Game machine

JP2024106901A5Pending Publication Date: 2026-05-01SOPHIA CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SOPHIA CO LTD
Filing Date
2023-01-27
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest and engagement through dynamic game states and performance-related interactions.

Method used

A gaming machine equipped with a performance control system that generates special game states based on game outcomes, allowing for notifications and interactive performance elements, such as light and sound effects, to enhance player engagement.

Benefits of technology

The implementation of performance control means improves player interest and engagement by introducing dynamic game states and interactive elements, thereby enhancing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve amusement of a game.SOLUTION: A game machine includes performance control means which can execute a performance related to a game on display means, and can generate a special game state advantageous for a player in accordance with a result of the game. A specific game state different from the special game state can be generated. In a performance which can suggest end of the special game state, the performance control means can execute a notification whether the specific game state is generated after the end of the special game state.SELECTED DRAWING: Figure 81D
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there exist gaming machines that can generate predetermined gaming states (such as a time-saving state or a jackpot state) (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-221239 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, there is room for improving the entertainment value of the game.

[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] In a representative form of the present invention, a gaming machine is provided with a presentation control means capable of executing presentations related to a game in a display means, and capable of generating a special gaming state advantageous to a player depending on the outcome of the game, and is capable of generating a specific gaming state different from the special gaming state, and the presentation control means is capable of executing a notification regarding whether or not the specific gaming state will occur after the end of the special gaming state in a presentation that can suggest the end of the special gaming state. [Effects of the Invention]

[0007] According to one aspect of the present invention, the enjoyment of the game can be increased. [Brief explanation of the drawings]

[0008] [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 5A] 1 is a flowchart (part 1) showing the procedure of the main process. [Figure 5B] 10 is a second flowchart showing the procedure of the main process. [Figure 5C] 10 is a third flowchart showing the procedure of the main process. [Figure 6] A diagram showing the RAM configuration of a gaming microcomputer. [Figure 7] 10 is a flowchart showing a procedure for a safety device information initialization process. [Figure 8] 10 is a flowchart showing the procedure for a performance display editing process. [Figure 9] 10 is a flowchart showing a procedure for a timer interrupt process. [Figure 10] 10 is a flowchart showing the procedure of an output process. [Figure 11] A flowchart showing the steps of the prize slot switch / status monitoring process. [Figure 12] 10 is a flowchart showing the procedure for the fraud and winning monitoring process. [Figure 13] 10 is a flowchart showing the procedure for updating the number of winnings counter. [Figure 14] A flowchart showing the steps of the probability setting change / confirmation process. [Figure 15] 10 is a flowchart showing the procedure for special game processing. [Figure 16] 10 is a flowchart showing the procedure for the start port switch monitoring process. [Figure 17] 10 is a flowchart showing the procedure of a hard random number acquisition process. [Figure 18]This is a flowchart showing the procedure for common processing of the special chart start port switch. [Figure 19] 10 is a flowchart showing the steps of the special chart reservation information determination process. [Figure 20] A flowchart showing the steps of the large prize entrance switch monitoring process. [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] This is a flowchart showing the steps of the special chart 1 stop pattern setting process. [Figure 28] This is a flowchart showing the steps of the special chart 2 stop pattern setting process. [Figure 29] 10 is a flowchart showing the steps of the fluctuation start information setting process. [Figure 30] This is a flowchart showing the procedure for processing during special chart change. [Figure 31] 10 is a flowchart showing the procedure for a time-saving end determination process. [Figure 32] 10 is a flowchart showing the procedure for a time-saving end setting process. [Figure 33] A flowchart showing the steps of the presentation mode information check process. [Figure 34A] This is a flowchart showing the steps of the first half of the processing during special chart display. [Figure 34B] This is a flowchart showing the steps of the latter half of the processing during special chart display. [Figure 35] 10 is a flowchart showing the procedure of fanfare / interval processing transition setting process 1. [Figure 36] This is a flowchart showing the steps for setting the transition to processing during small win fanfare. [Figure 37] 10 is a flowchart showing the procedure for a support operation setting process. [Figure 38] 10 is a flowchart showing the steps of the special chart normal processing transition setting process. [Figure 39] This is a flowchart showing the procedure for processing during a small win fanfare. [Figure 40] This is a flowchart showing the steps for processing during small win release. [Figure 41] This is a flowchart showing the steps for the small hit operation transition setting process. [Figure 42] This is a flowchart showing the procedure for processing remaining balls in a small win. [Figure 43] This is a flowchart showing the steps for small win end processing. [Figure 44] 10 is a flowchart showing the procedure of fanfare / interval processing. [Figure 45] This is a flowchart showing the steps of processing while the large prize opening is open. [Figure 46] A flowchart showing the procedure for processing remaining balls in the large prize slot. [Figure 47] This is a flowchart showing the steps for processing the end of a jackpot. [Figure 48] A flowchart showing the steps of the jackpot end setting process. [Figure 49A] This is a time chart showing how the presence or absence of time reduction (i.e., the presence or absence of normal power support) changes in the case of a small hit (+V winning jackpot). [Figure 49B] This is a time chart showing how the presence or absence of time reduction (i.e., the presence or absence of normal power support) changes in the case of a direct hit jackpot (a jackpot that does not go through a small hit). [Figure 50] 10 is a flowchart showing the procedure for general game processing. [Figure 51A] 10 is a flowchart showing the procedure of the first half of an external information editing process. [Figure 51B]10 is a flowchart showing the procedure of the second half of the external information editing process. [Figure 52] 10 is a flowchart showing a procedure for a safety device-related process. [Figure 53] 10 is a flowchart showing the procedure of an outside-area integration process. [Figure 54] 10 is a flowchart showing a procedure for a test signal output process. [Figure 55] 10 is a flowchart showing a procedure for a performance display device control process. [Figure 56] A flowchart showing the steps of the difference ball confirmation process. [Figure 57] 10 is a flowchart showing a procedure for a safety device operation monitoring process. [Figure 58] 10 is a flowchart showing the main processing of the performance control device. [Figure 59] 10 is a flowchart showing a received command check process. [Figure 60] 10 is a flowchart showing a received command analysis process. [Figure 61] 10 is a flowchart showing a single command process. [Figure 62] 10 is a flowchart showing a pre-reading symbol command process. [Figure 63] 10 is a flowchart showing a look-ahead variation command process. [Figure 64] 10 is a flowchart showing a pattern command process. [Figure 65] 10 is a flowchart showing a variable command process. [Figure 66] 10 is a flowchart showing a variable performance setting process. [Figure 67] 10 is a flowchart showing a procedure for processing a hit-related command. [Figure 68] 10 is a table showing the state of a performance-related device according to the state of a safety device. [Figure 69] 1A and 1B are diagrams showing specification examples 1 and 2 of the gaming machine 10. [Figure 70]This is a diagram showing the distribution of big win patterns and small win patterns as stopping patterns (stopping results) in the special chart variable display game. [Figure 71] This is a diagram showing various bonus effects that are executed for each pattern in accordance with the number of time-saving times after the jackpot ends, the total number of time-saving times, and the hit, for each game state when the special chart 1 variable display game or the special chart 2 variable display game is won. [Figure 72] 10 is an example of a game state transition diagram (game flow) showing transitions of game states. [Figure 73] This is a diagram that shows a typical flow of the game, and shows the transition of the number of time-saving times (support modes A and B). [Figure 74A] 1 is an example of screen transitions showing the display screen of a display device in chronological order (part 1). [Figure 74B] 10 is an example of screen transitions showing the display screen of the display device in chronological order (part 2). [Figure 74C] 10 is an example of screen transitions showing the display screen of the display device in chronological order (part 3). [Figure 75] 10A and 10B are diagrams showing specification examples 1 and 2 of the gaming machine according to the second embodiment. [Figure 76] This is a diagram showing the distribution (breakdown and ratio of small wins) of small win patterns as stopping patterns in the special chart variable display game in the second embodiment. [Figure 77] For the second embodiment, this is a table showing the number of time reductions (support numbers) after the end of a big win for each small win pattern, for each game state when the special chart 1 variable display game or the special chart 2 variable display game is won. [Figure 78] 10 is a game state transition diagram (game flow) illustrating the transition of game states in the second embodiment. [Figure 79] A flowchart showing the steps of the jackpot end setting process in the second embodiment. [Figure 80] 10 is a time chart showing how the presence or absence of time reduction (that is, the presence or absence of normal power support) changes in the second embodiment. [Figure 81A] 11 is an example (part 1) of screen transitions showing display screens of a display device in chronological order in the third embodiment. [Figure 81B] 13 is an example (part 2) of screen transitions showing display screens of the display device in chronological order in the third embodiment. [Figure 81C] 13 is an example (part 3) of a screen transition showing a display screen of a display device in chronological order in the third embodiment. [Figure 81D] 13 is an example (part 4) of a screen transition showing a display screen of the display device in chronological order in the third embodiment. [Figure 82] A figure showing an example of a fake screen displayed at the initial stage of the revival performance in the third embodiment. [Figure 83] FIG. 11 is a screen transition diagram showing a modified example of the third embodiment. [Figure 84] FIG. 10 is a front view of a gaming machine according to a fourth embodiment. [Figure 85] FIG. 10 is a side view of a gaming machine according to a fourth embodiment. [Figure 86] FIG. 10 is a side view of the gaming machine of the fourth embodiment when the camera shaft member is unfolded. [Figure 87] FIG. 10 is a diagram illustrating the gaming machine when online gaming is being performed. [Figure 88] FIG. 10 is an enlarged view of a remote control screen for transmitting information necessary for playing to the gaming machine. [Figure 89] 10 is a sequence diagram illustrating the flow of data processing when a gaming machine transitions to an online gaming state. DETAILED DESCRIPTION OF THE INVENTION

[0009] [First embodiment] 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.

[0010] [Overall view of the gaming machine] FIG. 1 is a diagram illustrating a gaming machine.

[0011] 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.

[0012] 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.

[0013] 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 disposed on the back side of the game board 30.

[0014] Various frame components are arranged around the edge of the glass frame 15 around the cover glass 14.

[0015] 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).

[0016] The decorative device 18a is a top unit that extends from the left to the right of the gaming machine 10 above the glass frame 15 (or the opening / closing frame) and protrudes diagonally upward toward the front. The decorative device 18a has a generally flat front surface 456 that bears various markings, such as the model name. In this embodiment, the decorative device 18a is fixed and does not move, but to reduce the sense of oppression felt by the player, it may protrude from its retracted initial position (normal position) to a forward, upward, or diagonal operating position only when necessary, or may move in the front-to-back or up-to-down directions. When the decorative device 18a (here, the top unit) operates (moves), it becomes a frame effect device (movable gadget) that can move from its initial position to an operating position.

[0017] 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.

[0018] 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 right and left speaker decoration members 470, respectively.

[0019] 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.

[0020] 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.

[0021] The effect operation device is an operation device including the effect button 25, a cross key switch 450, and volume adjustment button switches 451a and 451b, and is provided at the center of the top of the upper tray unit 20 and on its left side for easy operation by the player. The effect button 25 is arranged in the opening of the operation panel 490 so as to be surrounded by the operation panel 490. The operation panel 490 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 490, making the light-emitting effect of the effect button 25 more effective.

[0022] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.

[0023] The volume adjustment button switches 451a and 451b are located on the upper left side of the operation panel 490 of the upper tray unit 20, and adjust the volume of the speakers 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-). The cross key switch 450 (cross key SW) is located on the upper left side of the operation panel 490 of the upper tray unit 20, adjacent to the volume adjustment button switches 451a and 451b, and adjusts, for example, the brightness of the LEDs for effects. The cross key switch 450 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 of the speaker 19 may be adjusted by pressing the volume adjustment button switches 451a and 451b, and the light intensity (brightness, luminance) of the LEDs for effects may be adjusted by pressing the switches in front of or behind the cross key switch 450. It should be noted that the volume of the speaker 19 may be adjusted by pressing the left or right switch of the cross key switch 450 without providing the volume adjustment button switches 451a and 451b.

[0024] 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.

[0025] 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.

[0026] 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.

[0027] 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).

[0028] 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.

[0029] 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 490 of the upper tray unit 20. The ball lending operation device is equipped with a balance display unit 490a, a ball lending button 27, and a return button 28. The balance display unit 490a is a display area that displays the balance of a prepaid card, etc. The ball lending button 27 is a button that a player operates when borrowing gaming balls, and the return button 28 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.

[0030] 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).

[0031] 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 shaped to be compatible and are arranged side by side, stacked vertically. By operating the upper tray operating part 435 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.

[0032] The operating handle 24 is located at the lower right of the front frame 12, below the lower speaker 19b on the right side. 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.

[0033] The lower tray 23 of the lower tray unit 29 is disposed below the upper tray unit 20 at a predetermined distance. The lower tray 23 has a ball ejection hole 23a 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 23a. By operating the opening / closing operation part 23b and opening the ball ejection hole 23a, the player can eject the game balls stored in the lower tray 23 to the outside through the ball ejection hole 23a.

[0034] 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.

[0035] [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.

[0036] 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.

[0037] 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.

[0038] 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.).

[0039] 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.

[0040] 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).

[0041] 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.

[0042] A general winning opening 35 (general winning area) 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 winning of a game ball 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.

[0043] 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.

[0044] 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.

[0045] 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).

[0046] The game area 32 to the right of the starting prize opening 36 is equipped with a first special variable prize opening device 38 (special electric device) with an opening / closing door 38c that opens the lower large prize opening (lower large prize opening area) by retracting from the front to the back using a lower large prize opening solenoid 38b (see Figure 3). The first special variable prize opening device 38 converts the large prize opening from a closed state (a closed state disadvantageous to the player) to an open state (a game state advantageous to the player) based on the results of the special game display game, facilitating the flow of game balls into the lower large prize opening, thereby awarding the player a predetermined game value (e.g., prize balls or the number of time-saving / probability-changing events after a jackpot). A lower large prize opening switch 38a (count switch) is provided within the lower large prize opening as a detection means for detecting game balls that enter the large prize opening. In addition, the first special variable winning device 38 is more likely to have a winning ball when hit from the right.

[0047] Located in the game area 32 below the normal variable prize winning device 37 is a second special variable prize winning device 39. The second special variable prize winning device 39 has a door 39c that opens the upper large prize winning port (upper large prize winning area) by pivoting its upper end to the right using an upper large prize winning port solenoid 39b (see Figure 3). Based on the results of the special game display, 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). 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-changing 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 means for detecting game balls entering the large prize winning port. In addition, the game ball is more likely to enter the second special variable winning device 39 when hit from the right. In addition, the lower large winning hole switch 38a and the upper large winning hole switch 39a are collectively called the large winning hole switch 43.

[0048] A specific area 86 (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 86 (V entry port, V entry area) after the opening / closing door 39c is opened by a small win. The specific area 86 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 86 (V entry) via a sensor (specific area switch 72 described below), etc., and upon detecting V entry, it determines that a transition to a big win state (V entry big win state) will occur after the small win ends, and transmits information indicating a V entry (specific area passage command, etc.) to the performance control device 300 described below. The performance control device 300 can then notify the V entry on the display device 41, etc.

[0049] 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 is won, the second special variable winning device 39 is opened, and the gaming ball enters a specific area 86 (V winning hole) in the second special variable winning device 39, resulting in a big win.

[0050] 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.

[0051] 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.

[0052] 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.

[0053] 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 status 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-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, and the upper limit of the number of rounds).

[0054] 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 appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52.

[0055] The lamp display device 80 has lamp display units 1 and 2 (LEDs) that perform a variable display (flashing) that alternately turns on and off the symbols (the fourth special symbol and the fourth symbol described below), and lamp display units 3-6 (LEDs) for announcing the start (hold) memory number of each special symbol variable display game. The lamp display device 80 is controlled by the performance control device 300 (described below).

[0056] 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 80 is measured by the performance control device 300 (described later).

[0057] 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 3-6 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).

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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).

[0062] 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.

[0063] 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.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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).

[0068] 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.

[0069] 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.

[0070] The decorative special symbol variation display game on the display device 41 begins by displaying (scrolling) the decorative special symbols (identification information, decorative special symbols) 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 in the lamp display units 1 and 2 of the lamp display device 80, where the fourth special symbol (fourth symbol) varies by repeatedly turning on and off (flashing). 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.

[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 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).

[0072] At this time, the special variable prize winning devices 38, 39 change the large prize opening from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large prize opening solenoids (38b, 39b) (see FIG. 3). In other words, the large prize opening provided in the special variable prize winning devices 38, 39 opens wide for a predetermined time or until a predetermined number of game balls have entered, and during this time the player is granted the privilege of winning many game balls.

[0073] When a game ball enters the first 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).

[0074] 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 fewer game points (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).

[0075] Here, we will explain the difference between a big win and a small win.

[0076] 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 86 (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.

[0077] 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.

[0078] 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 variation display games are not executed simultaneously. The special chart 2 variation display game is executed with priority over the special chart 1 variation display game, and when there is a start memory for the special chart 1 variation display game and the special chart 2 variation display game and it becomes possible to execute the special chart variation display game, the special chart 2 variation display game is executed (special chart 2 reserve priority consumption, special chart 2 priority variation). The special chart 1 variation display game and the special chart 2 variation display game may be executed in the order in which the winning (i.e., start memory) occurred (winning order consumption), and when a start memory for the special chart 1 variation display game and / or the special chart 2 variation display game occurs and it becomes possible to execute the special chart variation display game, the variation display game based on the oldest started memory may be executed.

[0079] 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.

[0080] 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.

[0081] Furthermore, although not limited to these, the start port 1 switch 36a in the start port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 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 front frame open detection switch 64 (main frame open detection switch) provided on the front frame (game frame) 12 or the like.

[0082] [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.

[0083] 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.

[0084] 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.

[0085] 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.

[0086] 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.

[0087] 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.

[0088] The game control device 100 (main board) also includes a setting key switch 93. The setting key switch 93, 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 setting of the game conditions (game). 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 probability of winning, 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 larger the probability setting value, the higher the winning probability. The setting key switch 93 and the RAM initialization switch 112 constitute a setting change means (setting change device 42, setting means) that can change the setting of 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.

[0089] The setting key switch 93 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 93 and the RAM initialization switch 112.

[0090] 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 93 and the RAM initialization switch 112.

[0091] 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.

[0092] 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).

[0093] Note that the probability setting value may be changed by rotating the setting key switch 93 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).

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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 probability (expected value) of a jackpot increases in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. The reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher probability of a jackpot compared to when a reach state does not occur.

[0100] 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).

[0101] 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 special chart pattern random number for determining a jackpot pattern (a stopping pattern for a jackpot), a small win pattern (a stopping pattern for a small win), a time-saving pattern (a stopping pattern for a support win, a stopping pattern for a support win), a fluctuation pattern random number for determining a 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), etc., and a clock generator for generating 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.

[0102] 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.

[0103] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and performs control to drive the payout motor 91 of the payout unit and pay out prize balls in accordance with a prize ball payout command (command or data) from the game control device 100. The payout control device 200 also performs control to drive the payout motor 91 of the payout unit and pay out loan balls based on a loan ball request signal from the card unit 600.

[0104] The input section 120 of the gaming microcomputer 111 is connected to a radio wave sensor 62 (board radio wave sensor) that detects the emission of radio waves to the gaming machine, the gate switch 34a of the normal start gate 34, the start port 1 switch 36a in the first start entry port 36, the start port 2 switch 37a in the second start entry port 37 (normal variable entry device), the entry port switch 35a of the normal entry port 35, and the large entry port switches 43 (lower large entry port switch 38a, upper large entry port switch 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.

[0105] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74. The specific area switch 72 detects the passage (V entry) of a game ball into the specific area 86 (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).

[0106] 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 winning port switch 35a, and the large winning port switch 43 are input to the third input port 124.

[0107] Among the outputs of the proximity I / F 121, the detection signal of the 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.

[0108] In addition, among the outputs of the proximity I / F 121, the detection signal of the specific area switch 72, the remaining ball discharge port switch 73, or the out ball detection switch 74 is input to the fourth input port 126.

[0109] 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 front frame open detection switch 64 (main 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.

[0110] In addition, the second input port 123 receives a setting key switch signal from the setting key switch 93 and supplies it to the gaming microcomputer 111 via the data bus 140 .

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] 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.

[0117] 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, and 124 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.

[0118] 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.

[0119] 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 the actual pachinko gaming machine (mass-produced product) installed in an amusement parlor. Note that the detection signal of a switch that does not require processing, such as the start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0120] 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 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.

[0121] 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.

[0122] 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 86b operating the lever to open the specific area 86.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] 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 and 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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, and 124 are provided.

[0131] 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.

[0132] 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.

[0133] 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 and 39 (large winning openings).

[0134] 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 play 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.

[0135] 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)

[0136] 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, the normal game, and round games (games played during big wins or small wins) cannot be played when an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls is met. In the game stop state, new games with special game and new normal game 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. Reducing addiction allows players to play with peace of mind.

[0137] 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.

[0138] In this embodiment, the activation conditions for the safety device are (1) the difference between the number of safe balls and the number of discharged balls reaches a ball difference reference value (predetermined value), and (2) neither a jackpot nor a small jackpot is occurring. The difference is calculated by subtracting the number of discharged balls from the number of safe balls (difference = number of safe balls - number of discharged balls). Thus, the activation conditions for the safety device consist of two conditions (1) and (2). As primarily described in this embodiment, the difference in the number of safe balls for condition (1) can be simply the difference between the number of safe balls and the number of discharged balls from the time of power-on to the present, with the value set to zero at the time of power-on. However, the difference in the number of balls for condition (1) can also be the difference in the number of balls over a predetermined period from the time of the lowest difference in the number of balls to the present, i.e., the difference in the number of balls based on the minimum value (the increase in the number of balls from the minimum value), or it can correspond to the maximum increase in the number of balls during a single day of operation (so-called MY). Other activation conditions are also possible. For example, condition (1) can be configured such that the number of safe balls reaches a predetermined value. In addition, condition (2) can be configured to be that the special variable prize device is not in operation or that the large prize opening is not in an open state.

[0139] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of paid balls) that have been determined to be paid out during a predetermined period (for example, the period from when the power was turned on to the present). If there is an error in the payment of prize balls (game balls), the total number of prize balls that have been determined to be paid out will not be equal to the total number of prize balls that have actually been paid out to the upper tray 21 via the payout device, but the total number of prize balls that have actually been 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 that have been discharged from the game area 32 during a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0140] 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.

[0141] [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.

[0142] The performance control device 300 is equipped with a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor 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 the speaker 19.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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.

[0147] 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.

[0148] 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.

[0149] 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.

[0150] 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.

[0151] The presentation control device 300 is also provided with a board decoration LED control circuit 332 that drives and controls a board decoration device 46 having LEDs (light emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (such as frame decoration device 18) having LEDs (light emitting diodes) provided on the glass frame 15, and a board presentation movable body control circuit 334 that drives and controls a board presentation device 44 (such as a movable role object that enhances the presentation effect in cooperation with the presentation display on the display device 41) provided on the game board 30 (including the center case 40). The board decoration device 46 may include the lamp display device 80 described above.

[0152] 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 a frame effect device (for example, a top unit) such as a motor (such as a motor that moves a top unit) provided in the glass frame 15 may also be provided.

[0153] 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 450, the volume adjustment button switches 451a, 451b, and the performance element 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.

[0154] 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.

[0155] 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.

[0156] 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.

[0157] 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.

[0158] 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.

[0159] 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 win or a miss.

[0160] 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.

[0161] 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 for controlling the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (first start winning port 36, normal variable winning device 37).

[0162] 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.).

[0163] 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 or 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 door 39c of the special variable winning device 39 using the big winning port solenoid 39b, thereby allowing game balls to flow into the big winning port.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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.

[0169] 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. This increases the number of times the special game display game is played per unit time compared to the normal game state, and also shortens the interval between special game display games. Multiple time-saving states with different variables can also be set. The movable member 37b may be set 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 may occur simultaneously, or only one may occur.

[0170] [Transition state when power is turned on] As described above, the state transitions to one of four states (modes) depending on the on / off state of the RAM initialization switch 112 and the setting key switch 93 when the power is turned on.

[0171] When the power is turned on, if the RAM initialization switch 112 and the setting key switch 93 are turned on, the probability setting value (setting value) transitions to a variable setting state (setting change state, configurable state, setting change mode) in which it is possible to change (set) the probability setting value (see A1030-A1039 in Figure 5B and Figure 14).

[0172] Next, when the power is turned on, if the setting key switch 93 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 A1034-A1039 in Figure 5B and Figure 14).

[0173] Also, when the power is turned on, if the setting key switch 93 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 A1045-A1047 in Figure 5B).

[0174] If the setting key switch 93 and RAM initialization switch 112 are off when the power is turned on, the state shifts to the normal power recovery state (normal power recovery mode), and the state is one in which power is simply restored.

[0175] [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 a main process shown in Figures 5A, 5B, and 5C, and a timer interrupt process shown in Figure 9 that is performed at a predetermined time interval (for example, 4 msec).

[0176] [Main processing (game control device)] First, the main processing will be explained. Figures 5A, 5B, and 5C 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. In the flowcharts of the processing executed by the game control device 100, the step symbols (numbers) are represented as "A****".

[0177] 5A, when the game control device 100 starts the main processing, it first executes a process to prohibit interrupts (A1001). 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 (A1002).

[0178] Next, register bank 0 is specified as the register bank to be used (A1003), and the upper address of the RAM start address is set in a specified register (A1004). For example, if the RAM address is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0179] Next, the game control device 100 outputs a launch prohibition signal and sets the launch permission signal to a prohibited state (A1005). 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 prohibition 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 93 and the RAM initialization switch 112 (A1006). That is, it reads the signals from the setting key switch 93 and the RAM initialization switch 112.

[0180] Furthermore, the gaming control device 100 sets a power delay timer (A1007). By setting a predetermined initial value in the power 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 gaming 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 gaming 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 gaming control device 100 serves as standby means that delays the start of the master control means (the gaming 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.

[0181] Furthermore, the power 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.

[0182] Incidentally, by reading the states of the setting key switch 93 and the RAM initialization switch 112 before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 93 and the RAM initialization switch 112. In other words, if the states of the setting key switch 93 and the RAM initialization switch 112 were read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 93 and the RAM initialization switch 112, or to continue operating the setting key switch 93 and the RAM initialization switch 112 from power-on until the standby time has elapsed. However, by reading the states before the start of the standby time, it is possible to avoid such troublesome operations and to prevent a situation in which the operation of the setting key switch 93 and the RAM initialization switch 112 performed when the power was turned on is not accepted.

[0183] When the power delay timer is set (A1007), 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 (A1008 to A1010).

[0184] 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 (A1008). If a power outage has occurred (the result of A1008 is "Y"), the game control device 100 waits until the power to the gaming machine is cut off.

[0185] If a power outage has not occurred (the result of A1008 is "N"), the game control device 100 updates the power-on delay timer by -1 (A1009) and determines whether the timer value is 0 (A1010). If the timer value is not 0 (the result of A1010 is "N"), that is, if the waiting time has not ended, the process returns to step A1008.

[0186] 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.

[0187] On the other hand, if the timer value is 0 (the result of A1010 is "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 (A1011) and outputs off data to all output ports (setting them to a state where there is no output) (A1012).

[0188] 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) (A1013).

[0189] 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) (A1014). 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.

[0190] Next, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, the RAM 111c) (A1015). Here, a flag indicating an abnormality is temporarily set in a predetermined register.

[0191] Next, the game control device 100 determines whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data (A1016). If it is normal (the result of A1016 is "Y"), it determines whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data (A1017).

[0192] Furthermore, if the value of the power outage inspection area 2 is normal (the result of A1017 is "Y"), the game control device 100 executes a checksum calculation process (A1018) to calculate the checksum of a predetermined area in the RWM (for example, the work area within the area), and determines whether the calculated checksum matches the checksum at the time of power outage (A1019). If the checksums match (the result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating a RAM abnormality is cleared (A1020). Then, the process proceeds to step A1021.

[0193] In addition, if the game control device 100 determines that the check data in the power outage inspection area is not normal data (the result of A1016 is "N" or the result of A1017 is "N"), or if the checksums do not match (the result of A1019 is "N"), it proceeds to processing of step A1021 without clearing the RAM abnormality flag.

[0194] Next, the game control device 100 determines whether or not both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). If both switches are on (the result of A1021 is "Y"), the game control device 100 transitions to a setting variable state (setting change mode) and executes the processing during the probability setting change in steps A1030-A1040.

[0195] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the game control device 100 determines whether a RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) is set (A1022). When the RAM abnormality flag is not set (the result of A1022 is "N"), it determines whether a probability setting change flag is set (A1023). When the probability setting change flag is not set (the result of A1023 is "N"), it executes the processing during probability setting confirmation (in setting confirmation state, in setting confirmation mode) of steps A1034-A1040, the RAM initialization processing (RAM clear processing) of steps A1044-A1047, or the processing during normal power-on (power recovery) of steps A1044, A1048-A1051.

[0196] When the probability setting change in progress flag is set (result of A1023 is "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) (A1024). 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.

[0197] Next, the game control device 100 outputs the 7-segment display data (data for the "E1" error display) 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 (A1025). Then, it outputs security signal ON data to the external information terminal 71 to notify an external device (such as an amusement facility internal management device (hall computer) or information collection terminal) of the abnormality (A1026). 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, the process of steps A1025 and A1026 is repeated and the device waits, and once again performs the setting change operation (turns on both the setting key switch 93 and the RAM initialization switch 112) and waits for the power to be turned on. It should be noted that while the processing of steps A1025 and A1026 is repeated and waiting is in progress, interrupts remain prohibited (A1001), and the timer interrupt processing (Figure 9) that can execute special chart game processing and regular chart game processing cannot be executed, so games (special chart change display game, regular chart change display game, round game, etc.) cannot be executed.

[0198] In this way, if the probability setting change flag is set even though the setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) has not been performed, it is determined that there is an abnormality, and the processing of A1024-A1026 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.

[0199] On the other hand, even if the RAM abnormality flag is set (result of A1022 is "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) (A1024), outputs the 7-segment display data at the time of game stop (data displaying the "E1" error) to the drivers 150a, 150b of the performance display device 152 (A1025), and outputs on data of the security signal to the external information terminal 71 to notify an external device of the RAM abnormality (A1026). 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.

[0200] Then, it is determined whether a power outage has occurred (A1027), and if a power outage has not occurred (the result of A1027 is "N"), the processing of steps A1025 and A1026 is repeated and the process waits. On the other hand, if it is determined that a power outage has occurred (the result of A1027 is "Y"), off data is output to all output ports (A1028), and access to readable and writable RWM (read / write memory) such as RAM and EEPROM is prohibited (A1029). Then, the process waits until the power to the gaming machine is cut off.

[0201] When both the setting key switch 93 and the RAM initialization switch 112 are on (the result of A1021 is "Y"), the game control device 100 starts the process of changing the probability setting (in the setting variable state) and first determines whether the RAM abnormality flag is set (A1030). If the RAM abnormality flag is set (the result of A1030 is "Y"), it is unclear whether the probability setting value is correct, so the game control device 100 clears the probability setting value stored in the probability setting value area of ​​the RAM 111c to its initial value (e.g., the minimum setting value "1") (A1031) and sets the probability setting change flag indicating that the probability setting is being changed (A1032). If the RAM abnormality flag is not set (the result of A1030 is "N"), the game control device 100 sets the probability setting change flag without clearing the probability setting value (A1032). Next, it sends a command indicating that the probability setting is being changed to the performance control device 300 (performance control board) (A1033), and proceeds to the process of step A1037. 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.

[0202] If at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1034). If the setting key switch 93 is on (the result of A1034 is "Y"), the RAM initialization switch 112 is off, and the probability setting confirmation (setting confirmation state) process begins, setting the probability setting confirmation flag (A1035) indicating that the probability setting is being confirmed. Then, a probability setting confirmation command is sent to the presentation control device 300 (presentation control board) (A1036), and the process proceeds to step A1037. Upon receiving the probability setting change command, the presentation control device 300 notifies the display device 41 or the like that the probability setting is being confirmed.

[0203] After step A1033 or step A1036, the game control device 100 executes the processing of steps A1037 to A1043 as common processing during the probability setting change and during the probability setting confirmation.

[0204] The game control device 100 first saves 128 ms (a predetermined time) in the security signal control timer area (A1037) in order to output a security signal while the probability setting is being changed and while the probability setting is being confirmed. Note that the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (FIG. 14) described below, but if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1318). The security signal is output for at least 50 ms while the probability setting is being changed and while the probability setting is being confirmed.

[0205] Next, the game control device 100 permits an interrupt (A1038). This allows the timer interrupt process (FIG. 9) to be executed. Then, it is determined whether the setting key switch 93 is off (A1039). If the setting key switch 93 is on (the result of A1039 is "N"), it is determined whether a power outage has occurred (A1040). If a power outage has not occurred (the result of A1040 is "N"), the process returns to step A1039. On the other hand, if a power outage has occurred (the result of A1040 is "Y"), the process for when a power outage has occurred of steps A1063-A1069 is executed.

[0206] In this way, as long as the setting key switch 93 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.

[0207] On the other hand, if the setting key switch 93 is off (the result of A1039 is "Y"), the game control device 100 prohibits interrupts (A1041) and sends a command to end the notification to the presentation control device 300 (presentation control board) (A1042). Upon receiving the command to end the notification, the presentation control device 300 ends the notification that the probability setting is being checked or that the probability setting is being changed.

[0208] Next, the game control device 100 determines whether the probability setting change flag is set, i.e., whether the probability setting has been changed up until now (A1043). If the probability setting change flag is set (the result of A1043 is "Y"), that is, if the probability setting has been changed up until now, the RAM initialization process (described below) of steps A1045-A1047 is executed. On the other hand, if the probability setting change flag is not set (the result of A1043 is "N"), that is, if the probability setting has been confirmed up until now, the normal process when power is turned on (when power is restored) from step A1048 onwards is executed.

[0209] When the setting key switch 93 is off (the result of A1034 is "N"), the game control device 100 determines whether the RAM initialization switch 112 is on (A1044). When the RAM initialization switch 112 is on (the result of A1044 is "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" (A1045). That is, the game information stored in the RAM 111c is cleared to "0" except for the probability setting value stored in the probability setting value area. Here, the aforementioned probability setting change flag is also cleared to "0". In addition, the acquired game ball number area, which stores the number of acquired game balls, which is the number (total) of prize balls acquired within a predetermined time period (here, within one timer interrupt), is also cleared to "0". Then, the safety device operation flag area, which stores the safety device operation flag indicating whether the safety device (described above) is activated, is also cleared to "0" (safety device operation flag = 0), and the operation of the safety device is deactivated. In step A1045, the safety device is deactivated by clearing the safety device activation flag area to 0 in either the case of RAM clearing with a setting change (when the result of A1043 is "Y") or without a setting change (when the result of A1044 is "Y"), but deactivation of the safety device may be limited to one of the cases. In other words, when clearing RAM in step A1045, there may be cases where the safety device activation flag area is not cleared to 0.

[0210] In addition, in this case, in addition to the probability setting value area, it is possible to configure the stack area and unused area not to be cleared, and it is also possible to not clear 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). Note that performance information is derived based on the number of prize balls obtained by winning, and is, for example, the payout rate, base value (payout rate in normal game mode), bonus ratio, number of discharged balls, etc.

[0211] Next, the game control device 100 saves the initial value at the time of RAM initialization in the area to be initialized (A1046). Then, it sends the command at the time of RAM initialization to the performance control device 300 (performance control board) (A1047) and proceeds to the processing of step A1052. Note that the area not cleared to 0 in step A1045 is excluded from the area to be initialized.

[0212] On the other hand, if the RAM initialization switch 112 is off (the result of A1044 is "N"), the game control device 100 starts normal power-on processing (when power is restored after a power outage) because both the setting key switch 93 and the RAM initialization switch 112 are off, and saves the initial values ​​for power recovery (when power is restored) in the areas to be initialized as part of the power outage recovery processing (A1048). The areas to be initialized here include the power outage inspection area 1, power outage inspection area 2, and checksum area in the internal work area (Figure 6). In addition, because all errors are re-monitored during normal power-on, the areas to be initialized include areas related to errors or error monitoring (such as areas for error-related test signal output data) in both the internal work area and the external work area (Figure 6). The aforementioned probability setting confirmation flag is also cleared (initialized) here. Additional areas to be initialized in step A1048 may be added as needed. Unlike when RAM is initialized, when the power is turned on normally, the safety device activation flag area in the in-area work area (Fig. 6) is not cleared (initialized) and its value is maintained so that the safety device is not deactivated.

[0213] In addition, the safety device-related work areas for safety devices in the outside work area (safety device counter area, safety device activation information area, and previous activation information area, described below) are not initialized in step A1048, but are initialized in the safety device information initialization process (A1053), described below. Note that by initializing the safety device counter value (information regarding the difference in the number of balls) in the safety device counter area, it is possible to increase the margin (tolerance for the difference in the number of balls, limit on the difference in the number of balls) before the safety device activates (occurrence of a game stop state) in terms of the difference in the number of balls. The work area for performance display in the outside work area is also not initialized in step A1048, but may be initialized in the performance display editing process (A1059), described below.

[0214] Also, in step A1048 at normal power-on without RAM initialization (when power is restored from a power outage), the ceiling counter area (described below) in which the ceiling counter value indicating the number of times the special chart variable display game has been executed in a state other than the probability variable state after power-on or after the end of a jackpot is stored may be maintained without being cleared (initialized) so as not to disadvantage the player. As described below, when the ceiling counter value reaches the ceiling number of times, the time-shortened state is entered (FIG. 34B), but by not clearing (initializing) the ceiling counter value, the number of games remaining (up to the ceiling number of times) until the time-shortened state occurs does not change when power is turned on, and the player is not disadvantaged.

[0215] When this number of executions (i.e., ceiling counter value) or the remaining number of games until the ceiling (ceiling number of executions - number of executions) is displayed on the display device 41 by the variable number of executions display, the performance control device 300 may, at normal power-on, match the variable number of executions display with the ceiling counter value in the ceiling counter area, or may not match and display the variable number of executions display as the initial value 0. When there is no match, the variable number of executions display will display a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, in order to avoid being detrimental to the gaming parlor (game parlor), the time reduction variation count 1 area in which the time reduction variation count 1 (described later) corresponding to the remaining number of times that the special chart variation display game (special chart 1 variation display game and special chart 2 variation display game) in the time reduction state is stored, and the time reduction variation count 2 area in which the time reduction variation count 2 (described later) corresponding to the remaining number of times that the special chart 2 variation display game in the time reduction state is stored, may be maintained without being cleared (initialized). Also, in a machine that has a probability variable state of a limited number of times (ST), in order to avoid being detrimental to the gaming parlor, the high probability variation count area (ST counter) in which the high probability variation count corresponding to the remaining number of times that the special chart variation display game (special chart 1 variation display game and special chart 2 variation display game) in the probability variable state is stored may be maintained without being cleared (initialized). In addition, in machines that have a limit on the number of consecutive jackpots (which may also be the number of consecutive wins described below), the jackpot count area in which the number of consecutive jackpots is stored may not be cleared (initialized) and the value may be maintained so as not to cause any disadvantage to the gaming facility.

[0217] Next, a command for when the power outage is restored corresponding to the processing number prepared to rationally execute the special game processing described below is sent to the performance control device 300 (performance control board) (A1049), and processing proceeds to step A1050.

[0218] The commands sent in step A1047 for RAM initialization and step A1049 for power outage recovery 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.

[0219] 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.

[0220] 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 RAM initialization (RAM clear) notification for 30 seconds using the LEDs and speaker sounds of the board decoration device 46, etc. The command for power outage recovery also includes a screen designation command that specifies the display content on the screen of the display device 41. The screen designation command is a customer waiting demo command when normal processing is in progress for both special charts 1 and 2 (when neither a variation nor a win has occurred), and may be a recovery screen command at other times. The command for power outage recovery may also include a command that indicates the ceiling counter value in order to align the variation count display with the ceiling counter value, as described above.

[0221] Next, it is determined whether the safety device is in operation (A1050). 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 (the result of A1050 is "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) (A1051), and the process proceeds to step A1052. If the safety device is not in operation (the result of A1050 is "N"), the process proceeds directly to step A1052.

[0222] Then, the information (value) of the flag register is pushed to the internal stack area (A1052), and a safety device information initialization process is executed (A1053) to initialize the safety device information related to the safety devices (such as the safety device counter value, safety device activation information, and old activation information, which will be described later).The information of the flag register is then restored (POP) (A1054).Note that, except when game play is stopped due to a RAM abnormality (A1025-A1026), 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).

[0223] As will be described later, when transitioning 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 A1052. 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.

[0224] Next, the gaming control device 100 activates and sets the random number generation circuit (A1055). Specifically, the CPU 111a sets a code (specified value) for activating the random number generation circuit in a predetermined register (CTC update permission register) within the random number generation circuit. The CPU 111a also sets a bit transposition pattern for the hardware random numbers generated by the hardware of the random number generation circuit. In this embodiment, the random number generation circuit generates the jackpot random number, the special symbol random number, the normal symbol winning random number, and the variable pattern random numbers 1 to 3 as random numbers updated only by hardware. These random numbers may be so-called "high-speed counters" that are updated based on a clock that is equal to or faster than the operating clock.

[0225] 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).

[0226] 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.

[0227] Next, the game control device 100 prohibits interrupts (A1056) and determines whether or not the game is stopped (A1057). If the safety device is activated (if the safety device activation flag is 1) or if a severe error 2 (described later) occurs that requires the game (such as a special game with a variable display, a regular game with a variable display, or a round game) to be stopped, it can be determined that the game is stopped.

[0228] If the game is not stopped (the result of A1057 is "N"), the game control device 100 pushes (PUSHes) the information (value) of the flag register to the in-area stack area (A1058) and executes a performance display editing process to calculate performance information such as the base value (ball payout rate) (A1059). 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-of-area work area) related to the performance information or its display (performance display), this may be cleared. The information of the flag register is then restored (POPs) (A1060) and an interrupt is permitted (A1061). In addition to when no error has occurred, if an error other than strong error 2, such as a weak error (described below) or strong error 1 (described below), has occurred, the game is not stopped, and the processing of steps A1058-A1060, including the performance display editing process, is executed. It is also possible to configure the system so that the processes in steps A1058-A1060 are not executed when a weak error or strong error 1 occurs.

[0229] As will be described later, when the process transitions to the performance display editing process, the stack pointer is switched from an in-area stack area related to game control to an out-of-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since there is a possibility that the flags (especially the zero flag) in the flag register will change when the stack pointer for game control is saved in the stack pointer saving area of ​​RAM 111c, the information in the flag register is saved in advance in step A1058.

[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 allows an interrupt (A1061) without executing the performance display editing process, etc. In other words, when the safety device is activated or when strong error 2 occurs, the performance display editing process (particularly the base value calculation process during the performance display editing process) is not executed, so performance information such as the base value is not newly calculated and remains unchanged. Note that it is also possible to configure the device to execute the performance display editing process, etc., without stopping the game, even when strong error 2 occurs. Furthermore, by allowing an interrupt, the timer interrupt process (Figure 9) can be executed.

[0231] 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 (B1316).

[0232] For example, the performance control device 300 may increase the volume of the error notification sound from the speaker or the brightness (brightness) of the LED (performance LED of the board decoration device 46 or frame decoration device 18) that lights up to notify errors 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 (B0011) 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.

[0233] 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 51A). 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.

[0234] 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 (A9305) is output to external information terminal 71 as an external information signal (see Figure 51A).

[0235] 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 outputs a security signal (A9322) as an external information signal to the external information terminal 71 (see FIG. 51A). Strong Error 2 may also include a remaining ball error. When Strong Error 2 occurs, gameplay (such as the special and regular gameplay) is suspended, and it can be determined that gameplay is suspended (A1057). Furthermore, when Strong Error 2 occurs, a game suspension state (unplayable state, game prohibited state) can be generated, in which games such as the special and regular gameplay, and regular gameplay (play during a jackpot or small jackpot) cannot be performed, just as when a safety device is activated.

[0236] After step A1061, the game control device 100 determines whether a power outage has occurred (A1062). If a power outage has not occurred (the result of A1062 is "N"), the process returns to step A1056. This causes the loop process of steps A1056-A1062 to be repeated until a power outage occurs. Until a power outage occurs, performance information such as base values ​​can be repeatedly calculated in the performance display editing process (A1059) unless game play is stopped, i.e., unless a safety device is activated or strong error 2 occurs.

[0237] 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.

[0238] When a power outage occurs (the result of A1062 is "Y"), the gaming control device 100 starts processing for when a power outage occurs, temporarily prohibits interrupts (A1063), and outputs off data to all output ports (A1064). Then, it saves power outage inspection area check data 1 in power outage inspection area 1 (A1065), and saves power outage inspection area check data 2 in power outage inspection area 2 (A1066). Furthermore, it executes checksum calculation processing to calculate a checksum when the RWM is powered off (A1067), and then saves the calculated checksum in the checksum area (A1068). Finally, it executes processing to prohibit access to the RWM (A1069), and waits until the power to the gaming machine is cut off.

[0239] 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.

[0240] 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 A1056-A1062, a judgment process similar to that of step A1021 may be performed, and the probability setting change in progress flag may be set as in step A1032, making it possible to switch to the setting variable state (setting change mode) any number of times while the gaming machine 10 is running.

[0241] [RAM area configuration example] 6 is a diagram showing the configuration (memory map in address space) of RAM 111c of gaming microcomputer 111. As shown in FIG. 6, from the starting address of RAM 111c, 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 in this order in the address space. The unused area between the in-area work area and the in-area stack area (gaming control stack area, in-area stack area) and the unused area between the out-area work area and the out-area stack area (out-area stack area) may not be necessary.

[0242] The RAM's in-area work area (game control work area, first 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 (including the area for test signal output data related to errors), 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 has operated), and a number of acquired game balls area that stores the number of acquired game balls acquired as prize balls within one timer interrupt (for example, 4 msec).

[0243] The RAM's out-of-area work area (second 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 activation information area that stores safety device activation information corresponding to the state of the safety device, and a previous activation information area that stores previous activation 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. By separating the external work area from the internal work area, the efficiency of program development can be improved, and it becomes easier to initialize these areas separately.

[0244] 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.

[0245] 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.

[0246] In addition, the in-area programs (in-area processing programs) and the out-area programs (out-area processing programs) are arranged in this order from the top address in the address space of ROM 111b, and are distinguished by an unused area between the in-area program area and the out-area program area. The in-area programs of the ROM consist of game control programs and game control data, etc., and include a main program corresponding to the main processing (Figures 5A-5C) and an interrupt processing program corresponding to the timer interrupt processing described below. An unused area may be arranged between the game control program area and the game control data area (data area). Subroutines of the main program or interrupt processing program are generally in-area programs (unless otherwise specified), but may exceptionally be out-area programs. The out-area programs of the ROM include a safety device information initialization program corresponding to the safety device information initialization processing, a performance display 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.

[0247] [Safety device information initialization process] Next, the safety device information initialization process (A1053) in the main process will be described in detail. Fig. 7 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 that indicates the current state, and the old operation information indicates the state from the previous time (mainly one interrupt before).

[0248] The game control device 100 first saves the stack pointer in the stack pointer storage area of ​​the external work area (A1101), 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 (A1102). As a result, the stack pointer indicating the stack to be used is switched from the internal stack area to the external stack area.

[0249] Next, the game control device 100 saves (PUSHes) the register information (values) to the external stack area (A1103). 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.

[0250] 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 (A1104). Because the safety device counter value (= difference in balls + initial value) may become smaller than the initial value if the difference in balls 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 the safety device counter value is initialized (cleared) when the power is restored (power is turned on) to avoid any disadvantage to the player. However, the ceiling counter value, which indicates the number of times the special symbol variation display game has been executed outside of the probability variation state, does not need to be initialized (cleared) when the power is restored unless the RAM initialization switch 112 is on. When the safety device counter value (information about the difference in balls) is initialized (cleared), the margin (tolerance and limit of the difference in balls) before the safety device is activated (the game stops) regarding the difference in balls can be increased, benefiting the player. On the other hand, as mentioned above, since the ceiling counter value is not cleared (initialized) when the power is restored (when the power is turned on), the remaining number of games (up to the ceiling number) until the time-saving state occurs does not change when the power is turned on, which benefits the player. 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 (A1105). Furthermore, safety device non-operation information (value 0) is saved as old operation information in the old operation information area (A1106).

[0251] Next, the game control device 100 restores the saved register (A1107), loads it from the stack pointer storage area, sets the stack pointer (A1108), and ends the safety device information initialization process. The set stack pointer indicates the address of the stack area within the area.

[0252] In the above safety device information initialization process, if information is written directly to RAM without using registers, the registers are not saved / restored. In this case, the registers are not saved to RAM, so stack pointer-related processing (A1101, A1102, A1103, A1107, A1108) is also unnecessary. In addition, saving / restoring the flag register (A1052, A1054) before and after the safety device information initialization process is also unnecessary.

[0253] 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.

[0254] 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.

[0255] 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.

[0256] [Performance display editing process] Next, the performance display editing process (A1059) in the main process will be described in detail below. Fig. 8 is a flowchart showing the procedure of the performance display editing process.

[0257] The game control device 100 first saves the stack pointer in the stack pointer storage area of ​​the external work area (A1201), 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 (A1202). As a result, the stack pointer indicating the stack to be used is switched from the internal stack area to the external stack area.

[0258] 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 (A1203). 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. If the work area is invalid and abnormal, the performance display work area is initialized (including initial value setting) (A1204).

[0259] 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.

[0260] 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.

[0261] 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.

[0262] Next, the game control device 100 determines whether it is time to switch the counting period for counting the data (such as the number of normal out balls and the number of normal winning balls) that is the basis for calculating the base value (ball payout rate) (A1205). A counting period 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 period is switched every time the total number of out balls reaches a predetermined number (for example, every time it increases by 60,000).

[0263] 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, where the first time window is 0 to 300 balls, the second time window is 300 to 60,300 balls, the third time window is 60,300 to 120,300 balls, the fourth time window is 120,300 to 180,300 balls, and the fifth time window is 180,300 to 240,300 balls. The time window numbers for the first through fifth time windows are 0 to 4, respectively, and the time window number remains at 4 for the sixth and subsequent time windows. The current time window number is stored in the performance display work area.

[0264] When it is time to switch counting intervals (the result of A1205 is "Y"), the game control device 100 sets the counting interval to be switched (A1206). When 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.

[0265] If it is not time to switch the counting period (the result of A1205 is "N"), the game control device 100 determines whether there is a switch input to the input port to be monitored (A1207). In this embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).

[0266] Here, the switch rising edge information copied to the performance display work area for each input port to be monitored (copied in step A9603 in Figure 55) 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; in all other cases, it can be determined that there is input. Note that, as for the switch rising edge information, unless it is masked when copying, the bit corresponding to a switch that has received new input (detection) in input processing (A1303) is set to 1, and the bit corresponding to a switch that has not received new input is set to 0.

[0267] When there is a switch input to the monitored input port (the result of A1207 is "Y"), the game control device 100 checks the input of the switch (target switch) corresponding to the switch counter to acquire the input information (A1208). 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 game balls.

[0268] Next, the game control device 100 determines whether the target switch is in its valid period (A1209). 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 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.

[0269] If the target switch is in its valid period (the result of A1209 is "Y"), the game control device 100 determines whether there is an input to the target switch corresponding to the switch counter (A1210). If the target switch is not in its valid period (the result of A1209 is "N") or there is no input to the target switch (the result of A1210 is "N"), the game control device 100 proceeds to the processing of step A1218.

[0270] When there is an input to the target switch (the result of A1210 is "Y"), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (A1211) and determines whether or not it is in the normal base state (A1212). 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.

[0271] When the game control device 100 is in the normal base state (normal game state) (the result of A1212 is "Y") and the target switch is a switch that awards prize balls, it updates the normal number of prize balls, which is the total number of prize balls in the counting period, by adding the number of prize balls corresponding to the target switch (A1213). Next, if the target switch is the out ball detection switch 74, it updates the normal number of out balls (normal number of outs, normal number of discharged balls), which is the number of out balls in the counting period, by adding 1 (A1214). Next, if the target switch is the out ball detection switch 74, it updates the total number of out balls (total number of outs, total number of discharged balls) by adding 1 (A1215).

[0272] 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.

[0273] When the game control device 100 is not in the normal base state, which is the normal game state (the result of A1212 is "N"), it updates only the total number of out balls (A1215) without updating either the number of normal prize balls or the number of normal out balls. 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 A1212 and configure the base value to be updateable (changeable) as the payout rate in all game states.

[0274] Next, the gaming control device 100 increments the switch counter by +1 (A1216) to change the target switch to the next one in the next performance display editing process. 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.

[0275] On the other hand, when there is no switch input to any of the monitored input ports (the result of A1207 is "N"), the game control device 100 executes a base value calculation process (predetermined process) to calculate a base value (A1217). Note that there may be no switch input to any of the monitored input ports from the beginning. On the other hand, even if there is switch input to some or all of the monitored input ports from the beginning, after the switch input has been checked for all of the monitored input ports, the input information for the target switches that have had input is cleared (A1211), so that there is no switch input to any of the monitored input ports.

[0276] 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 switches 35a, 36a, 37a, 38a, and 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.

[0277] Regardless of whether the base value has changed or not, the processing of steps A1619-A1625 of the output processing outputs 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 outputs off data and turns off.

[0278] 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.

[0279] After step A1216 or A1217, the game control device 100 restores the saved register (A1218), loads from the stack pointer storage area, sets the stack pointer (A1219), and ends the performance display editing process. The set stack pointer indicates the address of the stack area within the area.

[0280] In addition, in Figure 8, it is also possible to perform the processing of step A1217 immediately after step A1214, 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.

[0281] [Timer interrupt processing] Next, the timer interrupt process will be explained. Figure 9 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.

[0282] When timer interrupt processing begins, the game control device 100 first specifies register bank 1 as the register bank to be used (A1301), and sets the upper address of the RAM start address in a specified register (A1302). By switching from register bank 0 used in the main processing to register bank 1 at the start of timer interrupt processing, it is equivalent to saving the registers used in the main processing. Note that when timer interrupt processing begins, interrupts are automatically disabled.

[0283] Next, the game control device 100 executes input processing to read inputs and signals from various sensors and switches, i.e., the status of each input port (A1303). 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 (A1304). If the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes probability setting change / confirmation processing to change or confirm the probability setting value (A1305).

[0284] When the game control device 100 is not changing the probability setting or checking the probability setting (the result of A1304 is "N"), it executes output processing (A1306) to perform drive control of actuators such as solenoids (for example, the large prize opening solenoid 39b) and drive control (light emission control) of LEDs based on the output data set in various processes. Note that if a launch prohibition signal is output in the processing of step A1005 in the main processing, this output processing can output a launch permission signal, and the launch permission signal can be set to the permitted state.

[0285] Next, the game control device 100 executes a payout command transmission process (A1307) 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 (A1308) that monitors whether or not a normal signal is being input from the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, and large prize port switch 39a, and monitors for errors (such as whether the front frame or glass frame is open).

[0286] Next, the game control device 100 determines whether the game is stopped (A1309). If the safety device is activated (if the safety device activation flag = 1) or if a severe error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0287] When the game is not stopped (the result of A1309 is "N"), the game control device 100 executes the special game processing (A1310), the normal game processing (A1311), and the segment LED editing processing (A1312). After that, it executes the processing from step A1313 onwards. In addition to when no error has occurred, the special game processing (A1310), the normal game processing (A1311), and the segment LED editing processing (A1312) are executed even when a weak error and a strong error 1 have occurred.

[0288] In the segment LED editing process, settings are made regarding the operation of some of the multiple segment LEDs that make up the collective display device 50 (such as the memory display section and round display section: LED lamps D3-D7, D11-D17). Settings are made regarding the operation of another part of the collective display device 50 (the variable display section: LED lamps D1, D2, D8, D10, D18) in the pattern variable control process (A2621, A2623, A7615). Settings are made regarding the operation of another part of the collective display device 50 (the probability status display section: LED lamp D9) in the power outage recovery process (A1048) or the like.

[0289] When the game is stopped (the result of A1309 is "Y"), the game control device 100 proceeds to the processing of step A1313 and subsequent steps without executing the special game processing (A1310), the normal game processing (A1311), and the segment LED editing processing (A1312). 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 (A1310) and the normal game processing (A1311) are not executed, so the number of special reserved figures (A2906, A4611) and the number of normal reserved figures do not change. On the other hand, when a weak error or a strong error 1 occurs, the game is not stopped, and the special game processing (A1310) and the normal game processing (A1311) are executed, so the number of special reserved figures (A2906, A4611) and the number of normal reserved figures can be changed by +1 update (when a reservation occurs) or -1 update (when a reservation is consumed).

[0290] It is also possible to configure the system to execute some of the special game processing (A1310), normal game processing (A1311), and segment LED editing processing (A1312) but not others depending on the type of error, such as weak error, strong error 1, or strong error 2. For example, if strong error 2 occurs, only the segment LED editing processing may be executed.

[0291] 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 (A1313).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 (A1314).Furthermore, it executes a radio wave fraud monitoring process (board radio wave fraud monitoring process) that checks the detection signal from the radio wave sensor 62 of the game board to determine whether there is any abnormality (A1315).

[0292] The game control device 100 then executes a vibration fraud monitoring process to monitor for fraud caused by vibration based on input from the vibration sensor 65 (A1316). Next, an abnormal discharge monitoring process to monitor for abnormal discharge from the special prize opening is executed (A1317). The abnormal discharge monitoring process monitors abnormal discharge from the special variable prize winning device 39 based on input from the special prize opening switch 39a, the specific area switch 72 (V prize opening switch), and the remaining ball discharge opening switch 73 in the special variable prize winning device 39, and sets an abnormal discharge flag if an abnormal discharge occurs. Note that game balls that pass through the special prize opening switch 39a of the special variable prize winning device 39 pass through the specific area switch 72 (V prize opening switch) or the remaining ball discharge opening switch 73 and are discharged.

[0293] 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 (A1318). Then, as in step A1309, it determines whether or not the game is stopped (A1319).

[0294] When the game is not stopped (the result of A1319 is "N"), the game control device 100 saves the flag register to the in-area stack area (A1320) and executes out-of-area integration processing (A1321), which 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, it restores the flag register (A1322) and ends the timer interrupt processing. When the safety device is not activated and strong error 2 has not occurred, the game is not stopped and the processing of steps A1320-A1322 is executed, including the out-of-area integration processing.

[0295] 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 A1320.

[0296] On the other hand, when the game is stopped (the result of A1319 is "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 (when the safety device activation flag = 1) or when a strong error 2 occurs, the out-of-area integration process is not executed, so the safety device counter value is not updated and the display contents of the performance display, such as the base value, are not updated. This makes it possible to omit unnecessary control while the game is stopped.

[0297] Unlike the above, even if a strong error 2 occurs, it is possible to configure the game not to stop, but to execute the special game process (A1310), the normal game process (A1311), and the segment LED editing process (A1312). Also, even if a strong error 2 occurs, it is possible to configure the game to execute the out-of-area integration process, etc.

[0298] 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.

[0299] [Output processing] Next, the output process (A1306) in the timer interrupt process (FIG. 9) will be described in detail. FIG. 10 is a flowchart showing the procedure of the output process.

[0300] The game control device 100 first outputs off data to the output port 135 (segment output port) (see FIG. 3) that outputs data for the segments of the collective display device (LED) 50, thereby resetting the output port 135 (A1601). Next, it sets off output data for all solenoids (big prize opening solenoids 38b, 39b, lever solenoid 86b, and normal power solenoid 37c) (A1602). Then, as in step A1309, it determines whether or not game play is stopped (A1603). It can be determined that game play is stopped when the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 that requires game play to be stopped has occurred.

[0301] When the game is not stopped (the result of A1603 is "N"), the game control device 100 synthesizes 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 86b, and the normal power solenoid 37c (A1604). Then, it outputs data to the solenoid output port 134 (A1605). When the game is stopped (the result of A1603 is "Y"), it does nothing and proceeds to the processing of step A1605, outputting off data (A1602) to the solenoid output port 134. As a result, when the game is stopped, the operation of all solenoids stops, and the special prize opening, the specific area 86, the normal variable prize opening 37, etc. are closed and enter a closed state. In this way, when the game is stopped, the special prize opening is closed, and round play (play during a jackpot or small jackpot) cannot be executed.

[0302] 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) (A1606). Furthermore, it acquires digit output data for the LED digit line corresponding to the digit counter value (A1607). It then combines the acquired digit output data with the external information data (A1608) and outputs the combined data to the digit output / external information output port 136 (A1609).

[0303] Next, the game control device 100 sets OFF data as the segment output data to the segment line (A1610). Then, it sets output data prohibiting firing (A1611). Furthermore, as in step A1603, it determines whether the game is stopped (A1612).

[0304] When the game is not stopped (the result of A1612 is "N"), the game control device 100 loads the segment output data from the segment area in RAM 111c corresponding to the value of the digit counter to the segment line (A1613), sets the output data for firing permission (A1614), and outputs the loaded segment output data to the output port 135 for segment output (A1615). Note that this segment area may be included in the in-area work area (work area for game control).

[0305] 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.

[0306] On the other hand, when a game is stopped (the result of A1612 is "Y"), the game control device 100 outputs off data (A1610) to the output port 135 for segment output (A1615) without processing steps A1613 and A1614. As a result, when the safety device is activated (when the safety device activation flag = 1) or when strong error 2 occurs, the collective display device 50 turns off in a game-stopped state. As a result, the special chart variation display game and the normal chart variation display game cannot be executed in a game-stopped state. Then, a player who 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.

[0307] Next, the game control device 100 loads and combines the external information data to be output to the external information terminal 71 (A1616), then combines the combined external information data with the launch permission or launch prohibition output data (A1617), and finally outputs the combined data to the external information / launch permission signal output port 137 (A1618). Here, if game play is not stopped, the output data becomes launch permission data (A1614), and if game play is stopped, the output data becomes launch prohibition (launch stop) data (A1611). This prevents the ball launcher from launching game balls in a game stop state when the safety device is activated or when a strong error 2 occurs, while allowing the ball to be launched from the ball launcher when game play is not stopped. It is also possible to configure the ball launcher to allow the ball to be launched from the ball launcher without prohibiting (stopping) launching even in a game stop state.

[0308] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs data on the segments of the performance display device (LED) 152, and resets the output port 141 (A1619). 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 only adds 1, but after 3 it is updated to 0) (A1620). Furthermore, the game control device 100 acquires the digit output data to the digit line of the LED corresponding to the value of the digit counter 2 (A1621). Then, it outputs the acquired digit output data to the output port 142 (digit output port 2) (A1622).

[0309] Next, the game control device 100 determines whether or not gaming is stopped (A1623), as in step A1603 etc. If gaming is not stopped (the result of A1623 is "N"), it loads segment output data from the performance display device segment area in RAM 111c corresponding to the value of digit counter 2 (A1624). 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 (A1625), and then ends the output process.

[0310] On the other hand, if the game is stopped (the result of A1623 is "Y"), the game control device 100 ends the output process without executing the processes of steps A1624 and A1625. Therefore, if the safety device is activated and the game is stopped (if the safety device activated flag = 1) or if a strong error 2 has occurred and the game is stopped, 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 A1619 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 game facility who sees the performance display device 152 can recognize that the game is stopped, that the safety device has been activated, or that a strong error 2 (an illegal error) has occurred.

[0311] It is also possible to configure the system so that even if strong error 2 occurs, the game is not stopped, but processing of steps A1624 and A1625 is executed.

[0312] [Winning slot switch / status monitoring process] Next, the details of the winning port switch / status monitoring process (A1308) in the timer interrupt process (Fig. 9) will be explained. Fig. 11 is a flowchart showing the procedure of the winning port switch / status monitoring process.

[0313] The game control device 100 first clears the acquired game ball count area included in the in-area work area to 0 (A2001). 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 (A2002). 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 (A2003).

[0314] Thereafter, the game control device 100 prepares a 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) (A2004). Then, even though the lower large winning port is not open, the game control device 100 monitors whether there is any illegal winning at the lower large winning port and executes an illegal / winning monitoring process to detect normal winning (A2005).

[0315] The game control device 100 then prepares a prize port monitoring table corresponding to the start port 2 switch 37a in the normal variable prize device 37 (A2006). Then, it executes a fraudulent and prize-winning monitoring process that monitors for fraudulent prizes and detects normal prizes (A2007). Next, it prepares a prize port monitoring table for prize port switches that allow prizes at all times and do not require fraud monitoring (A2008). Prize port switches that allow prizes at all times include the start port 1 switch 36a and the general prize port 35.

[0316] Next, the game control device 100 executes a win counter update process to update the number of wins (A2009). Then, it updates a status scan counter to specify which of the multiple switches and signals whose states should be monitored should be monitored in order (A2010). The status scan counter is updated within the range of 0 to 3.

[0317] 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 (A2011), and then executes a gaming machine status check process to determine the status, such as whether an error has occurred (A2012).

[0318] 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.

[0319] 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 (A2013), and then executes a gaming machine status check process to determine the status, such as whether an error has occurred (A2014).

[0320] 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 front 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.

[0321] Next, the game control device 100 determines whether the value of the status scan counter is 0 (A2015). If the value of the error scan counter is not 0 (the result of A2015 is "N"), the game control device 100 proceeds to the processing of step A2017.

[0322] In addition, if the value of the error scan counter is 0 (the result of A2015 is "Y"), the game control device 100 executes a payout busy signal check process (A2016) to set the 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 A2017.

[0323] The processing of step A2016 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 A2016 is executed every 16 ms.

[0324] Next, the game control device 100 executes a V-passing timing monitoring process (A2017) for monitoring whether the game ball has passed through the specific area switch 72 at an inappropriate timing. In the V-passing timing monitoring process, if a detection signal of the specific area switch 72 is generated at an inappropriate timing, it is determined to be a V-passing error.

[0325] Next, the game control device 100 executes a remaining ball monitoring process to monitor whether any game balls remain in the specific area switch 72 (A2018), and ends the winning slot switch / status monitoring process.

[0326] 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.

[0327] In the gaming machine status check process executed in steps A2012, A2014, etc. in the winning slot switch / status monitoring process, a status monitoring table corresponding to the status scan counter is obtained, and if the signal to be checked is off, a target status off command is obtained and sent as a presentation command to the presentation control device 300. In the gaming machine status check process, if the signal to be checked is on, a target status on command is obtained and sent as a presentation command to the presentation control device 300.

[0328] If the status-on command is an error-related command, it starts an error notification in the performance control device 300. The status-on commands that start an error notification in the performance control device 300 include commands corresponding 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 corresponding to frame open errors (included in strong error 1), such as a glass frame open error and a main body frame open error, and commands corresponding to an illegal frame radio wave error (included in strong error 2).

[0329] [Fraud & Prize Monitoring Processing] 12 is a flowchart showing the procedure for the fraud and winning monitoring process. The fraud and winning monitoring process is executed in steps A2003, A2005, and A2007 of the winning port switch / status monitoring process shown in FIG.

[0330] 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.

[0331] The game control device 100 first checks the fraud monitoring period flag of the prize winning port switch that is the target of error monitoring (A2101), and determines whether or not it is in the fraud monitoring period (A2102). For example, the fraud monitoring period is a period during which the prize winning port switch that is the target of error monitoring does not normally detect game balls, and is a period other than the special game state in which the special variable prize winning device 38 is opened when the prize winning port switch is the lower large prize winning port switch 38a.

[0332] If it is the fraud monitoring period (the result of A2102 is "Y"), the game control device 100 determines whether there is an input to the target winning port switch (A2103). If there is no input to the target winning port switch (the result of A2103 is "N"), it loads the target alarm timer update information (A2112). Also, if there is an input to the target winning port switch (the result of A2103 is "Y"), it updates the target number of fraudulent wins by +1 (A2104), 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) (A2105).

[0333] 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.

[0334] If the number of entries is less than the judgment number (the result of A2105 is "N"), the game control device 100 prepares a prize entry monitoring table for the target prize entry switch (A2110). If the number of entries is greater than the judgment number (the result of A2105 is "Y"), the game control device 100 keeps the number of illegal entries at the number of illegal occurrence judgments (A2106) and saves an initial value (for example, 60,000 ms) in the target illegal entry notification timer area (A2107).

[0335] Next, the game control device 100 prepares the target fraud occurrence command as a performance command (A2108), and further prepares a fraud win occurrence flag as a fraud flag (A2109). Then, the prepared fraud flag is compared with the value of the target fraud flag area (A2120).

[0336] On the other hand, if it is not the fraud monitoring period (the result of A2102 is "N"), the game control device 100 prepares the winning port monitoring table of the target winning port switch (A2110) and executes the winning number counter update process to set the prize balls (A2111). The details of the winning number counter update process will be described later.

[0337] The gaming control device 100 then loads the target alarm timer update information (A2112) and determines whether or not the alarm timer is permitted to be updated (A2113). If the alarm timer is not permitted to be updated (the result of A2113 is "N"), the fraud and winning monitoring process is terminated. On the other hand, if the alarm timer is permitted to be updated (the result of A2113 is "Y"), the target alarm timer is updated by -1 if it is not 0 (A2114). The minimum value of the alarm timer is set to 0.

[0338] 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).

[0339] The game control device 100 then determines whether the value of the alarm timer is 0 (A2115), and if the value is not 0 (the result of A2115 is "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 (the result of A2115 is "Y"), that is, if the timer has run out or has already run out, prepares the target fraud release command as a presentation command (A2116), and prepares a fraud win release flag as a fraud flag (A2117). Then, it determines whether the moment has come when the value of the alarm timer reached 0 (A2118).

[0340] When the value of the alarm timer reaches 0 (the result of A2118 is "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 (A2119).

[0341] In addition, after the processing of step A2119 is completed, or if the value of the alarm timer has not reached 0 (the result of A2118 is "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 (A2120).

[0342] Then, if the prepared fraud flag matches the value of the target fraud flag area (the result of A2120 is "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 (the result of A2120 is "N"), the game control device 100 saves the prepared fraud flag in the target fraud flag area (A2121) and executes the performance command setting process (A2122). Thereafter, the fraud & winning monitoring process ends.

[0343] 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.

[0344] [Winning number counter update process] 13 is a flowchart showing the procedure for updating the winning number counter. The winning number counter update process is executed in step A2009 of the winning port switch / status monitoring process shown in FIG. 11 and in step A2111 of the fraud and winning monitoring process shown in FIG.

[0345] The game control device 100 first determines whether or not the game is stopped (A2201). If the safety device is activated (if the safety device activation flag = 1) or if a severe error 2 that requires the game to be stopped occurs, it can be determined that the game is stopped.

[0346] When the game is not stopped (the result of A2201 is "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 of the winning port monitoring table defines the number of winning 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. When there is no input (the result of A2203 is "N"), the table address is updated to the address of the next record (A2215), and it is determined whether monitoring of all switches has been completed (A2216).

[0347] On the other hand, if there is an input to the target winning slot switch (the result of A2203 is "Y"), the game control device 100 loads the number of acquired game balls from the acquired game ball number area (A2204), adds the number of prize balls corresponding to the target winning slot switch to the number of acquired game balls (A2205), and saves the added value in the acquired game ball number area (A2206). As a result, the number of acquired game balls stored in the acquired game ball number area is updated for each winning slot switch, and the number of acquired game balls finally becomes the number of prize balls acquired within one interrupt (total).

[0348] 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.

[0349] Next, the game control device 100 loads the value of the target winning number counter area 1 (A2207) and updates the loaded value by +1 (A2208). Furthermore, it determines whether an overflow occurs due to the updated value (A2209). The winning number counter area 1 is 2 bytes (0 to 65535) in size.

[0350] If no overflow has occurred (the result of A2209 is "N"), the game control device 100 saves (A2210) the updated value in the number of wins counter area 1. After the processing of step A2210 is completed, or if an overflow has occurred (the result of A2209 is "Y"), the game control device 100 loads (A2211) the value of the target number of wins counter area 2.

[0351] The gaming control device 100 then updates the loaded value by +1 (A2212) and determines whether the updated value will cause an overflow (A2213). If an overflow does not occur (the result of A2213 is "N"), the updated value is saved in the number of wins counter area 2 (A2214). The number of wins counter area 2 is 1 byte (0 to 255) in size.

[0352] After the process of step A2214 is completed, or if an overflow occurs (the result of A2213 is "Y"), the game control device 100 updates the table address to the address of the next record (A2215). Then, it determines whether monitoring of all switches has been completed (A2216).

[0353] If the game control device 100 has not finished monitoring all switches (the result of A2216 is "N"), it returns to the processing of step A2203, which determines whether or not there is an input to the target winning port switch. If the monitoring of all switches has finished (the result of A2216 is "Y"), it ends the winning number counter update processing. As a result, the processing of steps A2203-A2216 is repeated until the monitoring of all 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 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.

[0354] When a game is stopped (the result of A2201 is "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.

[0355] 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.

[0356] 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.

[0357] Each of these winning number counter areas has a winning number counter area for each number of prize balls set for each winning slot (e.g., 1 prize ball, 6 prize balls, 15 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 transmitted 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.

[0358] [Probability setting change / confirmation process] Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be explained. Figure 14 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.

[0359] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value here is stored in the probability setting value area included in the work area within the area of ​​the RAM 111c.

[0360] If the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404). If the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the light-off data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404).

[0361] 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).

[0362] Next, the game control device 100 updates the security signal control timer by -1 if it is not 0 (A2405). The security signal control timer is 128 ms (predetermined time) set in step A1037. Next, on data of the security signal is output to the external information terminal 71 (A2406) to notify an external device (such as the amusement facility internal management device (hall computer)) of an abnormality. Note that here, other signals to the external information terminal 71, such as a jackpot signal, are maintained in the off state.

[0363] After that, the game control device 100 determines whether the probability setting change flag is set (A2407). If the probability setting change flag is not set (the result of A2407 is "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.

[0364] When the probability setting change in progress flag is set (the result of A2407 is "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 processing after power-on (A2408). If this is the first timer interrupt processing after power-on (the result of A2408 is "Y"), the probability setting change / confirmation processing is terminated. This is to prevent the probability setting value from being unintentionally updated if the RAM initialization switch 112 is held down.

[0365] If this is not the first timer interrupt process after power-on (the result of A2408 is "N"), the game control device 100 determines whether there is input from the RAM initialization switch 112 (A2409). If there is no input from the RAM initialization switch (the result of A2409 is "N"), the probability setting change / confirmation process is terminated.

[0366] When the RAM initialization switch 112 is input (the result of A2409 is "Y"), the game control device 100 updates the working setting value in the working setting value area (in RAM 111c or a register) by +1 within the possible range, and also updates the probability setting value in the probability setting value area by +1 corresponding to the working setting value (A2410). 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. Thereafter, 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 a 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 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).

[0367] 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.

[0368] 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 93 is turned off and the setting change operation is completed (the result of A1039 is "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 (the result of A1040 is "Y"), it is possible to prevent the probability setting value used for game control, presentation control, etc. (the probability setting value stored in the probability setting value area) from being changed to an unintended value.

[0369] [Special game processing] Next, the details of the special symbol game processing (A1310) in the timer interrupt processing will be explained. Fig. 15 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.

[0370] The game control device 100 first executes a start port switch monitoring process (A2601) to monitor the winning of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins 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.

[0371] Next, the game control device 100 executes a special prize opening switch monitoring process (A2602). In the special prize opening switch monitoring process, the detection of a game ball at the special prize opening switch 43 (lower special prize opening switch 38a, upper special prize opening switch 39a) is monitored.

[0372] Next, a specific area switch monitoring process is executed to monitor the entry (entry) of a gaming ball into the specific area 86 (V winning hole) (A2603). Details of the specific area switch monitoring process will be described later.

[0373] Next, the game control device 100 updates the special symbol game processing timer by -1 (subtracts 1) if it is not 0 (A2604). 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 or not the special symbol game processing timer is 0 (A2605). If the special symbol game processing timer is not 0 (the result of A2605 is "N"), the process proceeds to step A2620.

[0374] If the special game processing timer is 0 (the result of A2605 is "Y"), that is, if the timer is up or has already been up, the game control device 100 sets in a register a special game sequence branch table to be referenced for branching to the processing corresponding to the special game processing number (A2606). Furthermore, the game control device 100 obtains the branch destination address of the processing corresponding to the special game processing number using the special game sequence branch table (A2607). Next, a subroutine call is made using the special game processing number, and game branch processing according to the special game processing number is executed (A2608).

[0375] If the game processing number is "0" in step A2608, the game control device 100 monitors the start of the change in the special chart change display game, and executes special chart normal processing (A2609) to set the start of the change in the special chart change display game, set the performance, and set information necessary for performing special chart change processing. Details of the special chart normal processing will be described later.

[0376] If the game processing number is "1" in step A2608, the game control device 100 executes a special pattern change processing (A2610) that sets the stop display time of the special pattern and sets information necessary for performing processing while the special pattern is displayed. For example, in the special pattern change processing, necessary information such as a pattern stop command indicating the stop of the special pattern and a stop display time corresponding to the stopped pattern pattern is set, and the processing number "2" for the special pattern change processing is set and saved in the special pattern game processing number area.

[0377] If the game processing number is "2" in step A2608, the game control device 100 executes special chart display processing, which sets information necessary for transitioning to a big win state or a small win state (A2611). For example, in the special chart display processing, if the result of the special chart variation display game is a big win, necessary information such as the big win fanfare command and big win fanfare time is set, processing number "7" is set, 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 the small win fanfare command and small win fanfare time is set, processing number "3" related to the small win fanfare processing is set, and saved in the special chart game processing number area. If the result of the special chart variation display game is a miss, processing number "0" related to the special chart normal processing is set, and saved in the special chart game processing number area.

[0378] If the game processing number is "3" in step A2608, the game control device 100 executes small win fanfare processing (A2612). For example, in the small win fanfare processing, the processing number "4" for the small win opening processing is set and saved in the special game processing number area, the opening time of the large prize opening due to the small win (small prize opening time) is saved in the special game processing timer area, and the on data is saved in the upper large prize opening solenoid output data area.

[0379] If the game processing number is "4" in step A2608, the game control device 100 executes the small win opening process (A2613). For example, in the small win opening process, the small win remaining ball processing time (for example, 0.9 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.

[0380] If the game processing number is "5" in step A2608, the game control device 100 executes the small win remaining ball processing (A2614). For example, in the small win remaining ball processing, the processing number "6" related to the small win end processing is set and saved in the special game processing number area, and the small win ending time is saved in the special game processing timer area.

[0381] If the game processing number is "6" in step A2608, the game control device 100 executes small win end processing (A2615). For example, in the small win end processing, when the game ball passes through the specific area 86 (the so-called V winning port), necessary information such as the big win fanfare command and the big win fanfare time is set, and the processing number "7" related to the fanfare / interval processing is set and saved in the special game processing number area, and when the game ball does not pass through the specific area 86, the processing number "0" related to the special normal processing is set and saved in the special game processing number area.

[0382] If the game processing number is "7" in step A2608, the game control device 100 executes fanfare / interval processing (A2616) to set the opening time of the special prize opening, update the number of times it is opened (number of rounds), and set information necessary for performing processing while the special prize opening is in progress. For example, in the fanfare / interval processing, necessary information such as the round command corresponding to the round of the round game to be executed and the opening time of the special prize opening is set, and the processing number "8" for the processing while the special prize opening is set and saved in the special game processing number area.

[0383] If the game processing number is "8" in step A2608, the game control device 100 executes a process during the opening of the large prize opening (A2617), which sets an interval command if the large prize round is not the final round, or an ending command if the large prize round is the final round, and sets information necessary for processing the remaining balls in the large prize opening. For example, in the process during the opening of the large prize opening, necessary information such as an interval command and an ending command is set, and the processing number "9" for processing the remaining balls in the large prize opening is set and saved in the special game processing number area.

[0384] If the game processing number is "9" in step A2608, the game control device 100 executes a remaining ball processing for the jackpot opening (A2618), which sets the time for the remaining balls in the jackpot opening to be discharged if the jackpot round is the final round, and sets the information necessary for jackpot termination processing. For example, in the remaining ball processing for the jackpot opening, if it is not the final round, the interval time is saved in the special game processing timer area, and the processing number "7" for the fanfare / interval processing is set and saved in the special game processing number area. If it is the final round, the ending time is saved in the special game processing timer area, and the processing number "10" for the jackpot termination processing is set and saved in the special game processing number area.

[0385] If the game processing number is "10" in step A2608, the game control device 100 executes a jackpot end process (A2619) that sets information necessary for executing special chart normal processing. For example, in the jackpot end process, necessary information such as the normal power support state (time-saving state) after the jackpot state ends is set, and the processing number "0" for the special chart normal processing is set and saved in the special chart game processing number area.

[0386] 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 (A2620), and then executes a pattern fluctuation control process related to the special symbol 1 display 51 (A2621). Then, after preparing a special symbol 2 fluctuation control table for controlling fluctuations in the special symbol 2 display 52 (A2622), it executes a pattern fluctuation control process related to the special symbol 2 display 52 (A2623). Next, it executes a lever solenoid control process (A2624) that controls the opening operation of the lever solenoid 86b so that the lever solenoid 86b is opened during a small win, and then ends the special symbol game processing.

[0387] [Start switch monitoring process] Next, the details of the start port switch monitoring process (A2601) in the special game process will be described. Fig. 16 is a flowchart showing the procedure of the start port switch monitoring process.

[0388] The game control device 100 first prepares a winning monitoring table for the start winning slot 36 (starting slot 1) (A2701), executes a hard random number acquisition process (A2702), and determines whether or not there has been a winning at the start winning slot 36 (A2703). If there has been no winning at the start winning slot 36 (the result of A2703 is "N"), it executes the processes from step A2709 onwards. On the other hand, if there has been a winning at the start winning slot 36 (the result of A2703 is "Y"), it determines whether or not the game is in a right-hitting state (A2704).

[0389] If the game control device 100 determines that the game state is not right-hitting (the result of A2704 is "N"), it executes the processing from step A2707 onwards. On the other hand, if the game state is right-hitting (the result of A2704 is "Y"), it prepares a right-hit instruction notification command as a performance command (A2705) and executes a performance command setting process (A2706). 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.

[0390] 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.

[0391] Next, the game control device 100 prepares a table for setting hold information by the start winning slot 36 (starting slot 1) (A2707), and then executes special starting slot switch common processing (A2708). Then, it prepares a winning monitoring table for the second starting slot (normal variable winning device 37) (A2709), executes hard random number acquisition processing (A2710), and determines whether there is a winning at the second starting slot (A2711). If there is no winning at the second starting slot (the result of A2711 is "N"), it ends the starting slot switch monitoring processing.

[0392] On the other hand, if there is a win in the second start winning slot (the result of A2711 is "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 a game ball can win (A2712). If the normal electric device is in operation (the result of A2712 is "Y"), the process proceeds to step A2714.

[0393] On the other hand, if the normal electric device is not in operation (the result of A2712 is "N"), the game control device 100 determines whether normal power fraud is occurring (A2713). It is determined that normal power fraud is occurring when the number of fraudulent wins into the normal variable winning device 37 is equal to or greater than the fraud determination number (for example, 5). The normal variable winning device 37 does not allow game balls to win when it is in the closed state; 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 any game balls that win in such a closed state, the number of such game balls is counted as the number of fraudulent wins. Then, if the number of fraudulent wins counted in this way is equal to or greater than a predetermined fraud determination number (upper limit), it is determined that fraud is occurring.

[0394] If normal power fraud is not occurring (the result of A2713 is "N"), the game control device 100 prepares a table for setting hold information by the second start winning port (normal variable winning device 37) (A2714), then executes special start port switch common processing (A2715), and ends the start port switch monitoring processing. Also, if it is determined in A2713 that normal power fraud is occurring (the result of A2713 is "Y"), the start port switch monitoring processing is also ended. In other words, the second start memory is not generated any more.

[0395] [Hardware random number acquisition process] Next, the details of the hard random number acquisition process (A2702, A2710) in the start port switch monitoring process will be explained. Fig. 17 is a flowchart showing the procedure of the hard random number acquisition process.

[0396] The game control device 100 first sets start port no-win information indicating that there is no start port win (A2801). Next, it determines whether there is an input to the target switch (A2802), and if there is no input to the target switch (the result of A2802 is "N"), it ends the hard random number acquisition process. Note that the target switch is the start port 1 switch 36a in the hard random number acquisition process of step A2702, and is the start port 2 switch 37a in the hard random number acquisition process of step A2710.

[0397] When there is an input to the target switch (the result of A2802 is "Y"), the game control device 100 reads the random number latch register status (the state of the random number latch register) and determines whether there is latch data in the target random number latch register (A2803, A2804). When there is no latch data in the target random number latch register (the result of A2804 is "N"), the hard random number acquisition process is terminated.

[0398] If there is latch data in the target random number latch register (the result of A2804 is "Y"), the game control device 100 loads the extracted jackpot random number into the target hard random number latch register and prepares it (A2805), loads the extracted special symbol random number into the target hard random number latch register and prepares it (A2806), and sets start port winning information indicating that there is a start port winning (A2807). The prepared jackpot random number is used in the special symbol start port switch common processing.

[0399] [Special diagram starter switch common processing] Next, the details of the special drawing start port switch common processing (A2708, A2715) in the start port switch monitoring processing will be explained. Figure 18 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.

[0400] 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 (A2901), updates the loaded value by +1 (A2902), and determines whether the output count will overflow (A2903). If the output count will not overflow (the result of A2903 is "N"), the updated value is saved in the start gate signal output count field of the RWM (A2904), and the process proceeds to step A2905. On the other hand, if the output count will overflow (the result of A2903 is "Y"), the process proceeds to step A2905. In this embodiment, the start gate signal output count field can store values ​​from "0" to "255." If the loaded value is "255," the updated value becomes "0" by updating by +1, and the process is configured to determine that the output count will overflow.

[0401] Next, the game control device 100 determines whether the number of reserved special symbols to be updated (start memory number) corresponding to the monitored start symbol switch among the start symbol 1 switch 36a and the start symbol 2 switch 37a is less than the upper limit (here, 4) (A2905). If the number of reserved special symbols to be updated is not less than the upper limit (the result of A2905 is "N"), the special symbol start symbol switch common processing is terminated. Also, if the number of reserved special symbols to be updated is less than the upper limit (here, 4) (the result of A2905 is "Y"), the number of reserved special symbols to be updated (the number of reserved special symbols 1 or the number of reserved special symbols 2) is updated by +1 (A2906), and the target start symbol winning flag is saved (A2907).

[0402] 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 (A2908), and saves the jackpot random number prepared in step A2805 in the jackpot random number storage area of ​​the RWM (A2909). Next, the special symbol pattern random number prepared in step A2806 is saved in the special symbol pattern random number storage area of ​​the RWM (A2910).

[0403] In addition, the special chart pattern random number is used in the special chart 1 stop pattern setting process and special chart 2 stop pattern setting process 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, support win stop pattern, or big win stop pattern pattern corresponding to these stop pattern numbers.

[0404] In this embodiment, in order to reduce the random number storage area of ​​the RWM, the special symbol random number is shared as a single random number (common random number) 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 jackpot symbol (the stop symbol number at the time of the jackpot, the jackpot stop symbol pattern). That is, when determining the small win symbol, the range of the special symbol random number is divided and assigned to each small win symbol, when determining the support win symbol, the range of the special symbol random number is divided and assigned to each support win symbol, and when determining the jackpot symbol, the range of the special symbol random number is divided and assigned to each jackpot symbol. Here, each division is made not to overlap. In addition, instead of a shared special symbol pattern random number, a small hit symbol random number for determining the small hit symbol, a support hit symbol random number for determining the time-saving symbol (support hit symbol, support hit stop symbol), and a jackpot symbol random number for determining the jackpot symbol may each be set independently.

[0405] Next, the game control device 100 saves the variation pattern random numbers 1 to 3 in the variation pattern random number storage area of ​​the corresponding RWM (A2911) and executes a special symbol reserve information determination process (pre-determination process, look-ahead process) that can determine the outcome of the variable display game (game result) in advance (A2912). In the special symbol reserve information determination process, a look-ahead stop symbol command corresponding to stop symbol information (jackpot stop symbol, small jackpot stop symbol, time-saving stop symbol, loss stop symbol) based on the saved jackpot random number and special symbol pattern random number, etc., and a look-ahead 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 variation pattern random numbers 1 to 3 are set as performance commands. Then, a decorative special symbol reserve number command corresponding to the start port switch and special symbol reserve number to be monitored is prepared as a performance command (A2913), and a performance command setting process (A2914) is executed, thereby terminating the special symbol start port switch common processing. In this way, the game control device 100 constitutes a pre-determination means that can determine the result of the variable display game beforehand, before the variable display game based on the start memory is executed.

[0406] 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.

[0407] [Special drawing reservation information determination processing] Next, the details of the special chart reserved information determination process (A2912) in the start port switch common process will be explained. Fig. 19 is a flowchart showing the procedure of the special chart reserved information determination process. The special chart reserved information determination process is a look-ahead (pre-determination) process that determines the result-related information corresponding to the start memory before the start timing of the special chart variable display game based on the corresponding start memory.

[0408] The game control device 100 first determines whether the preliminary determination of this special symbol reservation information determination process is a determination regarding the reservation of special symbol 2 (A3001). If a table for setting reservation information by the start winning port 36 (starting port 1) is prepared in step A2707, the determination is regarding the reservation of special symbol 1. If a table for setting reservation information by the second start winning port (starting port 2, normal variable winning device 37) is prepared in step A2714, the determination is regarding the reservation of special symbol 2.

[0409] If the determination is regarding the special chart 1 reservation (the result of A3001 is "N"), the game control device 100 determines whether or not a jackpot is occurring (A3002). If the determination is not regarding a jackpot (the result of A3002 is "N"), it determines whether or not normal power support is occurring (A3003).

[0410] The game control device 100 ends the special chart reservation information determination process when a jackpot is being won (the result of A3002 is "Y") or when normal power support is being performed (the result of A3003 is "Y"). As a result, during a jackpot or normal power support, pre-reading (pre-determination) regarding special chart 1 reservation is not performed.

[0411] If the determination is regarding the special chart 2 reservation (the result of A3001 is "Y") or normal power support is not in progress (the result of A3003 is "N"), the game control device 100 starts processing from step A3004 onwards, and first executes a jackpot determination process to determine whether or not a jackpot has occurred based on whether the jackpot random number value matches the jackpot determination value (A3004). This allows for pre-reading (pre-determination) regarding the special chart 1 reservation to be performed in a state that is neither a jackpot nor normal power support, such as a normal game state or a small win state. In addition, pre-reading (pre-determination) regarding the special chart 2 reservation can be performed regardless of the game state.

[0412] If the judgment result is a jackpot (the result of A3005 is "Y"), the game control device 100 sets a jackpot pattern check table corresponding to the target start port switch (A3006), obtains stopping pattern information corresponding to the prepared special pattern random number from the jackpot pattern check table (A3007), and proceeds to processing of step A3015.

[0413] If the result of the determination is not a jackpot (the result of A3005 is "N"), the game control device 100 executes a small jackpot determination process (A3008) to determine whether it is a small jackpot based on whether the jackpot random number value matches the small jackpot determination value. If the result of the determination is a small jackpot (the result of A3009 is "Y"), it sets a small jackpot symbol check table (A3010), obtains stop symbol information corresponding to the prepared special symbol symbol random number from the small jackpot symbol check table (A3007), and proceeds to the processing of step A3015.

[0414] If the judgment result is not a small win (the result of A3009 is "N"), the game control device 100 executes a support win judgment process (A3011) to judge whether or not the big win random number value matches the support win judgment value to judge whether or not it is a support win (a win of the time-saving pattern, a time-saving win). If the judgment result is a support win (the result of A3012 is "Y"), a support win pattern check table is set (A3013), and stop pattern information corresponding to the prepared special pattern random number is obtained from the support win pattern check table (A3007), and the process proceeds to step A3015.

[0415] If the result of the determination is not a support win (the result of A3012 is "N"), the game control device 100 sets the stop pattern information of a loss (A3014) and proceeds to the processing of step A3015.

[0416] Next, the game control device 100 prepares a pre-reading stop pattern command corresponding to the target start switch and stop pattern information as a performance command (A3015), and executes a performance command setting process (A3016). Next, it executes a special chart information setting process to set special chart information, which is a parameter for setting a variation pattern (A3017), and executes a variation pattern setting process to set the variation mode of the special chart variation display game (A3018).

[0417] Then, the game control device 100 prepares a predictive variation pattern command corresponding to the first half variation number indicating the first half variation pattern and the second half variation number indicating the second half variation pattern in the variation mode of the special chart variation display game as a performance command (A3019), performs a performance command setting process (A3020), and ends the special chart pending information determination process. Note that the special chart information setting process in step A3017 and the variation pattern setting process in step A3018 are the same as the processes executed at the start of the special chart variation display game in the special chart normal process. In the performance command setting process, the performance command is written to the serial transmission buffer, and the performance command is sent to the performance control device 300.

[0418] By the above processing, a look-ahead symbol command including the result of the special symbol variation display game based on the start memory to be look-ahead, and a look-ahead variation pattern command including information on the variation pattern in the special symbol variation display game based on that start memory are prepared and sent to the performance control device 300. This makes it possible to notify the performance control device 300 of the judgment result (look-ahead result) of result-related information corresponding to the start memory (whether or not it is a jackpot and the type of variation pattern) before the start timing of the special symbol variation display game based on the corresponding start memory, and in particular by changing the decorative special symbol start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special symbol variation display game.

[0419] That is, the game control device 100 serves as a pre-determination means for determining the random number stored as a start memory in the start memory means (game control device 100) before the execution of the variable display game based on the start memory (for example, determining whether a special result will be obtained or not). Note that the time for pre-determining the random number value stored in correspondence with the start memory is not limited to the time of the start winning when the start memory occurs, but may be any time before the variable display game based on the start memory is executed.

[0420] In the above, the jackpot determination process, small hit determination process, and support hit determination process are processes common to the jackpot determination process, small hit determination process, and support hit determination process in other processes executed during timer interrupt processing. When the jackpot random number matches the jackpot determination value, small hit determination value, or support hit determination value, it is determined to be a jackpot, small hit, or support hit, respectively. For example, the hit determination value is a series of multiple values ​​that are greater than or equal to the lower limit determination value and less than or equal to the upper limit determination value, and the hit probability can be (upper limit determination value - lower limit determination value + 1) / (range of jackpot random number).

[0421] Naturally, to avoid the result of the same special chart variable display game being two or more of a big hit, a small hit, and a support hit at the same time, the range of the big hit judgment value, the range of the small hit judgment value, and the range of the support hit judgment value do not overlap with each other. In this embodiment, a small hit random number and a support hit random number are not set independently, and a big hit random number is used for the small hit judgment and the support hit judgment, but a configuration in which a unique small hit random number and a support hit random number are set is also possible.

[0422] The probability of a big win, a small win, and a support win may differ between a low probability state (a normal probability state other than a probability variable state) and a high probability state (a probability variable state), or may differ depending on the probability setting value. Note that even if the probability setting value is different, it is also possible to configure the probability of a big win, a small win, or a support win to be the same.

[0423] [Big prize slot switch monitoring process] Next, the special prize opening switch monitoring process (A2602) in the special game process will be described in detail. Fig. 20 is a flowchart showing the procedure of the special prize opening switch monitoring process.

[0424] The game control device 100 first determines whether the value of the special game processing number is "8," i.e., whether the large prize opening processing is in progress (A3101). If the large prize opening processing is in progress (the result of A3101 is "Y"), the process proceeds to step A3105. If the large prize opening processing is not in progress (the result of A3101 is "N"), the process determines whether the value of the special game processing number is "9," i.e., whether the remaining balls in the large prize opening are being processed (A3102).

[0425] If the game control device 100 is currently processing the remaining balls in the large prize slot (the result of A3102 is "Y"), it proceeds to the processing of step A3105. Also, if the remaining balls in the large prize slot are not currently being processed (the result of A3102 is "N"), it determines whether the value of the special game processing number is "4", i.e., whether the small prize opening is currently being processed (A3103). If the small prize opening is currently being processed (the result of A3103 is "Y"), it proceeds to the processing of step A3105. Also, if the small prize opening is not currently being processed (the result of A3103 is "N"), it determines whether the value of the special game processing number is "5", i.e., whether the small prize remaining balls are currently being processed (A3104). The special game processing number does not proceed to the next step until the special game processing timer reaches 0, so the progress of the game can be checked using the special game processing number in this way.

[0426] If the game control device 100 is not currently processing the remaining small win balls (the result of A3104 is "N"), it ends the large prize opening switch monitoring process. If the game control device 100 is currently processing the remaining small win balls (the result of A3104 is "Y"), it proceeds to the processing of step A3105. Then, it determines whether there is an input to the large prize opening switch 43 (lower large prize opening switch 38a, upper large prize opening switch 39a) (A3105).

[0427] When there is an input to the special prize opening switch 43 (the result of A3105 is "Y"), the game control device 100 prepares a special prize opening count command as a presentation command (A3106) and executes the presentation command setting process (A3107). Then, it determines whether or not the remaining balls in the special prize opening are being processed (A3108). If the remaining balls in the special prize opening are being processed (the result of A3108 is "Y"), it ends the special prize opening switch monitoring process, and if the remaining balls in the special prize opening are not being processed (the result of A3108 is "N"), it determines whether or not the remaining balls in the special prize opening are being processed (A3109).

[0428] If the game control device 100 is currently processing the remaining small win balls (the result of A3109 is "Y"), it terminates the large win slot switch monitoring process, and if it is not currently processing the remaining small win balls (the result of A3109 is "N"), it updates the large win slot count by +1 (A3110) and determines whether the large win slot count has reached or exceeded the upper limit (the number of game balls that can win in one round, for example 10) (A3111).

[0429] If the large prize opening count number is not equal to or greater than the upper limit (the result of A3111 is "N"), the game control device 100 ends the large prize opening switch monitoring process. Also, if the large prize opening count number is equal to or greater than the upper limit (the result of A3111 is "Y"), the special game processing timer area is cleared to 0 (A3112). This closes the large prize opening, ending one round. Next, it is determined whether the small prize opening process is in progress (A3113).

[0430] If the game control device 100 is not currently processing a small win opening (the result of A3113 is "N"), it terminates the large prize opening switch monitoring process. If the game control device 100 is currently processing a small win opening (the result of A3113 is "Y"), it saves the value of the end of the small win opening operation in the large prize opening control pointer area (A3114) and terminates the large prize opening switch monitoring process. In this embodiment, since the large prize opening may be opened multiple times during the small win opening for a single small win, the value of the end of the small win opening operation is saved in the large prize opening control pointer area here. If the large prize opening is configured to be opened multiple times during the jackpot opening for a single jackpot, the value of the end of the jackpot opening operation may be saved in the large prize opening control pointer area when the game control device 100 is currently processing a jackpot opening.

[0431] [Specific area switch monitoring process] Next, the specific area switch monitoring process (A2603) 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.

[0432] The game control device 100 first determines whether or not a small win is occurring (A3201). For example, if the special game processing number is "3", "4", or "5", it can be determined that a small win is occurring. If a small win is occurring (the result of A3201 is "Y"), it determines whether or not the specific area has been passed (A3202). If normal passage information or abnormal passage information is saved in the specific area passage information area, it can be determined that the specific area has been passed.

[0433] If the specific area has not been passed (the result of A3202 is "N"), the game control device 100 determines whether there is an input to the specific area switch 72 (A3203). If there is an input to the specific area switch 72 (the result of A3203 is "Y"), that is, if there is a win in the specific area 86 (V win), a specific area pass command is prepared as a presentation command (A3204), and presentation command setting processing is performed (A3205). Furthermore, here, a specific area pass flag indicating that the game ball has passed through the specific area may be set in the specific area pass area.

[0434] On the other hand, if the game control device 100 is not in a small win state (the result of A3201 is "N"), if the specific area has already been passed (the result of A3202 is "Y"), or if there is no input to the specific area switch 72 (the result of A3203 is "N"), it will end the specific area switch monitoring process without doing anything.

[0435] Next, the game control device 100 determines whether or not it is an irregular V win (A3206). In this embodiment, if the result of the special chart 1 variable display game is a small win (special chart 1 small win), or if the result of the special chart 2 variable display game related to a reserve other than the remaining reserve in the normal game state is a small win (special chart 2 small win), it is an irregular V win. In other words, in this embodiment, if a special chart 2 small win occurs in the specific game state (time-shortened state), or if a special chart 2 small win occurs in the special chart 2 variable display game related to the remaining reserve, it is a normal V win.

[0436] If the winning is not an irregular V win, i.e., if the winning is a normal V win (the result of A3206 is "N"), the game control device 100 saves normal passing information in the specific area passing information area (A3207), and if the winning is an irregular V win (the result of A3206 is "Y"), it saves abnormal passing information in the specific area passing information area (A3208). Then, it sets the round number upper limit value table (A3209).

[0437] Next, the game control device 100 acquires the round number upper limit value (e.g., 3, 10) corresponding to the round number upper limit value information and saves it in the round number upper limit value area of ​​the RWM (A3210). The round number upper limit value is the upper limit value of the number of rounds and corresponds to the number of rounds of the final round. Next, the game control device 100 acquires the round LED pointer corresponding to the round number upper limit value information and saves it in the round LED pointer area of ​​the RWM (A3211).

[0438] Next, the game control device 100 saves a signal related to the start of a jackpot in the external information output data area of ​​the RWM (A3212). For example, the signal related to the start of a jackpot is ON data for the jackpot 1 signal (ON for a jackpot or a small jackpot on special chart 2), ON data for the jackpot 2 signal (ON for a jackpot, a small jackpot on special chart 2, the time-saving mode, or the remaining reserved consumption period of special chart 2), and ON data for the jackpot 3 signal (ON for a jackpot or a small jackpot on special chart 2). Note that the signals related to the start of a jackpot (ON / OFF of the jackpot 1 signal, jackpot 2 signal, jackpot 3 signal, etc.) may be defined by the machine model. Then, test signals related to the start of a jackpot (for example, ON for the condition device operating signal, ON for the special device continuous operation device operating signal, OFF for the condition device operation area 1 active signal, and OFF for the special device continuous operation device operation area 1 active signal) are saved in the test signal output data area of ​​the RWM (A3213).

[0439] Next, the game control device 100 saves a signal regarding the end of the time-saving state in the test signal output data area (A3214), saves a normal symbol no support flag in the normal symbol game mode flag area (A3215), clears the variable symbol discrimination flag area (A3216), and saves a special symbol low probability & no time-saving flag in the special symbol game mode flag area (A3217).Then, it saves a probability information command (special symbol low probability & no time-saving) in the power outage recovery transmission command area that saves commands output to the performance control device 300 when the power outage is recovered (A3218).

[0440] Next, the game control device 100 clears the time reduction variation count 1 area corresponding to the remaining number of times the special chart variation display game is executed in the time reduction state (A3219), and clears the time reduction variation count 2 area corresponding to the remaining number of times the special chart 2 variation display game is executed in the time reduction state (A3220).Then, it clears the ceiling counter area indicating the number of times the special chart variation display game is executed in a state other than the probability variation state (A3221), clears the ceiling time reduction activation flag area in which the ceiling time reduction activation flag is stored (A3222), and clears the ceiling reached flag area in which the ceiling reached flag is stored (A3223).

[0441] Furthermore, the game control device 100 saves the number of the presentation mode 1 in the presentation mode number area (A3224), clears the remaining number of spins for presentation area (A3225), saves a no-update code in the next mode transition information area (A3226), saves information other than the normal base state in the normal base state determination area (A3227), and ends the specific area switch monitoring process. In this way, the presentation mode 1 during the jackpot state is set before the jackpot state starts.

[0442] [Special chart normal processing] Next, the details of the special chart normal processing (A2609) in the special chart game processing will be described. Fig. 22 is a flowchart showing the procedure of the special chart normal processing.

[0443] The game control device 100 first determines whether the remaining ball counter of the big prize opening is 0 (A3301). If the remaining ball counter of the big prize opening is not 0 (the result of A3301 is "N"), the special chart change display game is not started and the process proceeds to step A3314.

[0444] When the remaining ball counter of the big prize opening is 0 (the result of A3301 is "Y"), the game control device 100 determines whether the number of reserved special symbols 2 (the second start memory number) is 0 or not (A3302). When the number of reserved special symbols 2 is 0 (the result of A3302 is "Y"), it determines whether the number of reserved special symbols 1 (the first start memory number) is 0 or not (A3306). Then, when the number of reserved special symbols 1 is 0 (the result of A3306 is "Y"), it determines whether the customer waiting demo has started or not (A3310), and when the customer waiting demo has not started (the result of A3310 is "N"), it sets a customer waiting demo in progress flag in the customer waiting demo flag area (A3311).

[0445] Next, the game control device 100 prepares a customer waiting demo command as a performance command (A3312), performs performance command setting processing (A3313), and proceeds to processing in step A3314. On the other hand, if the customer waiting demo has already started in step A3310 (the result of A3310 is "Y"), the processing number is set to "0" for the special symbol normal processing (A3314), the processing number is saved in the special symbol game processing number area (A3315), and the variable symbol discrimination flag area is cleared (A3316). Then, the fraud monitoring period flag is saved in the large prize entrance fraud monitoring period flag area (A3317), and the special symbol normal processing is terminated.

[0446] Furthermore, if the number of reserved special symbols 2 is not 0 (the result of A3302 is "N"), the game control device 100 prepares a decorative special symbol reservation number command (decorative special symbol 2 reservation number command) corresponding to the number of reserved special symbols 2 as a presentation command (A3303) and executes a presentation command setting process (A3304). Note that the decorative special symbol reservation number command here may include information corresponding to a value obtained by subtracting 1 from the current number of reserved special symbols 2, taking into account that the number of reserved special symbols 2 will be reduced by 1 later when the special symbol 2 variable display game starts. Alternatively, if the number of reserved special symbols 2 managed by the presentation control device 300 is reduced by 1 when the special symbol 2 variable display game starts, the decorative special symbol reservation number command here may include information corresponding to the current number of reserved special symbols 2. Thereafter, the special symbol 2 variable start process is executed (A3305), and the normal special symbol processing is terminated.

[0447] Furthermore, if the number of reserved special symbols 1 is not 0 (the result of A3306 is "N"), the game control device 100 prepares a decorative special symbol reservation number command (decorative special symbol 1 reservation number command) corresponding to the number of reserved special symbols 1 as a presentation command (A3307) and executes a presentation command setting process (A3308). Note that the decorative special symbol reservation number command here may include information corresponding to a value obtained by subtracting 1 from the current number of reserved special symbols 1, taking into account that the number of reserved special symbols 1 will be reduced by 1 later when the special symbol 1 variable display game starts. Alternatively, if the number of reserved special symbols 1 managed by the presentation control device 300 is reduced by 1 when the special symbol 1 variable display game starts, the decorative special symbol reservation number command here may include information corresponding to the current number of reserved special symbols 1. Thereafter, the special symbol 1 variable start process is executed (A3309), and the normal special symbol processing is terminated.

[0448] In this way, by checking the number of reserved special charts 2 before checking the number of reserved special charts 1, if the number of reserved special charts 2 is not 0, the special chart 2 variation start process (A3305) will be executed. In other words, the special chart 2 variation display game will be executed in priority to the special chart 1 variation display game (special chart 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 the special chart 1 variation display game and the special chart 2 variation display game may be executed in the order in which the winning (i.e., start memory) occurred (winning order consumption), and if the start memory of the special chart 1 variation display game and / or the special chart 2 variation display game occurs and it becomes possible to execute the special chart variation display game, the variation display game based on the oldest start memory may be executed.

[0449] [Special Chart 1 Change Start Processing] Next, the details of the special chart 1 variation start processing (A3309) 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.

[0450] The game control device 100 saves the special symbol 1 variation flag indicating the type of the special symbol variation display game to be executed (here, special symbol 1) in the variation symbol discrimination area (A3401). Next, it executes the jackpot flag 1 setting process (A3402) to set miss information or jackpot information in the jackpot flag 1 to determine whether the special symbol 1 variation display game is a jackpot. The details of the jackpot flag 1 setting process will be described later.

[0451] Next, the game control device 100 executes a special symbol 1 stop symbol setting process (A3403) for setting the special symbol 1 stop symbol (symbol information) for the special symbol 1 variable display game. In the special symbol 1 stop symbol setting process, the stop symbol number at the time of a miss, a support hit, a small hit, or a big hit, and the miss stop symbol pattern, the support hit stop symbol pattern, the small hit stop symbol pattern, or the big hit stop symbol pattern corresponding to this stop symbol number are saved. The stop symbol numbers at the time of a support hit, a small hit, or a big hit are each determined corresponding to the special symbol pattern random number.

[0452] Furthermore, the game control device 100 executes a special chart information setting process to set special chart information, which is a parameter for setting a variation pattern (A3404).

[0453] 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 (A3405).

[0454] Thereafter, the game control device 100 executes a variation pattern setting process (A3406) that sets a variation pattern (variation pattern number), which is a variation mode in the special chart 1 variation display game, by allocation. In this embodiment, the variation pattern consists of a first half variation pattern, which is a variation mode from the start of the special chart variation display game until the reach state is reached, and a second half variation pattern, which is a variation mode from the reach state is reached until the end of the special chart variation display game. By the variation pattern setting process, a first half variation number corresponding to the first half variation pattern and a second half variation number corresponding to the second half variation pattern are obtained and saved in the first half variation number area and the second half variation number area, respectively. Note that a configuration in which the first half variation pattern and the second half variation pattern are not distinguished is also possible.

[0455] Next, the game control device 100 executes a fluctuation start information setting process (A3407) to set information on the start of fluctuation in the special chart 1 fluctuation display game. In the fluctuation start information setting process, a fluctuation time value corresponding to the fluctuation pattern (fluctuation pattern number) is acquired and saved in the special chart game processing timer area. Then, a fluctuation command (MODE, ACTION) corresponding to the fluctuation pattern number is prepared as a presentation command, and a presentation command setting process is performed. Also, in the fluctuation 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 fluctuation display game that is about to start is updated by -1 (decreased by 1).

[0456] Next, the game control device 100 sets the processing number to "1" relating to the processing during special chart fluctuation (A3408), and saves the processing number in the special chart game processing number area (A3409).

[0457] Then, the game control device 100 clears the customer waiting demo flag area (A3410) and saves a signal related to the start of the special symbol 1 fluctuation (turns on the special symbol 1 fluctuation signal) in the test signal output data area (A3411). After that, it saves the fluctuation flag in the special symbol 1 fluctuation control flag area (A3412) and sets the initial value (e.g., 100 ms) of the flashing control timer (the timer for the flashing period of the special symbol 1 display 51) in the special symbol 1 flashing control timer area (A3413). Next, it saves the initial value (e.g., 0) in the special symbol 1 fluctuation symbol number area (A3414), and ends the special symbol 1 fluctuation start processing.

[0458] In this embodiment, the probability state (low probability / high probability) and the presence or absence of a time-saving state (with / without time-saving) do not directly affect the allocation of the variation pattern, but the presentation mode managed by the game control device 100 affects the allocation of the variation. One presentation mode is set from multiple presentation modes depending on the probability state, the presence or absence of a time-saving state, the progress of the special chart variation display game, etc. The variation may also be directly allocated based on the probability state, the presence or absence of a time-saving state, the progress of the special chart variation display game, etc.

[0459] [Special Chart 2 Change Start Processing] Next, the details of the special chart 2 variation start processing (A3305) 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.

[0460] The game control device 100 first saves the 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 (A3501). Next, it executes the jackpot flag 2 setting process (A3502) 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.

[0461] 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 (A3503). Furthermore, it executes a special symbol information setting process for setting the special symbol information, which is a parameter for setting the variable pattern (A3504). 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 (A3505).

[0462] 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 by allocation (A3506). Then, it executes a variation start information setting process to set the variation start information of the special chart 2 variation display game (A3507).

[0463] Next, the game control device 100 sets the processing number to "1" relating to the processing during special chart fluctuation (A3508), and saves the processing number in the special chart game processing number area (A3509).

[0464] Then, the game control device 100 clears the customer waiting demo flag area (A3510) and saves a signal related to the start of the special symbol 2 fluctuation (turns on the special symbol 2 fluctuation signal) in the test signal output data area (A3511). After that, it saves a fluctuation flag in the special symbol 2 fluctuation control flag area (A3512) and sets an initial value (e.g., 100 ms) of the flashing control timer (a timer for the flashing period of the special symbol 2 display 52) in the special symbol 2 flashing control timer area (A3513). Next, it saves an initial value (e.g., 0) in the special symbol 2 fluctuation symbol number area (A3514), and ends the special symbol 2 fluctuation start processing.

[0465] [Jackpot flag 1 setting process] Next, the details of the jackpot flag 1 setting process (A3402) 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.

[0466] The game control device 100 first saves the miss information in the jackpot flag 1 area, the small hit flag 1 area, and the support hit flag 1 area (A3601). Next, the jackpot random number is loaded from the RWM special chart 1 jackpot random number storage area (for reserved number 1) and prepared (A3602), and the special chart 1 jackpot random number storage area (for reserved number 1) is cleared to 0 (A3603). 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 j...

Claims

[Claim 1] A gaming machine equipped with control means capable of controlling a game, and capable of generating a special game state that is advantageous to the player when the result of the game is a special result, The control means is After the end of the aforementioned special game state, it is possible to transition to a specific game state that is more advantageous than the normal game state. It is possible to perform an indication performance that suggests a transition to the aforementioned specific game state through a predetermined success or failure performance, The aforementioned suggestive effect is, If the outcome of the success / failure presentation is a success, it can be suggested that the game will transition to the specific game state after the end of the special game state. If the aforementioned result is a failure, it can be suggested that the game will not transition to the specified game state after the end of the special game state. After indicating in the provisional result mode that the game will not transition to the specified game state after the end of the special game state, if the result mode is a predetermined revival mode, it is possible to indicate that the game will transition to the specified game state after the end of the special game state. When power is restored after a power outage that occurred during the revival performance process resulting in the aforementioned outcome mode being the predetermined revival mode, the system will not execute the revival performance process and will instead notify the system of power restoration. Gaming machine.