Game machine

JP2024030721A5Pending Publication Date: 2025-11-04SOPHIA CO LTD
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Patent Information

Application Number
JP2022133797
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-25
Publication Date
2025-11-04

AI Technical Summary

Technical Problem

There is a desire to prevent players from becoming addicted to gaming machines and allow them to play games with peace of mind.

Method used

A gaming machine is equipped with a game stopping mechanism that disables gameplay under certain conditions, accompanied by a notification system informing players when game value has not been completed, and a grant control mechanism for awarding gaming value.

Benefits of technology

The system effectively prevents addiction by limiting gameplay and ensuring players are aware of their game progress, promoting a more mindful gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that prevents players' excessive devotion and allows them to play games with peace of mind.SOLUTION: A game machine 10 capable of executing a game includes game stop means (safety device (game control device 100)) capable of generating a non-playable state (game stop state, operation state) in which the game cannot be executed when a predetermined condition is satisfied, impart control means (putout control device 200) that controls imparting of game value to players by a winning, and notification means (performance control device 300, display device 41) that notifies players that imparting of game value is not completed if there is not-imparted game value when the non-playable state occurs. The notification means notifies players that imparting of game value is not completed, for example, by displaying a putout display 514 (for example, the words "Putout in progress").SELECTED DRAWING: Figure 62
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, gaming machines capable of executing games and the like have been known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-202257 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, there has been a demand for further improvements in preventing players from becoming addicted to games. An object of the present invention is to provide a gaming machine that prevents players from becoming addicted and allows them to play with peace of mind. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: In a gaming machine capable of executing a game, a game stopping means capable of generating a game disabled state in which a game cannot be played when a predetermined condition is met; an award control means for controlling the awarding of game value to a player in response to a winning; The device is characterized by comprising a notification means for notifying the player that the provision of the game value has not been completed in the case where there is unprovided game value when the unplayable state occurs. [Effects of the Invention]

[0006] According to the present invention, it is possible to provide a gaming machine that prevents players from becoming addicted and allows players to play with peace of mind. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is an oblique view of the gaming machine from the front side. [Figure 2] FIG. [Figure 3] 1 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] FIG. 2 is a block diagram showing an example of the configuration of a presentation control system of a gaming machine. [Figure 5] FIG. 10 is a diagram illustrating an example of allocation ratios. [Figure 6] A figure showing an example of how the big prize opening opens. [Figure 7] 1 is a game state transition diagram (game flow) showing an example of transition of a game state. [Figure 8] 10 is a flowchart illustrating a main process. [Figure 9] 10 is a flowchart illustrating a main process. [Figure 10] 10 is a flowchart illustrating a main process. [Figure 11] A diagram showing an example of the configuration of RAM in a gaming microcomputer. [Figure 12] 10 is a flowchart illustrating a power outage recovery command transmission process. [Figure 13] 10 is a flowchart illustrating a safety device information initialization process. [Figure 14] 10 is a flowchart illustrating a performance display editing process. [Figure 15] 10 is a flowchart illustrating a timer interrupt process. [Figure 16] 10 is a flowchart illustrating an output process. [Figure 17] A flowchart explaining the prize slot switch / status monitoring process. [Figure 18] 10 is a flowchart illustrating the fraud and winning monitoring process. [Figure 19] 10 is a flowchart illustrating a winning number counter update process. [Figure 20] 10 is a flowchart illustrating a start port switch monitoring process. [Figure 21] 10 is a flowchart illustrating a hard random number acquisition process. [Figure 22] This is a flowchart explaining the common processing of the special chart start port switch. [Figure 23] 10 is a flowchart illustrating the special chart reservation information determination process. [Figure 24] FIG. 1 is a flowchart explaining game processing. [Figure 25] This is a flowchart explaining the special chart 2 game processing. [Figure 26] 10 is a flowchart illustrating the process of monitoring the large prize entrance switch. [Figure 27] 10 is a flowchart illustrating a specific area switch monitoring process. [Figure 28] Special Figure 1 is a flowchart explaining normal processing. [Figure 29] Special Figure 2 is a flowchart explaining normal processing. [Figure 30] (a) is a flowchart explaining the special chart 1 change start processing, and (b) is a flowchart explaining the special chart 2 change start processing. [Figure 31] 10 is a flowchart illustrating a process for setting variable start information. [Figure 32] 10 is a flowchart illustrating a high-probability change count update process. [Figure 33] This is a flowchart explaining the processing during special chart 1 change. [Figure 34] This is a flowchart explaining the processing during special chart 2 change. [Figure 35] This is a flowchart explaining the processing during display of Special Chart 1. [Figure 36] This is a flowchart explaining the processing during display of Special Chart 1. [Figure 37] This is a flowchart explaining the processing during display of Special Chart 2. [Figure 38] This is a flowchart explaining the processing during display of Special Chart 2. [Figure 39] 10 is a flowchart illustrating fanfare / interval processing. [Figure 40] 10 is a flowchart illustrating fanfare / interval processing. [Figure 41] This is a flowchart explaining the jackpot end processing. [Figure 42] 1A is a flowchart illustrating the jackpot end setting process 1, and FIG. 1B is a flowchart illustrating the jackpot end setting process 2. [Figure 43] 10 is a flowchart illustrating an external information editing process. [Figure 44] 10 is a flowchart illustrating an external information editing process. [Figure 45] 10 is a flowchart illustrating a safety device-related process. [Figure 46] 10 is a flowchart illustrating an outside-area integration process. [Figure 47] 10 is a flowchart illustrating a test signal output process. [Figure 48] 10 is a flowchart illustrating a performance display device control process. [Figure 49] 10 is a flowchart illustrating the difference ball confirmation process. [Figure 50] 10 is a flowchart illustrating a safety device operation monitoring process. [Figure 51] 10 is a table showing the state of a performance-related device according to the state of a safety device. [Figure 52] A figure showing an example of the relationship between winning symbols and the stopping result patterns of decorative special symbols. [Figure 53] A figure showing an example of changes in the information stored in the remaining number of jackpots area, the game mode area, and the game mode transition information area. [Figure 54] 10A and 10B are diagrams showing examples of game mode information and game mode transition information. [Figure 55] FIG. 10 is a game mode transition diagram showing an example of transition of game modes. [Figure 56]A figure showing an example of the relationship between game mode information, game mode commands, and remaining number of jackpots commands. [Figure 57] FIG. 10 is a diagram illustrating a modified example of the display device. [Figure 58] 10 is a timing chart illustrating an example of a display relating to a main fluctuation and an irregular fluctuation. [Figure 59] 10 is a timing chart illustrating an example of a display relating to a main fluctuation and an irregular fluctuation. [Figure 60] 10 is a flowchart illustrating a payout command transmission process. [Figure 61] 10 is a flowchart illustrating a modified example of the safety device-related processing. [Figure 62] FIG. 10 is a diagram showing an example of a display on a display device in an operating state (game stop state). [Figure 63] FIG. 10A is a diagram showing an example of a display on the display device in an activation warning state, and FIG. 10B is a diagram showing an example of a display on the display device in an activation notice state. [Figure 64] 10A and 10B are diagrams illustrating an example of notification using a dedicated notification LED of a safety device. [Figure 65] 10A and 10B are diagrams illustrating an example of notification using a dedicated notification LED of a safety device. [Figure 66] 10A and 10B are diagrams illustrating an example of notification using a dedicated notification LED of a safety device. [Figure 67] 10A and 10B are diagrams illustrating an example of notification using a dedicated notification LED of a safety device. DETAILED DESCRIPTION OF THE INVENTION

[0008] [Overall view of the gaming machine] First, an example of a gaming machine 10 will be described with reference to Fig. 1. Fig. 1 is a front perspective view of the gaming machine 10 of this embodiment. As shown in Figure 1, the gaming machine 10 of this embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed. A gaming board 30 (see Figure 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the gaming board 30 is attached to the front frame (main frame) 12.

[0009] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps, LEDs, etc. for decoration and presentation, and to emit light for the purpose of alerting when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps, LEDs, etc. will light up (blink) in an abnormality alert color (e.g., red)), and speakers (upper speaker) 19a that emit sounds (e.g., sound effects). Furthermore, speakers (lower speaker) 19b are also provided at the bottom of the front frame 12 and the glass frame 15. In addition, when an abnormality occurs, the details of the abnormality are notified by voice from the speakers (upper speaker) 19a and (lower speaker) 19b. It should be noted that a lamp for alerting to a dispensing abnormality may be provided at a predetermined location on the glass frame 15.

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

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

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

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

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

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

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

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

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

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

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

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

[0022] Located above the normal game start gate 34 in the game area 32 is a first special variable prize winning device (upper large prize opening) 38, which can be switched between a state where it does not accept game balls and a state where it accepts game balls easily, depending on the results of the special game variable display game. The first special variable prize winning device 38 has an opening / closing member 38c, which opens the upper large prize opening to allow game balls to flow in. Depending on the results of the special game variable display game, the first special variable prize winning device 38 switches the upper large prize opening from a closed state (a state unfavorable to the player) to an open state (a state favorable to the player), facilitating the flow of game balls into the upper large prize opening, thereby awarding the player a predetermined game value (e.g., prize balls). An upper large prize opening switch (count switch) 38a (see Figure 3) is disposed within the upper large prize opening as a detection means for detecting game balls that enter the upper large prize opening.

[0023] Located below the normal variable prize winning device 37 in the game area 32 is a second special variable prize winning device (lower large prize winning opening) 39, which can be switched between a state where it does not accept game balls and a state where it accepts game balls depending on the results of the special variable prize winning game. The second special variable prize winning device 39 has an opening / closing member 39c (not shown), which opens the lower large prize winning opening to allow game balls to flow in. Depending on the results of the special variable prize winning game, the second special variable prize winning device 39 switches the lower large prize winning opening from a closed state (a state unfavorable to the player) to an open state (a state favorable to the player), facilitating the flow of game balls into the lower large prize winning opening, thereby awarding the player a predetermined game value (e.g., prize balls). A lower large prize winning opening switch (count switch) 39a (see Figure 3) is disposed within the lower large prize winning opening as a detection means for detecting game balls that enter the lower large prize winning opening.

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

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

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

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

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

[0029] Lamp display units 3 and 4 (Special Chart 1 Hold LED 1, Special Chart 1 Hold LED 2) display the number of special chart 1 holds (first start memory number) by a combination of off, on, and flashing states. Similarly, lamp display units 5 and 6 (Special Chart 2 Hold LED 1, Special Chart 2 Hold LED 2) display the number of special chart 2 holds (second start memory number) by a combination of off, on, and flashing states. Lamp display units 3 to 6 stop displaying the number of holds when a jackpot occurs, but continue to display the number of holds when not in a jackpot state (including when a reach, described below, occurs on display device 41).

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

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

[0032] The power supply unit 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply and a DC-DC converter that generates a lower level DC voltage such as 12V or 5V from 32V DC, a backup power supply unit 420 that supplies power supply voltage to the RAM inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0033] In this embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. Since the game board 30 and the game control device 100 are subject to replacement when changing models, providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board eliminates the need for replacement, thereby reducing costs.

[0034] The backup power supply unit 420 can be configured with a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after the power is cut off. In other words, the gaming control device 100 serves as a game information storage and retention means that can store and retain information related to games even if a power outage occurs and the power supply to the gaming machine 10 is stopped, and can resume games based on the stored information after the power is restored. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time has passed. Also, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has passed from that point.

[0035] The gaming control device 100 is also provided with a RAM initialization switch 112. When the RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

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

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

[0038] The ROM 111b also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the content of the presentation, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111a uses to determine a variation pattern by referring to the variation pattern random numbers 1 to 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern that is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern that is a variation pattern before a reach state has been reached.

[0039] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.

[0040] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the reach state will be a state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information).In addition to this, once the variable display of all variable display areas is stopped, the reach state will be a state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state), and the remaining variable display area may be displayed from the reach state.

[0041] The reach state includes multiple reach effects, and the reach effects have different possibilities (expected values) for deriving a special result mode (jackpot mode), and are classified as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected probability (expected value) of a jackpot increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. The reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher probability of a jackpot compared to when a reach state does not occur.

[0042] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the presentation control device 300, generates and outputs drive signals for the solenoids and display devices, and controls the entire gaming machine 10. In addition, although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a special symbol pattern random number for determining a winning symbol, a variable pattern random number for determining a variable pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a winning random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the CPU 111a and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

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

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

[0045] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 that detects radio wave emissions to the gaming machine, a gate switch 34a in the normal start gate 34, a prize port switch 35a in the normal prize port 35, a start port 1 switch 36a in the start prize port 36, a start port 2 switch 37a in the normal variable prize device 37, and special prize port switches 38a, 39a in the special variable prize devices 38, 39. An interface chip (proximity I / F) 121 is provided that receives negative logic signals, such as a high level of 11V and a low level of 7V, supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 has an input range of 7V-11V, so it can detect abnormal conditions such as an unauthorized short circuit of the lead wires of a sensor or proximity switch, a sensor or switch being removed from a connector, or a lead wire being cut and floating, and outputs an abnormality detection signal.

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

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

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

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

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

[0051] When selecting a probability setting value, the setting key of the setting key operation unit is turned to the second position, and the gaming machine is powered on while operating (pressing) the RAM initialization switch 112 to enter a probability setting value change mode in which the probability setting value can be changed. The probability setting value can be changed by operating (pressing) the RAM initialization switch 112 while in the probability setting value change mode. The selected probability setting value is displayed on the performance display device 153, which displays the calculated base value and role ratio. Specifically, the performance display device 153 displays information about the probability setting value while operations related to the probability setting value are being performed (while in the probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and role ratio at other times.

[0052] Furthermore, by turning on the power to the gaming machine with the setting key on the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, and the game enters a probability setting value confirmation mode. The RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in the open state. The performance display device 153 is a 7-segment display that displays the probability setting value as numbers 1 to 6. Of course, the display format is not limited to this, and any display format that allows the probability setting value to be recognized is sufficient. Other types of display devices, such as a liquid crystal display device, may also be used, and the probability setting value may be indicated by the lighting format or color of one or more LEDs.

[0053] Furthermore, among the outputs of the proximity I / F 121, the outputs to the third input port 124 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 74) are also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the third input port 124.

[0054] As described above, the proximity I / F 121 has a signal level conversion function. To enable this level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.

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

[0056] The input section 120 also has a first input port 122 which takes in a frame radio wave irregular signal from the payout control device 200 (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12), a payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), a payout abnormality status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (a signal output when it is detected that more than a predetermined amount of game balls have been stored in the lower tray 23 (that it is full)), a touch switch signal (a signal based on input from a touch switch provided on the operating handle 24), and a signal from the RAM initialization switch 112 and supplies them to the gaming microcomputer 111 via the data bus 140.

[0057] The input unit 120 is also provided with a Schmitt buffer 125 for inputting signals such as a power outage monitoring signal and a reset signal from the power supply 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals provided on the gaming microcomputer 111 that can receive signals from outside.

[0058] On the other hand, the reset signal RESET from which noise has been removed by the Schmitt buffer 125 is input directly to a reset terminal provided in the gaming microcomputer 111 and is also supplied to each port of the output unit 130. The reset signal RESET is also configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device.

[0059] The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the ports 122, 123, 124, and 126 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent malfunction of the system, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0060] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that this is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.

[0061] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko gaming machine as an actual machine (mass-produced product) installed in an amusement parlor. Note that detection signals from switches that do not require processing, such as the start switch, output from the proximity I / F 121 are supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0062] On the other hand, detection signals that cannot be supplied to the test firing device as they are, such as those from the magnetic sensor 61, the board radio wave sensor 62, and the vibration sensor 65, are first taken into the gaming microcomputer 111 and processed into other signals or information, and are then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where it cannot be controlled.

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

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

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

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

[0067] The output unit 130 is also provided with a fifth output port 137 for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay, and can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in the gaming facility, so that information about the gaming machine 10 can be supplied to the external device. The fifth output port 137 also outputs a launch permission signal to the payout control device 200 via the Schmitt buffer 132.

[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a that receives operation data signals from the normal solenoid 37c, the special prize slot solenoids 38b, 39b, and the lever solenoid 72b output from the second output port 134, generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 135, a third driver 138c that outputs an on / off drive signal for the digit line on the current draw side of the collective display device 50 output from the fourth output port 136, and a fourth driver 138d that outputs an external information signal from the fifth output port 137 to the external information terminal board 71 to be supplied to an external device such as a management device.

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

[0070] The first driver 138a is supplied with DC 32V as a power supply voltage from a power supply device 400 so that it can drive a solenoid that operates at 32V. Furthermore, DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines draws current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V. Furthermore, DC 12V is supplied to the performance display segment driver 150a that drives the segment lines of the performance display device 153. The performance display digit driver 150b that drives the digit lines draws current from the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.

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

[0072] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 500. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like a normal general-purpose microprocessor, no ports such as input ports 122, 123, 124, and 126 are provided.

[0073] Although not limited to these, the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the win gate switch 35a in the general winning gate 35, the large winning gate switches 38a and 39a in the special variable winning devices 38 and 39, and the gate switch 34a in the normal start gate 34 all use non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that have a magnetic detection coil and detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes close to the coil. Also, a microswitch with mechanical contacts can be used for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the main frame opening detection switch 64 provided on the front frame (main frame) 12 or the like.

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

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

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

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

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

[0079] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (a game-prohibited state, a game-prohibited state) in which games such as the special game with a variable symbol display, the normal game with a variable symbol display, and round games (games played during a big win or a small win) cannot be played when an operating condition (a predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, a new special game with a variable symbol display and a new normal game with a variable symbol display cannot be started. The safety device can take appropriate countermeasures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to prevent players from becoming addicted to the game.

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

[0081] Furthermore, in this embodiment, the activation conditions for the safety device are (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of discharged balls, reaching a ball difference reference value (predetermined value), and (2) neither a big win nor a small win. The difference in the number of balls is the number of safe balls minus the number of discharged balls (difference in number of balls = number of safe balls - number of discharged balls). In this way, the activation conditions for the safety device consist of two stages, conditions (1) and (2). Other activation conditions are also possible; for example, condition (1) can be configured so that the number of safe balls reaches a predetermined value. Furthermore, condition (2) can be configured so that the special variable prize device is not activated, or the big prize opening is not in an open state.

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

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

[0084] [Performance control device] Next, an example of the configuration of the effect control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the effect control system of the gaming machine 10 of this embodiment. The performance control device 300 includes a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from speakers 19a, 19b.

[0085] Connected to the main control microcomputer 311 are a program ROM 321 consisting of a PROM (programmable read-only memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a working area, an FeRAM 323 that can retain stored contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timekeeping means for generating information indicating the current date and time (year, month, date, day of the week, time, etc.). Note that a RAM that provides a working area is also provided inside the main control microcomputer 311.

[0086] A WDT (watchdog timer) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the gaming microcomputer 111, determines the content to be displayed, and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the drive of motors and solenoids, and manages the duration of the performance, etc.

[0087] The VDP 312 is provided with a RAM 312a that provides a working area and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to expand and process image data such as characters read from the image ROM 325.

[0088] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured to transmit and receive data in parallel. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial transmission.

[0089] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.

[0090] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be sent to the display device 41 using the LVDS (low amplitude signal transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0091] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0092] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. The presentation control device 300 receives, via the command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, and the like sent from the game control device 100 to the presentation control device 300 as presentation control command signals (presentation commands). The gaming microcomputer 111 of the game control device 100 operates on DC 5V, and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, so the command I / F 331 is provided with a signal level conversion function.

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

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

[0095] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15, the touch panel 29 provided on the surface of the performance button 25, the cross key switch 28 and volume adjustment button switches 27e, 27f provided on the glass frame 15, and the performance element switch 47 (performance motor switch) that detects the initial position of the motor within the board performance device 44, and inputting the detection signal to the main control microcomputer 311, as well as the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311.

[0096] The normal power supply section 410 of the power supply device 400 is configured to generate DC 32V to drive the motors and solenoids, DC 12V to drive the display device 41 consisting of an LCD panel, motors and LEDs, DC 5V as the power supply voltage for the command I / F 331, and DC 15V to drive the motors, LEDs and speakers in order to supply the desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.

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

[0098] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on.

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

[0100] A jackpot is a special result (first special result) that accompanies the activation of a conditional device, while a minor jackpot is a special result (second special result) that does not accompany the activation of a conditional device. The conditional device is activated when a jackpot occurs in a special symbol variable display game (the jackpot symbol stops displaying). The activation of the conditional device means, for example, that a jackpot state occurs and a specific flag is set (the special symbol continuous activation device is activated) to activate the special variable prize winning devices 38 and 39, which are special electric devices, continuously. The non-activation of the conditional device means that the specific flag is not set, as in the case of winning a minor jackpot lottery. The "conditional device" may be a software means, such as a software-controlled flag, or a hardware means, such as an electrically controlled switch. The term "conditional device" is commonly used in the pachinko gaming machine field to refer to a device whose activation is a necessary condition for the continuous activation of an electric device, and is used in this specification with the same meaning.

[0101] In the gaming machine 10 of this embodiment, a game is played by launching gaming balls (pachinko balls) from a ball launcher toward the gaming area 32. The launched gaming balls flow down the gaming area 32 while changing their rolling direction due to direction-changing elements such as obstacle nails and windmills located at various locations within the gaming area 32, and either win or enter a normal start gate 34, a normal winning opening 35, a start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, 39, or flow into an outlet 30a located at the bottom of the gaming area 32 and are discharged from the gaming area 32. When a gaming ball wins a prize in the normal winning opening 35, the start winning opening 36, a normal variable winning device 37, or a special variable winning device 38, 39, a number of prize balls corresponding to the type of winning opening are discharged from a payout unit controlled by a payout control device 200 to the upper tray 21 or the lower tray 23 of the glass frame 15. In this embodiment, the starting winning port 36 has one prize ball, the normal variable winning device 37 has one prize ball, the general winning port 35 located in the left-hand gaming area has eight prize balls, the general winning port 35 located in the right-hand gaming area has five prize balls, the first special variable winning device (upper large winning port) 38 has 15 prize balls, and the second special variable winning device (lower large winning port) 39 has one prize ball, but this is not limited to this.

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

[0103] A gate switch 34a, such as a non-contact switch, is provided within the normal map start gate 34 to detect game balls that have passed through the normal map start gate 34. When a game ball that has been shot into the game area 32 passes through the normal map start gate 34, it is detected by the gate switch 34a. Based on the input of a game ball detection signal from the gate switch 34a provided in the normal map start gate 34, the CPU 111a of the gaming microcomputer 111 of the game control device 100 increments the number of normal map start memories (+1) if the number of normal map start memories is less than the upper limit (e.g., four), and stores one normal map start memory in RAM 111c. This number of normal map start memories is displayed on the normal map hold indicator 60 of the collective display device 50. The normal map start memory also stores a win determination random number value (win random number value) that is extracted based on the input of the game ball detection signal from the gate switch 34a to determine the outcome of the normal map variable display game.

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

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

[0106] If the result of the normal map variation display game is a win, the normal map display 59 stops displaying a lighting pattern that corresponds to a specific result state, and the normal power solenoid 37c is operated, and control is performed to open the movable member 37b of the normal variation winning device 37 for a predetermined time. In other words, the game control device 100 serves as a conversion control execution means that performs conversion control of the conversion member (movable member 37b). Furthermore, if the result of the normal map variation display game is a loss, control is performed to display a lighting pattern that corresponds to a loss result state on the normal map display 59.

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

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

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

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

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

[0112] The performance control device 300 displays a decorative special symbol variable display game corresponding to the special symbol variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, in the decorative special symbol variable display game, as another decorative special symbol (identification information), a fourth special symbol (fourth symbol) varies by repeating (flashing) a lit display and an unlit display in the lamp display units 1 and 2 of the lamp display device 48. After a predetermined time from the start, the variable display of the lamp display units 1 and 2 stops at "unlit" in the case of a miss, or "lit" in the case of a big win or small win. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the illumination of various LEDs based on control signals from the game control device 100. In other words, the performance control device 300 serves as a performance control means for controlling performances related to games (variable display games, etc.).

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0132] [Game state transition diagram (game flow)] Next, a description will be given of the transition (shift) of the game state under the game control of the game control device 100. Fig. 7 is a game state transition diagram (game flow) showing an example of the transition of the game state in this embodiment. There are two game states: a normal game state T1 and a specific game state T2. In addition to these, there are also other game states such as a first special game state based on a first special result (jackpot) and a second special game state based on a second special result (small win), but these will not be discussed here. In each game state, a presentation mode that is controlled by the presentation control device 300 and determines the presentation style of the game, a main starting area that is the starting area that should be mainly targeted in that game state, a main variable special chart that is the type of special chart variation display game that should mainly be executed, and a launch direction of the game ball are determined.

[0133] In the gaming machine 10 of this embodiment, a left-handed shot can aim for a win in the start winning slot 36, and a right-handed shot can aim for a win in the normal variable winning device 37. In other words, the player can select the starting area to aim for. Furthermore, each game state is designed to primarily play either the special symbol 1 variable display game or the special symbol 2 variable display game. The game is designed so that the player will play according to this design, and it is advantageous for the player to primarily play the one special symbol variable display game designated as the primary game in the design. In this specification, the one special symbol variable display game designated as the primary game in each game state is sometimes referred to as the "main variable," and the other special symbol variable display game is sometimes referred to as the "irregular variable."

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

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

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

[0137] In this embodiment, as shown in FIG. 5(a), the probability of a small win is high, so small wins occur frequently in the specific game state T2, which is a time-saving state. Furthermore, the main variation in the specific game state T2 is the special game display game. In the special game state based on the result of the special game display game being a small win, the upper large prize opening (first special prize opening 38) opens, as shown in FIG. 6(e). As mentioned above, the lower large prize opening (second special prize opening 39) holds one prize ball, while the upper large prize opening (first special prize opening 38) holds 15 prize balls. Therefore, in the specific game state T2, small wins occur frequently, increasing the player's ball holdings. Therefore, the presentation mode is designated as a small win RUSH mode. In other words, the specific gaming state T2 is a high probability state, and furthermore, it is a state in which small wins occur frequently and the player is likely to have more balls, so it is a state that is more advantageous to the player than the normal gaming state T1.

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

[0139] If a jackpot (probable jackpot or normal jackpot) occurs in the normal gaming state T1, the game transitions to the first special gaming state, and if a V win occurs in the first special gaming state, the game transitions to the specific gaming state T2 after the end of the first special gaming state. On the other hand, if a V win does not occur in the first special gaming state, the game transitions to the normal gaming state T1 without transitioning to the specific gaming state T2 after the end of the first special gaming state. If a jackpot (probable jackpot or normal jackpot) occurs in the specific gaming state T2, the game transitions to the first special gaming state, and if a V win occurs in the first special gaming state, the game transitions to the specific gaming state T2 after the end of the first special gaming state. On the other hand, if a V win does not occur in the first special gaming state, the game transitions to the normal gaming state T1 without transitioning to the specific gaming state T2 after the end of the first special gaming state. In addition, if the termination condition of the high probability state is established in the specific gaming state T2, the game will transition to the normal gaming state T1. Here, the termination condition of the high probability state is established when the number of special chart variable display games executed after transitioning to the specific gaming state T2 reaches the ST number, or when the number of jackpots (with V winning) after transitioning to the specific gaming state T2 reaches the limiter number.

[0140] [Control of gaming control device] The control of the gaming machine 10 that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process shown in Figures 8 to 10 and a timer interrupt process shown in Figure 15 that is performed at a predetermined time interval (for example, 4 ms).

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

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

[0143] Next, register bank 0 is designated as the register bank to be used (step X3), and the upper address of the RAM start address is set in a predetermined register (for example, register D) (step X4). In this embodiment, RAM addresses range from 0000h to 01FFh, so the upper digits are 00h or 01h. In step X4, the first 00h is set.

[0144] Next, the game control device 100 outputs a launch stop signal and sets the launch permission signal to a prohibited state (step X5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls from the ball launcher is prohibited. After that, the game control device 100 reads the states of the setting key switch 152 and the RAM initialization switch 112 (step X6). That is, it reads the signals from the setting key switch 152 and the RAM initialization switch 112.

[0145] Furthermore, the game control device 100 sets a power-on delay timer (step X7). By setting a predetermined initial value for the power-on delay timer, a standby time (e.g., 3 seconds) is set for the slave control means (e.g., the payout control device 200 and the presentation control device 300) that performs various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to wait until their programs are properly started. This prevents the slave control devices from failing to receive commands if the game control device 100 starts up first when the power is turned on and sends a command to the slave control devices (e.g., the payout control device 200 and the presentation control device 300) before they start up. In other words, the game control device 100 serves as standby means that delays the start of the master control means (the game control device 100) when the power is turned on, and sets a predetermined standby time for the slave control devices (e.g., the payout control device 200, the presentation control device 300, etc.) to start up.

[0146] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to RAM validity check (checksum calculation). This eliminates the need to exclude part of the RAM area when calculating check data such as a checksum for the RAM area, thereby preventing the control at power-on from becoming complicated.

[0147] Incidentally, by reading the states of the setting key switch 152 and the RAM initialization switch 112 before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 152 and the RAM initialization switch 112. In other words, if the states of the setting key switch 152 and the RAM initialization switch 112 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 152 and the RAM initialization switch 112, or to continue operating the setting key switch 152 and the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the states before the start of the standby time, it is possible to avoid such troublesome operations and to prevent a situation in which the operation of the setting key switch 152 and the RAM initialization switch 112 performed when the power was turned on is not accepted.

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

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

[0150] If a power outage has not occurred (step X8; N), the game control device 100 updates the power-on delay timer by -1 (step X9) and determines whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), that is, if the waiting time has not ended, the process returns to step X8.

[0151] That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, and malfunctions at power-on can be dealt with appropriately. Note that access to RAM is not permitted until the end of the standby time, and the contents stored at the time of the previous power outage remain retained, so there is no need to perform backup processing when a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up the RAM, and the burden on control can be reduced.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0175] In addition, it is also possible to configure the system so that the stack area and unused area are not cleared, in addition to the probability setting value area, and so that the performance display work area (part of the out-of-area work area) and stack area (out-of-area stack area) related to performance information and its display (performance display) are not cleared. Note that performance information is derived based on the number of winning balls, and includes, for example, the payout rate, base value (payout rate in normal game mode), bonus ratio, and number of dispensed balls.

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

[0177] On the other hand, if the RAM initialization switch 112 is off (step X44; N), the game control device 100 starts normal power-on (power recovery) processing because both the setting key switch 152 and the RAM initialization switch 112 are off, and saves the initial value for power recovery (power restoration) in the area to be initialized as part of the power outage recovery processing (step X48). The aforementioned probability setting confirmation flag is also cleared here. Unlike RAM initialization, the safety device activation flag area is not cleared during normal power-on. The ceiling counter area, which stores the ceiling counter value indicating the number of times the special chart variation display game has been executed in a state other than the probability variation state, does not need to be cleared to avoid any disadvantage to the player. Next, a power outage recovery command transmission process is executed to transmit a power outage recovery command to the presentation control device 300 (presentation control board) (step X49), and the process proceeds to step X50.

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

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

[0180] The command for RAM initialization also includes a RAM initialization command (RAM clear command). When the performance control device 300 receives the RAM initialization command, it displays a customer waiting demo on the display device 41, and issues a notification of RAM initialization (RAM clear) for 30 seconds using the LEDs of the board decoration device 46 and the sound of the speakers 19a and 19b. The command for power recovery also includes a screen designation command that specifies the content to be displayed on the screen of the display device 41. The screen designation command is a customer waiting demo command for both special charts 1 and 2 during normal processing (when not varying or winning), and can be a recovery screen command at other times. That is, the process of step X47 differs from the power recovery command transmission process (step X49) in the final command portion.

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

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

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

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

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

[0186] In this embodiment, by permuting the bits of the random numbers according to a bit permutation pattern, it is possible to break the regularity of the random numbers and increase the confidentiality of the random numbers. The bit permutation pattern may be a single fixed pattern, or may be selected from a plurality of patterns prepared in advance. Alternatively, the bit permutation pattern may be set arbitrarily by the user.

[0187] Next, the game control device 100 prohibits interrupts (step X56) and determines whether the game is stopped (step X57). If a safety device is activated or a strong error 2 (described later) occurs that requires the game (special game, regular game, round game, etc.) to be stopped, it can be determined that the game is stopped.

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

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

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

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

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

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

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

[0195] Strong Error 2 is a fraud-related error that preferably results in game suspension, and includes magnetic fraud, board radio wave fraud, frame radio wave fraud, vibration fraud, abnormal ejection error, V-pass error, large prize slot fraud, and regular power fraud. Strong Error 2 generates a security signal (step X521) as an external information signal output to the external information terminal board 71 (see FIG. 43). Strong Error 2 may also include a remaining ball error. When Strong Error 2 occurs, gameplay (special chart change display game, regular chart change display game, round play, etc.) is suspended, and it can be determined that gameplay is suspended (step X57). Furthermore, when Strong Error 2 occurs, a game suspension state (unplayable state, game prohibited state) can be generated, in which games such as special chart change display game, regular chart change display game, and round play (play during a jackpot or small jackpot) cannot be performed, just as when a safety device is activated.

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

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

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

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

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

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

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

[0203] The RAM's out-of-area work area is an area that is read and written by out-of-area programs and read by in-area programs. The out-of-area work area includes a safety device counter area that stores a safety device counter value (number of balls difference + initial value) corresponding to the difference in ball count, a safety device operation information area that stores safety device operation information corresponding to the safety device state, and a previous operation information area that stores previous operation information, and is capable of storing safety device information related to the safety device. The safety device counter area (3 bytes in size) is not generally read by in-area programs, but may be read and referenced by in-area programs when the safety device counter value or information on the difference in ball count is sent to the performance control device 300 using a difference in ball command. In this embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the difference in ball count in proportion to the difference in ball count (safety device counter value = difference in ball count + 100,000). However, the safety device counter value is not limited to this, as long as it is associated with the difference in ball count and indicates the difference in ball count.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0220] Also, when the safety device counter value reaches the counter reference value of 195,000 (safety device counter = 195,000) but is not in a state where the game can be stopped, the safety device activation information becomes safety device activation warning information (value 2) corresponding to the activation warning state that warns of the activation of the safety device. In this case, even if the difference in the number of balls (= number of safe balls - number of discharged balls) reaches the difference in the ball reference value of 95,000, since the big win or small win is in progress, this corresponds to a case where the above-mentioned condition (1) is met but condition (2) is not met and the activation condition of the safety device is not met.

[0221] Furthermore, when the safety device counter value reaches 195,000 (safety device counter = 195,000) and the game is stopped, the safety device activation information becomes safety device activation information (value 3) corresponding to the activation state (activation state) in which the safety device is activated. In this case, the difference in the number of balls reaches the difference in the number of balls reference value 95,000, and since it is neither a big hit nor a small hit, both the above-mentioned conditions (1) and (2) are met, which corresponds to the case where the activation condition of the safety device is met.

[0222] It should be noted that a RAM dedicated to the safety device (an area dedicated to the safety device) may be provided in the RAM 111c of the gaming microcomputer 111. The in-area work area of ​​the RAM dedicated to the safety device (an area that is read and written by programs within the area and read by programs outside the area) includes a safety device activation flag area that is cleared when the RAM initialization switch is turned on and cleared to 0, and an acquired game ball count area that is cleared when the RAM initialization switch is turned on and cleared to 0. The out-area work area of ​​the RAM dedicated to the safety device (an area that is read and written by programs outside the area and read by programs within the area) is not read by programs within the area, but includes a safety device counter area (3 bytes in size) that is referenced when sending the difference in the number of balls by command, a safety device activation information area that stores the current status, and a previous activation information area that stores the status from the previous time (mainly before one interrupt).

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

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

[0225] In validity determination, a value stored in the performance display work area can be determined to be invalid if it is a value that is impossible in terms of design or deviates from the design value (if it is outside a specified range). For example, the validity determination may determine whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialization flag, which indicates that the performance display work area has been initialized; whether a number managing the progress of a division process used to calculate a base value is within a specified range; whether the value of a switch counter is within a range equal to or less than the number of switches being monitored; whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3); and whether the time window number indicating the current time window is within the range of the number of intervals (0 to 4). In this way, validity determination preferably determines whether the value of an area used as a pointer to a data table is within a specified range. This prevents a program from running out of control due to an out-of-range value being acquired. Furthermore, validity determination is effective because it is performed for each performance display editing process.

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

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

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

[0229] For example, the timing for switching time windows occurs when the total number of balls out since power-on reaches a predetermined number: 300, 60,300, 120,300, 180,300, etc. That is, the width of each time window is generally 60,000, except for the first time window, 1. The first time window ranges from 0 to 300, the second time window ranges from 300 to 60,300, the third time window ranges from 60,300 to 120,300, the fourth time window ranges from 120,300 to 180,300, and the fifth time window ranges from 180,300 to 240,300. The time window numbers for the first through fifth time windows range from 0 to 4, respectively, and remain at 4 for the sixth and subsequent time windows. The current time window number is stored in the performance display work area.

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

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

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

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

[0234] Next, the game control device 100 determines whether the target switch is in its valid period (step X89). Note that if a special prize slot fraud or regular power fraud occurs and the special prize slot or second start prize slot 37 is invalid, that is, the special prize slot switches 38a, 39a and the start slot 2 switch 37a are invalid, there are also cases where switches such as the start slot 1 switch 36a and the out ball detection switch 74 are always valid.

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

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

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

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

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

[0240] Next, the game control device 100 increments the switch counter by +1 to change the target switch to the next one in the next performance display editing process (step X96). Note that the loop processing in the main process causes the performance display editing process to be executed at intervals (e.g., several microseconds) significantly shorter than the timer interrupt period (a predetermined time period, e.g., 4 ms). Therefore, the performance display editing process is repeatedly executed during the interrupt period, and the switch counter (e.g., 0 to 7) covers all switch bits (e.g., bits 0 to 7) for each monitored input port. Furthermore, the switch counter is updated to 0 after the final value (e.g., 7), and the switch input for the next monitored input port begins to be checked. For example, the switch input for the third input port 124 is first checked, and then the switch input for the fourth input port 126 is checked.

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

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

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

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

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

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

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

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

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

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

[0251] Next, the game control device 100 executes a payout command transmission process (step X107) that outputs commands (payout commands, etc.) that have been set in the transmission buffer by various processes to the payout control device 200. After that, it executes a payout port switch / status monitoring process (step X108) that monitors whether or not there is a normal signal input from the start port 1 switch 36a, the start port 2 switch 37a, the prize port switch 35a, and the large prize port switches 38a and 39a, and monitors for errors (such as whether the front frame or glass frame is open).

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

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

[0254] In the segment LED editing process, settings are made regarding the operation of some of the multiple segment LEDs that make up the collective display device 50 (for example, the memory display section (hold display devices 53, 54, 60), the round display section 55, the first game status display section 56, and the second game status display section 57). Settings regarding the operation of other parts of the collective display device 50 (for example, the variation display sections 51, 52, 59) are made in the pattern variation control process (steps A122, A154). Settings regarding the operation of other parts of the collective display device 50 (for example, the probability status display section (third game status display section 58)) are made in the power outage recovery process (step X48), etc.

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

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

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

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

[0259] Next, the game control device 100 executes an external information editing process to set signals to be output to various external devices in an output buffer (step X120). Then, as in step X109, it determines whether the game is stopped (step X121).

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

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

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

[0263] Unlike the above, even if a strong error 2 occurs, the game does not stop, but the start port switch monitoring process (step X110), special figure 1 game process (step X111), special figure 2 game process (step X112), normal figure game process (step X113), segment LED editing process (step X114) can be executed. Also, even if a strong error 2 occurs, it is possible to configure the outside area integration process etc. to be executed.

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

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

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

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

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

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

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

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

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

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

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

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

[0276] [Winning slot switch / status monitoring process] Next, the details of the winning port switch / status monitoring process (step X108) in the timer interrupt process will be explained. Figure 17 is a flowchart showing the procedure of the winning port switch / status monitoring process. The game control device 100 first clears the acquired game ball count area included in the in-area work area to 0 (step X301). As a result, the acquired game ball count area becomes an area that stores the acquired game ball count, which is the total number of prize balls acquired within one interrupt (within a predetermined time period). The acquired game ball count area is an area related to safety devices, and the acquired game ball count is equal to the increase in the number of safe balls within one interrupt. Next, a prize opening monitoring table 1 corresponding to the upper large prize opening switch 38a in the upper large prize opening (first special variable prize opening 38) is prepared (step X302). Then, even though the upper large prize opening is not open, the system executes an illegal and winning monitoring process that monitors for illegal winning at the upper large prize opening and detects normal winning (step X303).

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

[0278] The game control device 100 then prepares a prize opening monitoring table corresponding to the start opening 2 switch 37a in the normal variable prize opening device 37 (step X306). Then, it executes a fraud & prize opening monitoring process to monitor for fraudulent prize openings and detect normal prize openings (step X307). Next, it prepares a prize opening monitoring table for prize opening switches that allow prize openings at all times and do not require fraud monitoring (step X308). Prize opening switches that allow prize openings at all times include the start opening 1 switch 36a and the general prize opening 35.

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

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

[0281] By referencing the value of the status scan counter in the gaming machine status monitoring table 1, if the value of the status scan counter is 0, monitoring of the status (switch abnormality error) based on the abnormality detection signal output when a switch connector comes loose or the like occurs is set, and if the value of the status scan counter is 1, monitoring of the status (shoot ball out error) based on the chute ball out switch signal from the payout control device 200 is set. If the value of the status scan counter is 2, monitoring of the status (overflow error) based on the overflow switch signal is set, and if the value of the status scan counter is 3, monitoring of the status (payout abnormality error) based on the payout abnormality status signal is set. In this way, weak errors are monitored in the gaming machine status monitoring table 1.

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

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

[0284] Next, the game control device 100 determines whether the value of the status scan counter is 0 (step X315). If the value of the error scan counter is not 0 (step X315; N), the game control device 100 proceeds to step X317.

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

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

[0287] Next, the game control device 100 executes a V-passing timing monitoring process to monitor whether the game ball has passed through the specific area switch 72a at an inappropriate timing (step X317). In the V-passing timing monitoring process, if a detection signal of the specific area switch 72a is generated at an inappropriate timing, it is determined to be a V-passing error.

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

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

[0290] The game control device 100 first checks the fraud monitoring period flag of the prize winning port switch that is the target of error monitoring (step X321), and determines whether or not it is in the fraud monitoring period (step X322). For example, the fraud monitoring period is a period during which the prize winning port switch that is the target of error monitoring does not normally detect game balls, and is a period other than the special game state in which the first special variable prize winning device 38 is opened when the prize winning port switch is the upper large prize winning port switch 38a.

[0291] If it is the fraud monitoring period (step X322; Y), the game control device 100 determines whether there is an input to the target winning slot switch (step X323). If there is no input to the target winning slot switch (step X323; N), it loads the target alarm timer update information (step X332). Also, if there is an input to the target winning slot switch (step X323; Y), it updates the target number of fraudulent wins by +1 (step X324), and determines whether the number of fraudulent wins after the increment is equal to or greater than the number of fraud occurrences to be monitored (for example, 5) (step X325).

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

[0293] If the number of entries is not equal to or greater than the determination number (step X325; N), the game control device 100 prepares a winning port monitoring table for the target winning port switch (step X330). If the number of entries is equal to or greater than the determination number (step X325; Y), the number of illegal entries is kept at the number of illegal entries determined (step X326), and an initial value (for example, 60,000 ms) is saved in the target illegal entry notification timer area (step X327).

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

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

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

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

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

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

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

[0301] Then, if the prepared fraud flag matches the value of the target fraud flag area (step X340; Y), the game control device 100 ends the fraud & winning monitoring process. On the other hand, if the prepared fraud flag does not match the value of the target fraud flag area (step X340; N), the prepared fraud flag is saved in the target fraud flag area (step X341) and the performance command setting process is executed (step X342). Then, the fraud & winning monitoring process ends.

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

[0303] [Winning number counter update process] Next, the details of the winning number counter update process (steps X309, X331) in the winning slot switch / status monitoring process and the fraud & winning monitoring process will be explained. Figure 19 is a flowchart showing the procedure for the winning number counter update process. The game control device 100 first determines whether the game is stopped (step X351). If the safety device is activated or if a severe error 2 occurs that requires the game to be stopped, it can be determined that the game is stopped.

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

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

[0306] The area for the number of winning balls is in the work area within the area, and is written in by the program for updating the winning number counter (part of the program within the area), and is only read out by the program for checking the difference in balls (Figure 49) (part of the program outside the area).Even if input is made to all winning slot switches at the same time, the total number of winning balls will not be 255 (1 byte), so no upper limit check is made on the number of winning balls.

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

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

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

[0310] After the processing of step X364 is completed, or if an overflow occurs (step X363; Y), the game control device 100 updates the table address to the address of the next record (step X365). Then, it determines whether monitoring of all switches has been completed (step X366).

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

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

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

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

[0315] Each of these winning number counter areas has a winning number counter area for each number of prize balls set for each winning slot (for example, 1 prize ball, 5 prize balls, 8 prize balls, 15 prize balls), and the count value of the corresponding winning number counter area is incremented by 1 based on the number of prizes won at the winning slot. In other words, winning information can be stored for each winning slot. Winning number counter area 1 (2 bytes) is assigned a larger area than winning number counter area 2 (1 byte), allowing for the storage of more winning data. This is because, while the main prize ball signal can be sent regardless of the state of the destination, the payout command may be suspended depending on the state of the payout control device 200, which is the destination, and therefore a large amount of unsent data may be accumulated.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0351] If the number of repetitions of the special figure 2 game processing timer is 0 (step A136; Y), a special figure 2 game sequence branch table to be referenced for branching to the processing corresponding to the special figure 2 game processing number is set in a register (step A139). Then, using the table, the branch destination address of the processing corresponding to the special figure 2 game processing number is obtained (step A140), and a subroutine call is made by the special figure 2 game processing number (step A141).

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

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

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

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

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

[0357] Thereafter, a special symbol 2 variation control table for controlling the variation of the special symbol 2 display 52 is prepared (step A153), a symbol variation control process (step A154) for the special symbol 2 display 52 is performed, and a lever solenoid control process (step A155) for controlling the operation of the lever solenoid 72b is performed, and the special symbol 2 game process is terminated. This special symbol 2 game process performs a series of execution control processes for the second variation display game (special symbol 2 variation display game). The above special symbol 2 game process is basically the same process as the special symbol 1 game process described above for special symbol 2, and in the following explanation, the corresponding processes in the special symbol 1 game process and the special symbol 2 game process will be explained in parallel.

[0358] [Big prize slot switch monitoring process] Next, the details of the special prize opening switch monitoring process (steps A103, A132) in the special prize opening 1 game process and the special prize opening 2 game process will be explained. Fig. 26 is a flowchart showing the procedure of the special prize opening switch monitoring process. The game control device 100 first sets the winning counter to 0 (step A161), and determines whether or not a win at the upper large winning port (first special variable winning device 38) is valid (step A162). If the upper large winning port is open (open in the first special game state, open in the second special game state) or if the remaining balls at the upper large winning port are being processed (remaining balls at the large winning port are being processed, remaining balls for a small win are being processed), it is determined that a win at the upper large winning port is valid.

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

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

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

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

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

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

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

[0366] If there is no input to the specific area switch 72a (step A192; N), the specific area switch monitoring process is terminated. Also, if there is an input to the specific area switch 72a (step A192; Y), it is determined whether the number of consecutive jackpots (including V winnings) remaining is 1, that is, whether the value of the remaining jackpot count area is 1 (step A193).

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

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

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

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

[0371] [Special Chart 1 Normal Processing] Next, the details of the special chart 1 normal processing (step A110) in the special chart 1 game processing will be described. Fig. 28 is a flowchart showing the procedure of the special chart 1 normal processing. The game control device 100 first determines whether the special chart 1 can start changing (step A201). In this determination, the state in which the special chart 1 can start changing means that it is not between the end of the change (display processing) of the special chart 2 change display game, which results in a big hit or a small hit, and the end of the special game state. Note that the state in which the change cannot start even during the execution of the special chart 1 change display game or during the special game state based on the special chart 1 change display game, but in that case, the special chart 1 normal processing is not being executed, so there is no need to determine this here.

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

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

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

[0375] [Special Chart 2 Normal Processing] Next, the details of the special chart 2 normal processing (step A142) in the special chart 2 game processing will be described. Fig. 29 is a flowchart showing the procedure of the special chart 2 normal processing. The game control device 100 first determines whether the special chart 2 can start changing (step A221). In this determination, the state in which the special chart 2 can start changing means that it is not between the end of the change (display processing) of the special chart 1 change display game, which results in a big hit or a small hit, and the end of the special game state. Note that the state in which the change cannot start during the execution of the special chart 2 change display game or during the special game state based on the special chart 2 change display game, but in that case, the special chart 2 normal processing is not being executed, so there is no need to determine this here.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0390] In the normal game mode, the special chart 2 variable display game has a very long variable time. In this case, the additional value is calculated as the remaining time (less than 60,000 ms) after subtracting the time that can be measured using the number of repetitions, which is the number of times the specified time (60,000 ms) is measured.

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

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

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

[0394] In this embodiment, a repetition count is set for the long variation of Special Chart 2 to accommodate the time that is not sufficient with a 2-byte timer. In the variation start information setting process, a 60,000 ms timer is added as the result, and a repetition count of 9 is saved. The timer is then decremented by a timer interrupt process. When the timer expires, the repetition count is decremented by 1 and the game processing timer is set to 60,000 ms. This results in a variation time of 10 minutes (= 60,000 ms x 10). Since the timer interrupt period is 4 ms, a 2-byte timer can be set to approximately 262 seconds, but for ease of understanding, it is expressed as a multiplication of 60 seconds.

[0395] [High-probability fluctuation count update process] Next, the details of the high probability fluctuation count update process (steps A209, A229) in the special chart 1 normal process and the special chart 2 normal process will be described. Fig. 32 is a flowchart showing the procedure of the high probability fluctuation count update process. The game control device 100 first determines whether it is in a low probability state (special low probability state) (step A301), and if it is in a low probability state (step A301; Y), it ends the high probability fluctuation count update process. Also, if it is not in a low probability state (step A301; N), it updates the value of the high probability fluctuation count region (high probability fluctuation count) by -1 (step A302), and determines whether the value of the high probability fluctuation count region is 0 (step A303).

[0396] If the value of the high probability fluctuation count area is not 0 (step A303; N), the high probability fluctuation count update process is terminated. Also, if the value of the high probability fluctuation count area is 0 (step A303; Y), a signal related to the end of the high probability (for example, the jackpot 2 signal is turned off) is saved in the external information output data area (step A304), and a signal related to the end of the high probability (for example, the special symbol 1 high probability state signal is turned off, the special symbol 2 high probability state signal is turned off, the special symbol 1 fluctuation time shortening s...

Claims

[Claim 1] In a gaming machine capable of executing a game, a game stopping means capable of generating a game disabled state in which a game cannot be played when a predetermined condition is met; a display control means for controlling the display means, The display control means a display that notifies the occurrence of the non-playable state when the non-playable state occurs; When a predetermined error occurs during the occurrence of the game impossible state, a display is possible to notify the occurrence of the predetermined error, A gaming machine characterized in that the display notifying the occurrence of the game-disabled state and the display notifying the occurrence of the predetermined error are displayed in different ways.