operation. In addition, in this prize ball management process, the main control CPU 600a transmits a prize ball scheduled number command (performance control command DI_CMD) to the sub-control board 80.

[0283] Incidentally, this prize ball management process is carried out even if the game stop flag is set to 5AH (step S202:=5AH) as shown in FIG. 21. Therefore, as explained above, even if the game is stopped, the payout / launch control board 70 executes the payout of the game balls related to the prize balls that have not yet been paid out. Therefore, by doing this, it is possible to eliminate the situation where game balls that should have been paid out are not paid out due to the game being stopped, and therefore it is possible to carry out appropriate processing for the control up to the forced termination and the control after the forced termination without affecting the control related to other games.

[0284] Next, the main control CPU 600a executes an external terminal management process (step S218). In this external terminal management process, predetermined game information such as the number of winnings during a winning game, the number of times a special symbol changes, winning ball detection information into a winning hole, information during a time-saving game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for managing the game island of the game center.

[0285] Next, the main control CPU 600a reads out the program stored in the out-of-use area program area 600be of the main control ROM 600b shown in Fig. 4(b) and performs out-of-use area processing (step S219). Details of this processing will be described later.

[0286] Next, the main control CPU 600a performs an out command transmission process (step S220). In this out command transmission process, the main control CPU 600a checks whether or not the out switch 50a (see FIG. 3) of the out port 50 (see FIG. 2) detects an entry of a game ball, and transmits an out ball number command (presentation control command DI_CMD) to the sub-control board 80 every time it detects an entry of a game ball.

[0287] Thus, by receiving the out ball count command and the planned number of winning balls command, the sub-control CPU 800a can manage the detailed difference in the number of balls, making it possible to determine whether or not the suppression device (saving function) will operate, thereby enabling the execution of an appropriate presentation.

[0288] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S221), returns to an interrupt enabled state (step S222), and restores the contents of the registers saved in the stack area 600cc in the used area of ​​the main control RAM 600c, ending the timer interrupt (step S223). This causes the process to return from the interrupt processing routine to the main processing (see FIG. 32).

[0289] <Main control: Explanation of suppression device operation management process> Next, the suppression device operation management process will be described in detail with reference to FIG.

[0290] As shown in Fig. 22, the main control CPU 600a first checks the game stop flag indicating that the game is stopped due to the operation of the suppression device (saving function) (step S230). If the game stop flag is set to 5AH (step S230: = 5AH), the suppression device operation management process is terminated. Note that even when the game is stopped when a fraudulent act is detected, the main control CPU 600a checks the fraudulent game stop flag used when a fraudulent act is detected, and if 5AH is set, the main control CPU 600a may end the suppression device operation management process.

[0291] On the other hand, if the game stop flag is not set to 5AH (step S230: ≠ 5AH), the main control CPU 600a checks the operation state flag (step S231). If the operation state flag is set to "3" (step S231: YES), the main control CPU 600a performs game stop processing (step S232) and ends the suppression device operation management processing. This game stop processing is the same as the processing shown in FIG. 15.

[0292] On the other hand, if the operation state flag is not set to "3" (step S231: NO), the main control CPU 600a checks the operation state flag again (step S233). If the operation state flag is set to "2" (step S233: YES), the main control CPU 600a checks whether the value set in the operation state flag matches the value set in the operation state command flag (step S234). If they match (step S234: YES), the main control CPU 600a determines that the command corresponding to the operation state (performance control command DI_CMD) has been sent to the sub-control CPU 800a, and ends the suppression device operation management process.

[0293] On the other hand, if they do not match (step S234: NO), the main control CPU 600a transmits a suppression device activation warning command (performance control command DI_CMD) to the sub-control board 80 (step S235).

[0294] Next, the main control CPU 600a sets the value of the operating state flag to the operating state command flag (step S236). That is, in this case, the operating state command flag is set to "2".

[0295] Then, the main control CPU 600a ends the suppression device operation management process.

[0296] On the other hand, if the operation state flag is not set to "2" (step S233: NO), the main control CPU 600a checks the operation state flag again (step S237). If the operation state flag is set to "1" (step S237: YES), the main control CPU 600a checks whether the value set in the operation state flag matches the value set in the operation state command flag (step S238). If they match (step S238: YES), the main control CPU 600a determines that the command corresponding to the operation state (performance control command DI_CMD) has been sent to the sub-control CPU 800a, and ends the suppression device operation management process.

[0297] On the other hand, if they do not match (step S238: NO), the main control CPU 600a transmits a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80 (step S239).

[0298] Next, the main control CPU 600a sets the value of the operating state flag to the operating state command flag (step S240). That is, in this case, the operating state command flag is set to "1".

[0299] Then, the main control CPU 600a ends the suppression device operation management process.

[0300] On the other hand, if the operation state flag is not set to "1" (step S237: NO), the main control CPU 600a checks whether the value set in the operation state flag matches the value set in the operation state command flag (step S241). If they match (step S241: YES), the main control CPU 600a determines that the command corresponding to the operation state (performance control command DI_CMD) has been sent to the sub-control CPU 800a, and ends the suppression device operation management process.

[0301] On the other hand, if they do not match (step S241: NO), the main control CPU 600a transmits a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80 (step S242).

[0302] Next, the main control CPU 600a sets the value of the operating state flag to the operating state command flag (step S243). That is, in this case, since the operating state flag is not "1" to "3" but "0", the operating state command flag is set to "0".

[0303] Then, the main control CPU 600a ends the suppression device operation management process.

[0304] In the present embodiment, the operation state flag is managed as follows: (1) when the suppression device (saving function) is not in operation, it is set to "0", (2) when the suppression device (saving function) is in an operation notice state, it is set to "1", (3) when the suppression device (saving function) is in an operation warning state, it is set to "2", and (4) when the suppression device (saving function) is in operation, it is set to "3". However, as described above, when the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, In response to the above, when the main control CPU 600a transmits the suppression device operation notice command 2 (performance control command DI_CMD), the suppression device operation notice command 3 (performance control command DI_CMD), the suppression device operation notice command 4 (performance control command DI_CMD), and the suppression device operation notice command 5 (performance control command DI_CMD) to the sub-control board 80, the state of "2" which is the case of (3) the suppression device (saving function) operation warning state may be divided more finely. For example, in the case of "2", the suppression device operation notice command (performance control command DI_CMD) is transmitted, in the case of "2A", the suppression device operation notice command 2 (performance control command DI_CMD) is transmitted, in the case of "2B", the suppression device operation notice command 3 (performance control command DI_CMD) is transmitted, in the case of "2C", the suppression device operation notice command 4 (performance control command DI_CMD) is transmitted, and in the case of "2D", the suppression device operation notice command 5 (performance control command DI_CMD) is transmitted, so that the value managed by the operation state flag may be increased. In this case, the state of the operating state command flag may be increased accordingly. This may increase the number of branches in the flows shown in Figs. 14, 20, and 22. That is, the processing for operating state flags "2A" to "2D" may be added to the portion related to operating state flag "2". This allows the sub-control CPU 800a to execute the processing described with reference to Figs. 6 and 9.

[0305] <Main control: Explanation of normal pattern processing> Next, the normal symbol processing will be described in detail with reference to FIG.

[0306] As shown in FIG. 23, the normal symbol processing first checks whether the passage of a game ball is detected in the normal symbol start port 48 (see FIG. 2) consisting of a gate, that is, checks the signal level of the normal symbol start port switch 48a (see FIG. 3) of the normal symbol start port 48 (step S250). If the passage of a game ball is detected (step S250: YES), the main control CPU 600a checks the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c in which the number of start reserved balls of the normal symbol is stored in order to determine whether the number of start reserved balls of the normal symbol is, for example, 4 or more (step S251). At that time, if the number of start reserved balls of the normal symbol is less than 4 (step S251: ≠ MAX), the number of start reserved balls of the normal symbol is increased by 1 (step S252). Thereafter, the main control CPU 600a stores the random number value for determining whether the normal pattern is a winner, which is used in the lottery to determine whether the normal pattern is a winner, in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c in which the number of balls on hold for the start of the normal pattern is stored (step S253), and then proceeds to processing in step S254.

[0307] On the other hand, if the passage of the game ball is not detected in step S250 (step S250: NO), or if it is determined in step S251 that the number of initial reserved balls for normal patterns is 4 or more (step S251: = MAX), the processing of steps S252 to S253 is not performed, and the processing proceeds to step S254.

[0308] When the main control CPU 600a proceeds to the process of step S254, it checks whether the normal symbol win operation flag is set to ON, that is, whether the normal symbol win operation flag is set to 5AH (step S254). If the normal symbol win operation flag is set to 5AH (step S254: ON), it determines that the normal symbol is winning, and updates the display data of the normal symbol (step S263), and then ends the normal symbol processing.

[0309] On the other hand, if the normal symbol winning operation flag is not set to 5AH (step S254: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S255). Then, if the normal symbol operation status flag is 00H, the main control CPU 600a judges that the normal symbol is in a state before the start of the fluctuation, proceeds to step S256, and confirms whether the number of balls reserved for the start of the normal symbol is 0 (step S256).

[0310] The main control CPU 600a checks the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c where the number of reserved balls for starting normal symbols is stored, and if it determines that the number is 0 (step S256:=0), it updates the display data for the normal symbols (step S263) and ends the normal symbol processing. On the other hand, if it determines that the number is not 0 (step S256:≠0), it subtracts 1 from the number of reserved balls for starting normal symbols (step S257).

[0311] After that, the main control CPU 600a performs a win determination of the random number corresponding to the number of balls reserved for the start of the normal pattern stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c using a normal pattern win determination table (not shown). At this time, if a win has been made, the normal pattern win determination flag is set to 5AH and turned ON. If a win has not been made, the normal pattern win determination flag is turned OFF.

[0312] Next, the main control CPU 600a determines the stop symbol (normal symbol stop symbol) based on the lottery result determined by the random number lottery process (step S259). As a result, the main control CPU 600a transmits the determined stop symbol (normal symbol stop symbol) to the sub-control CPU 800a as a performance control command DI_CMD.

[0313] Next, the main control CPU 600a checks whether the normal pattern time-saving flag, which shortens the normal pattern fluctuation time, is set to ON, and if it is set to ON, it sets the normal pattern fluctuation timer to a corresponding fluctuation time, and if it is set to OFF, it performs a process of setting the normal pattern fluctuation timer to the normal fluctuation time (step S260).

[0314] Next, the main control CPU 600a shifts the memory area of ​​the RAM area 600ca (see Figure 4 (a)) in the used area of ​​the main control RAM 600c, in which the random number value used to select the winning or losing lottery for the normal pattern corresponding to the number of balls reserved for the start of the normal pattern is stored (step S261). In other words, assuming that a maximum of four normal pattern start-up reserved balls can be reserved, the random number value used in the lottery for the normal pattern corresponding to four normal pattern start-up reserved balls is shifted to the RAM area 600ca (see Figure 4(a)) in the usage area of ​​the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to three normal pattern start-up reserved balls was stored, the random number value used in the lottery for the normal pattern corresponding to three normal pattern start-up reserved balls was shifted to the RAM area 600ca (see Figure 4(a)) in the usage area of ​​the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to two normal pattern start-up reserved balls was stored, and the random number value used in the lottery for the normal pattern corresponding to two normal pattern start-up reserved balls was shifted to the RAM area 600ca (see Figure 4(a)) in the usage area of ​​the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to one normal pattern start-up reserved ball was stored.

[0315] After this process, the main control CPU 600a sets the normal pattern operation status flag used in step S255 above to 01H, and performs a process of setting 00H to the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c, in which the random number value used to select the winning or losing lottery for the normal pattern corresponding to the initial reserved ball count of 4 for the normal pattern (step S262).

[0316] After completing the process of step S262, the main control CPU 600a updates the display data of the normal symbol (step S263), and ends the normal symbol process.

[0317] On the other hand, in the above step S255, if the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is 01H, the main control CPU 600a judges that the normal symbol is changing, proceeds to step S264, and checks whether the normal symbol change timer is 0 or not (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is terminated. Then, if the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets the normal symbol operation status flag used in the above step S255 to 02H, and sets the normal symbol change timer to, for example, about 600 ms in order to maintain the winning or losing lottery result of the normal symbol for a certain period of time (step S265).

[0318] After completing the process of step S265, the main control CPU 600a updates the display data of the normal symbol (step S263), and ends the normal symbol process.

[0319] On the other hand, in the above step S255, if the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is 02H, the main control CPU 600a judges that the normal symbol is in the confirmation time (the normal symbol fluctuation has ended and is stopped), proceeds to step S266, and checks whether the normal symbol fluctuation timer is 0 or not (step S266). If the normal symbol fluctuation timer is not 0 (step S266: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol processing is completed. Then, if the normal symbol fluctuation timer is 0 (step S266: = 0), the main control CPU 600a sets the normal symbol operation status flag used in the above step S255 to 00H (step S267), and checks whether the normal symbol winning judgment flag is set to ON (5AH is set) (step S268).

[0320] As a result, if the normal symbol winning judgment flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the display data of the normal symbol (step S263) and ends the normal symbol processing. If the normal symbol winning judgment flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol winning operation flag used in step S254 to ON (5AH is set) (step S269), and then ends the normal symbol processing.

[0321] <Main control: Explanation of special pattern processing> Next, the special symbol process will be described in detail with reference to FIGS.

[0322] As shown in Figure 24, the special pattern processing first checks whether or not a game ball (winning ball) has been detected at the special pattern 1 start hole switch 44a (see Figure 3) of the special pattern 1 start hole 44 (see Figure 2) (step S300), and then checks whether or not a game ball (winning ball) has been detected at the special pattern 2 start hole switch 45a1 (see Figure 3) of the special pattern 2 start hole 45a (see Figure 2) (step S301).

[0323] <Main control: Special pattern processing: Explanation of starting port check processing> This process will be explained in detail with reference to Fig. 25. The main control CPU 600a checks whether the game ball has entered (won) the special symbol 1 start hole 44 or the special symbol 2 start hole 45a, that is, checks the level of the special symbol 1 start hole switch 44a of the special symbol 1 start hole 44 or the special symbol 2 start hole switch 45a1 of the special symbol 2 start hole 45a (step S350). If the game ball has not entered (won) (step S350: NO), the special symbol process is terminated.

[0324] On the other hand, if the game ball is detected to have entered the game (winning) (step S350: YES), the main control CPU 600a checks whether the number of start reserved balls that triggers the change of the special symbol is a predetermined number and is stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c (step S351). If the number of start reserved balls is less than 4 (step S351: ≠ MAX), the start reserved ball number is incremented by 1 (+1) (step S352).

[0325] Next, the main control CPU 600a stores the random number values ​​used when the special pattern stops, the random number values ​​for the changing pattern, and the random number values ​​for determining a jackpot in the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c, where the number of start-up reserved balls that triggers the change in the special pattern is stored (step 353).

[0326] Next, the main control CPU 600a checks the current game state (whether the special symbol jackpot determination flag is set to ON, etc.) and determines whether or not the pre-reading is prohibited (step S354). If the pre-reading is not prohibited (step S354: NO), the main control CPU 600a acquires the random number value for jackpot determination used in the lottery for determining whether or not the special symbol is a winner, which was stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c in the above step S353 (step S355), and further acquires a random number determination table for winning at the start port (not shown) (step S356).

[0327] Next, the main control CPU 600a performs a lottery for a big win using the random number value for big win determination obtained in step S355 and the random number determination table (not shown) at the time of winning the start port obtained in step S356, and further determines the type of big win (rank-up bonus win, normal big win, etc.) using the random number value for special symbols stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c in step S353, determines the variation pattern using the random number value for the variation pattern, and generates a corresponding special symbol start port winning command (step S357). At this time, in addition to the big win lottery, a lottery for a small win and a lottery for a special time-saving symbol may be performed, and the type of small win or the type of special time-saving symbol may be determined using the random number value for special symbols described above, or a random number value different from the random number value for special symbols, and the variation pattern may be determined using the random number value for the variation pattern, and a corresponding special symbol start port winning command may be generated.

[0328] Next, the main control CPU 600a generates a start pending addition command of the lower byte according to the generated special symbol start hole winning command (step S358).

[0329] On the other hand, the main control CPU 600a completes the processing of step S358, or if the number of start-reserved balls for special pattern 1 or 2 in step S351 is 4 or more (step S351:=MAX), or if pre-reading is prohibited (step S354:YES), it generates a start-reserved addition command in the upper byte according to the increased number of start-reserved balls (step S359).

[0330] Next, the main control CPU 600a combines the lower byte start pending addition command generated in step S358 above with the upper byte start pending addition command generated in step S359 above, and performs processing to send this to the sub-control board 80 as a start pending addition command (performance control command DI_CMD) (step S360).

[0331] <Main control: Explanation of special pattern processing> Thus, when the processing of step S300 and step S301 shown in Fig. 24 is completed, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether the special symbol small win activation flag is set to 5AH (step S302). If the special symbol small win activation flag is set to 5AH (step S302: ON), it is determined that the special symbol is in a small win, and after updating the display data of the special symbol (step S308), the special symbol processing is completed.

[0332] On the other hand, if the special symbol small win activation flag is not set to 5AH (step S302: OFF), it is confirmed whether the special symbol big win activation flag is set to ON, that is, whether the special symbol big win activation flag is set to 5AH (step S303). If the special symbol big win activation flag is set to 5AH (step S303: ON), it is determined that the special symbol is in a big win, and after updating the display data of the special symbol (step S308), the special symbol processing is terminated.

[0333] On the other hand, if the special symbol big win activation flag is not set to 5AH (step S303: OFF), the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag is confirmed (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for change (indicating that the special symbol has not changed and is waiting for the next change), and performs special symbol change start processing (step S305).

[0334] <Main control: Special pattern processing: Explanation of special pattern variation start processing> This process will be explained in detail with reference to Fig. 26. The main control CPU 600a checks whether the start reserved ball count, which is the trigger for the special symbol to change, is 0 or not (step S400). That is, the main control CPU 600a checks whether it is stored in the RAM area 600ca (see Fig. 4(a)) in the used area of ​​the main control RAM 600c, and if it is determined that the start reserved ball count is 0 (step S400: = 0), it checks whether the value of the special symbol operation status flag is 00H or not (step S401). If the value of the special symbol operation status flag is 00H (step S401: YES), the special symbol change start process is terminated.

[0335] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a transmits a customer waiting demo command as a performance control command DI_CMD to the sub-control board 80 (see FIG. 3) (step S402).

[0336] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S403), and ends the special symbol variation start process.

[0337] On the other hand, if the main control CPU 600a determines that the number of start-pending balls is not 0 (step S400: ≠ 0), it subtracts 1 (-1) from the start-pending balls (step S404) and sends a start-pending subtraction command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).

[0338] Next, the main control CPU 600a shifts the memory area in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c where the random number values ​​used when the special pattern stops, the random number values ​​for the variable pattern, and the random number values ​​for determining a jackpot (see step S353 in Figure 25) are stored (step S406), and sets 0 to the area in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c where the random number values ​​used to determine whether the special pattern corresponding to start hold 4 is a win or lose lottery are stored (step S407).

[0339] Next, the main control CPU 600a performs a win determination process (step S408). Specifically, the main control CPU 600a executes a lottery for determining whether or not the special symbol 1 wins, and a lottery for determining whether or not the special symbol 2 wins. If a big win is won, the special symbol big win determination flag is set to 5AH and turned ON, and if a small win is won, the special symbol small win determination flag is set to 5AH and turned ON.

[0340] Next, after the main control CPU 600a finishes the winning judgment process (step S408) as described above, it performs the special time-saving symbol winning judgment process (step S409). To be more specific, the main control CPU 600a executes a lottery to determine whether the special time-saving symbol is a winning symbol. If the special time-saving symbol is a winning symbol, the special time-saving symbol is set to 5AH and turned ON.

[0341] Next, after completing the special time-saving pattern hit determination process (step S409) as described above, the main control CPU 600a generates a stopping pattern for the special pattern (step S410) using a random number value used when the special pattern stops, which is stored in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c in step S353 of Figure 25.

[0342] Next, the main control CPU 600a prepares to transition to a game state such as a normal state, a time-saving state, a latent probability change state, a probability change state, or an advantageous game (step S411).

[0343] Next, the main control CPU 600a generates a special pattern variation pattern using the random number value for the variation pattern stored in the RAM area 600ca (see Figure 4(a)) in the used area of ​​the main control RAM 600c in step S353 of Figure 23, and sends the variation pattern command for the generated special pattern variation pattern to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S412).

[0344] Next, the main control CPU 600a sets the special symbol changing flag to 5AH, and turns it ON (step S413).

[0345] Next, the main control CPU 600a generates a pattern designation command that designates a special pattern to be displayed on the liquid crystal display device 41 (step 414), and performs processing to transmit the generated pattern designation command to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S415).

[0346] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S416), and ends the special symbol variation start process.

[0347] <Main control: Explanation of special pattern processing> On the other hand, as shown in FIG. 24, if the value of the special pattern operation status flag is 02H, the main control CPU 600a determines that the special pattern is changing (indicating that the special pattern is currently changing), and performs special pattern changing processing (step S306).

[0348] <Main control: Special pattern processing: Explanation of processing during special pattern fluctuation> This process will be described in detail with reference to Fig. 27. The main control CPU 600a first checks whether the change time set in the special symbol change timer in step S412 of Fig. 26 has elapsed, that is, whether it has become 0 (step S420). If the special symbol change timer is not 0 (step S420: NO), the main control CPU 600a ends the special symbol change process.

[0349] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a transmits a symbol determination command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S421). In response to this, the sub-control CPU 800a transmits a command list for determining the symbol to the VDP 803. In response to this, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 displays images such as those shown in Figures 5(a), (d), and 6(a).

[0350] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol changing flag to 00H. Furthermore, the main control CPU 600a sets the special symbol changing timer to, for example, about 500 ms in order to maintain the special symbol winning / losing lottery result for a certain period of time (step S422). After that, the main control CPU 600a ends the special symbol changing process.

[0351] <Main control: Explanation of special pattern processing> On the other hand, as shown in FIG. 24, if the value of the special pattern operation status flag is 03H, the main control CPU 600a determines that the special pattern is being confirmed (indicating that the special pattern fluctuation has ended and is stopped), and performs processing during the special pattern confirmation time (step S307).

[0352] <Main control: Special pattern processing: Explanation of processing during special pattern confirmation> This process will be described in detail with reference to Fig. 28. The main control CPU 600a first checks whether the change time set in the special symbol change timer in step S412 of Fig. 26 has elapsed, that is, whether it has become 0 (step S450). If the special symbol change timer is not 0 (step S450: ≠ 0), the main control CPU 600a ends the special symbol confirmation time process.

[0353] On the other hand, if the special symbol fluctuation timer is 0 (step S450:=0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the special symbol jackpot determination flag is set to 00H, the special symbol jackpot operation flag is set to 5AH, the special symbol time-saving flag is set to 00H, the special symbol probability change flag is set to 00H, and the special symbol time-saving count counter and the special symbol probability change count counter, which will be described later, are set to 00H (step S453). After that, the main control CPU 600a ends the special symbol confirmation time processing.

[0354] On the other hand, if the special symbol big win judgment flag is not set to ON (5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol small win judgment flag is set to ON (5AH is set) (step S454). If the special symbol small win judgment flag is set to ON (5AH is set) (step S454: YES), the special symbol small win judgment flag is set to 00H, and the special symbol small win activation flag is set to 5AH (step S455).

[0355] After completing the processing of step S455, or if the special pattern small win determination flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special pattern time-saving count counter is 0 (step S456).

[0356] If the value of the special symbol time-saving counter is not 0 (step S456: NO), the value of the special symbol time-saving counter is decremented by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol time-saving counter is 0 (step S458). If the value of the special symbol time-saving counter is 0 (step S458: YES), various settings are made when the special symbol time-saving ends (step S459).

[0357] After completing the process of step S459, or if the value of the special symbol time-saving counter is 0 (step S456: YES), or if the value of the special symbol time-saving counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability change counter is 0 (step S460). If the value of the special symbol probability change counter is 0 (step S460: YES), the main control CPU 600a ends the process during the special symbol confirmation time.

[0358] On the other hand, if the value of the special symbol probability change counter is not 0 (step S460: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol probability change counter (step S461) and checks again whether the value of the special symbol probability change counter is 0 (step S462). If the value of the special symbol probability change counter is not 0 (step S462: NO), the main control CPU 600a ends the special symbol confirmation time process.

[0359] On the other hand, if the value of the special pattern probability change count counter is 0 (step S462: YES), the main control CPU 600a sets the special pattern time-saving flag to 00H, performs processing to set the special pattern probability change flag to 00H (step S463), and terminates processing during the special pattern confirmation time.

[0360] <Main control: Explanation of special pattern processing> Thus, when any one of the processes in steps S305, S306, and S307 shown in FIG. 24 is completed, the main control CPU 600a updates the display data of the special symbols (step S308), and then ends the special symbol process.

[0361] <Main control: Explanation of processing outside the area of ​​use> Next, the out-of-area-used processing will be described in detail with reference to FIG.

[0362] The main control CPU 600a saves all registers to a stack area 600cg outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S500), and saves the stack pointer during normal processing to a RAM area 600ca within the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S501).

[0363] Next, the main control CPU 600a sets a stack pointer address for outside the used area in a stack pointer inside the main control CPU 600a (step S502).

[0364] Next, the main control CPU 600a checks the game stop flag indicating that the game is stopped by the operation (step S503). If the game stop flag is set to 5AH (step S503:=5AH), the main control CPU 600a performs a process to display "E" indicating an error state on the measurement / setting display device 610 (see FIG. 3) (step S504), and proceeds to the process of step S508.

[0365] On the other hand, if the game stop flag is not set to 5AH (step S503: ≠ 5AH), the main control CPU 600a performs the winning ball number management process 2 (step S505). In this winning ball number management process 2, the performance display value calculated in the winning ball number management process 1 in step S46 shown in Fig. 11 is displayed on the measurement / setting display device 610 (see Fig. 3).

[0366] Next, the main control CPU 600a performs out-of-use LED update processing (step S506).

[0367] Next, the main control CPU 600a stores input flags, which are detection information of switches outside the use area such as the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the out port switch 50a (see Figure 3), and the large prize port switch 46c (see Figure 3), in the outside the use area RAM area 600ce (see Figure 4(a)) of the main control RAM 600c (step S507). The above-described switches are the same switches detected in the switch input management process (S206) of the timer interrupt process shown in Fig. 21, but in this process, they are stored in an outside-usage-area RAM area 600ce (see Fig. 4(a)) of the main control RAM 600c that is different from the main control RAM 600c within the usage area for ball difference counts, etc. This is because data used in the outside-usage-area process must use the outside-usage-area main control RAM 600c that is prepared separately from the main control RAM 600c within the usage area.

[0368] Next, after the process of step S507 or after the process of step S50, the main control CPU 600a performs a process of updating a test firing signal used when outputting various signals related to the game to the test machine in the certification test (test firing test) of the gaming machine (step S508), restores the stack pointer during normal processing that was evacuated to the outside-of-use stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S509), and restores all registers (step S510).Then, the main control CPU 600a ends the outside-of-use area process.

[0369] <Processing contents of the sub-control board> Next, the processing contents (outline of the program) of the sub-control board 80 shown in Figs. 30 to 34 will be specifically described.

[0370] First, when the power is turned on to the pachinko game machine 1, a power-on signal indicating that the power has been turned on is sent from the power supply board 130 (see FIG. 3) to each control board. Then, upon receiving the signal, the sub-control CPU 800a performs the main process shown in FIG.

[0371] <Sub-control: Main processing> 30, first, the sub-control CPU 800a initializes the internal registers and sets the input / output direction of the input / output port. Then, the sub-control CPU 800a sets the data to be transmitted from the output port set in the output direction so that the data is transferred serially (step S1000).

[0372] Next, the sub-control CPU 800a initializes a memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see FIG. 3) (step S1001). Then, the sub-control CPU 800a performs interrupt permission setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0373] Next, the sub-control CPU 800a initializes the memory areas in the sub-control RAM 800c used as a working area and a stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 3). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).

[0374] Next, the sub-control CPU 800a checks whether or not an abnormality has occurred in the motor (not shown) that operates the top, left, right, and top left movable parts 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c in which the motor data that operates the motor (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to its origin position. As a result, the top, left, right, and top left movable parts 43a to 43d return to their initial positions (step S1005).

[0375] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, etc. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt is generated periodically every 1 ms (step S1006).

[0376] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c (step S1007), and compares the checksum calculation value with the checksum calculation value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), a process is performed to clear all areas in the sub-control RAM 800c (step S1009).

[0377] On the other hand, if there is a match (step S1008: YES) or after completing the processing of step S1009, the sub-control CPU 800a disables the watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).

[0378] Next, the sub-control CPU 800a reads out the presentation control command DI_CMD received from the main control board 60 (see FIG. 3) stored in the memory area of ​​the sub-control RAM 800c, and determines the presentation pattern according to the content by lottery from among a large number of presentation patterns pre-stored in the sub-control ROM 800b (step S1012). At this time, if there is no customer waiting demo command and the game state transitions to the customer waiting demo state upon receiving the symbol determination command, a timer is started upon receiving the symbol determination command, and a predetermined time is counted.

[0379] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15 or the effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15 or the effect button device 13 is pressed by the player at the moment of pressing, the moment of releasing, or whether it is still pressed.

[0380] Next, based on the performance pattern determined by lottery in step S1012 above, the sub-control CPU 800a controls the operation of the top, left, right and top left movable parts 43a to 43d (see Figure 2), controls the turning on and off of decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see Figure 3), controls the speaker 17 and controls the image displayed on the liquid crystal display device 41 (step S1014).

[0381] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c, and performs memory backup processing to store the checksum calculation value in the sub-control RAM 800c (step S1015).

[0382] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been sent (step S1016: NO), the sub-control CPU 800a repeats the process of step S1016 until the VSYNC interrupt signal is sent, and when the VSYNC interrupt signal is sent (step S1016: YES), the process returns to the process of step S1007 again, and repeats the processes of steps S1007 to S1016.

[0383] <Sub-control: Data analysis processing> Next, the data analysis process of step S1014 of the main process will be described in detail with reference to FIG. 31. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803 based on the performance pattern determined by lottery in step S1012 (step S1050). At this time, when the sub-control CPU 800a receives a suppression device operation notice command, it generates a command list for generating image data for displaying the suppression device operation notice on the liquid crystal display device 41. Then, when the sub-control CPU 800a receives a suppression device operation warning command, it generates a command list for generating image data for displaying the suppression device operation warning on the liquid crystal display device 41. Furthermore, when the sub-control CPU 800a receives a game stop command, it generates a command list for generating image data for displaying the game stop on the liquid crystal display device 41. Then, when the sub-control CPU 800a receives a suppression device non-operation state command, it generates a command list for generating image data for erasing the display related to the suppression device operation displayed on the liquid crystal display device 41. Furthermore, even if a suppression device non-operation state command or a suppression device operation notice command is received within a predetermined period of time after receiving a suppression device operation notice command, a command list corresponding to the command is not generated.

[0384] On the other hand, when suppression device operation notice command 2, suppression device operation notice command 3, suppression device operation notice command 4, or suppression device operation notice command 5 is received, a command list corresponding to each command is generated.

[0385] On the other hand, when the sub-control CPU 800a receives a look-ahead command, if a game stop such as a suppression device activation command or a suppression device activation warning command is approaching or if a game stop command is received, the sub-control CPU 800a generates a command list that limits the look-ahead performance or promotion performance depending on the situation, or cancels the generation. To explain using a specific example, when the sub-control CPU 800a receives a jackpot start fanfare command, it checks the contents of the suppression device activation notice command that has already been received.

[0386] The sub-control CPU 800a checks whether the received jackpot start fanfare command is a jackpot that can get 1000 or more prize balls. Here, there are two types of jackpots: a 10R jackpot (a jackpot that may increase the difference in balls by 1300) and a 4R jackpot (a jackpot that may increase the difference in balls by 400), and the sub-control CPU 800a checks whether the received jackpot start fanfare command is a 10R jackpot or a 4R jackpot.

[0387] Next, when the sub-control CPU 800a confirms that it is a 10R jackpot, since there is a risk that the suppression device (saving function) will be activated during the jackpot, when the sub-control CPU 800a receives a fluctuation pattern command at the start of fluctuation when the jackpot is reached, or when the sub-control CPU 800a receives a jackpot start fanfare command and confirms that it is a 10R jackpot, it does not execute the promotion effect or the reserved consecutive effect during the jackpot, or does not execute a lottery. As a result, the sub-control CPU 800a executes a normal effect during the jackpot round. Specifically, as shown in FIG. 9(b), instead of the word "jackpot!" (see image P30), a character saying "You did it!" is displayed on the liquid crystal display device 41 (see image P33), and "Round 1" (see image P34), which indicates the round of the jackpot game, is displayed in the upper left corner of the screen of the liquid crystal display device 41. In other words, by executing a normal round effect, the suppression device (saving function) is in a state where it can be activated at any time.

[0388] Next, when the sub-control CPU 800a receives the big win end ending command, it will perform an effect that coincides with the stopping of the game after the big win. For example, as shown in FIG. 9(d), the word "Congratulations" will be displayed on the liquid crystal display device 41 (see image P36). This allows the player to feel satisfied that he or she has acquired all the benefits, and improves the enjoyment of the game.

[0389] In this way, by not executing the promotion effect or the reserved consecutive effect during a big win, the player is not notified of the profit that he or she should have obtained, and this can eliminate the loss of interest in the game and the cause of trouble caused by not obtaining the profit. Therefore, appropriate processing can be performed for the control up to the forced termination and the control after the forced termination without affecting the control related to other games.

[0390] On the other hand, when the fraud detection board 55 detects a player's fraudulent behavior and the game is stopped by the suppression device (saving function), the sub-control CPU 800a generates a command list for generating image data for displaying on the liquid crystal display device 41 both an error due to fraud and information indicating that the game has been stopped.

[0391] Next, the sub-control CPU 800a generates a control signal for light based on the determined presentation pattern and stores it in the sub-control RAM 800c. At this time, when the game is stopped, the brightness of the decorative lamps can be reduced, or all of the decorative lamps can be turned off, or some of the decorative lamps can be turned on and the rest can be turned off. This can reduce power consumption.

[0392] In addition, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable parts 43a to 43d based on the performance pattern determined above, and generates motor data for the motor (not shown) of the movable part device 43 according to the determined operation content.

[0393] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the determined presentation pattern (step S1051). At this time, if the cheating detection board 55 detects a cheating act by the player and the game is stopped by the suppression device (saving function), a control signal is generated to give priority to an error notification due to cheating. Then, the sub-control CPU 800a transmits this generated control signal related to sound to the sound LSI 801. In response to this, the sound LSI 801 reads sound data corresponding to the transmitted control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the sound emitted from the speaker 17 gives priority to an error notification due to cheating.

[0394] Thus, the sub-control CPU 800a repeats the processing of steps S1050 and S1051 described above until all data based on the presentation pattern determined by lottery in step S1012 shown in FIG. 30 has been generated (step S1052: NO), and when all of the data has been generated (step S1052: YES), it proceeds to processing of step S1053.

[0395] Next, the sub-control CPU 800a performs processing when the button is enabled based on the contents stored in the sub-control RAM 800c in step S1051 above and the input contents of the setting button 15 or the performance button device 13 processed in step S1013 shown in Figure 30 (step S1053).

[0396] <Sub-control: Command reception interrupt processing> Next, referring to FIG. 32, a description will be given of the processing that is performed when a performance control command DI_CMD and an interrupt signal are sent from the main control board 60 while such main processing is being executed.

[0397] 32, when the sub-control CPU 800a receives the interrupt signal, it executes a save process to save the contents of each register to a stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101), and calculates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1102).

[0398] Then, the sub-control CPU 800a again reads the register of the input port that received the performance control command DI_CMD (step S1103) and checks whether the value read in step S1101 and the value read in step S1103 match. If they do not match (step S1104: NO), proceed to step S1107, and if they match (step S1104: YES), store the performance control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that this stored performance control command DI_CMD is read out by the sub-control CPU 800a when processing step S1012 shown in FIG. 30.

[0399] Next, the sub-control CPU 800a updates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers saved in the process of step S1100 (step S1107). This causes the process to return to the main process shown in FIG.

[0400] <Sub-control: Timer interrupt processing> Next, with reference to FIG. 33, a process to be performed when a timer interrupt occurs every 1 ms, which is set in the process of step S1006 (see FIG. 30) of the main process, will be described.

[0401] As shown in FIG. 33, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process to save the contents of each register in a stack area in the sub-control RAM 800c (step S1150).

[0402] Next, the sub-control CPU 800a twice acquires the data of the setting button 15, the data of the performance button device 13, the motor data of the movable role device 43, etc. (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches, and if the data matches (step S1152: YES), stores the matching data in the sub-control RAM 800c (step S1153).

[0403] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the performance button device 13 (step S1154). This received signal is analyzed in the button analysis process of step S1013 shown in FIG.

[0404] Next, the sub-control CPU 800a transmits the light-related control signal stored in the sub-control RAM 800c in step S1051 shown in Fig. 31 to the decorative lamp board 90 (see Fig. 3), and also transmits the control signal required to turn on or off the identification lamp device 51A (see Fig. 2) (step S1155). As a result, the decorative lamp is turned on or off, and the lamp performance is performed.

[0405] Next, the sub control CPU 800a restores the registers saved in the process of step S1150 (step S1156), thereby returning to the main process shown in FIG.

[0406] <Sub-control: command list> Here, the command list generated in step S1050 shown in FIG. 31 will be described in detail with reference to FIG.

[0407] This command list is a sequence of commands for the VDP 803, but the contents and order of the commands differ slightly depending on whether a video is to be drawn or a still image is to be drawn.

[0408] When instructing the VDP 803 to render a moving image, the initial command list in FIG. 34(a) and the steady command list in FIG. 34(b) are used.

[0409] As shown in FIG. 34(a), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of ​​the DDR2 SDRAM 804 for storing video data (step S1200).

[0410] Next, a command to instruct decoding of the moving image is generated (step S1201). Specifically, it is an instruction as to which moving image compressed data to decode, and is instructed together with the address of the CG data storage area of ​​the game ROM 805 shown in FIG. 3 where the corresponding moving image is stored, the number of frames of the moving image, etc.

[0411] Next, a command for finalization processing is entered to complete the generation of the initial command list (step S1202).

[0412] Next, the sub-control CPU 800a generates a steady command list shown in FIG.

[0413] 34(b), this steady command list is composed of drawing instructions for moving images, and in the initial command list, a command is generated to draw the decoded data of a certain frame number at a certain coordinate position on the liquid crystal display device 41 with respect to the decoded moving image data (step S1203). Next, a termination process command is entered to complete the generation of the steady command list (step S1204).

[0414] On the other hand, when instructing the VDP 803 to draw a still image, as shown in Figure 34 (c), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of ​​the built-in VRAM (not shown) in which the still image data is stored (step S1210).

[0415] Next, a command to instruct decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which still image compressed data to decode, and is instructed together with the address and data size of the CG data storage area of ​​the game ROM 805 shown in FIG. 3 where the corresponding still image is stored.

[0416] Next, a command is generated to indicate at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, reduction, enlargement, etc.) the decoded still image data is to be drawn (step S1212). Next, a command for termination processing is entered to complete the generation of the command list related to still images (step S1213).

[0417] Thus, such a command list for moving images and a command list for still images are transmitted to the VDP 803 (see FIG. 4), processed appropriately, and then transmitted to the liquid crystal display device 41. As a result, a desired image is displayed on the liquid crystal display device 41. To give a specific example, the images are displayed as shown in FIGS. 5 to 9.

[0418] Therefore, according to the present embodiment described above, even if the number of game values ​​acquired by a player reaches a certain amount and the game is forcibly ended, appropriate processing can be performed for control up to the forced termination and control after the forced termination without affecting control related to other games.

[0419] <Description of Second Embodiment> It should be noted that the embodiment of the gaming machine described in this embodiment is merely an example, and various modifications and changes are possible. For example, it may be as in the second embodiment shown below. Below, the second embodiment, which is an embodiment of the gaming machine according to the present invention, will be described. In the description of the second embodiment, only the points that differ from the first embodiment will be described in detail, and the same configurations and processes will be assigned the same reference numerals and descriptions thereof will be omitted.

[0420] <Description of the judgment process with the judgment value (threshold) of the suppression device (saving function)> In the first embodiment, an example was shown in which 100,000 balls were set as the initial value of the difference ball counter, but the initial value of the difference ball counter may be set to 0. In this case, if there are game balls shot into the game area 40 when the difference ball counter is 0, the number is not set to a negative state but remains at 0. Therefore, unlike the difference ball described above, this difference ball is calculated as "number of game balls paid out to the player" - "number of game balls shot into the game area 40 by the player using the launch handle 16 among the number of game balls paid out to the player" = "number of prize balls actually acquired by the player (number of prize balls actually present in the player's hand)", and therefore becomes the maximum number of difference balls actually acquired by the player, and even if the negative state continues, it is possible to stop the game if the number of prize balls acquired by the player increases extremely.

[0421] By the way, when setting the initial value of the ball difference counter to 0, it can be processed as follows. That is, the ball difference counter needs to count up to 95000, and since 95000 is expressed as 017318H in hexadecimal, the size of the ball difference counter needs to be 3 bytes.

[0422] Incidentally, as described in the first embodiment above, when the difference balls increases to 91000, 92000, 93000, and 94000, the main control board 60 (main control CPU 600a) transmits the performance control command DI_CMD to the sub-control board 80 accordingly, the judgment value (threshold) for transmitting the performance control command DI_CMD is set for every 1000 shots that increase from 90000. Note that 90000 is expressed in hexadecimal as 015F90H, 91000 is expressed in hexadecimal as 016378H, 92000 is expressed in hexadecimal as 016760H, 93000 is expressed in hexadecimal as 016B48H, and 94000 is expressed in hexadecimal as 016F30H.

[0423] Here, when the difference ball counter is compared with the judgment value (threshold value), the three-byte values ​​are compared. However, since the main control CPU 600a only has instructions to compare one-byte or two-byte values, the processing contents for comparing three-byte values ​​become complicated.

[0424] Therefore, in this embodiment, instead of comparing the values ​​of the three bytes, it is determined whether the third byte of the ball difference counter is 00H or 01H. In other words, when the third byte of the ball difference counter is 00H, the maximum ball difference counter is 65535 (00FFFFH), which is far from 90,000 shots. Therefore, there is no need to do anything to prepare for the suppression device (saving function) to operate. On the other hand, when the third byte is 01H, if it is 65536 (010000H) or more, the lower two byte values ​​indicate whether or not the number of shots is 90,000 or more, so it is sufficient to compare only the lower two bytes.

[0425] To explain this point using a specific example, when the difference ball counter exceeds 90,000, a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80, and at this time, the above-mentioned judgment value (threshold value) 90,000 is compared with the difference ball counter.

[0426] By the way, if this difference ball counter is a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so if the third byte of the difference ball counter is 00H, it can be determined that the difference ball does not exceed 90000 shots without even comparing it with the judgment value (threshold) of 90000.

[0427] Incidentally, when such a comparison process is performed on a program, it is determined whether or not the "difference ball counter judgment value (threshold)" exceeds 0. Therefore, in the above specific example, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, even if subtraction is performed, the result is 00H and does not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether or not the result exceeds 0. To explain this point using a specific example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would result in the calculation of 65535 (00FFFFH) - 90000 (015F90H), but since the third byte of the judgment value (threshold) is 01H, if the third byte of the difference ball counter is not 01H, the "difference ball counter judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Also, if the ball difference counter is 70000 (011170H), a simple comparison would result in the calculation of 70000 (011170H) - 90000 (015F90H), but since the third byte of both the ball difference counter and the judgment value (threshold) is 01H, it is sufficient to subtract only the lowest two bytes. In addition, to determine whether 1170H - 5F90H exceeds 0, the comparison can be performed using a two-byte register (BC register, DE register, HL register) in the main control CPU 600a.

[0428] Therefore, the above-mentioned processing can reduce the control load. Furthermore, even if the above-mentioned processing is used and the game is forced to end when the number of game values ​​acquired by the player exceeds a certain amount, appropriate processing can be performed for the control up to the forced end and the control after the forced end without affecting the control related to other games. The processing content of the suppression device (saving function) using this processing will be described later.

[0429] <Explanation about main control RAM> In the first embodiment described above, the suppression device operation management process shown in step S205 in Fig. 21 is an example of processing related to the operation of the suppression device (saving function), but in this embodiment, as described later, it is performed by processing outside the use area. Therefore, the processing of the main control RAM 600c is as follows.

[0430] <Explanation about clearing the main control RAM> When the RAM clear switch 620 is pressed, the RAM area 600ca within the used area is cleared, and the contents related to the suppression device (saving function) are cleared from the RAM area 600ce outside the used area. Then, when the backup is restored, the RAM area 600ce outside the used area of ​​the main control RAM 600c is partially cleared from the contents related to the suppression device (saving function). Note that data related to performance display such as the number of winning balls and the total number of game balls shot into the game area 40 including the number of non-winning balls measured by the main control CPU 600a in the RAM area 600ce outside the used area is cleared only when the clear condition is satisfied in the process of step S121 shown in FIG. 16, regardless of whether the RAM clear switch 620 is pressed or the backup is restored.

[0431] <Explanation regarding referencing the main control RAM> In this embodiment, a suppression device operation flag is prepared as a flag indicating whether the suppression device (saving function) has been operated. This suppression device operation flag is stored in the RAM area 600ce outside the use area of ​​the main control RAM 600c. This suppression device operation flag is referenced at the time of power-on or timer interrupt processing executed by the program stored in the program area 600ba inside the use area (see FIG. 4(b)). That is, the data stored in the RAM area 600ce outside the use area can only be updated by the program stored in the program area 600be outside the use area (see FIG. 4(b)). However, if the value is only to be referenced without being updated, it can be referenced by the program stored in the program area 600ba inside the use area (see FIG. 4(b)). Therefore, the suppression device operation flag stored in the RAM area 600ce outside the use area of ​​the main control RAM 600c can be referenced by the program stored in the program area 600ba inside the use area (see FIG. 4(b)).

[0432] In addition, when the suppression device (saving function) is activated, a special symbol jackpot activation flag for determining whether or not a jackpot is being generated is stored in the RAM area 600ca (see FIG. 4(a)) in the use area of ​​the main control RAM 600c. This special symbol jackpot activation flag is also referenced by the program stored in the program area 600be (see FIG. 4(b)) outside the use area. In other words, the data stored in the RAM area 600ca in the use area can only be updated by the program stored in the program area 600ba (see FIG. 4(b)) inside the use area. However, if the value is only to be referenced without being updated, it can be referenced by the program stored in the program area 600be (see FIG. 4(b)) outside the use area. Therefore, the special symbol jackpot activation flag stored in the RAM area 600ca in the use area of ​​the main control RAM 600c can be referenced by the program stored in the program area 600be (see FIG. 4(b)) outside the use area.

[0433] On the other hand, when transmitting the performance control command DI_CMD to the sub-control board 80, the program stored in the program area 600ba (see FIG. 4(b)) in the use area and the program stored in the program area 600be (see FIG. 4(b)) outside the use area perform different processes. That is, even if there is a common process between the program stored in the program area 600ba (see FIG. 4(b)) in the use area and the program stored in the program area 600be (see FIG. 4(b) outside the use area), it is not possible to prepare one subroutine and share it. However, there is no problem even if it is not possible to share it in this way. That is, the program area 600ba (see FIG. 4(b) in the use area has an upper limit on the size (number of bytes) of the area according to the game rules, but the program area 600be (see FIG. 4(b) outside the use area does not need to be included in this upper limit, so there is no problem even if a different subroutine is provided in the program area 600be (see FIG. 4(b) outside the use area) without sharing the common process. Therefore, it is not a problem if it cannot be shared.

[0434] Here, the judgment process with the judgment value (threshold value) of the suppression device (saving function) described above, as well as the main control RAM 600c, will be explained in more detail using an overview of the program stored in the main control ROM 600b (see Figure 3) processed by the main control board 60.

[0435] <Main control: Explanation of main processing> As shown in FIG. 35, if the signal of the RAM clear switch 620 is ON (step S25: YES), the main control CPU 600a does not clear the RAM area 600cf outside the used area of ​​the main control RAM 600c (see FIG. 4(a)) or the stack area 600cg outside the used area of ​​the main control RAM 600c (see FIG. 4(a)), but clears the RAM area 600ca within the used area of ​​the main control RAM 600c (see FIG. 4(a)) and the stack area 600cc within the used area (see FIG. 4(a)) (step S26).

[0436] Next, the main control CPU 600a executes a save process to save the contents of the register group in the main control CPU 600a to the stack area 600cc (see FIG. 4(a)) in the used area of ​​the main control RAM 600c (step S26a).

[0437] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes out-of-use area processing when clearing RAM (step S26b).

[0438] <Main control: Explanation of processing outside the area used when clearing RAM> Here, the processing outside the used area when the RAM is cleared will be explained in detail using Figure 36. As shown in Figure 36, the main control CPU 600a evacuates the stack pointer within the used area (during normal processing) to the RAM area 600ca within the used area of ​​the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the used area to the stack pointer inside the main control CPU 600a (step S260b).

[0439] Next, the main control CPU 600a sets (clears) the suppression device activation flag stored in the external RAM area 600ce of the main control RAM 600c to 0 (step S261b), and restores the stack pointer during normal processing that was saved to the external stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S262b). Then, the main control CPU 600a ends the external processing when the RAM is cleared. As explained above, the suppression device activation flag is a flag that indicates whether the suppression device (saving function) has been activated.

[0440] <Main control: Explanation of main processing> Thus, after completing the above-mentioned processing outside the used area when the RAM is cleared, the main control CPU 600a reads out the program stored in the used area program area 600ba of the main control ROM 600b shown in Fig. 4(b), and restores the contents of the register group in the main control CPU 600a that were saved in the used area stack area 600cc (see Fig. 4(a)) of the main control RAM 600c in step S26a shown in Fig. 35 (step S26c). Then, the main control CPU 600a performs the processing of steps S27 to S42 described in the first embodiment, and executes a save process to save the contents of the register group in the main control CPU 600a to the used area stack area 600cc (see Fig. 4(a)) of the main control RAM 600c (step S42a).

[0441] Next, the main control CPU 600a reads out a program stored in the outside-usage-area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes the outside-usage-area game start setting (step S43a).

[0442] <Main control: Explanation of setting to start playing outside the usage area> Here, the setting for starting play outside the usage area will be explained in detail using Figure 37. As shown in Figure 37, the main control CPU 600a evacuates the stack pointer within the usage area (during normal processing) to the RAM area 600ca (see Figure 4(a)) within the usage area of ​​the main control RAM 600c, and sets the stack pointer address for outside the usage area to the stack pointer inside the main control CPU 600a (step S430a).

[0443] Next, the main control CPU 600a sets (clears) the difference ball counter stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S431a), and sets (clears) the operating status stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S432a).

[0444] Next, the main control CPU 600a restores the stack pointer during normal processing that was saved to the outside-usage-area stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S433a). Then, the main control CPU 600a ends the outside-usage-area game start setting.

[0445] In this embodiment, an operating state status is provided in place of the operating state flag described in the first embodiment. Since there is no operating state flag, the operating state command flag is also unnecessary.

[0446] This operating status is a status for managing the status up to 95000 when the suppression device (saving function) operates. Specifically, if the difference ball counter value is 0 to 89999, the operating status status is "0", if the difference ball counter value is 90000 to 90999, the operating status status is "1", if the difference ball counter value is 91000 to 91999, the operating status status is "2", if the difference ball counter value is 92000 to 92999, the operating status status is "3", if the difference ball counter value is 93000 to 93999, the operating status status is "4", and if the difference ball counter value is 94000 to 94999, the operating status status is "5".

[0447] <Main control: Explanation of main processing> Thus, after completing such settings for starting play outside the used area, the main control CPU 600a reads out the program stored in the program area 600ba in the used area of ​​the main control ROM 600b shown in Figure 4(b), and in step S42a shown in Figure 35, restores the contents of the register group in the main control CPU 600a that were saved in the stack area 600cc in the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S43b).

[0448] Therefore, in this process, if the RAM clear switch 620 is pressed, the suppression device operation flag is cleared in step S26b, and the ball difference counter and operation state status are cleared in step S43a. Therefore, as described above, when the RAM clear switch 620 is pressed, the contents related to the suppression device (saving function) are cleared from the outside-usage RAM area 600ce.

[0449] On the other hand, if the RAM clear switch 620 is not pressed and the backup return process is executed, step S26b is not executed and only step S43a is executed, so that the ball difference counter and the operating state status are cleared during the backup return process. Therefore, as described above, during backup return, part of the RAM area outside the use area 600ce related to the suppression device (saving function) is cleared.

[0450] Thus, as shown in Fig. 35, after executing the process of step S43b, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the used area and checks the value (step S43c). If the game stop flag is not set to 5AH (step S43c: ≠ 5AH), the main control CPU 600a determines that the game was not stopped before the power was cut off, and proceeds to the process of step S43e.

[0451] On the other hand, if the game stop flag is set to 5AH (step S43c:=5AH), the main control CPU 600a determines that game play had already been stopped before the power was cut off, and sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S43d).

[0452] Next, the main control CPU 600a acquires the suppression device operation flag stored in the external RAM area 600ce and checks the value (step S43e). If the suppression device operation flag is not set to 5AH (step S43e: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not operating, and proceeds to the process of step S44.

[0453] On the other hand, if the suppression device operation flag is set to 5AH (step S43e:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating, obtains the special symbol big win operation flag and the special symbol small win operation flag stored in the RAM area 600ca in the usage area, and checks the value (step S43f). If neither the special symbol big win operation flag nor the special symbol small win operation flag is set to 5AH (step S43f: NO), the main control CPU 600a determines that the game is not in a big win game or a small win game, and proceeds to the processing of step S44 without performing the processing of step S43g described later, even if the suppression device operation flag is set to 5AH.

[0454] On the other hand, if 5AH is set in either the special symbol big win activation flag or the special symbol small win activation flag (step S43f: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and transmits a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 (step S43g). In other words, when 5AH is set in the suppression device activation flag and a big win game or a small win game is in progress, the main control CPU 600a transmits a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80.

[0455] Thus, after completing such processing, the main control CPU 600a performs the processing of steps S44 to S48 described in the first embodiment. Note that in step S46 in this embodiment, as shown in Fig. 38, the suppression device counting process shown in the first embodiment (step S124 shown in Fig. 16) is not executed. This suppression device counting process is executed in the out-of-use area process in the timer interrupt process, which will be described later.

[0456] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 39, a timer interrupt program that interrupts the above-mentioned main processing and is started every 4 ms will be described.

[0457] As shown in Fig. 39, after completing the process of step S201 described in the first embodiment, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the usage area and checks the value (step S202). If the game stop flag is set to 5AH (step S202: = 5AH), the main control CPU 600a determines that the game is stopped and proceeds to the process of step S203.

[0458] On the other hand, if the game stop flag is not set to 5AH (step S202: ≠ 5AH), the main control CPU 600a acquires the suppression device operation flag stored in the RAM area 600ce outside the use area and checks the value (step S202a). If the suppression device operation flag is not set to 5AH (step S202a: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not operating, and proceeds to the processing of step S206.

[0459] On the other hand, if the suppression device operation flag is set to 5AH (step S202a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating, obtains the special symbol big win operation flag and the special symbol small win operation flag stored in the RAM area 600ca in the usage area, and checks the values ​​(step S202b). If neither the special symbol big win operation flag nor the special symbol small win operation flag is set to 5AH (step S202b:NO), the main control CPU 600a determines that the game is not in a big win game or a small win game, and sets the game stop flag stored in the RAM area 600ca in the usage area to 5AH (step S202c).

[0460] On the other hand, if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S202b: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and proceeds to the processing of step S206.

[0461] Thus, after executing the process of step S202c, the main control CPU 600a sets external output information (security information) (step S202d) and transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S202e).Then, the main control CPU 600a performs the processes of steps S203 to S204 described in the first embodiment, transmits a command to the payout / launch control board 70 to stop the launch of game balls (step S204a), and proceeds to the process of step S216.

[0462] Thus, the main control CPU 600a completes the processing described above, performs the processing of steps S206 to S218 described in the first embodiment above, and then reads out the program stored in the outside area of ​​use program area 600be of the main control ROM 600b shown in Figure 4(b), and performs outside area of ​​use processing (step S219a).

[0463] <Main control: Explanation of processing outside the area of ​​use> Here, the outside usage area processing will be explained in detail using Figure 40. As shown in Figure 40, the main control CPU 600a executes the processing of steps S500 to S507 described in the first embodiment above, and then executes the suppression device counting processing (step S507a).

[0464] <Main control: Explanation of suppression device counting process> Here, the suppression device counting process will be described in detail with reference to Fig. 41. As shown in Fig. 41, the main control CPU 600a acquires the suppression device operation flag stored in the external RAM area 600ce and checks the value (step S180a). If the suppression device operation flag is set to 5AH (step S180a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and ends the suppression device counting process.

[0465] On the other hand, if the suppression device activation flag is not set to 5AH (step S180a: ≠ 5AH), the main control CPU 600a sets the lower 2 bytes of the 3-byte ball difference counter stored in the outside used area RAM area 600ce to the 2-byte BC register (step S180b).

[0466] Next, the main control CPU 600a sets the third byte of the three-byte ball difference counter stored in the external RAM area 600ce to the one-byte A register (step S180c).

[0467] Next, the main control CPU 600a checks the set values ​​of the BC register and A register (step S180d). If neither is 0 (step S180d: NO), the main control CPU 600a subtracts the number of outs from the ball difference counter (step S184). Specifically, in the process of step S507 shown in FIG. 40, the main control CPU 600a reads the ON signal of the out switch 50a (see FIG. 3) stored in the RAM area 600ce (see FIG. 4(a)) outside the use area of ​​the main control RAM 600c, and subtracts the number of outs from the ball difference counter.

[0468] On the other hand, if both are 0 (step S180d: YES), the main control CPU 600a determines that the value of the difference ball counter is 0, does not perform the process of step S184 (does not subtract from the value of the difference ball counter), and proceeds to the process of step S185.

[0469] Next, the main control CPU 600a adds the number of winning balls to the difference ball counter (step S185). Specifically, in the process of step S507 shown in FIG. 40, the main control CPU 600a reads the ON signals of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the upper right general winning port switch 49a1 (see FIG. 3), the upper left general winning port switch 49b1 (see FIG. 3), the middle left general winning port switch 49c1 (see FIG. 3), the lower left general winning port switch 49d1 (see FIG. 3), and the large winning port switch 46c (see FIG. 3), which are stored in the RAM area 600ce (see FIG. 4(a)) outside the use area of ​​the main control RAM 600c, calculates the number of winning balls according to these switches, and then adds the number of winning balls to the difference ball counter.

[0470] Next, the main control CPU 600a checks whether the third byte of the difference ball counter is 00H (step S185a). If the third byte of the difference ball counter is 00H (step S185a: YES), the difference ball counter obviously has not reached 90000 (015F90H), so there is no need to perform a comparison process, and the main control CPU 600a ends the suppression device counting process.

[0471] On the other hand, if the third byte of the ball difference counter is not 00H (step S185a: NO), the main control CPU 600a performs a subtraction process to compare the lower two bytes of the ball difference counter with the lower two bytes of the second reference value (95000 (017318H)) (step S186). At this time, if the "lower two bytes of the ball difference counter - the lower two bytes of the second reference value (95000 (017318H))" does not exceed 0, the main control CPU 600a determines that the ball difference counter is not equal to or greater than the second reference value (step S186: NO), and ends the suppression device counting process.

[0472] On the other hand, if the "lowest 2 bytes of the ball difference counter - the lowest 2 bytes of the second reference value (95000 (017318H))" exceeds 0, the main control CPU 600a determines that the ball difference counter is greater than or equal to the second reference value (step S186: YES), and sets the suppression device activation flag stored in the outside used area RAM area 600ce to 5AH (step S186a).

[0473] Next, the main control CPU 600a acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the usage area, and checks the value (step S186b). If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S186b: NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and ends the suppression device counting process.

[0474] On the other hand, if 5AH is set in either the special symbol big win activation flag or the special symbol small win activation flag (step S186b: YES), a suppression device activation warning command (performance control command DI_CMD) is sent to the sub-control board 80 (step S186c). After completing this process, the main control CPU 600a ends the suppression device counting process.

[0475] <Main control: Explanation of processing outside the area of ​​use> After executing such suppression device counting processing (step S507a), the main control CPU 600a executes suppression device operation management processing (step S507b) as shown in FIG.

[0476] <Main control: Explanation of suppression device operation management process> Here, the suppression device operation management process will be described in detail with reference to Fig. 42. As shown in Fig. 42, the main control CPU 600a acquires the suppression device operation flag stored in the external RAM area 600ce and checks the value (step S230a). If the suppression device operation flag is set to 5AH (step S230a:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and ends the suppression device operation management process.

[0477] On the other hand, if the suppression device operation flag is not set to 5AH (step S230a: ≠ 5AH), the main control CPU 600a sets the third byte of the three-byte difference ball counter stored in the RAM area outside the use area 600ce to the one-byte A register (step S230b) and checks the value (step S230c). If the value of the A register is 0 (step S230c: YES), the operation status stored in the RAM area outside the use area 600ce is set to 0 (step S230d), and the suppression device operation management process is terminated.

[0478] On the other hand, if the value of the A register is not 0 (step S230c: NO), the main control CPU 600a sets the lower 2 bytes of the 3-byte ball difference counter stored in the external RAM area 600ce to the 2-byte BC register (step S230e).

[0479] Next, the main control CPU 600a sets the suppression device operation determination table address stored in the outside-use data area 600bg in the HL register (step S230f).

[0480] The suppression device operation judgment table is a table as shown in Fig. 44(a). That is, "0, 89000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536" located on the left side of the figure indicates the judgment lower limit value, and when the difference ball counter becomes a value smaller than this judgment lower limit value, the operation status is lowered by one step (-1). Therefore, the top part shown in Fig. 44(a) indicates a state where the operation status = 0, but since there is no state to lower it further, "0" is provided as dummy data since no comparison is made in the first place.

[0481] Also, "90000 MOD 65536, 91000 MOD 65536, 92000 MOD 65536, 93000 MOD 65536, 94000 MOD 65536, 0" on the right side of the figure indicate the upper judgment limit value, and when the ball difference counter reaches or exceeds this judgment upper judgment limit value, the operating status is raised by one level (+1). Therefore, the lowest part shown in Figure 44(a) indicates a state where the operating status is 5, but since there is no state to raise it any further, "0" is provided as dummy data to indicate that no comparison is made in the first place.

[0482] Incidentally, "XXXXX MOD 65536" shown in Figure 44(a) means the remainder when "XXXXX" is divided by 65536. Specifically, in the case of "90000 MOD 65536", 90000 (015F90H) - 65536 (010000H) = 5F90H. Therefore, only the lowest 2 bytes of the judgment value are stored in the suppression device activation judgment table.

[0483] If you try to set 3-byte data, the main control CPU 600a does not have a pseudo command for setting 3-byte data, so you will have to use "DW" to set 2-byte data and "DB" to set 1-byte data to set the 3-byte data. In other words, you will have to set the judgment value divided into the lower 2 bytes and the 1-byte data of the third byte, which will not only increase the data capacity but also the processing load. To be more specific, you will need to prepare a table like the one below. T_CMPTBL: DW 0000H DB 00H DW 5F90H ; Lower 2 bytes of 90000 (015F90H) DB 01H; 3rd byte of 90000 (015F90H) ...

[0484] Therefore, according to this embodiment, it is only necessary to store the value of the lowest two bytes in the suppression device operation determination table, which not only reduces the data volume but also the processing load.

[0485] On the other hand, in this embodiment, as shown in FIG. 44(a), when the operating state status is changed from "1" to "0" (non-operating state), the judgment lower limit is set to 89000 instead of 90000. This is because if the judgment lower limit is set to 90000, even if the difference in balls falls below 90000, if the game state becomes a jackpot and the difference in balls immediately exceeds 90000, the display and non-display of the notice message of the suppression device (saving function) displayed on the liquid crystal display device 41 will be switched in a short time. Therefore, if the judgment lower limit is set to 89000 instead of 90000, it is possible to erase the display of the notice message of the suppression device (saving function) displayed on the liquid crystal display device 41 a while after the difference in balls falls below 90000 by simple processing. This can reduce the situation in which the display and non-display of the notice message of the suppression device (saving function) are switched in a short time.

[0486] Thus, after setting the address of such a suppression device activation judgment table in the HL register, the main control CPU 600a sets the value of the activation status stored in the RAM area outside the use area 600ce (see Figure 4 (a)) in the A register (step S230g).

[0487] Next, the main control CPU 600a acquires a judgment lower limit value corresponding to the operation state status from the suppression device operation judgment table shown in FIG. 44(a) using the value set in the A register as an offset (step S230h).

[0488] Next, the main control CPU 600a checks whether the acquired value is "0" (step S230i). If it is "0" (step S230i: YES), the main control CPU 600a determines that no comparison process is to be performed since the acquired value is the value at the top left part shown in FIG. 44(a), and proceeds to the process of step S230m.

[0489] On the other hand, if it is not "0" (step S230i: NO), the main control CPU 600a compares the lower two bytes of the 3-byte ball difference counter set in the BC register with the judgment lower limit value acquired from the suppression device operation judgment table shown in Figure 44 (a) (step S230j). If the value of the lower two bytes of the 3-byte ball difference counter set in the BC register is greater than the judgment lower limit value acquired from the suppression device operation judgment table (step S230j: NO), the process proceeds to step S230m.

[0490] On the other hand, if the value of the lowest two bytes of the three-byte difference ball counter set in the BC register is smaller than the lower limit value obtained from the suppression device activation judgment table (step S230j: YES), the main control CPU 600a subtracts 1 (-1) from the value of the activation status (step S230k).

[0491] Next, the main control CPU 600a sends a suppression device operation notice command (performance control command DI_CMD) corresponding to the updated operation status to the sub-control board 80 (step S230l), and ends the suppression device operation management process.

[0492] Incidentally, when sending a suppression device operation notice command (performance control command DI_CMD) corresponding to the updated operating state status to the sub-control board 80, the suppression device operation notice command table shown in FIG. 44(b) is used.

[0493] In this suppression device operation advance notice command table, "0000H, 0E350H, 0E351H, 0E353H, 0E355H, 0E357H" located on the left side of Fig. 44(b) are commands sent when transitioning to the next lower operating status level, and "0E351H, 0E353H, 0E355H, 0E357H, 0E359H, 0000H" located on the right side of Fig. 44(b) are commands sent when transitioning to the next higher operating status level. In this command, "0E350H" indicates a command for suppression device not being activated, "0E351H" indicates a command for displaying 5000 shots remaining before suppression device activation, "0E353H" indicates a command for displaying 4000 shots remaining before suppression device activation, "0E355H" indicates a command for displaying 3000 shots remaining before suppression device activation, "0E357H" indicates a command for displaying 2000 shots remaining before suppression device activation, and "0E359H" indicates a command for displaying 1000 shots remaining before suppression device activation. Note that "0000H" located at the top left of the figure and "0000H" located at the bottom right of the figure are dummy data.

[0494] Thus, in step S230l, the operation status will move to the next lower level, and one of the values ​​"0E350H" (when operation status is updated to 0), "0E351H" (when operation status is updated to 1), "0E353H" (when operation status is updated to 2), "0E355H" (when operation status is updated to 3), or "0E357H" (when operation status is updated to 4) located on the left side of Figure 44(b) will be sent to the sub-control board 80 as a suppression device operation notice command (performance control command DI_CMD).

[0495] On the other hand, when the processing proceeds to step S230m, the main control CPU 600a uses the value set in the A register as an offset and obtains the judgment upper limit value corresponding to the operation status from the suppression device operation judgment table shown in Figure 44 (a) (step S230m).

[0496] Next, the main control CPU 600a checks whether the acquired value is "0" (step S230n). If it is "0" (step S230n: YES), the main control CPU 600a determines that no comparison process is to be performed since the acquired value is the value at the bottom right of FIG. 44(a), and ends the suppression device operation management process.

[0497] On the other hand, if it is not "0" (step S230n: NO), the main control CPU 600a compares the lower 2 bytes of the 3-byte ball difference counter set in the BC register with the judgment upper limit value obtained from the suppression device operation judgment table shown in Figure 44 (a) (step S230o). If the value of the lower 2 bytes of the 3-byte ball difference counter set in the BC register is below the judgment upper limit value obtained from the suppression device operation judgment table (step S230o: NO), the suppression device operation management process is terminated.

[0498] On the other hand, if the value of the lowest two bytes of the three-byte difference ball counter set in the BC register is greater than or equal to the judgment upper limit value obtained from the suppression device activation judgment table (step S230o: YES), the main control CPU 600a adds 1 (+1) to the value of the activation status (step S230p).

[0499] Next, the main control CPU 600a sends a suppression device operation notice command (performance control command DI_CMD) corresponding to the updated operation state status to the sub-control board 80 (step S230q), and ends the suppression device operation management process.

[0500] In other words, in step S230q, the operation status will move to the next higher level, and one of the values ​​"0E351H" (when operation status is updated to 1), "0E353H" (when operation status is updated to 2), "0E355H" (when operation status is updated to 3), "0E357H" (when operation status is updated to 4), or "0E359H" (when operation status is updated to 5) located on the right side of Figure 44(b) will be sent to the sub-control board 80 as a suppression device operation notice command (performance control command DI_CMD).

[0501] Therefore, by preparing the suppression device activation notification command table shown in Figure 44(b) corresponding to the suppression device activation judgment table shown in Figure 44(a), it is possible to easily set the command to be sent when the activation status changes.

[0502] <Main control: Explanation of processing outside the area of ​​use> After executing such suppression device operation management processing (step S507b), the main control CPU 600a executes suppression device operation management processing 2 (step S507c) as shown in FIG.

[0503] <Main control: Explanation of suppression device operation management process 2> Here, the suppression device operation management process 2 will be described in detail with reference to Fig. 43. As shown in Fig. 43, the main control CPU 600a acquires the suppression device operation flag stored in the RAM area outside the use area 600ce and checks the value (step S507ca). If the suppression device operation flag is set to 5AH (step S507ca:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and ends the suppression device operation management process 2.

[0504] On the other hand, if the suppression device operation flag is not set to 5AH (step S507ca: ≠ 5AH), the main control CPU 600a acquires the value of the game status stored in the RAM area 600ca in the usage area into the A register (step S507cb). The game status indicates a game state such as a normal state, a time-saving state, a latent probability change state, a probability change state, or an advantageous game.

[0505] Next, the main control CPU 600a checks whether the value of the A register is "0" (step S507cc), and if it is not "0" (step S507cc: NO), it determines that the gaming state is not a customer waiting state, and ends the suppression device operation management process 2.

[0506] On the other hand, if it is "0" (step S507cc: YES), it is determined that the game status is waiting for customers, and the main control CPU 600a acquires the value of the game status status outside the usage area stored in the outside usage area RAM area 600ce into the W register (step S507cd).

[0507] Next, the main control CPU 600a sets the value of the A register to the game status outside the use area (step S507ce) and compares the values ​​of the A register and the W register (step S507cf). If the values ​​of the A register and the W register are the same (step S507cf: YES), the game status is 0 both last time and this time, so the main control CPU 600a determines that the game status has not changed from the customer waiting state, and ends the suppression device operation management process 2.

[0508] On the other hand, if the values ​​of the A register and the W register are different (step S507cf: NO), it is determined that the game state has changed to a customer waiting state, and the main control CPU 600a sets the third byte of the three-byte difference ball counter stored in the RAM area 600ce outside the use area to the one-byte A register (step S507cg) and checks the value (step S507ch). If the value of the A register is 0 (step S507ch: YES), the difference ball counter clearly has not reached 90000 (015F90H), so the main control CPU 600a sends a suppression device non-operation state command (presentation control command DI_CMD) to the sub-control board 80 (step S507ci), and ends the suppression device operation management process 2.

[0509] On the other hand, if the value of the A register is not 0 (step S507ch: NO), the main control CPU 600a sets the lower 2 bytes of the 3-byte ball difference counter stored in the external RAM area 600ce to the 2-byte BC register (step S507cj).

[0510] Next, the main control CPU 600a compares the lower 2 bytes of the 3-byte ball difference counter set in the BC register with the judgment value (the remainder when 90000 is divided by 65536 (90000 MOD 65536=5F90H)) (step S507ck). If the value of the lower 2 bytes of the 3-byte ball difference counter set in the BC register exceeds the judgment value (step S507ck: NO), the ball difference counter is 90000 or more, and the suppression device operation management process 2 is terminated.

[0511] On the other hand, if the value of the lowest two bytes of the three-byte difference ball counter set in the BC register is smaller than the judgment value (step S507ck: YES), since the difference ball counter is less than 90,000, the main control CPU 600a sends a suppression device inactive state command (performance control command DI_CMD) to the sub-control board 80 (step S507ci) and terminates the suppression device activation management process 2.

[0512] Therefore, this can reduce the risk of the hall (game center) suffering a disadvantage. In other words, if the sub-control board 80 fails to receive the suppression device non-operation state command (presentation control command DI_CMD) sent by the main control CPU 600a to the sub-control board 80, the liquid crystal display device 41 will continue to display the warning message of the suppression device (saving function) even though there is still time until the difference ball falls below 90,000 and the suppression device (saving function) is activated. In such a case, there is a risk that the player will avoid the gaming machine 1, which may cause the hall (game center) to suffer a disadvantage.

[0513] Therefore, in this embodiment, when the game state becomes a customer waiting state, if the difference ball counter is less than 90000, as a fail-safe, regardless of whether or not a warning message of the suppression device (saving function) is displayed on the liquid crystal display device 41, a suppression device non-operation state command (presentation control command DI_CMD) is transmitted to the sub-control board 80. This can reduce the risk of the hall (game center) suffering disadvantages.

[0514] <Main control: Explanation of processing outside the area of ​​use> Thus, after executing such suppression device operation management process 2 (step S507c), the main control CPU 600a performs the processes of steps S508 to S510 described in the first embodiment above, as shown in FIG. 40, and ends the outside usage area processing.

[0515] Therefore, as explained using the outline of the program stored in the main control ROM 600b (see Figure 3) processed by the main control board 60, when a judgment process is performed with the judgment value (threshold value) of the suppression device (saving function), or when processing is performed with the contents of the main control RAM 600c, in either case, as in the first embodiment described above, even if the number of game values ​​acquired by the player reaches a certain amount and the game is forced to end, appropriate processing can be performed for control up to the forced termination and control after the forced termination without affecting control related to other games.

[0516] <Description of modified examples of screens up to activation of suppression device (saving function)> In the first embodiment described above, screen examples shown in Figures 5 to 9 have been used as examples of screens displayed until the suppression device (saving function) is activated. However, this is not limited to these, and a screen example such as that shown in Figure 45 may also be used.

[0517] That is, the screen example shown in Fig. 45 shows a screen example when the suppression device (saving function) is activated during a big win game. To explain in detail, as shown in Fig. 45 (a-1), the liquid crystal display device 41 displays "Round 2" (see image P50) indicating the round of the big win game in the upper left corner of the screen, and a character saying "You did it!" is displayed on the lower left side of the screen (see image P51), and further displays the number of balls won by the player, "Total 21255", on the center side of the screen (see image P52), and displays the small characters "Right Hit →" (see image P53) on the lower right of the screen to encourage the player to hit the game ball to the right (the player hits the game ball to the right side of the game area 40 of the game board 4 using the launch handle 16). At this time, if the sub-control board 80 (sub-control CPU 800a) has received "0E359H" as the suppression device operation notice command (performance control command DI_CMD), it transmits to the VDP 803 a command list relating to an image (video) for displaying the suppression device operation notice on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that, as shown in Fig. 45(a-1), a suppression device (saving function) notice message (see image P54) indicating that there are 1000 to 1 shots remaining until the saving function is activated is displayed in a semi-transparent state on the liquid crystal display device 41.In addition, when "0E351H" is received as the suppression device activation warning command (performance control command DI_CMD), the liquid crystal display device 41 will display a semi-transparent warning message of the suppression device (saving function) indicating that 5000 to 4001 shots remain until the saving function is activated; when "0E353H" is received, the liquid crystal display device 41 will display a semi-transparent warning message of the suppression device (saving function) indicating that 4000 to 3001 shots remain until the saving function is activated; when "0E355H" is received, the liquid crystal display device 41 will display a semi-transparent warning message of the suppression device (saving function) indicating that 3000 to 2001 shots remain until the saving function is activated; and when "0E357H" is received, the liquid crystal display device 41 will display a semi-transparent warning message of the suppression device (saving function) indicating that 2000 to 1001 shots remain until the saving function is activated. Furthermore, when "0E350H" is received as the suppression device operation notice command (performance control command DI_CMD), the liquid crystal display device 41 will not display the notice message of the suppression device (saving function).

[0518] By the way, when the difference in balls exceeds 95,000, which is the time when the suppression device (saving function) is activated, it is highly likely that the game is a big win or a small win. Therefore, when the difference in balls reaches 95,000 or more during a big win, the game is not stopped immediately, but after the big win, in order not to reduce the player's interest in the game and to eliminate the cause of trouble.

[0519] In this regard, since the game operation stops after the big win, it is more appropriate to convey the information to the player by displaying a full screen display to inform the player of the big win during the big win. That is, when the sub-control board 80 (sub-control CPU 800a) receives the suppression device operation warning command (presentation control command DI_CMD) transmitted in step S186c shown in FIG. 41, it transmits to the VDP 803 a command list related to an image (video) for displaying the suppression device operation warning notice on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data for displaying an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, so that the liquid crystal display device 41 displays a full screen display (see image P55) saying, "Big win in progress. Please continue playing. Saving function will be activated after the win ends," as shown in FIG. 45(b-1). At this time, as shown in Fig. 45(b-1), the display shown in image P55 is made semi-transparent so that the player can see the ball output display, etc. However, as shown in Fig. 45(b-1), the display "Right Hit →" (see image P53) encouraging the player to hit to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4) is an important display for the player, so it is given a higher priority than the display shown in image P55 (i.e., it is displayed in front of image P55).

[0520] Next, when the big win game continues and the upper tray 9 (see FIG. 1) that stores the ejected game balls becomes full, as shown in FIG. 45(c-1), a ball ejection error message (see image P56) saying "Error 1: Please remove the balls" is displayed on the liquid crystal display device 41 to inform the player to press the ball ejection button 14 (see FIG. 1) to eject the balls downward. At this time, since this ball ejection er...

Claims

[Claim 1] A program area in which a predetermined program is stored; a RAM for storing predetermined information; RAM clearing means capable of performing a RAM clearing process for clearing the RAM based on a predetermined operation; A recovery processing means for recovering the gaming operation before the voltage abnormality signal was detected based on the backup data stored in the RAM when the power is turned on; an out number detection means for detecting game balls that are launched into the game area or discharged from the game area to the outside of the game area; a winning number detection means for detecting game balls that have passed through the winning opening; a counter that counts the number of outs based on the detection result of the out number detection means and the number of game values ​​based on the detection result of the win number detection means; a command transmitting means for transmitting a specific command when the counting counter exceeds a predetermined value; a sub-control means for receiving the specific command transmitted by the command transmission means; and a game stop means for stopping a predetermined game operation when the counting counter exceeds the predetermined value, The game machine is configured to be able to transition to a plurality of game management states according to the value of the counting counter, Among the game management states, when the counting counter is equal to or less than the predetermined value and the game is not stopped, the power is cut off based on the detection of the voltage abnormality signal, and when the recovery processing means returns to the game operation before the voltage abnormality signal was detected, the counting counter is returned to the first game management state in which it is initialized, When the counting counter exceeds the predetermined value, and when the game state is a game management state in a special game state and power is cut off based on the detection of the voltage abnormality signal, and when the recovery processing means returns to the game operation before the voltage abnormality signal was detected, by checking an operation flag that manages the game management state or by not initializing the counting counter, the game is returned to a second game management state in which a game is stopped after the special game state ends, The RAM is divided into at least a first RAM area and a second RAM area, The program area is divided into at least a first program area and a second program area, the RAM clearing means clears a part or all of the RAM in the first RAM area in accordance with the program in the first program area, and clears a part of the RAM in the second RAM area in accordance with the program in the second program area; In both cases where the RAM clearing process is executed by the RAM clearing means and where the game operation is returned to the state before the voltage abnormality signal was detected by the recovery process means, a predetermined RAM different from the part of RAM in the second RAM area is cleared in the program in the second program area, The sub-control means, based on receiving the specific command, displays a game stop state display indicating that the game is stopped on a display means for displaying information related to the game operation; the sub-control means has error notification means for notifying an error, When the error notification means notifies an error in response to an error occurring before the specific command is received, Among the errors, if a first error occurs and a first error notification is made before receiving the specific command, the first error notification is stopped by transitioning to the game stop state, Among the errors, if a second error occurs and a second error notification is made before receiving the specific command, the second error notification is continued even if the game is stopped, The gaming machine notifies the second error even when the second error has not occurred before the game stop state and the second error newly occurs after the game stop state.