Game machine

JP2024090325A5Pending Publication Date: 2025-11-11SOPHIA CO LTD
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Patent Information

Application Number
JP2022206148
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-12-23
Publication Date
2025-11-11

AI Technical Summary

Technical Problem

Players may misunderstand the state of a gaming machine when a predetermined state overlaps with an error, leading to misidentification.

Method used

A gaming machine is designed to display a notification of a game-disabled state and an error display simultaneously, ensuring clear differentiation between the two.

Benefits of technology

Prevents player misidentification by clearly distinguishing between game-disabled states and errors, enhancing user understanding.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent player's misrecognition.SOLUTION: A game machine 10 capable of executing a game includes: game stop means (safety device (game control device 100)) capable of generating a game-disabled state (game stop state, operation state) in which a game cannot be executed, when a predetermined condition is satisfied; and display control means (performance control device 300) capable of displaying notification display (operating display 513) for notifying a player that the game-disabled state has occurred and error displays 92a, 92b, 92c for notifying the player that an error has occurred, on a display device 41. When the game-disabled state occurs during the occurrence of an error, the display control means can display the error displays 92a, 92b, 92c displayed in response to the occurrence of the error even after the game-disabled state has occurred, and can simultaneously display the notification display (operating display 513) and the error displays 92a, 92b, 92c.SELECTED DRAWING: Figure 102
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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 displaying an error display to notify a player that an error has occurred are known (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-146854 Summary of the Invention [Problem to be solved by the invention]

[0004] When the occurrence of a predetermined state and the occurrence of an error occur at the same time, the player may be led to misinterpret the state of the gaming machine. An object of the present invention is to provide a gaming machine that can prevent misunderstandings by players. [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; a display control means for displaying on a display device a notification display for notifying that the game-unplayable state has occurred and an error display for notifying that an error has occurred; The display control means When the unplayable state occurs during the occurrence of the error, the error display displayed in response to the occurrence of the error can be displayed even after the unplayable state occurs, The notification display and the error display can be displayed at the same time. [Effects of the Invention]

[0006] According to the present invention, it is possible to prevent misunderstandings by players. [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] 1 is a flowchart (part 1) showing the procedure of the main process. [Figure 6] 10 is a second flowchart showing the procedure of the main process. [Figure 7] 10 is a third flowchart showing the procedure of the main process. [Figure 8] A diagram showing the RAM configuration of a gaming microcomputer. [Figure 9] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 10] 10 is a flowchart showing the procedure for a performance display editing process. [Figure 11] 10 is a flowchart showing a procedure for a timer interrupt process. [Figure 12] 10 is a flowchart showing the procedure of an output process. [Figure 13] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 14] 10 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 15] 10 is a flowchart showing the procedure for updating the number of winnings counter. [Figure 16] 10 is a flowchart showing the steps of a gaming machine status check process. [Figure 17]A flowchart showing the steps of the probability setting change / confirmation process. [Figure 18] 10 is a flowchart showing the procedure for special game processing. [Figure 19] 10 is a flowchart showing the procedure for the start port switch monitoring process. [Figure 20] This is a flowchart showing the procedure for common processing of the special chart start port switch. [Figure 21] 10 is a flowchart showing a procedure for a specific area switch monitoring process. [Figure 22] 10 is a flowchart showing the procedure for special chart normal processing. [Figure 23] This is a flowchart showing the steps for the special chart 1 change start processing. [Figure 24] This is a flowchart showing the steps for the special chart 2 change start processing. [Figure 25] This is a flowchart showing the steps of the jackpot flag 1 setting process. [Figure 26] A flowchart showing the steps of the jackpot flag 2 setting process. [Figure 27] A flowchart showing the steps of the jackpot determination process. [Figure 28] This is a flowchart showing the steps of the small hit determination process. [Figure 29] This is a flowchart showing the steps of the support hit determination process. [Figure 30] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Figure 31] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Figure 32] 10 is a flowchart showing the steps of a special chart information setting process. [Figure 33] 10 is a flowchart showing the steps of the variation pattern setting process. [Figure 34] 10 is a flowchart showing the procedure of a 2-byte allocation process. [Figure 35] 10 is a flowchart showing the procedure of a distribution process. [Figure 36]10 is a flowchart showing the steps of the fluctuation start information setting process. [Figure 37] This is a flowchart showing the procedure for processing during special chart change. [Figure 38] 10 is a flowchart showing the procedure for a time-saving end setting process. [Figure 39] A flowchart showing the steps of the presentation mode information check process. [Figure 40] This is a flowchart showing the steps of the first half of the processing during special chart display. [Figure 41] This is a flowchart showing the steps of the latter half of the processing during special chart display. [Figure 42] 10 is a flowchart showing the procedure for a support operation setting process. [Figure 43] 10 is a flowchart showing a procedure for processing a bonus game. [Figure 44] This is a flowchart showing the procedure for normal processing of reels. [Figure 45] This is a flowchart showing the steps for processing the end of a jackpot. [Figure 46] This is a flowchart showing the steps of the jackpot end setting process 1. [Figure 47] This is a flowchart showing the steps of the jackpot end setting process 2. [Figure 48] 10 is a flowchart showing the procedure for general game processing. [Figure 49] 10 is a flowchart showing a procedure for gate switch monitoring processing. [Figure 50] A flowchart showing the steps of the regular power winning switch monitoring process. [Figure 51] 10 is a flowchart showing the procedure of normal processing. [Figure 52] This is a flowchart showing the steps of the normal map change processing transition setting process. [Figure 53] This is a flowchart showing the procedure for processing during normal map changes. [Figure 54] 10 is a flowchart showing the procedure for processing during normal map display. [Figure 55]This is a flowchart showing the procedure for processing during a normal hit. [Figure 56] 10 is a flowchart showing the procedure for a normal power operation transition setting process. [Figure 57] 10 is a flowchart showing the procedure for processing normal residual balls. [Figure 58] This is a flowchart showing the procedure for normal winning end processing. [Figure 59] 10 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 60] 10 is a flowchart showing the procedure of the second half of the external information editing process. [Figure 61] 10 is a time chart showing the transmission of external information or a test signal. [Figure 62] 10 is a flowchart showing a procedure for a safety device-related process. [Figure 63] 10 is a flowchart showing the procedure of an outside-area integration process. [Figure 64] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 65] A flowchart showing the steps of the difference ball confirmation process. [Figure 66] 10 is a flowchart showing a procedure for a safety device operation monitoring process. [Figure 67] 10 is a flowchart showing the main processing of the performance control device. [Figure 68] 10 is a flowchart showing a received command check process. [Figure 69] 10 is a flowchart showing a received command analysis process. [Figure 70] 10 is a flowchart showing a single command process. [Figure 71] 10 is a flowchart showing a pre-reading symbol command process. [Figure 72] 10 is a flowchart showing a look-ahead variation command process. [Figure 73] 10 is a flowchart showing a pattern command process. [Figure 74]10 is a flowchart showing variable command processing. [Figure 75] 10 is a flowchart showing a variable performance setting process. [Figure 76] 10 is a flowchart showing a procedure for processing a hit-related command. [Figure 77] 10 is a table showing the state of a performance-related device according to the state of a safety device. [Figure 78] 1 is an example (Example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 79] 1 is an example (Example 1) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 80] 10 is another example (Example 2) of a screen transition diagram showing display screens of a display device in chronological order. [Figure 81] FIG. 10 is a diagram illustrating an example of an operation notice display when not waiting for customers. [Figure 82] This is a diagram showing an example of an operation notice display before and after a reach during a variable display other than when waiting for customers. [Figure 83] FIG. 10 is a diagram illustrating an example of an operation notice display while waiting for customers. [Figure 84] 10 illustrates an example of a display screen of the display device in a setting confirmation state (setting confirmation mode). [Figure 85] FIG. 10 is a diagram showing an example (example 1) of a specific model display other than a video. [Figure 86] FIG. 10 is a diagram showing an example (example 2) of a specific model display other than a video. [Figure 87] 10A and 10B are diagrams showing an example of a menu screen and an item screen corresponding to an item selected on the menu screen; [Figure 88] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device, a menu screen, and an item screen corresponding to an item selected on the menu screen. [Figure 89] 10 is a timing chart illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. [Figure 90] 10 is a diagram illustrating an example of the relationship between the operation of a safety device, a display, and a performance button. FIG. [Figure 91] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and a menu screen. [Figure 92] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 93] 10A and 10B are diagrams illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on a menu screen. [Figure 94] 10 is a timing chart illustrating an example of the relationship between the operation of a safety device and an item screen corresponding to an item selected on the menu screen. [Figure 95] FIG. 10 is a diagram illustrating an example of the relationship between an operation movie and a menu screen. [Figure 96] FIG. 10 is a diagram illustrating a modified example of the menu screen. [Figure 97] FIG. 10 is a diagram illustrating an example of an operation display. [Figure 98] 4 is a timing chart illustrating an example of the relationship between the operation of a safety device and an external signal. [Figure 99] 10 is a flowchart illustrating an example of an initial operation setting process performed by a performance control device. [Figure 100] 10 is a flowchart illustrating an example of power saving mode processing performed by a game control device. [Figure 101] 10 is a flowchart illustrating an example of a power saving function setting process performed by a performance control device. [Figure 102] FIG. 10 is a diagram illustrating a modified example of an error display during operation (when gaming is stopped). [Figure 103] FIG. 10 is a diagram illustrating an error code. [Figure 104] 10A and 10B are diagrams illustrating modified ending effects during an activation warning state. [Figure 105] 10A and 10B are diagrams illustrating modified ending effects during an activation warning state. DETAILED DESCRIPTION OF THE INVENTION

[0008] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS Preferred embodiments of the present invention will now be described with reference to the accompanying drawings. In the description of the gaming machine, the terms front, back, left and right refer to directions as seen by a player playing a game.

[0009] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine. The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment via hinges 16 and can be rotated open and closed. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft end attached to the hinge, and the right end is the open end that is opened by rotation. The frame 11 and front frame 12 form an outer frame unit 17.

[0010] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that makes the game area 32 (see FIG. 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.

[0011] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, it is possible to access the game area 32 of the game board 30. Furthermore, by opening the front frame 12 without opening the glass frame 15, it is possible to access the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30.

[0012] Various frame components are arranged around the edge of the glass frame 15 around the cover glass 14.

[0013] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed at the center, right side, and left side of the upper part of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting elements such as LEDs inside and are used to produce light effects according to the game status. The lighting elements disposed inside these decorative devices 18a, 18b, and 18c constitute part of the frame decorative device 18 (see FIG. 4).

[0014] The decorative device 18a is a top unit that extends in the left-right direction of the gaming machine 10 above the glass frame 15 (or opening / closing frame) and protrudes diagonally upward toward the front. The decorative device 18a has a substantially flat front surface 456 that has various displays such as the model name. In this embodiment, the decorative device 18a is fixed and does not move, but it may protrude forward from its retracted initial position (normal position) only when necessary, or move up and down, to reduce the sense of oppression felt by the player.

[0015] The decorative device 18b is a protruding performance unit (front frame light-emitting unit) that extends vertically on the right side of the glass frame 15 and protrudes forward. The decorative device 18c is a protruding performance unit (front frame light-emitting unit) that extends vertically on the left side of the glass frame 15 and protrudes forward. The decorative devices 18b and 18c irradiate light toward the player toward the center (inside) of the gaming machine 10, and the light leaks out of the gaming machine 10 from multiple openings.

[0016] Upper speakers 19a are disposed at the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speakers 19b are disposed at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. The left and right upper speakers 19a are covered by the right and left speaker decoration members 13, respectively.

[0017] An upper tray unit 20 having an upper tray 21 capable of storing game balls (game media) is attached to the bottom of the glass frame 15. The upper tray 21 is formed in a box shape with an opening at the top. The game balls stored in the upper tray 21 are supplied one by one to the ball launcher.

[0018] The upper tray unit 20 further includes a performance operation device that accepts input operations from the player, a ball dispensing operation device that accepts input operations from the player, and a decorative device 22 that performs lighting effects, etc. depending on the game status.

[0019] The effect operation device is an operation device including the effect button 25, the cross key switch 28, and the volume adjustment button switches 27e and 27f, and is provided at the top center and to the left of the upper tray unit 20 for easy operation by the player. The effect button 25 is arranged in the opening of the operation panel 26 so as to be surrounded by the operation panel 26. The operation panel 26 can reflect light by metal plating its surface or being made entirely of metal, and has a metallic luster of, for example, silver. When the effect button 25 emits light, the light from the effect button 25 is reflected by the surrounding operation panel 26, making the light-emitting effect of the effect button 25 more effective.

[0020] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.

[0021] The volume adjustment button switches 27e and 27f are located on the upper left side of the operation panel 26 of the upper tray unit 20 and are used to increase or decrease (+ / -) the volume of the upper speaker 19a and the lower speaker 19b. The cross key switch 28 (cross key SW) is located on the upper left side of the operation panel 26 of the upper tray unit 20 adjacent to the volume adjustment button switches 27e and 27f and is used to adjust, for example, the brightness of the LEDs for effects. The cross key switch 28 may also be called a directional key switch and may be a general type consisting of multiple (e.g., four) switches arranged in the front, back, left, and right directions. For example, in a predetermined state, such as while waiting for customers and / or during a game, the volume adjustment button switches 27e and 27f may be pressed to adjust the volume of the speakers 19a and 19b, and the switch before or after the cross key switch 28 may be pressed to adjust the light intensity (brightness, luminance) of the LEDs for effects. It should be noted that the volume of the speakers 19a and 19b may be adjusted by pressing the left or right switch of the cross key switch 28 without providing the volume adjustment button switches 27e and 27f.

[0022] By operating the effect operation device (particularly the effect button 25), the player can perform effects that involve the player's operation in the special symbol variable display game displayed on the display device 41 (see FIG. 2). For example, it is possible to select an effect pattern (effect mode) or to perform a preview effect that predicts the outcome of the variable display game corresponding to the start memory in advance. Note that the variable display game includes the special symbol variable display game, and when simply referred to as the variable display game, this specification refers to the special symbol variable display game.

[0023] In addition, the presentation pattern may be changed not only while the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.

[0024] The game state when the variable display game is executed consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs. Special game states include, for example, a time-saving state as a specific game state, a state in which the probability of a special result (e.g., a jackpot) occurring in the variable display game is high (probability variable state, probability variable state), a jackpot state (special game state), and a small jackpot game state (small jackpot state). In this way, the gaming machine 10 has multiple game states with different probabilities of special results occurring, and the game control device 100 (game state selection means, setting means) can select (set) one game state from the multiple game states to set it as the current game state.

[0025] Here, the probability change state (specific game state) may continue until the next jackpot occurs (loop type), continue until a predetermined number of variable display games have been played (number cut type, ST), or continue until a predetermined probability drop lottery is won (drop lottery type).

[0026] Furthermore, whether or not to generate a probability variable state may not be determined by the jackpot pattern random number, but may be configured so that the probability variable state is always generated when a jackpot occurs.

[0027] The ball lending operation device is an operation device that a player operates when borrowing gaming balls, and is located on the upper right side of the operation panel 26 of the upper tray unit 20. The ball lending operation device is equipped with a balance display unit 27c, a ball lending button 27a, and a return button 27b. The balance display unit 27c is a display area that displays the balance of a prepaid card, etc. The ball lending button 27a is a button that a player operates when borrowing gaming balls, and the return button 27b is a button that a player operates when ejecting a prepaid card, etc. from a card unit (not shown) that is arranged adjacent to the gaming machine 10.

[0028] The decoration device 22 contains lighting components such as LEDs inside and is a device that performs lighting effects depending on the game status, and is provided on the upper tray unit 20. The lighting components arranged inside the decoration device 22 constitute part of the frame decoration device 18 (see Figure 4).

[0029] Below the glass frame 15 which includes the above-mentioned upper tray unit 20, etc., and at the bottom of the front frame 12, there is provided an operating handle 24 for controlling the operation of the ball launching device (not shown), and a lower tray unit 29 which includes a lower tray 23 etc. in which gaming balls can be stored. The lower tray unit 29 and the upper tray unit 20 are compatible in shape and are arranged side by side, stacked vertically. By operating the upper tray operating part 27d of the upper tray unit 20, the gaming balls on the upper tray 21 can be caused to flow down to the lower tray 23.

[0030] The operating handle 24 is located at the lower right of the front frame 12, below the right-side lower speaker 19b. When the player rotates the operating handle 24, the ball launcher launches game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The launching speed of the game balls launched from the ball launcher is set to increase as the rotation amount of the operating handle 24 increases. In other words, the ball launcher can change the launching force, which is the force (speed) with which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launch modes with different launching forces. The launching modes include a left hit (normal hit) in which the game balls flow down the left side of the game area 32, and a right hit in which the game balls flow down the right side of the game area 32.

[0031] The lower tray 23 of the lower tray unit 29 is positioned below the upper tray unit 20 at a predetermined distance from the upper tray unit 20. The lower tray 23 has a ball ejection hole that penetrates the bottom surface of the lower tray 23 in the vertical direction, and an opening / closing operation part 23b for opening and closing the ball ejection hole. By operating the opening / closing operation part 23b and opening the ball ejection hole, the player can eject the game balls stored in the lower tray 23 to the outside through the ball ejection hole.

[0032] In addition, on the back side of the front frame 12, there are arranged a power supply unit 400 that supplies power to various devices, an upper tank 448 that stores game balls supplied from a supply device (not shown) installed on the island equipment, and a payout device (payout unit) that pays out game balls that flow down from the upper tank 448 onto the upper tray 21.

[0033] [Game board] Next, the gaming board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the gaming board 30 provided in the gaming machine 10.

[0034] As shown in Fig. 2, the gaming board 30 includes a flat gaming board main body 30a that serves as a mounting base for various components. The gaming board main body 30a is made of wood or synthetic resin, and a gaming area 32 surrounded by a guide rail 31 is provided on the front side of the gaming board main body 30a. 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 guide rail 31. The gaming area 32 is provided with windmills, obstacle spikes, and the like as components for changing 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.

[0035] A center case (front structure) 40 is attached in the approximate center of the game area 32, forming a window that serves as the display area for the variable display game. A display device 41 is disposed behind the window formed in the center case 40, serving as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 is equipped with, for example, a liquid crystal display, and is disposed so that the display content can be viewed from the front side of the game board 30 through the window of the center case 40. Note that the display device 41 is not limited to one equipped with a liquid crystal display, and may be one equipped with a display such as an EL or CRT.

[0036] The display screen (display unit) of the display device 41 is provided with a plurality of variable display areas, and each variable display area displays identification information (special symbols) and characters that create the variable display game. In addition, the display screen displays images based on the progress of the game (jackpot display, fanfare display, ending display, etc.).

[0037] The center case 40 is also provided with an inlet 40a to a warp passage 40e for guiding game balls flowing down the game area 32 into the inside of the center case 40, and a stage section 40b on which game balls that have passed through the warp passage 40e can roll. The stage section 40b of the center case 40 is located above the start winning opening 36, so that game balls rolling on the stage section 40b are more likely to enter the start winning opening 36.

[0038] An upper performance unit 40c and a side performance unit 40d are provided on the upper and right sides, respectively, of the center case 40. The upper performance unit 40c and the side performance unit 40d constitute part of a board decoration device 46 (see FIG. 4) and a board performance device 44 (see FIG. 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. A gate switch (SW) 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.

[0040] A general winning opening 35 is arranged in the game area 32 on the lower left side of the center case 40, and another general winning opening 35 is arranged in the game area 32 on the lower right side of the center case 40. The entry of game balls into these general winning openings 35 is detected by winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning openings 35.

[0041] A start winning port (start winning port 1, first start winning area) 36 that sets the conditions for starting the special symbol variable display game is provided in the game area 32 below the center case 40. In the game area 32 on the right side of the center case 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (start winning port 2, second start winning area) is provided below the normal symbol start gate 34. The normal variable winning device 37 is equipped with a movable member (movable piece) 37b that rotates forward to change the state to make it easier for game balls to flow in. When the movable member 37b is in a closed state, game balls cannot win in the normal variable winning device 37. When a game ball wins in the start winning port 36 or the normal variable winning device 37, a special symbol variable display game is executed as an auxiliary game. In addition, the game ball is more likely to enter the starting winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.

[0042] The movable member 37b is a so-called tongue-type normal electric device, and when the result of the normal variable display game reaches a predetermined stop display mode, it operates via the normal electric solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state that is advantageous to the player) in which game balls can easily flow into the normal variable winning device 37. When the movable member 37b is not in the open state (easy-to-win state), it changes to a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls cannot easily flow into the normal variable winning device 37. In this embodiment, the starting winning port 36, unlike the normal variable winning device 37, does not have a movable member (opening / closing member) and is always in an open state (open state), but a configuration with a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the fluctuation time of the normal map fluctuation display game or by making the winning probability of the normal map fluctuation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special game is played, thereby generating the time-saving state (normal power support state) as the above-mentioned specific game state. The time-saving state (normal power support state) also occurs overlappingly in the probability variable state (excluding the latent probability variable state).

[0044] Located in the game area 32 to the right of the starting prize slot 36 is a first special variable prize slot device 38 (special electric device) with an attacca-style door 38c that opens the lower large prize slot by retracting from the front to the back using a lower large prize slot solenoid 38b (see Figure 3). The first special variable prize slot device 38 converts the large prize slot from a closed state (a blocked state unfavorable to the player) to an open state (a game state favorable to the player) based on the results of the special game display game. This facilitates the flow of game balls into the lower large prize slot, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probable-change events after a jackpot). A lower large prize slot switch 38a (count switch) is located within the lower large prize slot as a detection means for detecting game balls entering the large prize slot. In addition, the first special variable winning device 38 is more likely to have a winning ball when hit from the right.

[0045] The game area 32 above the normal variable prize winning device 37 is equipped with a second special variable prize winning device 39. The second special variable prize winning device 39 has an opening / closing door 39c that opens the upper large prize winning port by rotating its upper end to the right using an upper large prize winning port solenoid 39b (see Figure 3). The second special variable prize winning device 39 converts the large prize winning port from a closed state (a blocked state disadvantageous to the player) to an open state (a special game state advantageous to the player) based on the results of the special variable prize winning game. This facilitates the flow of game balls into the large prize winning port, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-change events after a jackpot). An upper large prize winning port switch 39a (count switch) (see Figure 3) is provided within the large prize winning port as a detection device for detecting game balls that enter the large prize winning port. The second special variable prize winning device 39 facilitates game balls entering the large prize winning port when hit from the right.

[0046] A specific area 72 (so-called V entry port) is provided inside the second special variable winning device 39. A big win is confirmed when a gaming ball enters the specific area 72 (V entry port) after the opening / closing door 39c is opened by a small win. The specific area 72 may be open for a long period of time only during a small win, allowing gaming balls to pass through easily. The gaming control device 100 can detect the passage of a gaming ball into the specific area 72 (V entry) via a sensor (specific area switch 72a described below) or the like. Upon detecting a V entry, it determines that a transition to a big win state will occur after the small win ends, and transmits information indicating a V entry (such as a specific area passage command) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41 or the like.

[0047] That is, in this embodiment, the gaming machine 10 is a so-called type 1 / type 2 mixed machine (type 1+2 machine). In this embodiment, when a small win occurs, the second special variable winning device 39 is opened, and the gaming ball enters a specific area 72 (V winning hole) in the second special variable winning device 39, resulting in a big win.

[0048] When a gaming ball wins a prize in a general prize opening 35, a start prize opening 36, a normal variable prize opening 37, or a large prize opening in a special variable prize opening 38, 39, a payout control device 200 (see FIG. 3) discharges a number of prize balls according to the type of prize opening that won from the payout device to the upper tray 21. In addition, an outlet 30b is provided in the lower gaming area 32 to collect gaming balls that did not win in the prize openings, etc. In addition, LEDs (part of the board decoration device 46 described below) that can light up when a gaming ball wins are arranged in or near the general prize opening 35, the start prize opening 36, the normal variable prize opening 37, and the special variable prize opening 38, 39.

[0049] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, there is provided a collective display device 50 that executes a special chart variable display game (special chart 1 variable display game, special chart 2 variable display game) and a normal chart variable display game. The collective display device 50 is provided with display units 51 to 60 that are made up of LED lamps (light-emitting units, light-emitting members) and display information such as the current game status.

[0050] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, lamp D1) and a second special chart change display unit 52 (special chart 2 display, lamp D2) for the change display game, which are composed of 7-segment displays (LED lamps), a change display unit 53 (normal chart display, lamps D8, D10, D18) for the normal chart change display game, and memory display units (special chart 1 hold display 54, special chart 2 hold display 55, normal chart hold display 56) for notifying the start (hold) memory number of each change display game. The special chart 1 hold display 54 is composed of lamps D11 and D12. The special chart 2 hold display 55 is composed of lamps D13 and D14. The normal chart hold display 56 is composed of lamps D15 and D16.

[0051] The collective display device 50 also has a first game status display unit 57 (first game status indicator, lamp D7) that indicates whether it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, lamp D17) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, lamp D9) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (lamps D3 to D6) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning devices 38, 39 are opened and closed).

[0052] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game is executed by a variable display that repeatedly turns on and off (flashes) the identification information (e.g., the central segment). The special chart 1 display 51 and the special chart 2 display 52 are not limited to such segment-type displays, but may be composed of a collection of multiple LEDs. When executing the variable display, all LEDs provided as the display may be turned on and off (all LEDs flash simultaneously), or may be circulating (starting with any one LED turning on and off in a predetermined sequence at predetermined intervals), or may be turned on and off (flashes) or circulating by a predetermined number of LEDs among the multiple LEDs. In the general chart display 53, the variable display game is also executed by a variable display (flashes) that repeatedly turns on and off lamps D10 and D18. The general chart display 53 can also be configured appropriately in the same manner as the special chart 1 display 51 and the special chart 2 display 52.

[0053] The lamp display device 75 has lamp display units 1 and 2 (LEDs) that perform a variable display (flashing) that repeatedly turns on and off the symbols (the fourth special symbol and the fourth symbol described below), and lamp display units 3 to 6 (LEDs) for announcing the start (hold) memory number of each special symbol variable display game. The lamp display device 75 is controlled by the performance control device 300 (described below).

[0054] The lamp display units 1 and 2 flash as a variable display at a predetermined flashing cycle (for example, 200 msec (milliseconds)). In other words, the lamp display units 1 and 2 are switched on and off at half the flashing cycle (for example, 100 msec). The variable display time of the special chart 1 display unit 51, special chart 2 display unit 52, and regular chart display unit 53 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 75 is measured by the performance control device 300 (described later).

[0055] 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).

[0056] Next, the flow of the game in the gaming machine 10, the regular chart variation display game, and the special chart variation display game will be described in detail.

[0057] In the gaming machine 10, games are played by launching gaming balls from a ball launcher (not shown) toward the gaming area 32. The launched gaming balls flow down the gaming area 32, changing their rolling direction due to obstacles such as pins and windmills located at various points 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 30b 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 into the upper tray 21 via a payout device.

[0058] The normal map start gate 34 is provided with a gate switch 34a (see FIG. 3) that detects a game ball that has passed through the normal map start gate 34. When a game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the judgment of the random number value for winning judgment extracted at this time.

[0059] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 has been converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number will be incremented (+1).

[0060] The normal map start memory (normal map reserve) stores a random number value for determining whether the normal map fluctuation display game is a hit or a miss, and when this random number value for determining whether the game is a hit or a miss matches the judgment value, the normal map fluctuation display game is a hit and a specific result pattern (specific result) is derived.

[0061] The normal map variation display game is executed by the normal map display device 53 provided in the collective display device 50. The normal map display device 53 is composed of an LED that indicates a win when lit as normal identification information (normal map) and a loss when unlit, and displays the variation of the normal identification information by flashing this LED, and after a predetermined variation display time has elapsed, displays the result by turning the LED on or off.

[0062] If the normal symbol random number value extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display 53 stops in a winning state, and the game ball enters a winning state. At this time, the normal symbol solenoid 37c (see FIG. 3) is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds × 2 times), and the game ball is allowed to enter the normal variable winning device 37.

[0063] The entry of a gaming ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). A gaming ball that enters the start winning hole 36 is detected as a start winning ball for the special chart 1 variable display game and is stored up to a predetermined upper limit number, and a gaming ball that enters the normal variable winning device 37 is detected as a start winning ball for the special chart 2 variable display game and is stored up to a predetermined upper limit number.

[0064] When detecting the starting winning ball of the special symbol variation display game, the jackpot random number value, the jackpot symbol random number value, the random number value of each variation pattern, etc. are extracted. These random number values ​​are stored a predetermined number of times (for example, up to a maximum of 8 times) as special symbol starting winning memories in the special symbol reserve memory area (part of the RAM) of the game control device 100. The number of memories in the special symbol starting winning memories is displayed on the special symbol 1 reserve indicator 54 and the special symbol 2 reserve indicator 55, which are used to notify the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.

[0065] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a win in the start winning slot 36 or the first start memory (special chart 1 start memory, special chart 1 reserve). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a win in the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reserve).

[0066] The special chart 1 variable display game (first special chart variable display game) and the special chart 2 variable display game (second special chart variable display game) are played by displaying the identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52 in a variable manner, and then stopping and displaying a predetermined result pattern.

[0067] In addition, the display device 41 executes a decorative special symbol variable display game that variably displays multiple types of identification information (for example, numbers, symbols, character designs, etc.) corresponding to each special symbol variable display game.

[0068] The decorative special symbol variation display game on the display device 41 begins by displaying (scrolling) the decorative special symbols (identification information) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), and center (third special symbol), and then, after a predetermined time, the varying symbols are stopped sequentially to display the results of the special symbol variation display game. The display device 41 also displays a variety of effects, such as the appearance of characters, to enhance entertainment value. Furthermore, in the decorative special symbol variation display game, another decorative special symbol (identification information) is displayed as a fourth special symbol (fourth symbol) by repeatedly turning on and off (flashing) in the lamp display units 1 and 2 of the lamp display device 75. After a predetermined time from the start of the variable display, the lamp display units 1 and 2 stop displaying "off" if there is a miss, or "on" if there is a big win or small win.

[0069] When a game ball enters the start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a jackpot value), a specific result state (special result state) is derived from the displayed symbols as a result of the special symbol variable display game, and a jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes a special result state (for example, a state in which the numbers "7, 7, 7" are lined up).

[0070] At this time, the special variable prize winning devices 38, 39 convert the special prize winning ports from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the special prize winning port solenoids 38b, 39b (see FIG. 3). In other words, the special variable prize winning devices 38, 39 open the special prize winning ports wide for a predetermined time or until a predetermined number of game balls enter the special prize winning devices 38, 39, and the player is granted the privilege of winning many game balls during this time.

[0071] When a game ball enters the start winning slot 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a specific result mode (small win result mode) is derived from the displayed symbols as a result of the special symbol variable display game, and a small win state is achieved. Correspondingly, the display mode of the display device 41 becomes a small win result mode. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value).

[0072] At this time, the special variable prize winning devices 38, 39 convert the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoids 38b, 39b (see FIG. 3). Note that the full open time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (special game state), so the player can acquire less game value (number of balls acquired) in the small win state than in the big win state. Note that the large prize opening is open in both the small win state and the big win state, but the big win state may be referred to as the first special game state, and the small win state may be referred to as the second special game state. For simplicity, this embodiment describes a configuration in which only the special variable prize winning device 39 (upper large prize opening) is converted to an open state in the small win state, and only the special variable prize winning device 38 (lower large prize opening) is converted to an open state in the big win state (including the big win state due to V entry during a small win).

[0073] Here, we will explain the difference between a big win and a small win.

[0074] A jackpot is a special result that accompanies the activation of a conditional device, while a small jackpot is a specific result that does not accompany the activation of a conditional device. The conditional device is activated when a jackpot occurs in a special variable display game (when 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 to activate the special variable prize-winning devices 38 and 39, which are special electric devices. The activation of the conditional device may also mean that a game ball has passed through the specific area 72 (V prize). The non-activation of the conditional device means that the specific flag described above is not set, for example, when a small jackpot lottery is won. However, as described later in this embodiment, the conditional device will be activated if a V prize occurs during a small jackpot state. The "conditional device" may be a software means, such as a software-controlled flag, or a hardware means, such as an electrically controlled switch. In addition, the term "condition device" is a commonly used term in the field of pachinko gaming machines to refer to a device whose operation is a necessary condition for the continuous operation of an electric device, and is used in this specification as a term with the same meaning.

[0075] Specifically, in the case of a big win, the big win flag is set and the special variable prize winning device is opened, whereas in the case of a small win, the small win flag is set and the special variable prize winning device is opened.

[0076] The special chart 1 display 51 and the special chart 2 display 52 may be configured as separate displays or as the same display, but are set so that the special chart variable display games are not executed simultaneously. The special chart 2 variable display game is executed with priority over the special chart 1 variable display game, and there is a start memory for the special chart 1 variable display game and the special chart 2 variable display game, and when it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority variation).

[0077] Regarding the decorative special symbol variation display game on the display device 41, the special symbol 1 variation display game and the special symbol 2 variation display game may be executed on separate display devices or separate display areas, or may be executed on the same display device or display area. In this case, the decorative special symbol variation display games corresponding to the special symbol 1 variation display game and the special symbol 2 variation display game may not be executed simultaneously.

[0078] 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.

[0079] Furthermore, although not particularly limited, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable prize device 37, the gate switch 34a, the prize port switch 35a, and the large prize port switches 38a and 39a 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 open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the main frame open detection switch 64 (front frame open detection switch) provided on the front frame (game frame) 12 or the like.

[0080] [Game control device] 3 is a block diagram of the gaming control system of the gaming machine 10. The gaming machine 10 is equipped with a gaming control device 100 (main board), which is a main control device (main board) that controls the overall game, and is made up 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.

[0081] 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.

[0082] 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 the DC voltage of 32V, 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.

[0083] 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, by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board, as in the embodiment, they are not subject to replacement, thereby reducing costs.

[0084] The backup power supply unit 420 can be composed of 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 power is cut off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if 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. It also outputs a reset signal after a predetermined time has passed from the time the power is turned on or when the power is restored.

[0085] The gaming control device 100 is also provided with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed down to turn it on, 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.

[0086] The game control device 100 (main board) also includes a setting key switch 153. The setting key switch 153, when turned on by the operator through a rotation operation or the like, enables a change to the probability setting value (setting value) corresponding to the settings related to the game conditions (games). The RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value in response to the operator's operation. In this embodiment, the probability setting value is a setting value for setting the winning probability, such as the probability of a big win or a small win. However, other game conditions (such as effects) other than probability can also be changed according to the probability setting value. For example, the higher the probability setting value, the higher the winning probability. The setting key switch 153 and the RAM initialization switch 112 constitute a setting change means (setting change device, setting means) that can change the settings related to the game conditions (probability setting value). Instead of the RAM initialization switch 112, another switch may also serve as the setting value change switch, or a dedicated setting value change switch may be provided.

[0087] The setting key switch 153 and the RAM initialization switch 112 are provided on the game control device 100 inside the gaming machine 10, and are therefore located in a position (inaccessible position) that cannot be operated unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the setting key switch 153 and the RAM initialization switch 112.

[0088] As will be described later, when the gaming machine 10 is powered on (recovered from a power outage, power restored), the gaming machine 10 can transition to various states, such as a setting variable state (setting change state, settable state, setting change mode) in which the probability setting value can be changed (set), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, depending on the on / off state of the setting key switch 153 and the RAM initialization switch 112.

[0089] In this embodiment, the probability setting value is defined in, for example, six stages, including probability setting value 1 (setting 1), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability setting value 5 (setting 5), and probability setting value 6 (setting 6). Generally, setting 1 is the setting that is most unfavorable to the player, and setting 6 is the setting that is most favorable to the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 ​​and 6 are high settings.

[0090] In the probability setting change process, each time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area is changed as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ... In this way, the RAM initialization switch 112 also functions as a setting value change switch. For convenience of explanation, during the setting change state (setting change mode), working setting values ​​0 to 5 are set corresponding to probability setting values ​​1 to 6, respectively. However, the working setting values ​​and the probability setting values ​​may be treated as the same by aligning them to the same numerical range (i.e., 0 to 5 or 1 to 6) (the working setting value and the probability setting value are set to the same numerical value).

[0091] Note that the probability setting value may be changed by rotating the setting key switch 153 to a predetermined position, rather than by operating the RAM initialization switch 112 (setting value change switch). The probability setting value is not limited to six levels. The display probability setting value corresponding to the selected working setting value (0 to 5) is displayed on the performance display device 152, which is, for example, a 4-digit 7-segment display (8-segment display including the dot Dp). Information about the setting values, such as the display probability setting value (for example, a display that can read the probability setting values ​​1 to 6), may be displayed on the front of the gaming machine (for example, the collective display device 50). Information about the setting values, such as the display probability setting value, may be displayed on the front of the gaming machine (for example, the collective display device 50) not only during the setting variable state or the setting confirmation state, but also during game control execution (during execution of the game processing described below).

[0092] 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.

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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 when the conditions for a special result state are met in the left and right variable display areas (for example, the same identification information).Alternatively, 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 variably from the reach state.

[0097] The reach state includes multiple reach effects, and the reach effects have different possibilities (different expectations) 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 jackpot probability (expected value) 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 deriving a jackpot compared to when a reach state does not occur.

[0098] The expected probability of a performance (preview) indicates the probability of a jackpot if that performance is selected, and can be calculated based on the selection rate of that performance when there is a jackpot and the selection rate of that performance when there is no jackpot (when there is a miss).

[0099] 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, and generates and outputs drive signals for the solenoids and display devices, thereby controlling 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 jackpot in the special chart variable display game, a jackpot pattern random number for determining the jackpot pattern, a small jackpot pattern random number for determining the small jackpot pattern, a support hit pattern random number for determining the time-saving pattern (stop pattern for a support hit) described below, and a fluctuation pattern random number for determining the fluctuation pattern in the special chart variable display game (including the execution time of the fluctuation display game in various reaches and no-reach variable displays), and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a based on an oscillation signal (original clock signal) from the oscillation circuit 113, and a clock that provides an update timing for the random number generation circuit.

[0100] 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 (jackpot or loss) of the special chart variation display game, the probability state of the special chart variation display game as the current game state (normal probability state 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.

[0101] 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.

[0102] The input section 120 of the gaming microcomputer 111 is connected to a panel radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a gate switch 34a of the normal start gate 34, a start port 1 switch 36a in the first start entry port 36, a start port 2 switch 37a in the second start entry port 37 (normal variable entry device), an entry port switch 35a of the normal entry port 35, and large entry port switches 38a, 39a of the special variable entry devices 38, 39, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V.

[0103] 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 the specific area 72 (V entry port). The remaining ball outlet switch 73 detects a game ball that has passed through the remaining ball outlet, which discharges game balls from the special variable entry devices 38, 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the entry port or out port 30b).

[0104] 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 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 are input to the third input port 124.

[0105] 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.

[0106] 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.

[0107] In addition, the second input port 123 receives a detection signal from a magnetic sensor switch 61 for detecting fraud that is provided on the front frame 12 of the gaming machine 10, a signal from a glass frame open detection switch 63 that is provided on the glass frame 15 of the gaming machine 10, a signal from a main frame open detection switch 64 (front frame open detection switch) that is provided on the front frame 12 (main frame) and a signal from a vibration sensor 65 that detects vibrations of the gaming machine 10.

[0108] In addition, the second input port 123 receives a setting key switch signal from the setting key switch 153 and supplies it to the gaming microcomputer 111 via the data bus 140 .

[0109] Among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the gaming microcomputer 111 in addition to the third input port 124.

[0110] As mentioned 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.

[0111] 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.

[0112] The input unit 120 also includes a first input port 122 that receives signals output from the payout control device 200, such as a frame radio wave invalid signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch 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 these signals to the gaming microcomputer 111 via the data bus 140. The overflow switch signal is a signal that is output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored therein (is full). The frame radio wave invalid signal is a signal that is output when a frame radio wave sensor provided on the front frame 12 (main frame) detects radio waves, and the payout busy signal is a signal that indicates whether the payout control device 200 is in a state where it can accept commands.

[0113] 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, etc. The Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply 400 is first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, it is treated as a signal 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.

[0114] On the other hand, the reset signal RST 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 RST 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.

[0115] The reset signal RST may also be configured to be output to the test firing device via the relay board 70. The reset signal RST 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 RST 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 RST is input is discarded by the reset of the gaming microcomputer 111.

[0116] 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.

[0117] 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.

[0118] 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 switch 61 and the board radio wave sensor 62, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device from the data bus 140 via the buffer 133 and relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where it cannot be controlled.

[0119] 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.

[0120] In addition, the output section 130 is provided with a second output port 134 for outputting opening / closing data for the solenoid (normal solenoid) 37c connected to the data bus 140 and opening the normal variable winning device 37, the lower large winning port solenoid 38b (large winning port solenoid 1) opening the first special variable winning device 38, the upper large winning port solenoid 39b (large winning port solenoid 2) opening the second special variable winning device 39, and the lever solenoid 72b operating the lever to open the specific area 72.

[0121] 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.

[0122] The output unit 130 also has a sixth output port 141 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 performance display device 152, and a seventh output port 142 for outputting on / off data for the digit line to which the cathode terminal of the LED of the performance display device 152 is connected.

[0123] 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 71. The external information terminal 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.

[0124] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals from the normal solenoid 37c and the special prize opening solenoids 38b, 39b 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 71 to be supplied to an external device such as a management device.

[0125] 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 152 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 152 output from the seventh output port 142.

[0126] The first driver 138a is supplied with DC 32V as a power supply voltage from the power supply device 400 so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is used to draw current through the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.

[0127] The second driver 138b, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via a digit line. This allows power supply voltage to flow through the LEDs selected sequentially in the collective display device 50 using a dynamic drive system, lighting them up. The performance display segment driver 150a, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the performance display digit driver 150b, which outputs ground potential, extracts current from the cathode terminal via a digit line. This allows power supply voltage to flow through the LEDs selected sequentially in the performance display device 152 using a dynamic drive system, lighting them up. The fourth driver 138d, which outputs an external information signal to the external information terminal 71, is supplied with DC 12V to provide a 12V level to the external information signal. The buffer 133, second output port 134, first driver 138a, etc. may be provided on the relay board 70 side rather than the output section 130 of the game control device 100, i.e., the main board.

[0128] 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.

[0129] In this embodiment, the performance display device 152 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 are not limited to this.

[0130] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display the display probability setting value, the ratio of the role, the payout rate, and the number of discharged balls.

[0131] 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 30b. 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 winning opening, start opening 1), a normal variable winning device 37 (second start winning opening, start opening 2), and special variable winning devices 38, 39 (large winning openings).

[0132] 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.

[0133] 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)

[0134] 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.

[0135] 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.

[0136] 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.

[0137] 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, 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.

[0138] 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.

[0139] [Performance control device] Next, 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.

[0140] 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.

[0141] 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.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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 75 described above.

[0150] 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 a frame effect movable body control circuit that drives and controls frame effect devices such as motors provided in the glass frame 15 may also be provided.

[0151] Furthermore, the performance control device 300 has the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the touch panel 25b provided on the surface of the performance button 25, the cross key switch 28, the volume adjustment button switches 27e, 27f, and the performance prop switch 47 (performance motor switch) which detects the initial position of the motor within the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and is provided with a switch input circuit 336 which detects the state of the volume adjustment switch 335 provided in the performance control device 300 and inputs the detection signal to the main control microcomputer 311.

[0152] 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.

[0153] 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.

[0154] 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.

[0155] Next, the game control performed by these control circuits will be explained. The CPU 111a of the gaming microcomputer 111 of the game control device 100 extracts a random number value for determining whether the normal game is a winning game based on the input of a game ball detection signal from the gate switch 34a provided on the normal game start gate 34, compares it with the determination value stored in the ROM 111b, and determines whether the normal game is a winning or losing game.

[0156] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed variably for a predetermined time, and then stops and displays it. If the result of the normal map variation display game is a win, the normal map display 53 displays a special 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 (for example, 3 seconds x 2 times) as described above. 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 loss result state on the normal map display 53.

[0157] In addition, the start winning (start memory) is stored based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start winning port 36, and based on the start memory, a random number value for determining a jackpot in the special chart 1 variable display game is extracted and compared with the determination value stored in ROM111b to determine whether the special chart 1 variable display game is a hit or a miss.

[0158] In addition, a start memory is stored 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, and based on the start memory, a random number value for determining a jackpot in the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a miss.

[0159] Then, the CPU 111a of the game control device 100 outputs a control signal (presentation control command) including the determination result of the special symbol 1 variable display game and the special symbol 2 variable display game to the presentation control device 300. Then, the special symbol 1 display 51 and the special symbol 2 display 52 display a special symbol variable display game in which the identification symbol is displayed variably for a predetermined time, and then displayed stationary. In other words, the game control device 100 serves as a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0160] Furthermore, 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, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the emission of various LEDs based on a control signal from the game control device 100. In other words, the performance control device 300 serves as a performance control means for controlling performance related to games (variable display games, etc.).

[0161] 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.

[0162] The opening of the large prize opening is defined as one round (R), and this is continued (repeated) for a predetermined number of rounds (e.g., 15, 11, or 2 times) (cyclic game) 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., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. 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 pattern becomes a special result pattern. Also, if the result of the special symbol variable display game is a loss, control is performed to display the loss result pattern on the special symbol 1 display 51 or the special symbol 2 display 52.

[0163] Furthermore, the game control device 100 can generate a high probability state as a game state after the special game state ends, based on the result state of the special symbol variable display game. The high probability state (probability variable state) is a state in which the probability of a winning result in the special symbol variable display game is higher than in the normal probability state. Furthermore, whether the high probability state is reached based on the result state of the special symbol variable display game or the special symbol variable display game, both the special symbol variable display game and the special symbol variable display game will be in the high probability state.

[0164] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state after the special game state ends, based on the result of the special game variation display game. In the time-saving state, the normal game variation display game and the normal game variation winning device 37 may be controlled to be in a time-saving operating state, and the normal game variation winning device 37 is controlled so that the opening time per unit time is substantially longer than in a normal game state in which no special game is performed, resulting in a normal power support state. Note that even in a high probability state (normal probability variable state) other than the latent probability variable state, the time-saving state is overlapped and normal power support is executed.

[0165] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-shortened changes in the special chart change display game can also be executed.

[0166] In addition, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, four times) that is greater than the first opening number (for example, two times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability, normal map winning probability) to a higher probability than the normal probability (low probability) in the normal operating state.

[0167] In the time-saving state, the time required for the normal variable winning device 37 to switch to the open state is extended by changing one or more of the normal game time, normal game stop time, normal game release count, normal game release time, and normal game probability. This makes it easier to win the normal variable winning device 37 in the time-saving state than in the normal game state where no special game is played, and the number of times the special game display game is played per unit time can be increased compared to the normal game state. It is also possible to set multiple types of time-saving states that change different things. It is also possible to set the movable member 37b not to open in the normal operation state (normal game probability is 0). Furthermore, when a win occurs, either the first or second opening mode may be selected. In this case, the selection probability for the first and second opening modes may be different. The high-probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0168] [Transition state when power is turned on] As described above, the state transitions to one of four states (modes) depending on the on / off states of the RAM initialization switch 112 and the setting key switch 153 when the power is turned on.

[0169] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 153 are turned on, the probability setting value (setting value) transitions to a setting variable state (setting change state, settable state, setting change mode) in which it is possible to change (set) the probability setting value (see steps X30 to X39 in Figure 6 and Figure 17).

[0170] Next, when the power is turned on, if the setting key switch 153 is turned on but the RAM initialization switch 112 is off, the device transitions to a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed (see steps X34 to X39 in Figure 6 and Figure 17).

[0171] Also, when the power is turned on, if the setting key switch 153 is off but the RAM initialization switch 112 is on, the system transitions to a RAM initialization state (RAM clear mode), a RAM initialization process (RAM clear process) is executed, and the RAM 111c is initialized (see steps X45 to X47 in FIG. 6).

[0172] If the setting key switch 153 and RAM initialization switch 112 are off when the power is turned on, the device transitions to a normal power recovery state (normal power recovery mode), and is simply in a state where power is restored.

[0173] [Control of gaming control device] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of main processing shown in Figures 5, 6, and 7, and timer interrupt processing shown in Figure 11, which is performed at a predetermined time interval (for example, 4 msec).

[0174] [Main processing (game control device)] First, the main processing will be described. Figures 5, 6 and 7 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.

[0175] 5, 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).

[0176] 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 (step X4). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0177] 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 153 and the RAM initialization switch 112 (step X6). That is, it reads the signals from the setting key switch 153 and the RAM initialization switch 112.

[0178] 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.

[0179] 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.

[0180] Incidentally, by reading the states of setting key switch 153 and RAM initialization switch 112 before the start of the standby time, it is possible to reliably detect the operation of setting key switch 153 and RAM initialization switch 112. In other words, if the states of setting key switch 153 and 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 setting key switch 153 and RAM initialization switch 112, or to continue operating setting key switch 153 and 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 a situation in which the operation of setting key switch 153 and RAM initialization switch 112 performed when power was turned on is not accepted, without requiring such cumbersome operations.

[0181] 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).

[0182] When the power outage monitoring process is started, the game 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 game control device 100 waits until the power supply to the game machine is cut off.

[0183] 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.

[0184] 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.

[0185] 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).

[0186] 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).

[0187] 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.

[0188] 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.

[0189] Next, the game control device 100 judges whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data (step X16). If it is normal (step X16; Y), judge whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data (step X17).

[0190] 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 the processing of step X21.

[0191] 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 processing of step X21 without clearing the RAM abnormality flag.

[0192] Next, the game control device 100 determines whether or not both the setting key switch 153 and the RAM initialization switch 112 are on (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 of steps X30 to X40.

[0193] When at least one of the setting key switch 153 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.

[0194] 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 that an abnormality has occurred in the game control device 100.

[0195] Next, the game control device 100 outputs 7-segment display data (data for displaying the error "E1") at the time of game stop to the drivers 150a, 150b of the performance display device 152 to display it on the performance display device 152 (step X25). Then, it outputs ON data of a security signal to the external information terminal 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 related to the jackpot remains in the RAM 111c, other signals to the external information terminal 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 153 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 11) 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.

[0196] In this way, if the probability setting change flag is set even though the setting change operation (turning on both the setting key switch 153 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.

[0197] 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 presentation 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 152 (step X25), and outputs on data of the security signal to the external information terminal 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 71, such as the jackpot signal, are maintained in the off state.

[0198] 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.

[0199] When both the setting key switch 153 and the RAM initialization switch 112 are on (step X21; Y), the game control device 100 starts processing during the probability setting change (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.

[0200] If at least one of the setting key switch 153 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 153 is on (step X34). If the setting key switch 153 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 performance control device 300 (performance control board) (step X36), and the process proceeds to step X37. Upon receiving the probability setting confirmation command, the performance control device 300 notifies the display device 41 or the like that the probability setting is being confirmed.

[0201] 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.

[0202] 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 (FIG. 17) described below, 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 X119). The security signal is output for at least 50 ms during the probability setting change and probability setting confirmation.

[0203] Next, the game control device 100 permits an interrupt (step X38). This allows the timer interrupt process (FIG. 11) to be executed. Then, it determines whether the setting key switch 153 is off (step X39). If the setting key switch 153 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.

[0204] In this way, as long as the setting key switch 153 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.

[0205] On the other hand, when the setting key switch 153 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). In addition, upon receiving the notification end command, the performance control device 300 ends the notification that the probability setting is being checked or the notification that the probability setting is being changed.

[0206] 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.

[0207] When the setting key switch 153 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. 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.

[0208] 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.

[0209] 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 the processing of step X52.

[0210] 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 153 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 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 symbol variable display game has been executed in a state other than the probability variable state, does not need to be cleared to avoid any disadvantage to the player. Next, a power recovery command corresponding to a processing number prepared for the rational execution of the special symbol game processing, etc., described below, is sent to the presentation control device 300 (presentation control board) (step X49), and the process proceeds to step X50.

[0211] 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.

[0212] 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.

[0213] 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.

[0214] 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.

[0215] 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).

[0216] 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.

[0217] 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 following random numbers updated only by hardware: a jackpot random number, a winning symbol random number (a jackpot random number, a small winning symbol random number, a support winning symbol random number, etc.), a normal winning random number, and variable pattern random numbers 1 to 3. 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.

[0218] 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).

[0219] 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.

[0220] 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.

[0221] 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.

[0222] As will be described later, when the process shifts to the performance display editing process, the stack pointer is switched from the in-area stack area related to game control to the out-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) of the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of ​​RAM 111c, the information of the flag register is saved in advance in step X58.

[0223] 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 11) can be executed.

[0224] 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 in the error / illegal setting process (step S156).

[0225] 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.

[0226] 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 71 (see Figure 59). 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.

[0227] 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 X505) is output to the external information terminal 71 as an external information signal (see Figure 59).

[0228] 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 X522) as an external information signal output to the external information terminal 71 (see FIG. 59). 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.

[0229] 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.

[0230] The repetition period of the loop process is much shorter than the timer interrupt period (a predetermined time period, for example, 4 msec), so the performance display editing process is executed many times during the interrupt period. Therefore, when a game ball enters the machine or the number of balls discharged changes (a game ball entering the outlet 30b), the performance information such as the base value can immediately change.

[0231] When a power outage occurs (step X62; Y), the gaming control device 100 starts processing for when a power outage occurs, temporarily 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.

[0232] 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.

[0233] 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.

[0234] [RAM area configuration example] Figure 8 is a diagram showing the configuration of RAM 111c of gaming microcomputer 111. As shown in Figure 8, 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 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) do not have to be present.

[0235] 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 game balls acquired area that stores the number of game balls acquired as prize balls within one timer interrupt (for example, 4 msec).

[0236] 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.

[0237] 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.

[0238] 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.

[0239] 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. 5 to 7) and an interrupt processing program corresponding to the timer interrupt processing 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.

[0240] [Safety device information initialization process] Next, the safety device information initialization process (step X53) in the main process will be described in detail. Fig. 9 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, the safety device operation information area, and the 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 indicating the current state, and the old operation information indicates the state from the previous time (mainly one interrupt before).

[0241] 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.

[0242] 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. To save all general-purpose registers, save (PUSH) them to both register bank 0 and register bank 1.

[0243] 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). Because the safety device counter value (= difference in ball count + initial value) may become smaller than the initial value if the difference in ball count decreases from 0, such as when no jackpot occurs, the initial value is set to a value greater than 0, but may be a value other than 100,000. Note that, as described above, the safety device counter value is initialized (cleared) when the power is restored (when the power is turned on) to prevent any disadvantage to the player. However, the ceiling counter value, which indicates the number of times the special symbol variable display game has been executed outside of the probability variable state, does not need to be initialized (cleared) when the power is restored unless the RAM initialization switch 112 is on. 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).

[0244] 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.

[0245] 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.

[0246] 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.

[0247] 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.

[0248] 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.

[0249] [Performance display editing process] Next, the performance display editing process (step X59) in the main process will be described in detail. Fig. 10 is a flowchart showing the procedure of the performance display editing process.

[0250] 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 (external stack area) as the value of the 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.

[0251] 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).

[0252] 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.

[0253] 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.

[0254] 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.

[0255] 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).

[0256] 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.

[0257] When it is time to switch counting intervals (step X85; Y), the game control device 100 sets the counting interval to be switched (step X86). In setting the counting interval to be switched, 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.

[0258] If it is not the timing to switch 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 Figure 3).

[0259] Here, the switch rising edge information copied to the performance display work area for each input port to be monitored (copied in step X713 in Figure 64) 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 had a new input (detection) in the input processing (step X103) is set to 1, and the bit corresponding to a switch that has not had a new input is set to 0.

[0260] 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 lower large prize entrance switch 38a of the first special variable prize entrance device 38, the upper large prize entrance switch 39a of the second special variable prize entrance device 39, the start entrance 1 switch 36a of the first start prize entrance 36, the start entrance 2 switch 37a of the second start prize entrance 37 (normal variable prize entrance device), the prize entrance switch 35a (left prize entrance switch, right prize entrance switch) of the general prize entrance 35, the out ball detection switch 74, etc., which can change the base value (or ball payout rate) by detecting a game ball.

[0261] 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 first start prize slot 36 and the out ball detection switch 74 are always valid.

[0262] 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 the processing of step X98.

[0263] 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.

[0264] 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).

[0265] 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 30b). Not only game balls that have entered the out opening 30b, but also game balls that have entered the winning openings (first start winning opening 36, second start winning opening 37, big winning opening, or general winning opening 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.

[0266] 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.

[0267] 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 μsec) much shorter than the timer interrupt period (a predetermined time period, e.g., 4 msec). 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.

[0268] 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.

[0269] 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 the starting prize slot (starting prize slot 36, normal variable prize slot 37), the large prize slot, or the 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, or 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 30b, which opens to 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, the number of normal prize balls is not updated because no prize balls are awarded.

[0270] Regardless of whether the base value has changed or not, the processing of steps X224 to X230 of the output processing will output the base value as a performance display on the performance display device 152. 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 152 will output off data and turn off.

[0271] 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.

[0272] 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.

[0273] In addition, in Figure 10, 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.

[0274] [Timer interrupt processing] Next, the timer interrupt process will be explained. Figure 11 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.

[0275] When the timer interrupt process is started, the game control device 100 first specifies register bank 1 as the register bank to be used (step X101), and sets the upper address of the RAM start address in a specified register (step X102). By switching from register bank 0 used in the main process to register bank 1 at the start of the timer interrupt process, it is equivalent to saving the register used in the main process. Note that when the timer interrupt process is started, the interrupt is automatically disabled.

[0276] 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).

[0277] 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.

[0278] 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).

[0279] Next, the game control device 100 determines whether the game is stopped (step X109). If the safety device is activated or if a severe error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0280] When the game is not stopped (step X109; N), the game control device 100 executes special symbol game processing (step X110), accessory game processing (step X111), normal symbol game processing (step X112), and segment LED editing processing (step X113). After that, it executes the processing from step X114 onwards. In addition to the case where no error has occurred, the special symbol game processing (step X110), accessory game processing (step X111), normal symbol game processing (step X112), and segment LED editing processing (step X113) are also executed when a weak error and a strong error 1 have occurred.

[0281] In the segment LED editing process, settings are made for driving some of the segment LEDs that make up the collective display device 50 (such as the memory display section and round display section: LED lamps D3-D7, D11-D17). Settings for driving other parts of the collective display device 50 (variable display section: LED lamps D1, D2, D8, D10, D18) are made in the pattern variation control process (steps A16, A18, C15). Settings for driving another part of the collective display device 50 (probability status display section: LED lamp D9) are made in the power outage recovery process (step X48).

[0282] When the game control device 100 is in the game stop state (step X109; Y), it moves to the processing of step X114 and after without executing the special game processing (step X110), the accessory game processing (step X111), the normal game processing (step X112), and the segment LED editing processing (step X113). In this way, when the safety device is activated or when a strong error 2 occurs and the game is stopped, the special game processing (step X110) and the normal game processing (step X112) are not executed, so the number of special reserved figures (steps A136, A532) and the number of normal reserved figures (steps C107, C318) do not change. On the other hand, when a weak error or strong error 1 occurs, the game is not stopped and the special game processing (step X110) and the regular game processing (step X112) are executed, so the number of special reserved games (steps A136, A532) and the number of regular reserved games (steps C107, C318) can be changed by updating by +1 (when a reservation occurs) or -1 (when a reservation is consumed).

[0283] Depending on the type of error, such as weak error, strong error 1, or strong error 2, it is also possible to perform some of the special game processing (step X110), accessory game processing (step X111), normal game processing (step X112), and segment LED editing processing (step X113), but not others. For example, when strong error 2 occurs, only the segment LED editing processing may be performed.

[0284] 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 presentation command to the presentation control device 300 and set a safety device operation flag (step X114).Then, it executes a magnet fraud monitoring process that checks the detection signal from the magnetic sensor switch 61 to determine whether there is any abnormality (step X115).Furthermore, it executes a radio wave fraud monitoring process (board radio wave fraud monitoring process) that checks the detection signal from the board radio wave sensor 62 of the game board to determine whether there is any abnormality (step X116).

[0285] Thereafter, the game control device 100 executes a vibration fraud monitoring process to monitor for fraud caused by vibration based on input from the vibration sensor 65 (step X117). Next, an abnormal discharge monitoring process to monitor for abnormal discharge from the special prize opening is executed (step X118). In the abnormal discharge monitoring process, abnormal discharge from the special variable prize winning device 39 is monitored based on input from the special prize opening switch 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 device 38, 39, and if an abnormal discharge occurs, an abnormal discharge occurrence flag is set. Note that game balls that pass through the special prize opening switch 38a, 39a of the special variable prize winning device 38, 39 pass through the specific area switch 72a (V prize opening switch) or the remaining ball discharge opening switch 73 and are discharged.

[0286] 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 X119). Then, as in step X109, it determines whether the game is stopped (step X120).

[0287] When the game is not stopped (step X120; N), the game control device 100 saves the flag register to the in-area stack area (step X121) and executes an out-area integration process (step X122) that updates the safety device counter value (calculates the difference in the number of balls) and controls the display of the performance display device 152. After that, the flag register is restored (step X123) 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 X121 to X123 are executed, including the out-area integration process.

[0288] As will be described later, 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 X121.

[0289] On the other hand, when the game is stopped (step X120; 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 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 while the game is stopped.

[0290] Unlike the above, even if a strong error 2 occurs, the game does not stop, but the special game processing (step X110), the accessory game processing (step X111), the normal game processing (step X112), the segment LED editing processing (step X113) can be executed. Also, even if a strong error 2 occurs, it is possible to configure the outside area integration processing etc. to be executed.

[0291] In addition, when the timer interrupt processing returns, the interrupt disable 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.

[0292] [Output processing] Next, the output process (step X106) in the timer interrupt process (FIG. 11) will be described in detail. FIG. 12 is a flowchart showing the procedure of the output process.

[0293] The game control device 100 first outputs OFF data to the output port 135 (segment output port) (see FIG. 3) that outputs data on the segments of the collective display device (LED) 50, thereby resetting the output port 135 (step X201). Next, OFF output data is set for all solenoids (big prize opening solenoids 38b, 39b, lever solenoid 72b, and normal power solenoid 37c) (step X202). Then, as in step X109, it is determined 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.

[0294] When a game is not stopped (step X203; N), the game control device 100 combines data to be output to the solenoid output port 134, which 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 134 (step X205). When a game is stopped (step X203; Y), it does nothing and proceeds to the processing of step X205, outputting off data (step X202) to the solenoid output port 134. As a result, when a game is stopped, the operation of all solenoids stops, and the special prize opening, the specific area 72, the normal variable prize opening 37, etc. are closed and enter a closed state. In this way, when a game is stopped, the special prize opening is closed, and round play (play during a big win or small win) cannot be executed.

[0295] The game control device 100 then updates the value of the digit counter for sequentially scanning the digit lines of the collective display device (LED) 50 by +1 within the range of 0 to 3 (it only adds 1, but updates to 0 after 3) (step X206). Furthermore, it acquires digit output data for the digit line of the LED corresponding to the digit counter value (step X207). It then combines the acquired digit output data with the external information data (step X208) and outputs the combined data to the digit output / external information output port 136 (step X209).

[0296] 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).

[0297] 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 output port 135 for segment output (step X215). Note that this segment area may be included in the in-area work area (work area for game control).

[0298] In this way, when the game is not stopped, each time the value of the digit counter 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 in sequence, and a dynamic drive method (dynamic lighting control) for the collective display device 50 is realized.

[0299] On the other hand, when a game is stopped (step X212; Y), the game control device 100 outputs off data (step X210) to the output port 135 for segment output (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.

[0300] Next, the game control device 100 loads and combines the external information data to be output to the external information terminal 71 (step X216), then combines the combined external information data with the launch permission or launch prohibition output data (step X217), and finally outputs the combined data to the external information / launch permission signal output port 137 (step X218). Here, if the game is not stopped, the output data becomes launch permission (step X214), and if the game is stopped, the output data becomes launch prohibition (launch stop) (step X211). As a result, 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 the game 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 the game is stopped, without prohibiting (stopping) launching.

[0301] Next, the game control device 100 loads and synthesizes data to be output to test terminal output port 1 on the relay board 70, which outputs a test signal to the test firing test device, and outputs the synthesized data to test terminal output port 1 on the relay board 70 (step X219). After that, it loads and synthesizes data to be output to test terminal output port 2 on the relay board 70, which outputs a test signal to the test firing test device, and outputs the synthesized data to test terminal output port 2 on the relay board 70 (step X220).

[0302] Next, the game control device 100 loads and combines data to be output to test terminal output port 3 on the relay board 70, which outputs a test signal to the test firing test device, and outputs the combined data to test terminal output port 3 on the relay board 70 (step X221).Furthermore, it loads and combines data to be output to test terminal output port 4 on the relay board 70, which outputs a test signal to the test firing test device, and outputs the combined data to test terminal output port 4 on the relay board 70 (step X222).Furthermore, it loads and combines data to be output to test terminal output port 5 on the relay board 70, which outputs a test signal to the test firing test device, and outputs the combined data to test terminal output port 5 on the relay board 70 (step X223).

[0303] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs data on the segment of the performance display device (LED) 152, and resets the output port 141 (step X224). Next, the value of the digit counter 2, which is used to sequentially scan the digit lines of the performance display device 152, is updated by +1 within the range of 0 to 3 (it is incremented by 1, but after 3 it is updated to 0) (step X225). Furthermore, the digit output data to the digit line of the LED corresponding to the value of the digit counter 2 is acquired (step X226). Then, the acquired digit output data is output to the output port 142 (digit output port 2) (step X227).

[0304] Next, the game control device 100 determines whether or not the game is stopped, as in step X203 etc. (step X228). If the game is not stopped (step X228; 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 X229). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, it outputs the loaded segment output data to the output port 141 (segment output port 2) for the performance display device 152 (step X230), and then terminates the output process.

[0305] On the other hand, when a game is stopped (step X228; Y), the game control device 100 ends the output process without executing the processes of step X229 and step X230. 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 141, so the off data of step X224 is output as is to the output port 141 for the performance display device 152. 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 152 are forcibly turned off and the display is hidden, and the person in charge or staff of the gaming facility who sees the performance display device 152 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.

[0306] It is also possible to configure the system so that even if strong error 2 occurs, the game is not stopped, but processing such as steps X229 and X230 is executed.

[0307] [Winning slot switch / status monitoring process] Next, the details of the winning port switch / status monitoring process (step X108) in the timer interrupt process (Fig. 11) will be explained. Fig. 13 is a flowchart showing the procedure of the winning port switch / status monitoring process.

[0308] 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 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 39a in the upper large prize opening (special variable prize opening device 39) 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).

[0309] After that, the game control device 100 prepares the winning port monitoring table 2 corresponding to the lower large winning port switch 38a in the lower large winning port (special variable winning device 38) (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).

[0310] 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.

[0311] 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.

[0312] 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).

[0313] 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.

[0314] 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).

[0315] 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 based on the signal output from the glass frame open detection switch (glass frame open error) is set, and if the value of the status scan counter is 1, monitoring of the status based on the signal output from the main body frame open detection switch (main body frame open error, front frame open error) is set. Also, if the value of the status scan counter is 2, monitoring of the status based on the frame radio wave illegal signal (frame radio wave illegal) is set, and if the value of the status scan counter is 3, monitoring of the status based on the touch switch signal is set.

[0316] 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 the processing of step X317.

[0317] 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 processing of step X317.

[0318] 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 is executed every 16 ms.

[0319] 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.

[0320] 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.

[0321] In addition, the V-passing timing monitoring process and remaining ball monitoring process in the winning port switch / status monitoring process are necessary for so-called 1st type 2nd type mixed machines (1+2nd type machines) such as this embodiment, and may not be necessary for normal 1st type pachinko machines.

[0322] [Fraud & Prize Monitoring Processing] 14 is a flowchart showing the procedure for the fraud and winning monitoring process. The fraud and winning monitoring process is executed in steps X303, X305, and X307 of the winning port switch / status monitoring process shown in FIG.

[0323] The fraud and winning monitoring process is a process performed on the lower large winning port switch 38a in the special variable winning device 38, the upper large winning port switch 39a in the 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 the opening and closing member is forcibly opened to insert game balls and pay out prize balls, so in addition to detecting winning, they are also monitored for fraud.

[0324] The game control device 100 first checks the fraudulent monitoring period flag of the prize winning port switch to be monitored for errors (step X321), and determines whether or not it is in the fraudulent monitoring period (step X322). For example, the fraudulent monitoring period is a period during which the prize winning port switch to be monitored for errors does not normally detect game balls, and is a period other than the special game state in which the special variable prize winning device 38 is opened when the prize winning port switch is the lower large prize winning port switch 38a.

[0325] 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).

[0326] 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.

[0327] 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 game control device 100 keeps the number of illegal entries at the number of illegal entries determined (step X326), and saves an initial value (for example, 60,000 ms) in the target illegal entry notification timer area (step X327).

[0328] 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).

[0329] On the other hand, if it is not the fraud monitoring period (step X322; N), the game control device 100 prepares the winning port monitoring table of the target winning port switch (step X330), and executes the winning number counter update process to set the winning balls (step X331). The details of the winning number counter update process will be described later.

[0330] 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.

[0331] The update of the alarm timer is permitted if the prize opening switch being monitored for errors is the prize opening switch (starting opening 2 switch 37a) in the normal variable prize winning device 37. Also, if there are two prize opening switches in one special variable prize winning device (large prize opening), the update of the alarm timer is permitted if one of the prize opening switches is being monitored for errors, but is not permitted if the other prize opening 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).

[0332] 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).

[0333] 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).

[0334] 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 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).

[0335] 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.

[0336] 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.

[0337] [Winning number counter update process] Fig. 15 is a flowchart showing the procedure for updating the winning number counter. The winning number counter update process is executed in step X309 of the winning port switch / status monitoring process shown in Fig. 13 and in step X331 of the fraud and winning monitoring process shown in Fig. 14.

[0338] 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 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0339] When the game is not stopped (A2201; N), the game control device 100 obtains the number of winning port switches to be monitored from the winning port monitoring table (A2202) and determines whether there is an input to the target winning port switch (A2203). The winning table in the winning port monitoring table defines the number of prize balls, the address of winning number counter area 1, the address of winning number counter area 2, etc. for each winning port switch to be monitored. If there is no input (A2203; 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).

[0340] 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.

[0341] 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 (part of the program outside the area) described below. Note that 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.

[0342] 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.

[0343] 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).

[0344] 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.

[0345] 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).

[0346] 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.

[0347] 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 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.

[0348] 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.

[0349] 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.

[0350] 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, 3 prize balls, 2 prize balls, 10 prize balls, 14 prize balls), and the count in 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.

[0351] [Gaming machine status check process] 16 is a flowchart showing the procedure for the gaming machine status check process. The gaming machine status check process is executed in steps X312, X314, etc. in the winning slot switch / status monitoring process shown in FIG.

[0352] The game control device 100 first acquires a status monitoring table corresponding to the status scan counter (step X371). The status scan counter is set to a value ranging from 0 to 3 corresponding to the game status. The relationship between the status monitoring table and the status scan counter is as explained in the winning slot switch / status monitoring process.

[0353] Next, the game control device 100 determines whether the signal to be checked is on or not (step X372). If the signal to be checked is not on (step X372; N), that is, if the signal to be checked is off, it prepares a status off flag as a status flag (step X373), and acquires and prepares the target status off command (step X374). Furthermore, it acquires the target status off monitoring timer comparison value (step X375). The status off flag indicates a normal state for error-related signals, and indicates a no-touch state for touch switch signals.

[0354] On the other hand, if the signal to be checked is on (step X372; Y), the game control device 100 prepares a status on flag as a status flag (step X376), acquires and prepares the target status on command (step X377). Furthermore, it acquires the target status on monitoring timer comparison value (step X378). The status on flag indicates an abnormal or invalid state for error-related signals, and indicates a touched state for touch switch signals.

[0355] When the processing of step X375 or step X378 is completed, the game control device 100 determines whether the value of the target signal control area matches the acquired signal state (step X379). If they match (step X379; Y), it proceeds to the processing of step X382. If they do not match (step X379; N), it saves the acquired signal state in the target signal control area (step X380) and clears the target state monitoring timer (step X381).

[0356] Next, the game control device 100 updates the target status monitoring timer by +1 (step X382). Furthermore, it determines whether the value of the updated status monitoring timer is equal to or greater than the corresponding timer comparison value (step X383). If the value of the updated status monitoring timer is less than the corresponding timer comparison value (step X383; N), the game machine status check process is terminated.

[0357] On the other hand, if the updated status monitoring timer value is equal to or greater than the corresponding timer comparison value (step X383; Y), the game control device 100 updates the status monitoring timer by -1 and keeps it at the timer comparison value -1 (step X384). Furthermore, it determines whether the prepared status flag matches the value of the target status flag area (step X385). If they match (step X385; Y), the game machine status check process is terminated.

[0358] On the other hand, if the prepared status flag does not match the value of the target status flag area (step X385; N), the game control device 100 saves the prepared status flag in the target status flag area (step X386). Finally, it executes a presentation command setting process to set a presentation command (step X387), and terminates the game machine status check process.

[0359] The presentation command here is either a status off command or a status on command. If the status on command is an error-related command, it causes the presentation control device 300 to start reporting an error. The status on commands that cause the presentation control device 300 to start reporting an error include commands that correspond to payout errors (included in weak errors) related to the payout of game balls, such as a shot ball out error, an overflow error, and a payout abnormality error, as well as commands that correspond to frame open errors (included in strong error 1), such as a glass frame open error and a main frame open error, and commands that correspond to frame radio wave irregularity errors (included in strong error 2).

[0360] [Probability setting change / confirmation process] Next, the details of the probability setting change / confirmation process (step X105) in the timer interrupt process will be explained. Figure 17 is a flowchart showing the procedure for the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0361] The game control device 100 first determines whether the probability setting value is within a normal range (step X401). The probability setting value here is stored in a probability setting value area included in the work area within the RAM 111c.

[0362] When the probability setting value is within the normal range (step X401; Y), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (step X402) and outputs it to the performance display device 152 via the drivers 150a, 150b (step X404). When the probability setting value is not within the normal range (step X401; N), the game control device 100 sets the off data as the probability setting value display data (step X403) and outputs it to the performance display device 152 via the drivers 150a, 150b (step X404).

[0363] Here, the probability setting value display data is data on the display probability setting value displayed on the performance display device 152, and is stored in the probability setting value display data area. Note that, to prevent confusion among hall personnel such as the gaming parlor manager and attendants, if the probability setting values ​​are different but the jackpot probability (and small win probability) is the same, the display probability setting value may be made the same in correspondence with the jackpot probability (and small win probability). In other words, the same display probability setting value may mean the same jackpot probability (and small win probability).

[0364] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (step X405). The security signal control timer is 128 ms (predetermined time) set in step X37. Next, the game control device 100 outputs on data of a security signal to the external information terminal 71 to notify an external device (such as an internal gaming facility management device (hall computer)) of an abnormality (step X406). Note that here, other signals to the external information terminal 71, such as a jackpot signal, are maintained in the off state.

[0365] After that, the game control device 100 determines whether the probability setting change flag is set (step X407). If the probability setting change flag is not set (step X407; N), that is, if the probability setting is being confirmed, the game control device 100 ends the probability setting change / confirmation process without doing anything.

[0366] When the probability setting change in progress flag is set (step X407; Y), that is, when the probability setting is being changed, the game control device 100 determines whether or not this is the first timer interrupt process after power-on (step X408). If this is the first timer interrupt process after power-on (step X408; Y), the probability setting change / confirmation process ends. This is to prevent the probability setting value from being unintentionally updated if the RAM initialization switch 112 is held down.

[0367] If the game control device 100 is not the first timer interrupt process after power-on (step X408; N), it determines whether there is input from the RAM initialization switch 112 (step X409). If there is no input from the RAM initialization switch (step X409; N), it ends the probability setting change / confirmation process.

[0368] When the RAM initialization switch 112 is input (step X409; Y), the game control device 100 updates the working setting value in the working setting value area (in RAM 111c or register) by +1 within the possible range, and updates the probability setting value in the probability setting value area by +1 corresponding to the working setting value (step X410). As a result, the probability setting value in the probability setting value area is updated by 1 each time the RAM initialization switch 112 is operated. After that, the probability setting change / confirmation process is terminated. Note that when the setting change mode is entered, a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in RAM 111c or register) that stores the working setting value. Note that if the working setting value is updated by +1 when it is 5 (probability setting value 6), it can return to the working setting value 0 (probability setting value 1). Therefore, the probability setting values ​​1 to 6 can be repeatedly updated by +1 and switched. In addition, the possible range of the working setting value is, for example, 0 to 1 or 0 to 5 in the case of a multi-stage setting where there are multiple probability setting values, but in the case of a single-stage setting, it is only 0. In the case of a multi-stage setting, the working setting value and the probability setting value are updated to different values ​​each time the RAM initialization switch 112 is operated, but in the case of a single-stage setting, they remain the same value even when updated (updated to the same value).

[0369] Furthermore, a command (setting value information command) informing the presentation control device 300 of the setting value may be sent each time the probability setting value is updated by +1 or when the game state is switched to a setting variable state, etc. Similarly, a test signal may be output to an external test firing device each time the probability setting value is updated by +1 or when the game state is switched to a setting variable state, etc. It is preferable that these transmissions and outputs be stopped if there is an abnormality in the game control device 100, such as a main abnormality. In addition, a command (setting value information command) informing the presentation control device 300 of the setting value may be sent when the game state is switched to a probability variable state, a time-saving state, a jackpot state, etc., or at the start of a special chart variable display game, or a test signal may be output to an external test firing device.

[0370] In the above, the probability setting value in the probability setting value area is directly updated in response to the update of the working setting value each time the RAM initialization switch 112 is operated, but the probability setting value (working setting value) being changed during the setting change may be stored in the working setting value area of ​​RAM 111c, and when the setting key switch 153 is turned off and the setting change work is completed (step X39; Y), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. In this way, if a power outage occurs during the setting change (step X40; Y), it is possible to prevent the probability setting value (probability setting value stored in the probability setting value area) used for game control, presentation control, etc. from being changed to an unintended value.

[0371] [Special game processing] Next, the details of the special symbol game processing (step X110) in the timer interrupt processing will be explained. Fig. 18 is a flowchart showing the procedure of the special symbol game processing. In the special symbol game processing, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the entire processing related to the special symbol variable display game is controlled, and the display of the special symbol is set.

[0372] The game control device 100 first executes a start port switch monitoring process to monitor winnings of the start port 1 switch 36a and the start port 2 switch 37a (step A1). In the start port switch monitoring process, when a game ball wins in the normal variable winning device 37 that constitutes the start winning port 36 or the second start winning port, various random numbers (such as a jackpot random number) are extracted, and a game result advance determination is performed to determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the winning. Details of the start port switch monitoring process will be described later.

[0373] Next, a specific area switch monitoring process is executed to monitor the winning (entry of a game ball) into the specific area 72 (V winning hole) (step A2). The specific area switch monitoring process will be described in detail later.

[0374] Next, the game control device 100 executes the upper large winning hole switch monitoring process (step A3). In the upper large winning hole switch monitoring process, the detection of the game ball by the count switch (upper large winning hole switch 39a) provided in the special variable winning device 39 is monitored.

[0375] Next, the game control device 100 updates the special symbol game processing timer by -1 (subtracts 1) if it is not 0 (step A4). By updating by -1, the special symbol game processing timer will measure the interrupt period (4 msec) of the timer interrupt process. The minimum value of the special symbol game processing timer is set to 0. Next, it is determined whether the special symbol game processing timer is 0 (step A5). If the special symbol game processing timer is not 0 (step A5; N), the process proceeds to step A15.

[0376] If the special game processing timer is 0 (step A5; Y), that is, if the timer is up or has already been up, the game control device 100 sets a special game sequence branch table to be referenced in a register to branch to a process corresponding to the special game processing number (step A6). Furthermore, the game control device 100 obtains a branch destination address of the process corresponding to the special game processing number using the special game sequence branch table (step A7). Next, a subroutine call is made by the special game processing number, and game branch processing according to the special game processing number is executed (step A8).

[0377] If the game processing number is "0" in step A8, the game control device 100 monitors the start of the change in the special chart change display game, and executes the special chart normal processing (step A9) to set the start of the change in the special chart change display game, set the performance, and set the information necessary for the special chart change processing. The details of the special chart normal processing will be described later.

[0378] If the game processing number is "1" in step A8, the game control device 100 executes a special pattern change processing that sets the stop display time of the special pattern and sets information necessary for performing the special pattern display processing (step A10). For example, in the special pattern change processing, necessary information such as a pattern stop command indicating the stop of the special pattern and the stop display time corresponding to the stopped pattern pattern is set, and the processing number "2" for the special pattern display processing is set and saved in the special pattern game processing number area.

[0379] If the game processing number is "2" in step A8, the game control device 100 executes a special chart display process that sets information necessary to transition to a big win state or a small win state (step A11). For example, in the special chart display process, if the result of the special chart variation display game is a big win, condition device operation information indicating that the condition device is operating is set in the condition device operation information area, and the processing number for the special chart normal processing is set to "0" and saved in the special chart game processing number area. If the result of the special chart variation display game is a small win, necessary information such as a small win fanfare command and the time before the small win is released is set, and the processing number for the processing before the small win is released is set to "3" and saved in the special chart game processing number area. If the result of the special chart variation display game is a miss, the processing number for the special chart normal processing is set to "0" and saved in the special chart game processing number area.

[0380] If the game processing number is "3" in step A8, the game control device 100 executes small win opening pre-processing (step A12). For example, in the small win opening pre-processing, the opening time of the large prize opening due to a small win (small win opening time, for example, 1.6 seconds) is saved in the special game processing timer area, on data is saved in the upper large prize opening solenoid output data area, the small win opening command is set as the performance command, and the processing number "4" related to the small win opening processing is set and saved in the special game processing number area.

[0381] If the game processing number is "4" in step A8, the game control device 100 executes the small win opening process (step A13). For example, in the small win opening process, the small win remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the processing number "5" for the small win remaining ball processing is set and saved in the special game processing number area.

[0382] If the game processing number is "5" in step A8, the game control device 100 executes the small win remaining ball processing (step A14). For example, in the small win remaining ball processing, the processing number "0" for the special chart normal processing is set and saved in the special chart game processing number area.

[0383] When the processing based on the special symbol game processing number is completed, the game control device 100 prepares a special symbol 1 fluctuation control table for controlling fluctuations in the special symbol 1 display 51 (step A15), and then executes a pattern fluctuation control process related to the special symbol 1 display 51 (step A16). Then, after preparing a special symbol 2 fluctuation control table for controlling fluctuations in the special symbol 2 display 52 (step A17), it executes a pattern fluctuation control process related to the special symbol 2 display 52 (step A18). Next, it executes a lever solenoid control process (step A19) for controlling the opening operation of the lever solenoid 72b so that the lever solenoid 72b is opened during a small win, and then ends the special symbol game processing.

[0384] [Start switch monitoring process] Next, the start port switch monitoring process (step A1) in the special game process will be described in detail. Fig. 19 is a flowchart showing the procedure of the start port switch monitoring process.

[0385] The game control device 100 first prepares a winning monitoring table for the start winning slot 36 (starting slot 1) (step A101), executes a hard random number acquisition process (step A102), and determines whether or not there has been a winning at the start winning slot 36 (step A103). If there has been no winning at the start winning slot 36 (step A103; N), it executes the processes from step A109 onwards. On the other hand, if there has been a winning at the start winning slot 36 (step A103; Y), it determines whether or not the game is in a right-hitting state (step A104).

[0386] When the game control device 100 determines that the game state is not right-hitting (step A104; N), it executes the processing from step A107 onwards. On the other hand, when the game state is right-hitting (step A104; Y), it prepares a right-hit instruction notification command as a performance command (step A105) and executes a performance command setting process (step A106). In the performance command setting process, the performance command is written to the serial transmission buffer and is sent to the performance control device 300.

[0387] That is, in the normal power support state (time-saving state), regardless of the probability state of the variable display game (high probability state / low probability state), a right-hit instruction notification command is prepared and the presentation command setting process is executed. In this embodiment, a left-handed hit is more likely to win at the start winning slot 36, and a right-handed hit will be required to win at the normal variable winning device 37. Also, the game ball will not pass through the normal start gate 34 unless it is hit with the right. Therefore, in the normal power support state (time-saving state), a right-handed hit is more advantageous than a left-handed hit, but if a win occurs at the start winning slot 36 during the normal power support state (i.e., if a left-handed hit is made during the normal power support state), a right-hit instruction notification command is sent to the presentation control device 300, and the presentation control device 300 displays a notification (warning) instructing the player to hit with the right on the display device 41 or the like by displaying a right-hit instruction.

[0388] Next, the game control device 100 prepares a table for setting hold information by the start winning slot 36 (starting slot 1) (step A107), and then executes special starting slot switch common processing (step A108). Then, it prepares a winning monitoring table for the second starting slot (normal variable winning device 37) (step A109), executes a hardware random number acquisition process (step A110), and determines whether there is a winning at the second starting slot (step A111). If there is no winning at the second starting slot (step A111; N), it ends the starting slot switch monitoring process.

[0389] On the other hand, when there is a win in the second start winning slot (step A111; Y), the game control device 100 determines whether the normal electric device (normal variable winning device 37) is in operation, that is, whether the normal variable winning device 37 is in an open state where the game ball can win (step A112). If the normal electric device is in operation (step A112; Y), the process proceeds to step A114.

[0390] On the other hand, if the normal electric device is not in operation (step A112; N), the game control device 100 determines whether normal power fraud is occurring (step A113). If the number of fraudulent wins into the normal variable winning device 37 is equal to or greater than the fraud occurrence 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 occurrence determination number (upper limit), it is determined that fraud is occurring.

[0391] If normal power fraud is not occurring (step A113; N), the game control device 100 prepares a table for setting hold information by the second start winning port (normal variable winning device 37) (step A114), then executes special start port switch common processing (step A115), and ends the start port switch monitoring processing. Also, if it is determined in step A113 that normal power fraud is occurring (step A113; Y), the start port switch monitoring processing is also ended. In other words, the second start memory is not generated any more.

[0392] [Special diagram starter switch common processing] Next, the details of the special drawing start port switch common processing (step A108, step A115) in the start port switch monitoring processing will be explained. Figure 20 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.

[0393] 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 A131), updates the loaded value by +1 (step A132), and determines whether the output count will overflow (step A133). If the output count will not overflow (step A133; N), the updated value is saved in the start gate signal output count area of ​​the RWM (step A134), and the process proceeds to step A135. On the other hand, if the output count will overflow (step A133; Y), the process proceeds to step A135. In this embodiment, values ​​from "0" to "255" can be stored in the start gate signal output count area. If the loaded value is "255," the updated value becomes "0" by updating by +1, and it is determined that the output count will overflow.

[0394] 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 A135). If the number of reserved special figures to be updated is not less than the upper limit (step A135; 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 A135; 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 A136), and the target start port winning flag is saved (step A137).

[0395] Next, the game control device 100 calculates the address of the random number storage area corresponding to the start switch and the number of reserved special symbols to be monitored (step A138), and saves the jackpot random number prepared in the hardware random number acquisition process in the jackpot random number storage area of ​​the RWM (step A139). Next, it extracts the jackpot pattern random number of the special symbol variation display game that starts upon detection of the start switch to be monitored, and saves it in the jackpot pattern random number storage area of ​​the RWM (step A140). Next, it extracts the small jackpot pattern random number of the special symbol variation display game that starts upon detection of the start switch to be monitored, and saves it in the small jackpot pattern random number storage area (step A141). In addition, it extracts the support jackpot pattern random number for determining the time-saving symbol, and saves it in the support jackpot pattern random number storage area of ​​the RWM (step A142).

[0396] In this embodiment, as described above, since a big win occurs by a V winning after a small win, it is not necessary to use a small win symbol random number, and step A141 is optional and does not have to be executed. Also, since there is no small win result in the special chart 1 variable display game, if the start port switch to be monitored is the start port 1 switch 36a, it is not necessary to extract a small win symbol random number.

[0397] The small win pattern random number, the support win pattern random number, and the big win pattern random number are used in the special chart 1 stop pattern setting process (step A323) and the special chart 2 stop pattern setting process (step A333) described below to determine the stop pattern number at the time of a small win, the stop pattern number at the time of a support win, or the stop pattern number at the time of a big win, and the small win stop pattern pattern, the support win stop pattern pattern, or the big win stop pattern pattern corresponding to these stop pattern numbers.

[0398] In this embodiment, to avoid confusion, the small win symbol random number, the support win symbol random number, and the big win symbol random number are each set independently, but to reduce the random number storage area of ​​the RWM, one random number (common random number) may be shared to allocate the small win symbol (the stop symbol number at the time of the small win, the small win stop symbol pattern), the support win symbol (the stop symbol number at the time of the support win, the support win stop symbol pattern), and the big win symbol (the stop symbol number at the time of the big win, the big win stop symbol pattern). That is, when determining the small win symbol, the range of the common random number may be divided and assigned to each small win symbol, when determining the support win symbol, the range of the common random number may be divided and assigned to each support win symbol, and when determining the big win symbol, the range of the common random number may be divided and assigned to each big win symbol.

[0399] Next, the game control device 100 saves the fluctuation pattern random numbers 1 to 3 in the fluctuation pattern random number storage area of ​​the corresponding RWM (step A143), and executes a special symbol pending information determination process (pre-determination process, pre-reading process) that can determine the result of the variable display game (game result) in advance (step A144). In the special symbol pending information determination process, a pre-reading stop symbol command corresponding to stop symbol information (jackpot stop symbol, small hit stop symbol, time-saving stop symbol, loss stop symbol) based on the saved jackpot random number and winning symbol random number (jackpot pattern random number, small hit pattern random number, support winning symbol random number), and a pre-reading change pattern command corresponding to the first half change number (number of change before the reach) and the second half change number (number of change after the reach) based on the saved fluctuation 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 special symbol reservation number to be monitored is prepared as a performance command (step A145), a performance command setting process (step A146) 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 that can determine the result of the variable display game based on the start memory before the variable display game is executed.

[0400] 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 area of ​​the start winning port 36 or the normal variable winning device 37, and storing the predetermined number as a start memory that serves as the right to execute the 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.

[0401] [Specific area switch monitoring process] Next, the specific area switch monitoring process (step A2) in the special chart game process will be described in detail. Fig. 21 is a flowchart showing the procedure of the specific area switch monitoring process.

[0402] The game control device 100 first determines whether or not a small win is occurring (step A201). If the special game processing number is "4" or "5", it can be determined that a small win is occurring. If a small win is occurring (step A201; Y), it determines whether or not a condition device is operating (step A202). If condition device operation information indicating that the condition device is operating is set, it can be determined that the condition device is operating.

[0403] When the condition device is not in operation (step A202; N), the game control device 100 determines whether there is an input to the specific area switch 72a (step A203). When there is an input to the specific area switch 72a (step A203; Y), that is, when there is a win (V win) in the specific area 72, the game control device 100 saves the condition device operation information indicating that the condition device is in operation in the condition device operation information area (step A204), and ends the specific area switch monitoring process.

[0404] If there is no small win (step A201; N), if the condition device is operating (step A202; Y), or if there is no input to the specific area switch 72a (step A203; N), the specific area switch monitoring process ends without doing anything.

[0405] [Special chart normal processing] Next, the special symbol normal processing (step A9) in the special symbol game processing will be described in detail. Fig. 22 is a flowchart showing the procedure of the special symbol normal processing.

[0406] The game control device 100 first determines whether the normal feature processing of the feature game processing described below is in progress and whether the remaining ball counter of the big prize opening is 0 (step A301). If the normal feature processing is not in progress or the remaining ball counter of the big prize opening is not 0 (step A301; N), the special chart variable display game is not started and the process proceeds to step A316.

[0407] When the game control device 100 is in normal processing of the role device and the remaining ball counter of the big prize opening is 0 (step A301; Y), it determines whether the number of reserved special symbols 2 (second start memory number) is 0 (step A302). When the number of reserved special symbols 2 is 0 (step A302; Y), it determines whether the number of reserved special symbols 1 (first start memory number) is 0 (step A307). Then, when the number of reserved special symbols 1 is 0 (step A307; Y), it determines whether the customer waiting demo has started (step A312), and if the customer waiting demo has not started (step A312; N), it sets a customer waiting demo in progress flag in the customer waiting demo flag area (step A313).

[0408] Next, the game control device 100 prepares a customer waiting demo command as a performance command (step A314), performs performance command setting processing (step A315), and proceeds to processing in step A316. On the other hand, if the customer waiting demo has already started in step A312 (step A312; Y), the processing number is set to "0" for the special symbol normal processing (step A316), the processing number is saved in the special symbol game processing number area (step A317), and the variable symbol discrimination flag area is cleared (step A318). Then, a fraud monitoring period flag is saved in the large prize entrance fraud monitoring period flag area (step A319), and the special symbol normal processing is terminated.

[0409] In addition, if the number of reserved special figures 2 is not 0 (step A302; N), the game control device 100 executes the special figure 2 change start process (step A303), prepares the decorative special figure reservation number command (decorative special figure 2 reservation number command) corresponding to the reserved number of special figures 2 as a performance command (step A304), and executes the performance command setting process (step A305). Then, executes the special figure 2 special figure change processing transition setting process (step A306), and ends the special figure normal processing.

[0410] In the special chart 2 special chart change processing transition setting process, the processing number is set to "1", the processing number is saved in the special chart game processing number area, the customer waiting demo flag area is cleared, and the changing flag is saved in the special chart 2 change control flag area.

[0411] In addition, if the number of reserved special figures 1 is not 0 (step A307; N), the game control device 100 executes the special figure 1 change start process (step A308), prepares the decorative special figure reserved number command (decorative special figure 1 reserved number command) corresponding to the reserved number of special figures 1 as a performance command (step A309), and executes the performance command setting process (step A310). Then, executes the special figure 1 special figure change processing transition setting process (step A311), and ends the special figure normal processing.

[0412] In the special chart 1 special chart change processing transition setting process, the processing number is set to "1", the processing number is saved in the special chart game processing number area, the customer waiting demo flag area is cleared, and the changing flag is saved in the special chart 1 change control flag area.

[0413] In this way, by checking the number of reserved special figures 2 before checking the number of reserved special figures 1, if the number of reserved special figures 2 is not 0, the special figure 2 variation start process (step A303) will be executed. In other words, the special figure 2 variation display game will be executed in priority to the special figure 1 variation display game (special figure 2 reservation priority consumption). In other words, if the second start memory is stored in the second start memory means (game control device 100), the game control device 100 serves as a priority control means for executing the variation display game based on the second start memory in priority over the variation display game based on the first start memory. Note that, in the case of special figure 1 reservation priority consumption, in which the special figure 1 variation display game is executed in priority to the special figure 2 variation display game, the determination in step A302 can be made by determining whether the number of reserved special figures 1 is ≠ 0.

[0414] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start processing (step A308) in the special chart normal processing will be explained. Figure 23 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.

[0415] The game control device 100 saves the special symbol 1 variation flag indicating the type of special symbol variation display game to be executed (here, special symbol 1) in the variation symbol discrimination area (step A321). Next, it executes the jackpot flag 1 setting process, which performs processing such as setting miss information or jackpot information in the jackpot flag 1 to determine whether the special symbol 1 variation display game is a jackpot or not (step A322). The details of the jackpot flag 1 setting process will be described later.

[0416] Next, the game control device 100 executes a special symbol 1 stop symbol setting process for setting the special symbol 1 stop symbol (symbol information) for the special symbol 1 variable display game (step A323). In the special symbol 1 stop symbol setting process, the stop symbol number at the time of a miss, a support hit, or a jackpot, and the stop symbol pattern at the time of a miss, a support hit, or a jackpot corresponding to this stop symbol number are saved. The stop symbol number at the time of a support hit or a jackpot is determined corresponding to the support hit symbol random number or the jackpot symbol random number, respectively.

[0417] Furthermore, the game control device 100 executes a special chart information setting process for setting special chart information, which is a parameter for setting a variation pattern (step A324).

[0418] Next, the game control device 100 prepares a special chart 1 variation pattern setting information table, which is a table in which information is set for referencing various information regarding the setting of the variation pattern of the special chart 1 variation display game (step A325).

[0419] After that, the game control device 100 executes a variation pattern setting process to set a variation pattern (variation pattern number), which is a variation mode in the special chart 1 variation display game (step A326). Next, the game control device 100 executes a variation start information setting process to set information on the start of variation in the special chart 1 variation display game (step A327), and ends the special chart 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is acquired and saved in the special chart game processing timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a presentation command, and a presentation command setting process is performed. Also, in the variation start information setting process, the number of reserved special charts related to the special chart type (special chart 1 or special chart 2) of the special chart variation display game that is about to start is updated by -1 (decreased by 1).

[0420] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start processing (step A303) in the special chart normal processing will be explained. Figure 24 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, and is a process similar to the process in the special chart 1 variation start processing shown in Figure 23, but performed on the second start memory.

[0421] The game control device 100 first saves a special symbol 2 variable flag indicating the type of special symbol variable display game to be executed (here, special symbol 2) in the variable symbol discrimination area (step A331). Next, it executes a jackpot flag 2 setting process (step A332) to set miss information or jackpot information in the jackpot flag 2 to determine whether the special symbol 2 variable display game is a jackpot.

[0422] Next, the game control device 100 executes a special symbol 2 stop symbol setting process for setting the special symbol 2 stop symbol (symbol information) for the special symbol 2 variable display game (step A333). Furthermore, it executes a special symbol information setting process for setting the special symbol information, which is a parameter for setting the variable pattern (step A334). Next, it prepares a special symbol 2 variable pattern setting information table, which is a table in which information for referencing various information related to the setting of the variable pattern of the special symbol 2 variable display game is set (step A335).

[0423] Then, the game control device 100 executes a variation pattern setting process to set the variation pattern of the special chart 2 variation display game (step A336). Finally, a variation start information setting process to set the variation start information of the special chart 2 variation display game (step A337) is executed, and the special chart 2 variation start process is terminated.

[0424] [Jackpot flag 1 setting process] Next, the details of the jackpot flag 1 setting process (step A322) in the special chart 1 variation start process will be described. Figure 25 is a flowchart showing the procedure of the jackpot flag 1 setting process.

[0425] The game control device 100 first saves the miss information in the jackpot flag 1 area and the support hit flag 1 area (step A341). Next, the jackpot random number is loaded from the RWM special chart 1 jackpot random number storage area (for reserved number 1) and prepared (step A342), and the special chart 1 jackpot random number storage area (for reserved number 1) is cleared to 0 (step A343). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is first in the consumption order (here, the first of special chart 1). After that, a jackpot determination process is executed to determine whether or not there is a jackpot depending on whether or not the prepared jackpot random number value matches the jackpot determination value (step A344).

[0426] If the result of the jackpot determination process (step A344) is a jackpot (step A345; Y), the game control device 100 overwrites and saves the jackpot information in the jackpot flag 1 area where the miss information was saved in step A341 (step A346), and terminates the jackpot flag 1 setting process.

[0427] On the other hand, if the result of the jackpot determination process (step A345) is not a jackpot (step A345; N), optionally, a support hit determination process is executed (step A347) to determine whether the special symbol variable display game is a support hit based on the acquired jackpot random number value, and the result of the determination is determined to be a support hit or not (step A348). In this embodiment, the jackpot random number value is also used to determine a support hit (in other words, the same random number value is used for the support hit determination and the jackpot determination). Here, a support hit (time-saving hit) in the special symbol variable display game refers to a time-saving result (specific result) that enters a time-saving state from the next special symbol variable display game, and in response to this time-saving result, the performance control device 300 can display a time-saving pattern on the display device 41 as a stop result of the decorative special symbol variable display game.

[0428] If the special chart variable display game is a support hit (step A348; Y), the game control device 100 overwrites and saves the support hit information in the support hit flag 1 area where the miss information was saved in step A341 (step A349), and ends the jackpot flag 1 setting process. On the other hand, if the special chart variable display game is not a support hit (step A348; N), the jackpot flag 1 setting process ends without saving the support hit information in the support hit flag 1 area.

[0429] Thus, in this embodiment, the result of the special chart 1 variable display game is either a "big hit", a "support hit (time-saving hit)", or a "miss", and there is no "small hit". Note that steps A347 to A349 are provided as an option, and these may be omitted so that a "support hit (time-saving hit)" does not have to be provided as the result of the special chart 1 variable display game. It is also possible to configure the result of the special chart 1 variable display game to have a "small hit".

[0430] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area, but since jackpots and support hits do not overlap, the support hit information may also be saved in the jackpot flag 1 area.

[0431] [Jackpot flag 2 setting process] Next, the details of the jackpot flag 2 setting process (step A332) in the special chart 2 variable start process will be explained. Figure 26 is a flowchart showing the procedure of the jackpot flag 2 setting process. This process is the same as the process in the jackpot flag 1 setting process shown in Figure 25, but is performed on the second start memory.

[0432] The game control device 100 first saves the miss information in the jackpot flag 2 area, the small hit flag 2 area, and the support hit flag 2 area (step A351). Next, the jackpot random number is loaded from the RWM special chart 2 jackpot random number storage area (for reserved number 1) and prepared (step A352), and the special chart 2 jackpot random number storage area (for reserved number 1) is cleared to 0 (step A353). Note that reserved number 1 is an area that stores information (random numbers, etc.) about the special chart start memory that is first in the consumption order (here, the first of the special chart 2). After that, a small hit determination process is executed to determine whether or not a small hit has occurred depending on whether or not the prepared jackpot random number value matches the small hit determination value (step A354).

[0433] If the result of the small hit determination process (step A354) is a small hit (step A355; Y), the game control device 100 overwrites and saves the small hit information in the small hit flag 2 area where the miss information was saved in step A351 (step A356), and terminates the big hit flag 2 setting process.

[0434] On the other hand, if the special symbol variable display game is not a small win (step A355; N), the game control device 100 executes a support win determination process to determine whether the special symbol variable display game is a support win or not based on the acquired jackpot random number value (step A357), and determines whether the result of the determination is a support win or not (step A358). In this embodiment, the jackpot random number value is also used to determine a support win (in other words, the same random number value is used for the support win determination and the jackpot determination). Here, a support win (time-saving win) in the special symbol variable display game refers to a time-saving result (specific result) that enters the time-saving state from the next special symbol variable display game, and in response to this specific result, the presentation control device 300 can display a time-saving pattern on the display device 41 as a stop result of the decorative special symbol variable display game.

[0435] If the special chart change display game is a support hit (step A358; Y), the game control device 100 overwrites and saves the support hit information in the support hit flag 2 area where the miss information was saved in step A351 (step A359), and terminates the jackpot flag 2 setting process.

[0436] On the other hand, if the determination result of the support hit determination process (step A357) is not a support hit (step A358; N), optionally, a jackpot determination process may be executed to determine whether or not a jackpot has occurred depending on whether or not the prepared jackpot random number value matches the jackpot determination value (step A360). If the determination result of the jackpot determination process (step A360) is a jackpot (step A361; Y), the game control device 100 overwrites and saves the jackpot information in the jackpot flag 2 area where the miss information was saved in step A351 (step A362), and ends the jackpot flag 2 setting process. On the other hand, if the determination result of the jackpot determination process (step A360) is not a jackpot (step A361; N), the game control device 100 ends the jackpot flag 2 setting process while leaving the miss information saved in the jackpot flag 2 area.

[0437] Thus, in this embodiment, the result of the special chart 2 variable display game will be either a "small hit," a "support hit (time-saving hit)," or a "miss," but as an option, it is also possible to configure the special chart 2 variable display game to result in a "big hit."

[0438] In addition, in the jackpot flag 2 setting process, small hit information is saved in the small hit flag 2 area, and support hit information is saved in the support hit flag 2 area, but since jackpots, support hits, and small hits do not overlap, small hit information and support hit information can also be saved in the jackpot flag 2 area.

[0439] [Jackpot determination process] Next, the details of the jackpot determination process (steps A344, A360) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be explained. Figure 27 is a flowchart showing the procedure of the jackpot determination process. Note that the jackpot determination process is a process common to the jackpot determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process, etc.

[0440] The game control device 100 first sets an upper limit judgment value corresponding to the probability setting value (step A371), sets a lower limit judgment value for the jackpot judgment value (step A372), and judges whether the value of the target jackpot random number is less than the lower limit judgment value (step A373). A jackpot is determined when the jackpot random number matches the jackpot judgment value. The jackpot judgment value is a series of multiple values, and a jackpot is determined when the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit of the jackpot judgment value, and is equal to or less than the upper limit judgment value, which is the upper limit of the jackpot judgment value. The upper limit judgment value may differ between a low probability state (a normal probability state other than a special probability state) and a high probability state (a special probability state).

[0441] If the value of the target jackpot random number is less than the lower limit judgment value (step A373; Y), the game control device 100 sets the judgment result to miss (other than jackpot) (step A375) and terminates the jackpot judgment process.

[0442] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit judgment value (step A374). If the value of the jackpot random number is greater than the upper limit judgment value (step A374; Y), a miss (other than a jackpot) is set as the judgment result (step A375). On the other hand, if the value of the jackpot random number is not greater than the upper limit judgment value (step A374; N), a jackpot is set as the judgment result (step A376). Once the judgment result is set, the jackpot judgment process ends.

[0443] [Small hit determination processing] Next, the details of the small hit determination process (step A354) in the big hit flag 2 setting process will be explained. Figure 28 is a flowchart showing the procedure of the small hit determination process. The small hit determination process is a process common to the small hit determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process, etc.

[0444] The game control device 100 first sets a small hit upper limit judgment value corresponding to the probability setting value (step A381), and determines whether the value of the target (special chart 2) jackpot random number is less than the small hit lower limit judgment value (step A382). A small hit is determined when the jackpot random number matches the small hit judgment value. The small hit judgment value is a series of multiple values, and a small hit is determined when the jackpot random number is equal to or greater than the small hit lower limit judgment value, which is the lower limit of the small hit judgment value, and is equal to or less than the small hit upper limit judgment value, which is the upper limit of the small hit judgment value. The small hit upper limit judgment value may differ between a low probability state (a normal probability state other than a special probability state) and a high probability state (a special probability state).

[0445] Naturally, to avoid the result of the same special chart variable display game being both a small hit and a big hit, the range of the small hit judgment value (between the small hit lower limit judgment value and the small hit upper limit judgment value) does not overlap with the range of the big hit judgment value (between the lower limit judgment value and the upper limit judgment value). In this embodiment, a small hit random number is not set independently, and the big hit random number is also used to judge a small hit, but a configuration in which a unique small hit random number is set is also possible.

[0446] If the value of the jackpot random number for the target (special chart 2) is less than the small jackpot lower limit judgment value (step A382; Y), the game control device 100 sets a miss as the judgment result (step A384) and terminates the small jackpot judgment process.

[0447] In addition, if the value of the jackpot random number is not less than the small hit lower limit judgment value (step A382; N), the game control device 100 determines whether the value of the jackpot random number of the target (special chart 2) is greater than the small hit upper limit judgment value (step A383). If the value of the jackpot random number is greater than the small hit upper limit judgment value (step A383; Y), a miss is set as the judgment result (step A384). On the other hand, if the value of the jackpot random number is not greater than the small hit upper limit judgment value (step A383; N), a small hit is set as the judgment result (step A385). Once the judgment result is set, the small hit judgment process is terminated. In this embodiment, the small hit lower limit judgment value and the small hit upper limit judgment value are set so that the small hit probability is 1 / 8 (= 12.5%), but the small hit probability may be other values.

[0448] [Support hit determination processing] Next, the details of the support hit determination process (steps A347, A357) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be explained. Figure 29 is a flowchart showing the procedure of the support hit determination process. Note that the support hit determination process is a process common to the support hit determination process in other processes executed during the timer interrupt process, and is also executed in the special chart reservation information determination process, etc.

[0449] The game control device 100 first sets a support hit upper limit judgment value corresponding to the probability setting value (step A391). Next, it sets a lower limit judgment value for the support hit judgment value (step A392) and determines whether the value of the target jackpot random number is less than the lower limit judgment value (step A393). A support hit is determined when the jackpot random number matches the support hit judgment value corresponding to the probability setting value and the game state. The support hit judgment value is a series of multiple values, and a support hit is determined when the jackpot random number is equal to or greater than the lower limit judgment value, which is the lower limit of the support hit judgment value, and is equal to or less than the upper limit judgment value, which is the upper limit of the support hit judgment value. The support hit upper limit judgment value may be different between a low probability state (a normal probability state other than a special probability state) and a high probability state (a special probability state).

[0450] Naturally, to avoid the result of the same special chart variable display game being a support hit and a big hit, or a support hit and a small hit, the range of the support hit judgment value (between the support hit lower limit judgment value and the support hit upper limit judgment value) does not overlap with the range of the above-mentioned big hit judgment value and small hit judgment value. In this embodiment, a support hit random number is not set independently, and a big hit random number is also used to judge a support hit, but a configuration in which a unique support hit random number is set is also possible.

[0451] If the value of the target jackpot random number is less than the lower limit judgment value for a support hit (step A393; Y), the game control device 100 sets the judgment result to miss (other than a support hit) (step A395) and terminates the support hit judgment process.

[0452] Furthermore, if the value of the jackpot random number is not less than the support hit lower limit judgment value (step A393; N), the game control device 100 judges whether the value of the target jackpot random number is greater than the support hit upper limit judgment value (step A394). If the value of the jackpot random number is greater than the support hit upper limit judgment value (step A394; Y), a miss (other than a support hit) is set as the judgment result (step A395). On the other hand, if the value of the jackpot random number is not greater than the support hit upper limit judgment value (step A394; N), a support hit is set as the judgment result (step A396). Once the judgment result is set, the support hit judgment process is terminated.

[0453] In the support hit determination process, a support hit determination (time-saving determination) is performed by lottery using a jackpot random number value. In the support hit determination (time-saving determination) as a lottery, if the jackpot random number value matches the support hit determination value (time-saving determination value), a support hit result (time-saving result, specific result) is obtained as the determination result, and time saving is set. The support hit determination value is different from the jackpot determination value and the small hit determination value.

[0454] To add variety, the winning probability of a support hit (the range of the support hit determination value divided by the range of the jackpot random number) may be different for each probability setting value, or for simplicity, the winning probability of a support hit may be the same for each probability setting value. The winning probability of a support hit may be set so that setting 1 (or the low setting side) is more likely to win a support hit and setting 6 (or the high setting side) is less likely to win a support hit, thereby mitigating the disadvantages of a low setting. Alternatively, the winning probability of a support hit may be set inversely to match the expectations of players who expect that a support hit is more likely to be won with a high setting side. Furthermore, the winning probability of a support hit may change monotonically from setting 1 to setting 6, or it may not be monotonous, such as by changing every two settings. The winning probability of a support hit may be different between even and odd settings to enhance the player's interest in estimating the probability setting value.

[0455] Furthermore, the probability of winning a support hit may be different during low probability periods (outside of the probability variable state) and high probability periods (during the probability variable state) of the jackpot probability to add contrast, or may be the same for simplicity. The probability of winning a support hit may be set so that it is easier to win during low probability periods (outside of the probability variable state) and harder to win during high probability periods (during the probability variable state), thereby mitigating the disadvantage during low probability periods, or conversely, it may be set to match the expectations of players who expect that it is easier to win a support hit during high probability periods. For example, the probability of winning a support hit may be set so that it is only during low probability periods (the probability of winning a support hit is zero during high probability periods), thereby mitigating the disadvantage during low probability periods.

[0456] Furthermore, the winning probability of a support hit may be different between the special chart 1 variable display game and the special chart 2 variable display game to add variety, or may be the same for simplicity. For example, to increase the number of support hits in the normal power support state (time-saving state or probability variable state), the winning probability of a support hit in the special chart 2 variable display game may be made higher than that in the special chart 1 variable display game. Conversely, to increase the interest in the game during normal play, the winning probability of a support hit in the special chart 1 variable display game may be made higher than that in the special chart 2 variable display game. In short, the winning probability of a support hit in one of the special chart 1 variable display games or the special chart 2 variable display game may be set to zero, so that a support hit occurs only in the other special chart variable display game.

[0457] If the result of the special chart variation display game is a support hit result (time-saving result), in the special chart 1 stop pattern setting process (step A323) or the special chart 2 stop pattern setting process (step A333), a time-saving pattern (time-saving pattern number, time-saving pattern) is set as the stop pattern (stop pattern number, stop pattern), and the next special chart variation display game will enter a time-saving state. In other words, in this case, the time-saving state will suddenly be entered without going through a jackpot (sudden time-saving). Also, in this case, a decorative special chart command corresponding to the time-saving pattern is sent to the performance control device 300, and the performance control device 300 will display the time-saving pattern (decorative time-saving pattern) as a decorative stop pattern on the display device 41.

[0458] An example of a time-saving symbol displayed on the display device 41 is "1,1,3," where only the left and center symbols are aligned. There are no restrictions on the time-saving symbols as long as they are determined in advance, but symbols with a pattern, such as "1,2,3," where numbers are arranged in order, or "1,3,1," where only the left and right symbols are aligned, are preferred as they are easier for players to remember. Multiple time-saving symbols may be prepared, and the number of special symbol variable display games (time-saving count) during which the time-saving state continues may be determined for each time-saving symbol.

[0459] The lamp display units 1 and 2 of the lamp display device 75, when a time-saving result (time-saving symbol) is reached, emit light in a specific manner as a fourth special symbol (fourth symbol), unlike when a jackpot result or a small jackpot result is reached. For example, the lamp display units 1 and 2 may emit light in a warm color such as red when a jackpot result or a small jackpot result is reached, and may emit light in a neutral or cool color such as green or blue (i.e., a color other than a warm color) when a time-saving result (time-saving symbol) is reached. Furthermore, the lamp display units 1 and 2 are turned off when a loss occurs. Therefore, when a time-saving symbol is displayed as a stop symbol, it is possible to prevent the player from mistakenly believing that a jackpot has occurred, and it is easy for the player to understand that they have won the time-saving function.

[0460] In addition, if the number of times the special symbol variation display game (excluding the number of times in the probability variation state) played after the end of the jackpot state reaches a predetermined number (the so-called ceiling number of times, time-saving ceiling), the game will enter a time-saving state (Yu-time) even if no support win is won. At this time, if the result of the special symbol variation display game is a miss, the lamp display units 1 and 2 will be turned off, and if it is a small win or a big win, they will emit warm colors. In addition, if there is no small win or a big win, the lamp display units 1 and 2 may emit cool colors as the fourth symbol to make it easier for the player to recognize that the time-saving state will be entered. The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, the special symbol display unit or display device 41 will display a miss symbol (which may be a time-saving symbol) or a small win symbol (if it is a small win without a V prize) as the stopping symbol, and the game will enter a time-saving state from the next special symbol variation display game. In this case, the time-saving pattern displayed on the display device 41 may be, for example, "3,3,5" where only the left and center patterns are aligned ("1,1,3" may also be used, as in the case of time-saving due to a support hit result).

[0461] [Special chart 1 stop pattern setting process] Next, the details of the special chart 1 stop symbol setting process (step A323) in the special chart 1 variation start process will be described. Figure 30 is a flowchart showing the procedure of the special chart 1 stop symbol setting process.

[0462] The game control device 100 first determines whether the jackpot flag 1 indicates a jackpot, that is, whether jackpot information is saved in the jackpot flag 1 area (step A401). If the jackpot flag 1 indicates a jackpot (step A401; Y), a jackpot random number is loaded from the special jackpot random number storage area (for reserved number 1) (step A402). Next, a special jackpot pattern table is set (step A403), and the stop pattern number corresponding to the loaded jackpot random number is obtained and saved in the special jackpot pattern number area of ​​the RWM (step A404). This process selects the type of special result.

[0463] Then, the game control device 100 sets the special symbol 1 jackpot stop symbol information table (step A405), acquires the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (step A406). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, the special symbol 1 display 51) and the stop symbol on the display device 41. Then, it acquires round number upper limit value information corresponding to the stop symbol number and saves it in the special symbol 1 round number upper limit value information area of ​​the RWM (step A407), and acquires fanfare information corresponding to the stop symbol number and saves it in the fanfare information area (step A408). This information is used to set the execution mode of the special game state.

[0464] Next, the game control device 100 acquires time reduction determination data corresponding to the stopped symbol number and saves it in the time reduction determination data area (step A409). The time reduction determination data includes information on whether or not the time reduction state is in effect after the jackpot ends (time reduction or no time reduction), and is used in the special symbol 1 jackpot end processing and special symbol 2 jackpot end processing described below. Next, the game control device 100 saves the presentation mode transition information corresponding to the stopped symbol pattern (or stopped symbol number, symbol A described below) (step A410). Then, the process proceeds to step A420.

[0465] On the other hand, if the jackpot flag 1 is not a jackpot (step A401; N), the game control device 100 optionally determines whether the support hit flag 1 is a support hit (step A411). If the support hit flag 1 is a support hit (step A411; Y), a random number is loaded from the special chart 1 support hit pattern random number storage area (for reserved number 1) (step A412) and the special chart 1 support hit pattern table is set (step A413). Then, the special chart 1 support hit pattern table is referenced to obtain the stop pattern number corresponding to the loaded random number and saved in the special chart 1 stop pattern number area (step A414). Next, the stop pattern corresponding to the stop pattern number is obtained and saved in the stop pattern pattern area (step A415). Then, the time reduction determination data corresponding to the stopped symbol number is acquired and saved in the time reduction determination data area (step A416), and the performance mode transition information corresponding to the stopped symbol pattern is saved (step A417). Then, the process proceeds to step A420.

[0466] On the other hand, if the jackpot flag 1 is not a jackpot (step A401; N), and the support hit flag 1 is not a support hit (step A411; N), the game control device 100 saves the stop symbol number at the time of loss in the special symbol 1 stop symbol number area (step A418), and saves the loss stop symbol pattern in the stop symbol pattern area (step A419). Then, proceed to the processing of step A420. In addition, if the processing related to the support hit (steps A347 to A349) is not executed in the jackpot flag 1 setting processing, if the jackpot flag 1 is not a jackpot (step A401; N), proceed to step A418 without executing steps A411 to A417.

[0467] After steps A410, A417, and A419, the game control device 100 prepares a decorative special symbol 1 command corresponding to the stop symbol pattern and saves the decorative special symbol 1 command as a performance command in the decorative special symbol 1 command area (step A420). By the above processing, the stop symbol corresponding to the result of the special symbol 1 variable display game is set.

[0468] After that, the game control device 100 executes the effect command setting process (step A421). As a result, the decorative special figure 1 command is transmitted to the effect control device 300.

[0469] Next, the game control device 100 saves the pattern data corresponding to the stop pattern number in the test signal output data area (step A422), and clears the special pattern 1 jackpot pattern random number storage area (for reserved number 1) to 0 (step A423). After that, the special pattern 1 stop pattern setting process is terminated. In addition, by the above-mentioned pattern variation control process, the stop display of the stop pattern (jackpot pattern, time-saving pattern, losing pattern, etc.) corresponding to the stop pattern pattern or stop pattern number is executed on the special pattern 1 display 51.

[0470] [Special chart 2 stop pattern setting process] Next, the details of the special chart 2 stop symbol setting process (step A333) in the special chart 2 variation start process will be described. Fig. 31 is a flowchart showing the procedure of the special chart 2 stop symbol setting process.

[0471] The game control device 100 first determines whether the small hit flag 2 indicates a small hit, that is, whether small hit information is saved in the small hit flag 2 area (step A431). If the small hit flag 2 indicates a small hit (step A431; Y), a jackpot pattern random number is loaded from the special chart 2 jackpot pattern random number storage area (for reserved number 1) (step A432). Next, a special chart 2 jackpot pattern table is set (step A433), and the stop pattern number corresponding to the loaded jackpot pattern random number is obtained and saved in the special chart 2 stop pattern number area of ​​the RWM (step A434). This process selects the type of special result.

[0472] In this embodiment, when a small win occurs, the second special variable winning device 39 is opened, causing the game ball to enter the V, and a big win occurs immediately after the small win. Therefore, even if the special chart 2 variable display game is a small win (small win flag 2 is small win), the big win symbol random number is loaded. However, it is also possible to load the small win symbol random number (step A141) and obtain the stop symbol number corresponding to the small win symbol random number. In this configuration, when a V win occurs (step A203 in FIG. 21; when Y occurs), the big win symbol random number may be loaded, the stop symbol number may be obtained, and the processing from steps A437 to A440 may be executed.

[0473] The game control device 100 then sets the special symbol 2 jackpot stop symbol information table (step A435), acquires the stop symbol pattern corresponding to the stop symbol number, and saves it in the stop symbol pattern area (step A436). The stop symbol pattern is used to set the stop symbol on the special symbol display (here, the special symbol 2 display 52) and the stop symbol on the display device 41. In the case of a small win, the special symbol 2 small win stop symbol information table may be used instead of the special symbol 2 jackpot stop symbol information table. Then, the round number upper limit value information corresponding to the stop symbol number is acquired and saved in the special symbol 2 round number upper limit value information area of ​​the RWM (step A437), and fanfare information corresponding to the stop symbol number is acquired and saved in the fanfare information area (step A438). This information is used to set the execution mode of the special game state.

[0474] Next, the game control device 100 acquires time reduction determination data corresponding to the stopped symbol number and saves it in the time reduction determination data area (step A439). The time reduction determination data includes information on whether or not the time reduction state is in effect after the jackpot ends (time reduction or no time reduction), and is used in the special symbol 1 jackpot end processing and special symbol 2 jackpot end processing described below. Next, the game control device 100 saves the presentation mode transition information corresponding to the stopped symbol pattern (or stopped symbol number, symbols B to G described...

Claims

[Claim 1] In a gaming machine capable of executing a game, a counting means for counting a count value based on the difference between the number of game media that have been given to the player or the number of game media that have been decided to be given to the player and the number of game media that have been used; a game stopping means for causing a game disable state in which the game cannot be played when a predetermined condition based on the count value is satisfied; an external information output means capable of outputting a predetermined signal to the outside; A movable member that can be operated as a performance; A performance control means capable of controlling the operation of the movable member; Equipped with The game stop means is capable of generating a suppression state in which the occurrence of the game-disabled state is suppressed, the external information output means is capable of outputting a signal corresponding to the non-playable state based on the occurrence of the non-playable state; When the movable member is located at an operating position other than the initial position after the occurrence of the unplayable state, the performance control means returns the movable member from the operating position to the initial position. Gaming machine.