Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANSEI R&D KK
- Filing Date
- 2023-06-27
- Publication Date
- 2026-06-18
AI Technical Summary
Existing gaming machines lack appropriate signal output mechanisms to the outside, necessitating improved control and information transmission during gaming state changes and abnormal conditions.
A gaming machine equipped with a game control mechanism that transmits specific information to the outside based on gaming state changes, including abnormality detection and power-on scenarios, utilizing a RAM clear switch to manage signal output.
Enhances the appropriateness and reliability of signal output to the outside, ensuring accurate transmission of gaming state information and preventing fraudulent activities.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] BACKGROUND ART Conventionally, gaming machines that output predetermined information to the outside are known (see, for example, Patent Document 1).
[0003] In such gaming machines, a signal corresponding to the gaming state is output to the outside. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Publication No. 2020-178839 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in such gaming machines, there is still room for improvement in terms of signal output to the outside of the gaming machine.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to provide a gaming machine that can output a more appropriate signal to the outside of the gaming machine. [Means for solving the problem]
[0007] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized as the following application examples.
[0008] [Application example 1] A gaming machine equipped with a game control means capable of controlling a game, When a game state is changed from a playable state to a game stopped state in a second game state that is more advantageous than the first game state, the game control means stops continuing to output first information indicating that the game state is the second game state to the outside of the game machine, and outputs second information different from the first information to the outside of the game machine. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The second information is output for a certain period of time when an abnormality occurs in the gaming machine. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, When the power supply to the gaming machine is turned on again without operating the RAM clear switch after the power supply to the gaming machine is turned off, the game control means outputs the second information without outputting the first information. A gaming machine characterized by: [Effects of the Invention]
[0009] According to the present invention, a more appropriate signal can be output to the outside of the gaming machine. [Brief explanation of the drawings]
[0010] [Figure 1] FIG. [Figure 2] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 3] FIG. 1 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 5] A diagram for explaining the memory areas of the game control microcomputer and the presentation control microcomputer. [Figure 6] FIG. 10 is an explanatory diagram of a hit determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8]An explanatory diagram of a fluctuation pattern determination table when the time is not reduced. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a power-on process. [Figure 12] 10 is a flowchart of a main-side timer interrupt process. [Figure 13] FIG. 10 is a diagram for explaining game stop conditions. [Figure 14] 10 is a flowchart of a special action process. [Figure 15] 10 is a flowchart of a special symbol waiting process. [Figure 16] 10 is a flowchart of a hit determination process. [Figure 17] This is a flowchart of special electric device processing (small win). [Figure 18] 10 is a flowchart of a special symbol determination process. [Figure 19] 10 is a flowchart of a game status management process. [Figure 20] This is a flowchart of the special electric device processing (jackpot). [Figure 21] 10 is a flowchart of a game status setting process. [Figure 22] 10 is a flowchart of an external terminal board output process. [Figure 23] 10 is a first modified example of the flowchart of the external terminal board output process. [Figure 24] 10 is a second modified example of the flowchart of the external terminal board output process. [Figure 25] 10 is a third modified example of the flowchart of the external terminal board output process. [Figure 26] 10 is a fourth modified example of the flowchart of the external terminal board output process. [Figure 27] 5 is a fifth modified example of the flowchart of the external terminal board output process. [Figure 28] 10 is a flowchart of a power interruption monitoring process. [Figure 29] 10 is a flowchart of a sub-control main process. [Figure 30] 10 is a flowchart of a sub-side first timer interrupt process. [Figure 31] 10 is a flowchart of a sub-side second timer interrupt process. [Figure 32] 10 is a flowchart of a received command analysis process. [Figure 33] 10 is a flowchart of the variable effect start processing. [Figure 34] 23 is a diagram for explaining an example of output realized by the external terminal board output process of FIG. 22. FIG. [Figure 35] 24 is a diagram for explaining an example of an output realized by the external terminal board output process (modification 1) of FIG. 23. FIG. [Figure 36] 25 is a diagram for explaining an example of an output realized by the external terminal board output process (modification 2) of FIG. 24. FIG. [Figure 37] 26 is a diagram for explaining an example of an output realized by the external terminal board output process (variation 3) of FIG. 25. FIG. [Figure 38] 27 is a diagram for explaining an example of an output realized by the external terminal board output process (variation 4) of FIG. 26. FIG. [Figure 39] 28 is a diagram for explaining an example of an output realized by the external terminal board output process (variation 5) of FIG. 27. FIG. DETAILED DESCRIPTION OF THE INVENTION
[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning.
[0013] The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 also comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.
[0014] The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a cylinder lock 64, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the playing area 3 of the game board 2 can be seen through the opening. A glass unit is fitted into this opening 52.
[0015] The glass unit is made up of two colorless, transparent glass pieces (front glass and rear glass) spaced a predetermined distance apart in the front-to-rear direction. The glass unit is sandwiched between the two colorless, transparent glass pieces (front glass and rear glass) to form an internal space. The glass unit can be attached and detached from the rear of the front frame 53. The glass unit is also provided with a storage compartment (not shown) that contains a desiccant to remove moisture from the internal space, preventing the glass from fogging up due to moisture.
[0016] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength that corresponds to the angle of rotation. A ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. A surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.
[0017] The effect button 63 is an operating section arranged near the ball supply tray (upper tray) 61, and is operated (pressed) by the player when an effect is executed as the game progresses.
[0018] The cylinder lock 64 is located above and to the right of the handle 60 on the lower right side of the front frame 53. A key can be inserted into the keyhole 64a of the cylinder lock 64 and rotated 90 degrees clockwise from its normal state (where the keyhole 64a is arranged in a vertically long rectangular shape) to release the front frame 53 from the inner frame (where the keyhole 64a is rotated 90 degrees clockwise and the keyhole 64a is arranged in a horizontally long rectangular shape). Alternatively, the key can be rotated 90 degrees counterclockwise from its normal state (where the keyhole 64a is arranged in a vertically long rectangular shape) to release the front frame 53 together with the inner frame from the outer frame (where the keyhole 64a is rotated 90 degrees counterclockwise and the keyhole 64a is arranged in a horizontally long rectangular shape).
[0019] When the front frame 53 is released from the inner frame, the front of the game board 2 is released from the front frame 53, allowing an attendant such as a game hall staff member to, for example, remove a state in which multiple game balls flowing down the game area 3 are clogged with game nails (so-called "grapes"). By closing the front frame 53 toward the inner frame, the game is returned to its normal state (a state in which the keyhole 64a is arranged in a vertically long rectangular shape), and locking is completed.
[0020] When the front frame 53 is released from the outer frame together with the inner frame, the rear side of the gaming board 2 is opened, revealing the power supply board 116 and payout control board 110. This allows a gaming parlor staff member or other attendant to turn on the RAM clear switch 117 (FIG. 5) on the power supply board 116 and turn on or off the power switch 118 (FIG. 5) on the power supply board 116. Closing the front frame 53 together with the inner frame toward the outer frame returns the unit to its normal state (where the keyhole 64a is arranged in a vertically elongated rectangular shape), completing the locking process. The RAM clear switch 117 is a tactile switch that is turned on only when operated on and remains off when not operated on. The power switch 118 is a toggle switch that remains on when operated on and remains off when operated off.
[0021] Thus, in order to operate the RAM clear switch 117 (Fig. 5) and the power switch 118 (Fig. 5), a key must be inserted into the keyhole 64a of the cylinder lock 64 and turned counterclockwise from its normal position to release the front frame 53 together with the inner frame from the outer frame. Note that if the key inserted into the keyhole 64a is not a genuine key, it will not be possible to release the front frame 53 from the inner frame, and it will not be possible to release the front frame 53 together with the inner frame from the outer frame.
[0022] In addition, a frame opening sensor 34 is provided on the upper side of the gaming machine frame 50, which can detect when the front frame 53 has been opened from the inner frame, or when the front frame 53 and the inner frame have been opened from the outer frame.
[0023] The frame lamps 66 are arranged around the opening of the front frame 53 and provide light effects during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and provide sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, and allows for various inputs. The frame movable body 600 is a movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0024] A sword member and a sword button may also be provided on the right side of the opening of the front frame (front frame portion) 53 and on the right front surface of the front frame (front frame portion) 53. The sword member is an operation portion shaped like a sword, which the player can press downward during effects that are executed as the game progresses. The sword button is an operation portion provided on the upper end portion of the sword member, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member is configured to be capable of performing two different operations: a first operation in which the entire sword member is pressed downward, and a second operation in which the sword button at the tip is pressed.
[0025] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 16, and a display 40.
[0026] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0027] The image display device 7 is located near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix display. The display screen 7a of the image display device 7 includes a display pattern display area in which display patterns (decorative symbols) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserve and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image corresponding to the corresponding variation and is also referred to as the variable image 9C, the variable icon 9C, or the variable icon 9C. Note that the reserved digestion image 9C is an image corresponding to the variation and does not indicate a reserve. However, for convenience, the reserved images 9A and 9B and the reserved digestion image 9C are collectively referred to as the reserved images.
[0028] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays the left effect symbol (left decorative symbol) 8L. The center symbol display area displays the center effect symbol (center decorative symbol) 8C. The right symbol display area displays the right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first and second special symbols, described below. The image display device 7 can clearly display the results of the variable display of the first and second special symbols (jackpot lottery results) to the player by combining the effect symbols displayed in the left, center, and right symbol display areas. The first and second special symbols are collectively referred to as "special symbols."
[0029] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a static display of a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery through the image display device 7. The display of the dynamic display of the dynamic symbols may be vertically scrolling or in other ways. The combination of dynamic symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the 8L, 8C, and 8R symbols will be referred to as "dynamic display of the dynamic symbol," "decorative display of the dynamic symbol," or simply "dynamic display." Note that the dynamic display of the dynamic symbol during the period from when the special symbol starts to change until it stops (also referred to as the special symbol change period) is counted as one dynamic display. Therefore, even if the decorative symbol is temporarily stopped during the period from when the special symbol starts to change until it stops, the temporary stop effect is included in the decorative symbol change effect.
[0030] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.
[0031] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols and the number of reserved second special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be displayed in an easy-to-understand manner to the player that the reserved first special symbol or reserved second special symbol will be consumed ("consumption of reserved special symbol" described below).
[0032] The center ornament 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out to the stage section 11 from the exit section.
[0033] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 that always keeps the ease of entry of the game ball. The entry of a game ball into the first starting hole 20 triggers the drawing of a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a winning random number, etc., and the determination of a jackpot, etc.
[0034] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and is equipped with a second start hole 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 is equipped with a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Fig. 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. Note that it is sufficient for the electric chute 22 to make it easier for a ball to enter the second start hole 21 when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.
[0035] Gate (through chucker) 28 is located above first big prize device (first attacker) 31 in game area 3, and is configured to allow game balls to pass through. The passage of a game ball through gate 28 triggers a normal symbol lottery that determines whether or not to open electric chute 22. In other words, the passage of a game ball through gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.
[0036] Here, the "special symbol lottery (special symbol lottery)" refers to the process of obtaining a random number for determining the special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of this "jackpot" lottery (special symbol lottery result) is not immediately reported to the player; rather, the display 40 displays a fluctuating special symbol, and after a predetermined fluctuating time has elapsed, the special symbol corresponding to the lottery result (special symbol lottery result) is displayed as a static display (determined display), and the player is notified of the lottery result (special symbol lottery result). The image display device 7 plays a pattern matching game in which the effect symbol is displayed in a fluctuating manner in synchronization with the display of the fluctuating special symbol, and this pattern matching game more effectively notifies the player of the jackpot lottery result (special symbol lottery result), i.e., a jackpot (win) or a loss. The special pattern will change when the display of the special pattern changes begins.
[0037] Furthermore, "lottery for normal symbols" refers to the process of obtaining a random number for determining normal symbols when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The lottery result for this normal symbol is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is made on display 40, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the lottery result is announced to the player.
[0038] The first large prize device (first attacker) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize opening 30, a V-shaped area 39, a non-V-shaped area 70, and a V-shaped opening / closing member 71. The first large prize opening 30 includes an opening / closing member 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (Figure 3). Game balls can enter the first large prize opening 30 when the opening / closing member 32 is in the open position.
[0039] The first large prize device 31 is equipped internally with a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).
[0040] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas inside the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is arranged in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is arranged in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.
[0041] The V-opening / closing member 71 distributes gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute gaming balls to the V region 39, entering a first state (rotating state). When the V-opening / closing member solenoid 73 is not energized, it is positioned at the origin and enters a second state (stopped state) to distribute gaming balls to the non-V region 70. Note that the V-opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward relative to the gaming board 2 as long as it has the function of distributing gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V-opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which the game balls are distributed to the V region 39, and when the V-opening / closing member solenoid 73 is not energized, it enters an advanced state (second state) in which the game balls are distributed to the non-V region 70.
[0042] The first special prize device 31 of this embodiment further includes a first special prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first special prize device 31. The first special prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.
[0043] The second large prize winning device (second attacker) 36 is located above and to the right of the first large prize winning opening 30 in the game area 3, and is equipped with a second large prize winning opening 35. The second large prize winning opening 35 is equipped with an opening / closing member 37 that blocks or allows the acceptance of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Figure 3). Game balls can enter the second large prize winning opening 35 when the opening / closing member 37 is in the open state. A prize winning into the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Figure 3) that counts the number of game balls discharged from the second large prize winning device 36.
[0044] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3 and discharges game balls that do not enter any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.
[0045] A vibration sensor 25 is disposed on the back side of the game board 2 corresponding to the game area 3 below and to the right of the fixed winning device (center) 19. The vibration sensor 25 detects abnormal vibrations caused by a cheating player (cheater) hitting the game machine 1 to change the direction of the game balls flowing down the game area 3 (so-called "hitting"). In addition, a magnetic sensor 26 is disposed on the back side of the game board 2 corresponding to the game area 3 between the general winning opening 27 and the first starting opening 20. The magnetic sensor 26 detects abnormal magnetism caused by a cheating player (cheater) bringing a magnet close to the game area 3 to change the direction of the game balls flowing down the game area 3 (so-called "magnet hit"). Hitting and magnet hits are cheating acts on the game machine, and they cause the game machine to malfunction ("gaming machine abnormality").
[0046] A downstream ball discharge passage (not shown) is provided on the underside of the back surface of the game board 2. Game balls that enter the outlet 16 and game balls that enter various winning ports (first start port 20, second start port 21, general winning port 27, first large winning port 30, second large winning port 35, etc.) are discharged as "out balls" from the downstream ball discharge passage (not shown) to the pachinko island equipment. An out ball sensor 29 is provided in this downstream ball discharge passage (not shown). In other words, the passage of "out balls," which are game balls that enter the outlet 16 or various winning ports (first start port 20, second start port 21, general winning port 27, first large winning port 30, second large winning port 35, etc.), is detected by the out ball sensor 29 provided in the downstream ball discharge passage (not shown). In other words, an "out ball" is a game ball that is launched toward the game area 3 of the game board 2 (that is, a game ball that actually flows into the game area 3, excluding so-called foul balls that fall along the rail member 4 without reaching the game area 3).
[0047] In addition, the game balls paid out as prize balls in response to game balls that enter various winning slots (first starting slot 20, second starting slot 21, general winning slot 27, first large winning slot 30, second large winning slot 35, etc.) are called "safe balls." "Out balls" and "safe balls" are used when determining (calculating, deriving) the "difference in ball count" described below, and are used to determine whether or not to activate the game stop function, that is, whether or not to stop the game. "Safe balls" do not refer to balls that are actually paid out as prize balls, but are a value that is updated when a ball enters various winning slots (first starting slot 20, second starting slot 21, general winning slot 27, first large winning slot 30, second large winning slot 35, etc.).
[0048] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for a win in the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning in the second starting gate 21, the first major winning gate 30, and the second major winning gate 35.
[0049] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values (numerical information) of various random numbers, such as the winning random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 84e (FIG. 5). Specifically, if the game ball enters the first starting hole 20, it is stored in the first special symbol reserve memory area (FIG. 5) as a first special symbol reserve, and if the game ball enters the second starting hole 21, it is stored in the second special symbol reserve memory area (FIG. 5) as a second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 84e, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area and the second special symbol reserve memory area. The special symbol reserves stored in the special symbol reserve memory area 84e are consumed when variable display of special symbols based on those special symbol reserves becomes possible. "Consuming a reserved special symbol" means determining the winning random number, etc., corresponding to the reserved special symbol and executing the variable display of the special symbol to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbol or during the execution of the special game, the right to a jackpot lottery for the winning can be reserved up to a predetermined number.
[0050] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number.
[0051] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 2 to 4. Figure 2 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 comprises a main control board 80 (Figure 2), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), a payout control board 110 (Figure 2), and a power supply board 116 (Figure 2).
[0052] The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, lamp control board 107, and sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.
[0053] The main control board 80 is equipped with a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0054] The game control microcomputer 81 has a built-in main watchdog timer (main WDT). The main watchdog timer (main WDT) monitors the operation of the game control microcomputer 81. When the game control microcomputer 81 activates the main watchdog timer (main WDT), the main watchdog timer (main WDT) begins timing an operation monitoring time. If the main watchdog timer (main WDT) is not updated before the operation monitoring time set in the main watchdog timer (main WDT) is reached, the main watchdog timer (main WDT) resets the game control microcomputer 81 itself. In other words, if the game control microcomputer 81 does not update the main watchdog timer (main WDT) according to the program and reset the operation monitoring time, the main watchdog timer (main WDT) determines that there is an abnormality in the operation of the game control microcomputer 81, and resets the game control microcomputer 81 itself when the timing by the main watchdog timer (main WDT) reaches the operation monitoring time. The main watchdog timer (main WDT) resets the game control microcomputer 81 itself if the main watchdog timer (main WDT) is not updated and the operation monitoring time is not reset before the operation monitoring time is reached. Therefore, if the main watchdog timer (main WDT) is not updated and the operation monitoring time is not reset before the main watchdog timer (main WDT) is updated and the operation monitoring time is reached, "the conditions for stopping gameplay due to non-updating of the main watchdog timer (main WDT) are met."
[0055] The main control board 80 is connected to a sensor solenoid 44 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As shown in FIG. 3, examples of the sensors include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a V-area sensor 39a, a non-V-area sensor 70a, a normal prize opening sensor 27a, a first large prize device ejection sensor 31a, a second large prize device ejection sensor 36a, a vibration sensor 25, a magnetic sensor 26, an out ball sensor 29, and a frame open sensor 34.
[0056] The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-area sensor 39a is provided in the V-area 39 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 and detects game balls that have passed through the non-V-area 70. The normal prize opening sensor 27a is provided inside the normal prize opening 27 and detects game balls that have entered the normal prize opening 27. The first large prize opening device discharge sensor 31a detects game balls discharged from the first large prize opening 31. The second large prize opening device discharge sensor 36a detects game balls discharged from the second large prize opening 36. The vibration sensor 25 detects abnormal vibrations caused by knocking. The magnetic sensor 26 detects abnormal magnetism caused by magnetic knocking. The out ball sensor 29 detects that an "out ball," which is a game ball that has entered the out opening 16 or various prize openings (first start opening 20, second start opening 21, normal prize opening 27, first large prize opening 30, second large prize opening 35, etc.), has passed through the downstream ball discharge passage described above. The frame opening sensor 34 detects when the front frame 53 has been released from the inner frame, or when the front frame 53 and the inner frame have been released from the outer frame.
[0057] As shown in FIG. 3, examples of the solenoids include the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71.
[0058] The main control board 80 is connected to the display 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the display 40. An external terminal board 72 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 outputs information related to jackpots, fraud information, etc. to the external terminal board 72. The jackpot-related information and fraud information are output to the external unit UT via the external terminal board 72 as jackpot-related information signals and fraud information signals. Examples of the external unit UT include a data counter that is attached to a pachinko island above the gaming machines 1 on which the gaming machines 1 are lined up and that displays various information about the gaming machines 1 and their status, as well as a hall computer that is installed in the control room of the gaming hall and that receives various information about the gaming machines 1 from the pachinko island.
[0059] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 to monitor dispensing. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, a card unit 135, and a launching device 112.
[0060] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates using power supplied from the power supply board 116 and distributes power to other boards (not shown). The power supply board 116 is provided with a power switch 118 for powering on the gaming machine 1 and supplying power to various boards, and a RAM clear switch 117 for clearing the contents (backup information) of the main RAM 84 (FIG. 5) of the game control microcomputer 81 of the main control board 80. The gaming machine 1 can be powered on by turning the power switch 118 ON, and power to the gaming machine 1 can be shut off by turning the power switch 118 OFF. The power supply board 116 is also provided with a power shutdown monitoring circuit (not shown) that monitors for signs of power shutdown to the gaming machine 1. This power shutdown monitoring circuit outputs a power shutdown signal to the main control board 80 when there is a sign of power shutdown to the gaming machine 1. When a power-off signal is input, the game control microcomputer 81 (Fig. 5) of the main control board 80 prohibits access to the main RAM 84 (Fig. 5) of the game control microcomputer 81 of the main control board 80. This allows the contents (backup information) of the main RAM 84 (Fig. 5) of the game control microcomputer 81 of the main control board 80 to be retained. The power-off monitoring circuit monitors for a drop in the voltage of a specific power source (for example, a 24V DC power source) among the various power supply voltages generated by the power supply board 116, and if the voltage drops below a threshold, it indicates that there is a sign that the power to the gaming machine 1 may be shut off, and outputs a power-off signal.
[0061] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.
[0062] The sub-control board 90 is equipped with a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via the input / output circuit 95.
[0063] The image control board 100 is equipped with an image control microcomputer, which is a one-chip microcomputer (not shown) that controls the display of the image display device 7 in accordance with a program. The image control microcomputer of the image control board 100 has a built-in ROM in addition to a CPU. The ROM of the image control microcomputer stores not only the program for performing display control but also still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The image control microcomputer also has a built-in RAM used as memory for expanding image data. The CPU of the image control microcomputer executes the program stored in the ROM of the image control microcomputer.
[0064] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.
[0065] The lamp control board 107 is connected to and controls the frame lamp 66 and the panel lamp 5. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates light emission pattern data (data that determines the on / off status, light emission color, etc., and is also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data.
[0066] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can not only be pressed, but can also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly, and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the player presses (pushes down) the select button 68, it outputs a switch signal to the sub-control board 90 via the relay board 108.
[0067] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0068] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 5. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83 of the game control microcomputer 81. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84 of the game control microcomputer 81. Figure 5(C) is a diagram illustrating a table stored in the sub-ROM 93 of the presentation control microcomputer 91. Figure 5(D) is a diagram illustrating a storage area provided in the sub-RAM 94 of the presentation control microcomputer 91.
[0069] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a win determination table, a reach determination table, a normal symbol win determination table, a normal symbol variation pattern determination table, a big win type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.
[0070] The main RAM 84 (Figure 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special chart reserve memory area 84e, a regular chart reserve memory area 84f, and a difference ball number etc. information memory area 84g.
[0071] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc.
[0072] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a big win flag, a small win flag, a time-saving flag, a ceiling flag, etc. are set.
[0073] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, a time-saving counter, a number-of-games counter, and a ceiling counter.
[0074] The special action status setting area 84d is an area where a status in the special action processing described later is set.
[0075] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved, respectively.
[0076] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.
[0077] The difference in balls, etc. information storage area 84g stores the difference in balls, which is the number of balls obtained by subtracting the number of safe balls from the number of out balls (out balls - safe balls), the minimum difference in balls since the gaming machine 1 was turned on, and so on.
[0078] In addition, the main RAM 84 is backed up by a backup power supply (not shown), and is capable of continuing to retain its stored contents when the power to the gaming machine 1 is cut off, so the contents stored in the main RAM 84 will not be lost when the power to the gaming machine 1 is cut off.
[0079] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a notification mode table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.
[0080] In this embodiment, there are two types of reach: super reach (SP reach) and normal reach. Super reach is a reach effect in which the fluctuation time after reach is longer than normal reach, and the expected probability of winning is set higher than normal reach. For this reason, players are more interested in super reach (SP reach) than normal reach.
[0081] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, an effect command setting area 94b, a counter setting area 94c, a flag setting area 94d, and a switch information storage area 94e. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side during the sub-control main processing (described later) are stored, and stores therein a pre-determination command, a reserved ball count command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, and the like. The effect command setting area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and stores therein a fluctuation effect start command, a pre-fluctuation end command, a fluctuation effect end command, an opening effect start command, a round effect start command, an ending effect start command, and the like. The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart hold effect counter, a second special chart hold effect counter, a normal chart hold effect counter, a time-saving effect counter, a game number counter, etc. are set.
[0082] The flag set area 94d is an area where various flags related to effects are set, that is, an area where flags used in the sub-control main processing (described later) are set. The switch information storage area 94e is set with switch data (edge data and level data) created based on detection signals from the effect button 63 and the select button 68 in the sub-control main processing (described later).
[0083] In addition to these various areas 94a to 94e, the sub-RAM 94 (FIG. 5(D)) is provided with a pre-determination information storage area (not shown) in which pre-determination information is stored. The pre-determination information storage area stores the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the variation pattern pre-determination result (variation pattern information) contained in the pre-determination command received from the main control board 80, as well as pre-reading performance pattern information. The pre-reading performance pattern information is information indicating the content of the pre-reading performance executed during the variation performance. The pre-determination information storage area includes first to fourth storage areas corresponding to the first to fourth special symbol 1 reserves, first to fourth storage areas corresponding to the first to fourth special symbol 2 reserves, and the variation for which the pre-determination information corresponding to the variation is shifted from the first storage area of the first special symbol reserve or the first storage area of the second special symbol reserve.
[0084] Furthermore, the sub-RAM 94 is not backed up by a backup power supply (not shown), and if the power supply to the gaming machine 1 is cut off, the contents stored in the sub-RAM 94 cannot be retained, so the contents stored in the sub-RAM 94 will be lost when the power supply to the gaming machine 1 is cut off.
[0085] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "winning random number," the "jackpot type random number," the "reach random number," the "variable pattern random number," and the "normal pattern random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a.
[0086] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255. The "winning random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting gate (first starting gate 20 or second starting gate 21). The random number group obtained based on the ball entering the first starting gate 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second starting gate 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0087] Next, we will explain the various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1. The various random numbers are updated by the random number counters set in the counter set area 94c of the corresponding sub-RAM 94. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance-up random number."
[0088] The "pre-reading effect random number" is obtained as the value of the pre-reading effect counter set in the counter set area 94c, and is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is obtained based on the output of a pre-determination command from the main control unit to the sub-control unit.
[0089] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.
[0090] 4. Explanation of various tables FIG. 6 is a diagram for explaining the hit determination table. The hit determination table is a table that the game control microcomputer 81 refers to during the main control processing (described later) to determine whether the acquired hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."
[0091] For the first special pattern (Special Pattern 1), if the winning random number value is "0 to 409", it is determined to be a "jackpot", if the winning random number value is "a number between 410 and 609", it is determined to be a "miss (sudden time reduction)", and if the winning random number value is "a number between 610 and 65535", it is determined to be a "miss".
[0092] For the second special pattern (Special Pattern 2), if the winning random number value is "0 to 409", it is determined to be a "big win", if the winning random number value is "410 to 9000", it is determined to be a "small win", and if the winning random number value is "a number between 9001 and 65535", it is determined to be a "miss".
[0093] In addition, a gaming state in which a "big win" or "small win" has occurred is advantageous to the player in that a larger number of game balls can be acquired compared to a gaming state in which a "big win" or "small win" has not occurred.
[0094] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 13," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 13 (14 to 127)," it is determined to be "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 5," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 5 (6 to 127)," it is determined to be "not reach."
[0095] The normal symbol win determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." The determination in the normal symbol win determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."
[0096] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0097] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).
[0098] When the first special symbol (Special 1) is selected, if the jackpot type random number is "0-10," it is determined to be a "10R type 1 jackpot (10 times time reduction)," if it is "11-75," it is determined to be a "4R type 1 jackpot (10 times time reduction)," and if the jackpot type random number is "76-127," it is determined to be a "4R type 1 jackpot (no time reduction)." Thus, the distribution rate for the type of jackpot when the first special symbol (Special 1) is selected is 11 / 128 (approximately 8.6%) for "10R type 1 jackpot (10 times time reduction)," 65 / 128 (approximately 50.8%) for "4R type 1 jackpot (10 times time reduction)," and 52 / 128 (approximately 40.6%) for "4R type 1 jackpot (no time reduction)."
[0099] When the second special symbol (Special Symbol 2) is drawn, if it is a Type 1 jackpot, it will be judged as a "10R Type 1 jackpot (10 times time reduction)". If it is a Type 2 jackpot, if the jackpot type random number is "0-37", it will be judged as a "10R Type 2 jackpot (10 times time reduction)", if the jackpot type random number is "38-75", it will be judged as a "4R Type 2 jackpot (10 times time reduction)", and if the jackpot type random number is "76-127", it will be judged as a "2R Type 2 jackpot (no time reduction)". Thus, when the second special symbol (Special Symbol 2) is drawn, the distribution rate for the type of jackpot is as follows: "10R Type 2 jackpot (10 times time reduction)" 38 / 128 (approximately 29.7%), "4R Type 2 jackpot (10 times time reduction)" 38 / 128 (approximately 29.7%), and "2R Type 2 jackpot (no time reduction)" 52 / 128 (approximately 40.6%).
[0100] A "Type 1 jackpot" is a jackpot that is determined to be a jackpot in the jackpot determination process, and a "Type 2 jackpot" is a jackpot that becomes a jackpot when the game ball that is launched passes through the V area 39 inside the first large prize winning device 31 after being determined to be a small jackpot in the jackpot determination process.
[0101] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-shortening state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-shortening state. The fluctuation pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control main processing (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).
[0102] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the hit determination table determines it as a "miss", the reach determination table determines it as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 59", the fluctuation pattern is determined to be "P4".
[0103] It is shown that when the ball enters the second starting hole 21 in the time-saving state, the hit determination table determines it as a "miss," the reach determination table determines it as a "no reach," and the number of reserved balls is "3 to 4," the fluctuation pattern is determined as "P53."
[0104] Here, in particular, when a ball enters the first starting hole 20 in a non-time-shortening state, the hit determination table determines it as a "jackpot," and the fluctuation pattern random number value is "101 to 127," the fluctuation pattern is determined as "P3." Also, when a ball enters the first starting hole in a non-time-shortening state, and the hit determination table determines it as a "miss (sudden time-shortening)," the fluctuation pattern is determined as "P13." Furthermore, when the hit determination table determines it as a "miss," the reach determination table determines it as a "reach," the number of reserved balls is "3 to 4," and the fluctuation pattern random number value is "115 to 127," the fluctuation pattern is determined as "P10." In the case of the fluctuation patterns P3, P10, and P13, "SP3" is selected as the basic performance pattern.
[0105] In addition, when the ball enters the second starting port 21 in the time-shortening state (c time-shortening state) and is determined as a "small win" in the hit determination table, the fluctuation pattern is determined as "P54". When the ball enters the second starting port in the time-shortening state (c time-shortening state) and is determined as a "miss" in the hit determination table, the fluctuation pattern is determined as "P55". In the case of fluctuation patterns P54 and P55, "SP4" is selected as the basic performance pattern.
[0106] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect in which the fluctuation time after the reach is longer than that of a normal reach. Here, four types of super reaches (SP1, SP2, SP3, SP4) are set. SP1 to 4 are executed in a progressive manner after a normal reach, and are battle effects in which an ally character and an enemy character fight each other.
[0107] The electric chute opening pattern determination table is a table that the game control microcomputer 81 references during the main control main processing (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11." In the "time-saving state," the opening pattern is determined to be "opening pattern 12." In the "c time-saving state," the opening pattern is determined to be "opening pattern 13." In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. In opening pattern 13, the electric chute 22 is opened once, with an opening time of 5.0 seconds per opening. However, if a predetermined number of game balls have entered the chute, the chute 22 will close even if there is still time left to open. In particular, in opening pattern 13, the chute will close if one game ball has entered the chute.
[0108] The large prize opening pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.
[0109] In the case of a "4R Type 1 jackpot", the second large prize slot 35 is opened once for a long time of 29.5 seconds in the first to fourth rounds. In the case of a "10R Type 1 jackpot", the second large prize slot 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize slot 30 opens five times in the first round with an opening time of 0.3 seconds, and the second large prize slot 35 opens once in the second to tenth rounds with an opening time of 29.5 seconds. In the case of a "2R two-type jackpot," in the first round, the first large prize slot 30 is opened once and for an opening time of 0.3 seconds, and in the second round, the second large prize slot 35 is opened once and for an opening time of 1.8 seconds. However, if a predetermined number of game balls are won (the specified number of winning balls, up to 9), the facility will be closed even if there is still time left for opening.
[0110] 5. Explanation of jackpots etc. In the gaming machine 1, there are two types of jackpots: a type 1 jackpot and a type 2 jackpot. A type 1 jackpot occurs when the acquired winning random number corresponds to a "jackpot." On the other hand, a type 2 jackpot occurs when the acquired winning random number corresponds to a "small jackpot" and then the gaming ball passes through the V area 39 in the first big winning device 31, resulting in a jackpot.
[0111] When a jackpot is hit, a "jackpot game" is played. Jackpot games are an example of special games. Jackpot games include multiple rounds of play (unit open games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) during which the jackpot entry port is closed between rounds of play is included in the open round of play before that closure.
[0112] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "variation time reduction control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 is executing variation time reduction control for the special symbols on the display 40 is referred to as the "time reduction state," while the state in which variation time reduction control is not executed is referred to as the "non-time reduction state (normal state)." In the time reduction state, the variation time of the special symbols (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time reduction state. The gaming control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a short variation time is selected more frequently in the time reduction state than in the non-time reduction state. In other words, when the gaming control microcomputer 81 is executing variation time reduction control for the special symbols, a short variation time is more likely to be selected as the variation time for the variable display of the special symbols than when variation time reduction control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved symbols becomes faster, and effective winnings (winnings that can be stored as special reserved symbols) in the starting slot become more likely to occur. This allows you to aim for a jackpot while playing smoothly.
[0113] The game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.
[0114] The game control microcomputer 81 performs probability fluctuation control for normal symbols, and performs hit determination (determination of normal symbols) using a normal symbol hit determination table in which the number of normal symbol random number values (win random number values) determined to be a hit is greater in the time-shortened state than in the non-time-shortened state. Therefore, in the time-shortened state, the hit probability is higher than in the normal probability state for normal symbols. In other words, when the game control microcomputer 81 is executing probability fluctuation control for normal symbols, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed.
[0115] In the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. Here, the normal symbol variation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. In other words, the game control microcomputer 81 executes control to extend the opening time of the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game is greater than in the non-time-saving state. In other words, the game control microcomputer 81 executes control to increase the number of times the electric chute 22 opens.
[0116] When the game control microcomputer 81 is executing probability fluctuation control and fluctuation time reduction control for the normal symbols on the display 40, and control to extend the opening time and increase the number of openings for the electric chute 22, the electric chute 22 opens more frequently and game balls land more frequently in the second starting hole 21 than when these controls are not being executed. As a result, the base, which is the ratio of the number of winning balls to the number of balls fired, becomes higher. Therefore, a state in which these controls are being executed is called a "high base state," and a state in which they are not being executed is called a "low base state." In the high base state, players can aim for a jackpot without significantly reducing their available game balls. The high base state is a state in which so-called electric support control (control that supports the electric chute 22 in landing in the second starting hole 21) is being executed. In the "high base state," the game is played with high probability, during time reduction, and while Special Chart 2 is being held, and the game is played by hitting the right side, which launches the game ball so that it flows down the right game area 3B.This is a game state in which a large number of game balls can be obtained through big wins and small wins that are won during high probability and time reduction, and is a so-called "rush" state, so it is a game state that is more advantageous to the player than the "low base state," in which no rush occurs.
[0117] The high base state (electric support control state) does not have to execute all of the above controls. That is, by executing one or more of the following controls: probability fluctuation control for the normal symbols on the display 40, fluctuation time reduction control for the normal symbols on the display 40, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22, it is sufficient if the electric chute 22 is more likely to open than when that control is not executed. Also, the high base state (electric support control state) may be controlled independently of the time-shortening state.
[0118] In a high base state, hitting the ball to the right to enter the right game area 3B (Figure 1) can provide an advantageous game progression. This is because the electric support control makes the electric chute 22 more likely to open than in a low base state, making it easier to win in the second start gate 21 than in the first start gate 20. For this reason, in a high base state, a right-handed shot is performed to allow the ball to pass through the gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed shot. In the gaming machine 1, play is performed by hitting the ball to the right even during a jackpot.
[0119] On the other hand, in the low base state, it is more advantageous to hit the ball from the left to make the ball enter the left game area 3A (Fig. 1) to progress the game. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the ball is hit from the left to make the ball enter the first start hole 20. This allows for more start wins than hitting from the right.
[0120] 7. Operation of the gaming control microcomputer 81 The following describes the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2). Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.
[0121] [Main control main processing] 10 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs power-on processing (step S001). The power-on processing is executed only once after the power is turned on (after power is restored) and is not executed thereafter. The power-on processing will be described later.
[0122] After the power-on process, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (win random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.
[0123] After the normal and special symbol main random number update process, the game control microcomputer 81 allows interrupt processing (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 milliseconds (ms)). That is, the main timer interrupt process is executed at a predetermined cycle (for example, every 4 milliseconds (msec)). Then, from the time the main timer interrupt process ends until the next main timer interrupt process starts, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is disabled, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.
[0124] [Power-on processing] 11 is a flowchart of the power-on process (FIG. 10: step S001). As shown in FIG. 11, when the power-on process starts, the game control microcomputer 81 first sets permission for access to the main RAM 84 (step S010). This allows information to be written to and read from the main RAM 84.
[0125] Following step S010, the game control microcomputer 81 determines whether the RAM clear switch 117 is ON (step S011). In this determination, when the power switch 118 is turned ON to power on the gaming machine 1, the power-on processing, which is the main processing, is performed shortly after the power is turned on. Therefore, in reality, the microcomputer 81 determines whether a staff member such as a game parlor staff member has turned ON the RAM clear switch 117 and left it in the ON state, and then turned ON the power switch 118.
[0126] When the RAM clear switch 117 is not ON (i.e., when a staff member such as a game parlor clerk turns ON the power switch 118 without turning ON the RAM clear switch 117) (step S011: NO), the game control microcomputer 81 determines whether or not the power-off flag is ON (step S012). The power-off flag is a flag that indicates the occurrence of a power-off to the gaming machine 1, and is a flag that is turned ON in a power-off monitoring process that is performed as part of the main-side timer interrupt process described later. When the power-off flag is ON, it indicates that the power was normally shut off, and when the power flag is OFF, it indicates that the power may not have been normally shut off.
[0127] When the power failure flag is ON (step S012: YES), the game control microcomputer 81 calculates the checksum of the main RAM 84 (step S013) and determines whether the value of this calculated checksum matches the value of the checksum of the main RAM 84 that was calculated and stored (memorized) in the power failure monitoring process, which is performed as part of the main side timer interrupt process described below (step S014).
[0128] When the checksum values of the main RAM 84 match (step S014: YES), the game control microcomputer 81 sets the working area of the main RAM 84 to the time of power recovery (step S015). Here, the game control microcomputer 81 reads the power recovery information from the main ROM 83 and sets it in the working area of the main RAM 84. This allows the game control microcomputer 81 to start up based on the backup information.
[0129] Next, the game control microcomputer 81 sets the power-off flag to OFF (step S016) and determines whether the game stop flag is ON (step S017). The game stop flag is a flag that is set to ON in a game stop determination process performed as part of the main timer interrupt process described below, so that when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit number of balls), the "condition for game stop is met" and the game transitions to a game stop state, whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (a predetermined upper limit number of balls), the "condition for game stop is not met" and the game does not transition to a game stop state, so that the game is set to OFF (maintained at OFF).
[0130] When the game stop flag is not ON, that is, when the game stop flag is OFF and the difference between the "difference in balls" described below and the minimum value of the "difference in balls" has not reached a predetermined upper limit (predetermined upper limit number of balls) (step S017: NO), the game control microcomputer 81 terminates this processing. On the other hand, when the game stop flag is ON, that is, when the difference between the "difference in balls" described below and the minimum value of the "difference in balls" has reached a predetermined upper limit (predetermined upper limit number of balls) (step S017: YES), the game control microcomputer 81 sends a game stop command to the sub-control board 90 (step S018), sets the flag for power restoration after game stop to ON (step S018a), and terminates this processing. The game stop command is a command by which the game control microcomputer 81 notifies the effect control microcomputer 91 of the sub-control board 90 that the state of the gaming machine 1 has transitioned to a game stop state, and causes the control objects of the effect control microcomputer 91 of the sub-control board 90 (the control objects of the image control board 100, the control objects of the sound control board 106, and the control objects of the lamp control board 107) to enter a state in which a game stop state is notified. Upon receiving the game stop command, the sub-control board 90 controls its own control objects to enter a state in which a game stop state is notified, in which the state of the gaming machine 1 has transitioned to a game stop state.
[0131] The power restoration flag after game stop is a flag used to control the information transmitted from the external terminal board 72 to the external unit UT, assuming that when the power to the game machine 1 is cut off and the power to the game machine 1 is turned back on without the RAM clear switch 117 being turned ON, the game stop flag is ON just before the power to the game machine 1 is cut off, that is, the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" described below has reached a predetermined upper limit value (a predetermined upper limit number of balls). The power restoration flag after game play is stopped is set to ON when the power to the game machine 1 is turned back on without the RAM clear switch 117 being turned ON, and the game stop flag is turned ON just before the power to the game machine 1 is cut off, that is, when the difference between the ``difference in number of balls'' and the minimum value of the ``difference in number of balls'' described below has reached a predetermined upper limit (predetermined upper limit number of balls).On the other hand, when the power switch 118 is turned ON while the RAM clear switch 117 is turned ON, that is, when the power to the game machine 1 is turned back on while the RAM clear switch 117 is turned ON, the initial value, OFF, is set in the processing of step S020 described below.
[0132] On the other hand, when the RAM clear switch 117 is ON (i.e., when a staff member such as a game parlor staff member turns ON the RAM clear switch 117 and then turns ON the power switch 118) (step S011: YES), when the power flag is OFF (i.e., when there is a possibility that the power was not shut off properly) (step S012: NO), or when the checksum values of the main RAM 84 do not match (i.e., when there is a checksum error) (step S014: NO), the game control microcomputer 81 clears the main RAM 84 (step S019) and initializes the work area of the main RAM 84 (step S020). Here, the game control microcomputer 81 reads initial setting information from the main ROM 83 and sets it in the work area of the main RAM 84. This clears the backup information and starts up the game.
[0133] Next, the game control microcomputer 81 transmits a RAM clear notification command to the sub-control board 90 to notify that the contents stored in the main RAM 84 have been cleared (step S021), and ends this process. Upon receiving the RAM clear notification command, the sub-control board 90 starts a RAM clear notification process that sets the state of the gaming machine 1 to a RAM clear notification mode. The RAM clear notification command is a signal that is output when a RAM clear (RAM clear) is executed.
[0134] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt process (FIG. 10: step S005). In the main timer interrupt process, which is executed at a predetermined cycle (for example, every 4 milliseconds (ms)), the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 10) described above. In other words, the update process of various random number counter values is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0135] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1 and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, the normal winning hole sensor 27a, the vibration sensor 25, the magnetic sensor 26, the out ball sensor 29, and the frame open sensor (Figure 3).
[0136] After the input process, the game control microcomputer 81 determines whether the fraud flag is ON (step S103). The fraud flag is a flag that is set to ON in an error discrimination process described later when it is detected based on a detection signal from the frame opening sensor 34 that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame, indicating fraudulent behavior 1; when an abnormal magnetism is detected based on a detection signal from the magnetic sensor 26, it is set to ON in an error discrimination process; when an abnormal vibration is detected based on a detection signal from the vibration sensor 25, it is set to ON in an error discrimination process; and when none of the fraudulent behaviors 1 to 3 is detected, it is set to OFF (maintained at OFF). The fraud flag is set to ON based on the detection signal from the frame opening sensor 34 as fraud 1, and then set to OFF based on the detection signal from the frame opening sensor 34 when it is detected that the front frame 53 is closed to the inner frame and that the front frame 53 and the inner frame are closed to the outer frame, indicating that fraud 1 has been resolved.
[0137] The fraud flag is set to its initial value, OFF, when the power switch 118 is turned ON while the RAM clear switch 117 is turned ON, that is, when the power of the gaming machine 1 is turned ON again while the RAM clear switch 117 is turned ON. The fraud flag is information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84.
[0138] When the fraud flag is not ON, that is, when the fraud flag is OFF (step S103: NO), the game control microcomputer 81 determines whether or not the game stop flag is ON (step S104). The game stop flag is a flag that is set to ON in a game stop determination process described below when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit number of balls), which will be described later, in order to transition to a game stop state, on the assumption that "the condition for game stop is met" and the game does not transition to a game stop state, on the other hand, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (a predetermined upper limit number of balls), which will be described later, the flag is set to OFF (maintained at OFF) in order to transition to a game stop state, on the assumption that "the condition for game stop is not met."
[0139] When the game stop flag is not ON, that is, when the game stop flag is OFF, and the difference between the "difference in balls" and the minimum value of the "difference in balls" described below has not reached a predetermined upper limit (predetermined upper limit of balls) (step S104: NO), the game control microcomputer 81 performs a difference in balls process (step S105). In the difference in balls process, a process is performed to find (calculate, derive) the "difference in balls" obtained by subtracting the "safe balls" from the "out balls" ("difference in balls" = "out balls" - "safe balls"), and the process is also performed to compare the "difference in balls" found (calculated, derived) last time with the "difference in balls" found (calculated, derived) this time, and update the smaller "difference in balls" as the minimum value of the "difference in balls". Although this "difference in balls" and the minimum value of "difference in balls" are information stored in the difference in balls etc. information storage area 84g of the main RAM 84, even if the power switch 118 is turned ON without the RAM clear switch 117 being turned ON, that is, even if the power to the gaming machine 1 is turned ON again without the RAM clear switch 117 being turned ON (that is, even if RAM clearing is not performed), when the power to the gaming machine 1 is turned ON by turning the power switch 118 ON, the minimum values are initialized and reset to the value 0 (zero), respectively.
[0140] After the ball difference processing, the game control microcomputer 81 performs a game stop determination process (step S106). In the game stop determination process, it is determined whether or not the difference between the "ball difference number" found (calculated, derived) in the ball difference number processing in step S105 and the minimum value of the "ball difference number" has reached a predetermined upper limit value (a predetermined upper limit number of balls, "95,000" in this embodiment). When the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit of ball count), the game control microcomputer 81 determines that "the conditions for game stop are met" and sets a game stop flag to ON to transition to a game stop state, whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach the predetermined upper limit (a predetermined upper limit of ball count), the game control microcomputer 81 determines that "the conditions for game stop are not met" and does not transition to a game stop state and sets the game stop flag to OFF (keeps it OFF). When the RAM clear switch 117 is turned ON and the power switch 118 is turned ON, the game stop flag is initialized and reset to OFF, whereas when the power switch 118 is turned ON without the RAM clear switch 117 being turned ON, the game stop flag is restored to the state it was in when the power to the gaming machine 1 was shut off. In other words, if the RAM is not cleared, the gaming machine 1 is powered off with the game stop flag OFF, and then when the power switch 118 is turned ON, the gaming machine 1 will start up with the game stop flag still in the OFF state. If the gaming machine 1 is powered off with the game stop flag ON, and then when the power switch 118 is turned ON, the gaming machine 1 will start up with the game stop flag still in the ON state. In contrast, if the RAM clear switch 117 is turned ON and the power switch 118 is turned ON, that is, when the RAM is cleared, the game stop flag is set to OFF, and the gaming machine 1 will start up. The game stop flag is information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84.
[0141] In the game stop determination process, even if the difference between the "difference in ball count" found (calculated, derived) in the difference in ball count process in step S105 and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit of ball count, in this embodiment, "95,000") before the jackpot game ends (i.e., before all rounds in the jackpot are played), the game stop flag is kept OFF, and after the jackpot game ends (i.e., after all rounds in the jackpot are played), the game stop flag is set to ON.
[0142] The game control microcomputer 81 starts displaying a suggestion to stop playing when the difference between the "difference in balls" found (calculated, derived) in the difference in balls processing in step S105 and the minimum value of the "difference in balls" has not reached a predetermined upper limit (a predetermined upper limit of balls, in this embodiment, "95,000") and the difference between the "difference in balls" found (calculated, derived) in the difference in balls processing in step S105 and the minimum value of the "difference in balls" is 5,000 balls or less (that is, when the remaining balls are between 5,000 and 4,001 balls). In step S105, if the difference between the "number of balls difference" calculated (or derived) in the difference number processing and the minimum value of the "number of balls difference" is 4000 balls or less (i.e., if the remaining number of balls is between 4000 and 3001), the display of the suggestion to stop playing is continued, and the game stop suggestion 4000 balls or less command is set in the command set area 84a of the main RAM 84, or if the difference between the "number of balls difference" calculated (or derived) in the difference number processing and the minimum value of the "number of balls difference" is 4000 balls or less (i.e., if the remaining number of balls is between 4000 and 3001), the game stop suggestion is continued, and the game stop suggestion 4000 balls or less command is set in the command set area 84a of the main RAM 84, or If the difference between the (calculated, derived) "difference in balls" and the minimum value of the "difference in balls" is 3000 balls or less remaining (i.e., if the remaining balls are between 3000 and 2001 balls), the suggestion to stop playing continues to be displayed, and a "game stop suggestion 3000 balls or less" command is set in the command set area 84a of the main RAM 84; if the difference between the (calculated, derived) "difference in balls" found in the difference in balls processing in step S105 and the minimum value of the "difference in balls" is 2000 balls or less remaining (i.e., If the number of balls remaining is between 2000 and 1001), a game stop suggestion of 2000 balls or less command is set in the command set area 84a of the main RAM 84, and if the difference between the "number of balls difference" found (calculated, derived) in the number of balls difference processing in step S105 and the minimum value of the "number of balls difference" is 1000 balls or less (i.e., if the number of balls remaining is between 1000 and 1 ball), the suggestion to stop game play continues to be displayed and a game stop suggestion of 1000 balls or less command is set in the command set area 84a of the main RAM 84.
[0143] Furthermore, if the number of "out balls" continues to increase without the balls entering the various winning slots, for example, even after the game stop suggestion 4000 balls or less command has already been output, if the difference between the "difference in number of balls" found (calculated, derived) in the difference in number of balls processing in step S105 and the minimum value of the "difference in number of balls" is 5000 balls or less remaining (i.e., when the remaining balls are between 5000 and 4001 balls), the suggestion to stop gameplay will continue to be displayed, and the game stop suggestion 5000 balls or less command will be set in the command set area 84a of the main RAM 84.
[0144] Furthermore, if the number of "out balls" continues to increase without the balls entering the various winning slots, for example, even after a game stop suggestion command of 5000 balls or less has already been output, if the difference between the "difference in number of balls" found (calculated, derived) in the difference in number of balls processing in step S105 and the minimum value of the "difference in number of balls" is 6000 balls or less remaining (here, if the remaining number is 6000 to 5001 balls), the game stop suggestion continues to be displayed, and the game stop suggestion command of 6000 balls or less is set in the command set area 84a of the main RAM 84, or even after a game stop suggestion command of 6000 balls or less has already been output, if the difference between the "difference in number of balls" found (calculated, derived) in the difference in number of balls processing in step S105 and the minimum value of the "difference in number of balls" exceeds 6000 balls remaining, the game stop suggestion end command is set in the command set area 84a of the main RAM 84, and the display of the game stop suggestion ends.
[0145] After the game stop determination process, the game control microcomputer 81 performs a start gate sensor detection process (step S107). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the win random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and acquires the value of the winning random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth memory areas of the second special symbol reservation memory area.
[0146] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.
[0147] Next, the game control microcomputer 81 performs normal operation processing (step S108). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, it refers to the normal pattern win determination table to determine whether there has been a win. Next, the game control microcomputer 81 refers to the normal pattern change pattern determination table to select a change pattern. The game control microcomputer 81 sets the selected normal pattern change pattern, thereby starting the change display of the normal pattern. Thereafter, it stops the change display, and in the case of a "win," it sets the electric chute opening pattern by referring to the electric chute opening pattern determination table, and activates the electric chute 22.
[0148] Next, the game control microcomputer 81 performs a special action process (step S109). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S110). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if so, determines whether or not the V-effective period is in progress. If the V-effective period is in progress, the game control microcomputer 81 turns on the V flag and sets a V-pass command.
[0149] Next, the game control microcomputer 81 processes the number of reserved balls (step S111). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a number of reserved balls command in the command set area (output buffer) 84a of the main RAM 84. The number of reserved balls command is a command for notifying the sub-control board 90 of the number of reserved balls, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0150] After processing the number of reserved balls, the game control microcomputer 81 performs various display processing (step S112). In this various display processing, the displays of the various displays in the display devices 40 in FIG. 1 are updated.
[0151] After various display processing, the game control microcomputer 81 performs error determination processing (step S113). In the error determination processing, when it detects that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame opening sensor 34, it sets the fraud flag to ON as fraudulent behavior 1, when it detects abnormal magnetism based on the detection signal from the magnetic sensor 26, it sets the fraud flag to ON as fraudulent behavior 2, when it detects abnormal vibration based on the detection signal from the vibration sensor 25, it sets the fraud flag to ON as fraudulent behavior 3, and when it does not detect any of the fraudulent behaviors 1 to 3, it sets the fraud flag to OFF as no fraudulent behavior has occurred (it remains OFF). In addition, in the error discrimination process, when it is detected based on the detection signal from the frame opening sensor 34 that the front frame 53 has been released from the inner frame, or that the front frame 53 has been released from the outer frame together with the inner frame, a frame opening error notification command is set in the command set area 84a of the main RAM 84, when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, a magnetic sensor error notification command is set in the command set area 84a of the main RAM 84, and when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, a vibration sensor error notification command is set in the command set area 84a of the main RAM 84.
[0152] In the error discrimination process, after setting ON as fraudulent act 1 based on the detection signal from the frame opening sensor 34, when it is detected based on the detection signal from the frame opening sensor 34 that the front frame 53 is closed to the inner frame and that the front frame 53 and the inner frame are both closed to the outer frame, the error discrimination process sets OFF as fraudulent act 1 has been resolved.
[0153] When it is detected based on a detection signal from the frame opening sensor 34 that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame, information indicating "fraudulent activity 1" is output to the external terminal board 72 as "information 3." When an abnormal magnetism is detected based on a detection signal from the magnetic sensor 26, information indicating "fraudulent activity 2" is output to the external terminal board 72 as "information 4." When an abnormal vibration is detected based on a detection signal from the vibration sensor 25, information indicating "fraudulent activity 3" is output to the external terminal board 72 as "information 5." Note that when none of fraudulent activity 1 to 3 has occurred, the result is "no fraudulent activity." In this case, the information indicating "no fraudulent activity" may be output as information 3 to 5.
[0154] After the error determination process, the game control microcomputer 81 performs an external terminal board output process (step S114). The external terminal board output process is a process of outputting various information to the external terminal board 72, and the external terminal board output process will be described in detail later.
[0155] After the external terminal board output process, the game control microcomputer 81 performs the output process (step S115). In the output process, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90.
[0156] After the output process, the gaming control microcomputer 81 performs a power supply monitoring process (step S116). In the power supply interruption monitoring process, when there is a sign that the power supply to the gaming machine 1 is about to be cut off, the contents of the main RAM 84 (backup information) are retained, and the power supply interruption monitoring process will be described in detail later.
[0157] After the power failure monitoring process, the game control microcomputer 81 performs other processes (step S117) and ends this process. An example of such other processes is a watchdog timer update process (WDT update process). The watchdog timer update process (WDT update process) updates the main watchdog timer (main WDT) built into the game control microcomputer 81 and resets the operation monitoring time. This starts the main watchdog timer (main WDT) counting the operation monitoring time, and since the main watchdog timer (main WDT) can be updated before the operation monitoring time set in the main watchdog timer (main WDT) is reached, the game control microcomputer 81 is prevented from being reset by the main watchdog timer (main WDT).
[0158] On the other hand, when the fraud flag is ON (step S103: YES), or when the game stop flag is ON, that is, when the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" reaches a predetermined upper limit value (predetermined upper limit number of balls) (step S104: YES), the game control microcomputer 81 performs a firing stop process (step S118), skips steps S105 to S112 described above, and proceeds to step S113.
[0159] In the launch stop process, a launch stop logic, which is the inverted logic of the launch permission signal, is output to the launcher 112 via the payout control board 110, thereby invalidating the operation of the handle 60 and establishing a "launch stop state" in which gaming balls cannot be launched from the launcher 112 toward the play area 3 of the game board 2 at a launch strength corresponding to the rotation of the handle 60. When this launch stop process is performed, the game machine enters a "play stop state" in which no gaming balls are launched from the launcher 112 no matter how much the player rotates the handle 60. When the gaming machine 1 is powered on and the launch stop process is not performed, the game machine enters a "launch ready state" in which gaming balls can be launched from the launcher 112 toward the play area 3 of the game board 2 at a launch strength corresponding to the rotation of the handle 60, and is in a "play ready state."
[0160] Furthermore, when the fraud flag is turned ON or the game stop flag is turned ON, even if this process, the main timer interrupt process, is repeated at a predetermined cycle, the above-mentioned steps S105 to S112 are always skipped, so the movable member 23 of the electric chute 22, the opening / closing member 32 of the first large prize opening 30, and the opening / closing member 37 of the second large prize opening 35 are not operated, and the displays 40 are turned off.
[0161] Furthermore, in the firing stop process, a game stop command is set in the command set area 84a of the main RAM 84. The game stop command is a command that causes the game control microcomputer 81 to notify the presentation control microcomputer 91 of the sub-control board 90 that the state of the gaming machine 1 has transitioned to a game stop state, and causes the control objects of the presentation control microcomputer 91 of the sub-control board 90 (the control objects of the image control board 100, the control objects of the sound control board 106, and the control objects of the lamp control board 107) to be in a state in which a game stop state is notified. Upon receiving the game stop command, the sub-control board 90 controls its own control objects to be in a state in which a game stop state is notified, in which the state of the gaming machine 1 has transitioned to a game stop state.
[0162] [Conditions for stopping play] Here, the conditions for game stop will be explained with reference to FIG. 13. FIG. 13 is a diagram for explaining the game stop conditions. Whether or not the conditions for game stop are met is determined in the game stop determination process of step S106 in the main-side timer interrupt process of FIG. 12 described above. When the conditions for game stop are met, it is the case that the difference between the "difference in balls" found (calculated, derived) in the difference in balls process of step S106 in the main-side timer interrupt process of FIG. 12 described above and the minimum value of the "difference in balls" has reached a predetermined upper limit (a predetermined upper limit number of balls, in this embodiment, "95,000"). When the conditions for game stop are not met, it is the case that the difference between the "difference in balls" found (calculated, derived) in the difference in balls process of step S106 in the main-side timer interrupt process of FIG. 12 described above and the minimum value of the "difference in balls" has not reached a predetermined upper limit (a predetermined upper limit number of balls, in this embodiment, "95,000"). In the game stop determination process, as described above, even if the difference between the "difference in ball count" found (calculated, derived) in the difference in ball count process in step S106 and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit of ball count, in this embodiment, "95,000") before the jackpot game ends (i.e., before all rounds in the jackpot are played), the game stop flag is maintained OFF, and after the jackpot game ends (i.e., after all rounds in the jackpot are played), the game stop flag is set ON.
[0163] As described above, the "difference in balls" is the number of balls obtained by subtracting the "safe balls" from the "out balls" ("out balls" - "safe balls"), and even if RAM clearing is not performed, when the gaming machine 1 is powered on by turning the power switch 118 on, it is initialized and reset, and the value 0 (zero) is set. In addition, even if RAM clearing is not performed, when the gaming machine 1 is powered on by turning the power switch 118 on, the minimum value of the "difference in balls" is also initialized and reset, and the value 0 (zero) is set.
[0164] For example, when the power to the gaming machine 1 is turned on and the gaming hall begins business, as shown in FIG. 13(A), the "difference in balls" and the minimum value of the "difference in balls" are initialized and reset, and the "difference in balls" and the minimum value of the "difference in balls" are each set to a value of 0 (zero) (timing r0). When a player sits in front of the gaming machine 1 and starts playing by turning the handle 60, a win (initial win) occurs when the "difference in balls" reaches "-300" (timing r1). At this stage, the minimum value of the "difference in balls" is updated to "-300". After the jackpot play is completed, the "difference in number of balls" becomes "900" (timing r2), but there are no consecutive hits and it ends as a single hit, and if the player continues playing using the game balls acquired in the jackpot play, there is another hit before the "difference in number of balls" reaches the value 0 (zero) (timing r3), and as the player continues playing after the jackpot play is completed, there are consecutive hits and a large number of game balls are paid out to the player, and finally, when the "difference in number of balls" reaches "94,700", the difference between the "difference in number of balls" and the minimum value of "difference in number of balls", "-300", reaches a predetermined upper limit value (a predetermined upper limit number of balls, in this embodiment, "95,000") (timing r4), and the game stop flag is set to ON to transition to a game stop state, as it is determined that "the conditions for stopping the game are met." When the game stop flag is set to ON, a game stop command is set and sent to the sub-control board 90, and the state of the gaming machine 1 transitions to a game stop state notification mode in which the state is changed to a game stop state.
[0165] Also, for example, when the power to the gaming machine 1 is turned on and the hall begins business, as shown in FIG. 13(B), the "difference in balls" and the minimum value of the "difference in balls" are initialized and reset, and the "difference in balls" and the minimum value of the "difference in balls" are each set to a value of 0 (zero) (timing r0). When a player sits in front of the gaming machine 1 and starts playing by turning the handle 60, a win (initial win) occurs when the "difference in balls" reaches "-300" (timing r1). At this stage, the minimum value of the "difference in balls" is updated to "-300". After the jackpot game is played, the "difference in balls" reaches "900" (timing r2), but there are no consecutive wins and it ends as a single win. If the player continues playing using the game balls acquired in the jackpot game, when the "difference in balls" becomes a negative value less than 0 (zero), some kind of trouble (malfunction) occurs in gaming machine 1, and the gaming machine 1 must be inspected to resolve the trouble (malfunction). A hall staff member or other attendant shuts off the power to gaming machine 1 (timing r5), then completes the inspection, and once the trouble (malfunction) is resolved, power is turned back on to gaming machine 1 (timing r6). The player can then sit in front of gaming machine 1 again and resume playing. When the power to gaming machine 1 is turned back on, the "difference in balls" and the minimum value of the "difference in balls" are initialized and reset, and the "difference in balls" and the minimum value of the "difference in balls" are set to the values 0 (zero), respectively.
[0166] [Special Action Processing] FIG. 14 is a flowchart of the special operation process (FIG. 12: step S109). Here, the process for the display device 40 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," "4," and "5," respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, etc. are performed.
[0167] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In the special symbol variation processing, output of a variation stop command is executed after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the "special operation status" to "3".
[0168] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, the game control microcomputer 81 executes a game state management process. The game state management process is a process for managing the number of time-saving attempts. That is, when the time-saving state is reached, i.e., when the time-saving flag in the flag set area 84b of the main RAM 84 is ON, the time-saving counter in the counter set area 84c is decremented and updated, and a game state designation command is set. The game state designation command includes information such as the time-saving flag, the time-saving counter, and the time-saving continuation counter. When the time-saving counter reaches "0," the state is changed to the non-time-saving state (the time-saving flag is OFF). The time-saving continuation counter is also set to "0." The time-saving continuation counter is incremented when a jackpot is reached, indicating the so-called "number of consecutive wins." Next, the game control microcomputer 81 determines whether the big win flag and small win flag in the flag set area 84b are ON, and if either flag is ON, sets the opening pattern of the big prize opening according to the type of big win that was won. After setting the opening pattern, it resets the time-saving flag and increments the time-saving continuation counter. After that, if it is a big win, it sets the "special operation status" to "4" and sets an opening command. If it is a small win, it sets the "special operation status" to "5." On the other hand, if the big win flag and small win flag are OFF, it sets the "special operation status" to "1."
[0169] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), special electric device processing (jackpot) is performed (step S1308). In the special electric device processing, a jackpot game is executed. Specifically, the opening of the second large winning opening 35 is controlled according to an opening pattern based on the round counter, and a round designation command and an ending command are set. In addition, at the end of the jackpot, the time-saving counter is set.
[0170] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), special electric device processing (small win) is performed (step S1309). In the special electric device processing (small win), a small win game is executed. Specifically, the opening of the first large winning opening 30 is controlled. Then, when the game ball passes through the V area 39 (when the V flag is ON), the "special operation status" is set to "4" and an opening command is set.
[0171] [Special pattern standby process] FIG. 15 is a flowchart of the special symbol standby process (FIG. 14: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" or not (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired as a result of winning in the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a win determination process (step S1402). The details of the win determination process will be described later.
[0172] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1402), and the number of reserved balls. After the variation pattern selection process, the number of reserved balls for special chart 2 is decremented (step S1404).
[0173] Next, the game control microcomputer 81 shifts the storage locations of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reserved storage area by one from the current location toward the read side, and clears the reserved information stored in the second special symbol reserved storage area farthest from the read side (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through the above steps, the reserved second symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of the second special symbol reserved storage area is shifted toward the reserved consumption image display area and displayed as the reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special chart reserved storage area (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) are shifted one position to the left (Fig. 1). This allows the player to recognize that one second special chart reservation has been consumed.
[0174] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the "special operation status" to "2." Note that the variation start command set in the special symbol 2 variation start processing (special symbol 2 variation start command) includes information related to the special symbol stop pattern data set in the hit determination processing (step S1402) and information related to the variation pattern set in the variation pattern selection processing (step S1403) (including information related to the variation time).
[0175] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" or not (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired as a result of winning in the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). The details of the hit determination process will be described later.
[0176] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1408), and the number of reserved balls. After the variation pattern selection process, the number of reserved balls for the special game is decremented (step S1410).
[0177] Next, the game control microcomputer 81 shifts the storage locations of the various random number values stored in the first to fourth memory areas of the first special symbol reservation memory area by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of the first special symbol reservation memory area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first symbol has been consumed.
[0178] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the display of the first special symbol variation is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the "special operation status" to "2" (step S1412). Note that the variation start command set in the special symbol 1 variation start processing (special symbol 1 variation start command) includes information related to the special symbol stop symbol data set in the hit determination processing (step S1408) and information related to the variation pattern set in the variation pattern selection processing (step S1409) (including information related to the variation time).
[0179] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine this by, for example, the ON / OFF state of a demo screen display flag for waiting for customers. If the standby screen is present (step S1413: YES), this process ends. If the standby screen is not present (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a standby command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and then ends this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reserved is executed only when the second special symbol reserved is "0." That is, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table of this embodiment, the lottery based on the second special symbol reservation is more likely to win a jackpot (a jackpot scheduled to pass through V) that is more profitable for the player than the lottery based on the first special symbol reservation.
[0180] [Collision detection processing] 16 is a flowchart of the hit determination process (FIG. 15: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be explained together.
[0181] In the hit determination process, first, the game control microcomputer 81 performs a hit determination (step S1501). The hit determination is performed by referring to the hit determination table (FIG. 6).
[0182] Next, the game control microcomputer 81 determines whether or not the result is a jackpot (step S1502). If it is determined to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag, determines the type of jackpot (step S1503), and then ends the win determination process. On the other hand, if it is determined not to be a jackpot (step S1502: NO), the game control microcomputer 81 proceeds to step S1504.
[0183] In step S1504, the game control microcomputer 81 determines whether or not it is a small win. If it is determined to be a small win (step S1504: YES), the small win flag is turned ON, a big win type determination is made (step S1505), and then the win determination process is terminated. On the other hand, if it is determined not to be a small win (step S1504: NO), the process proceeds to step S1506.
[0184] In step S1506, the game control microcomputer 81 determines whether or not the time has been suddenly shortened. If it is determined that the time has been suddenly shortened (step S1506: YES), the sudden time flag is set to ON (step S1507) and the winning determination process is terminated. On the other hand, if it is determined that the time has not been suddenly shortened (step S1506: NO), the process of step S1507 is not executed and the winning determination process is terminated.
[0185] [Special electric accessory processing (small prize)] FIG. 17 is a flowchart of the special electric accessory process (small win) (step S1309 in FIG. 14).
[0186] The game control microcomputer 81 determines whether or not the closing condition for the first major prize opening 30 has been met (step S1601). If it is determined that the closing condition for the first major prize opening 30 has been met (step S1601: YES), the first major prize opening 30 is closed (step S1602), the small win flag is turned OFF (step S1603), and the process proceeds to step S1605. On the other hand, if it is determined that the closing condition for the first major prize opening 30 has not been met (step S1601: NO), the first major prize opening 30 is opened (step S1604), and the process proceeds to step S1605. Note that if the first major prize opening 30 is already open, it remains open.
[0187] In step S1605, the game control microcomputer 81 determines whether the gaming ball has passed through the V region 39. This determination is made by checking whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is determined that the gaming ball has passed through the V region 39 (step S1605: YES), the V flag is turned OFF (step S1606), the jackpot flag is turned ON (step S1607), a V passage command and a jackpot opening command are set, the "special operation status" is set to "4" (step S1608), and the special electric device processing (small win) is terminated. On the other hand, if it is determined that the gaming ball has not passed through the V region (step S1605: NO), the "special operation status" is set to "1" (step S1609), and the special electric device processing (small win) is terminated.
[0188] [Special design confirmation process] FIG. 18 is a flowchart of the special symbol determination process (step S1306 in FIG. 14). In the special symbol determination process, the game control microcomputer 81 first executes a game state management process (step S1901), and then proceeds to step S1902.
[0189] In step S1902, the game control microcomputer 81 determines whether the jackpot flag is ON. If it is determined that the jackpot flag is ON (step S1902: YES), the process proceeds to step S1903. On the other hand, if the jackpot flag is not ON (step S1902: NO), the process proceeds to step S1907.
[0190] In step S1903, the game control microcomputer 81 sets an opening pattern, which is set according to the type of big win. Next, the game control microcomputer 81 executes a game state reset process (step S1904). In the game state reset process, the time-shortening flag and the like are reset.
[0191] Next, the game control microcomputer 81 sets an opening command (step S1905), sets the "special operation status" to "4" (step S1906), and ends the special symbol determination process.
[0192] Meanwhile, in step S1907, the game control microcomputer 81 determines whether the small win flag is ON. If it is determined that the small win flag is ON (step S1907: YES), the process proceeds to step S1908. On the other hand, if the small win flag is not ON (step S1907: NO), the "special operation status" is set to "1" (step S1912), and the special symbol determination process is terminated.
[0193] In step S1908, the game control microcomputer 81 sets an opening pattern, which corresponds to a small win. Next, the game control microcomputer 81 executes a game state reset process (step S1909). In the game state reset process, the time-shortening flag and the like are reset.
[0194] Next, the game control microcomputer 81 sets an opening command (small win) (step S1910), sets the "special operation status" to "5" (step S1911), and ends the special symbol determination process.
[0195] [Game status management processing] FIG. 19 is a flowchart of the game status management process (step S1901 in FIG. 18). In the game status management process, the game control microcomputer 81 first determines whether the time-shortening flag is ON (step S2001). If it is determined that the time-shortening flag is ON (step S2001: YES), the time-shortening counter is decremented (step S2002) and the process proceeds to step S2003. On the other hand, if it is determined that the time-shortening flag is not ON (step S2001: NO), the process proceeds to step S2005.
[0196] In step S2003, the game control microcomputer 81 determines whether the time-saving counter is "0." If it is determined that the time-saving counter is "0" (step S2003: YES), the time-saving flag is turned OFF (step S2004), and the process proceeds to step S2005. On the other hand, if it is determined that the time-saving counter is not "0" (step S2003: NO), the process of step S2004 is not executed, and the process proceeds to step S2005.
[0197] In step S2005, the game control microcomputer 81 determines whether the ceiling flag is ON. If it is determined that the ceiling flag is ON (step S2005: YES), the ceiling counter is decremented (step S2006) and the process proceeds to step S2007. On the other hand, if it is determined that the ceiling flag is not ON (step S2005: NO), that is, if the ceiling flag is OFF, the process proceeds to step S2011.
[0198] In step S2007, the game control microcomputer 81 determines whether the ceiling counter is "0." If it is determined that the ceiling counter is "0" (step S2007: YES), the time-saving flag is turned ON (step S2008), the time-saving counter is set to "30" (step S2009), the ceiling flag is turned OFF (step S2010), and the process proceeds to step S2011. Steps S2008 to S2010 initiate time-saving b (a Yu-time in which the game transitions from a non-time-saving state to a time-saving state and the time is reduced 30 times). On the other hand, if it is determined that the ceiling counter is not "0" (step S2007: NO), the process proceeds to step S2011.
[0199] In step S2011, the game control microcomputer 81 determines whether the impact flag is ON. If it is determined that the impact flag is ON (step S2011: YES), the time-saving flag is turned ON (step S2012), the time-saving counter is set to "1" (step S2013), and the process proceeds to step S2014. On the other hand, if it is determined that the impact flag is not ON (step S2011: NO), that is, if the impact flag is OFF, the process proceeds to step S2014.
[0200] In step S2014, the game control microcomputer 81 sets a game status designation command, and then ends the game status management process.
[0201] [Special electric accessory processing (jackpot)] FIG. 20 is a flowchart of the special electric accessory processing (step S1308 in FIG. 14). In the special electric device processing, first, the game control microcomputer 81 determines whether the jackpot end flag is ON or not (step S2101). If it is determined that the jackpot end flag is ON (step S2101: YES), the ending process is executed (step S2102) and the special electric device processing is terminated. In the ending process, it is determined whether the ending time has elapsed, and if it has elapsed, the jackpot end flag is turned OFF, the jackpot flag is turned OFF, the special operation status is set to "1", and after executing the game status setting process (step S2103), the special electric device processing is terminated. The game status setting process will be described later. On the other hand, if it is determined that the jackpot end flag is not ON (step S2101: NO), that is, if the jackpot end flag is OFF, the process proceeds to step S2104.
[0202] In step S2104, it is determined whether or not a prize has been won in the special prize opening. This process determines whether or not a prize has been won in the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won in the special prize opening (step S2104: YES), a special prize opening command is set (step S2105) and the process proceeds to step S2106. On the other hand, if it is determined that a prize has not been won in the special prize opening (step S2104: NO), the process of step S2105 is not executed and the process proceeds to step S2106.
[0203] In step S2106, it is determined whether the large prize opening is open. This process is a process for determining whether the large prize opening 30 is open or not. If it is determined here that the large prize opening is open (step S2106: YES), the large prize opening closing process is executed (step S2107) and the special electric device processing is terminated. The large prize opening closing process is a process for determining whether the closing condition for the large prize opening 30 has been met, and if met, closes the large prize opening 30. On the other hand, if it is determined that the large prize opening is not open (step S2106: NO), that is, if the large prize opening is closed, the process proceeds to step S2108.
[0204] In step S2108, the game control microcomputer 81 determines whether or not it is the special prize opening open period. This process is a process for determining whether or not it is the special prize opening 30 open period. If it is determined that it is the special prize opening open period (step S2108: YES), the special prize opening open process is executed (step S2110), a round designation command is set (step S2111), and the special electric device process is terminated. On the other hand, if it is determined that it is not the special prize opening open period (step S2108: NO), the round process is executed (step S2109), and the special electric device process is terminated. In the round process, it is determined whether or not the round has ended, and when the round has ended, the round counter is decremented, and when the round counter becomes "0", an ending command is set, and the jackpot end flag is turned ON.
[0205] [Game status setting process] FIG. 21 is a flowchart of the game status setting process (step S2103 in FIG. 20). In the game status setting process, first, the game control microcomputer 81 determines whether or not a time-shortened jackpot has occurred (step S2201). If it is determined to be a time-shortened jackpot (step S2201: YES), the time-shortened flag is turned ON (step S2202), the probability variable counter is set to 10 (step S2203), and the process proceeds to step S2204. On the other hand, if it is determined not to be a time-shortened jackpot (step S2201: NO), the process proceeds to step S2204 without executing the processes of steps S2202 and S2203.
[0206] In step S2204, the game control microcomputer 81 turns on the ceiling flag, sets the ceiling counter to "300" (step S2205), sets a game status designation command (step S2206), and ends the game status setting process.
[0207] [External terminal board output processing] Next, the external terminal board output processing will be described in detail with reference to Fig. 22. Fig. 22 is a flowchart of the external terminal board output processing (step S114 in Fig. 12). The external terminal board output processing is processing for outputting various information to the external terminal board 72.
[0208] In the external terminal board output process, the game control microcomputer 81 determines whether or not the game stop flag is ON, as shown in Fig. 22 (step S2300). As described above, in the game stop determination process in step S106 in the main side timer interrupt process in Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit number of balls), the game stop flag is set to ON to transition to a game stop state, assuming that "the condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (a predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to not transition to a game stop state, assuming that "the condition for game stop is not met."
[0209] When the game stop flag is ON, that is, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" has reached a predetermined upper limit (predetermined upper limit of ball count) (step S2300: YES), the game control microcomputer 81 clears the signal output (step S2310) and proceeds to step S2360. In the signal output clearing setting, a setting is made to clear all output of various information to the external terminal board 72. Note that the signal output clearing setting may also be configured to clear the output setting of the winning signal (information 1) and the output setting of the rush signal (information 2).
[0210] On the other hand, when the game stop flag is not ON, that is, the game stop flag is OFF, and the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" has not reached a predetermined upper limit value (predetermined upper limit number of balls) (step S2300: NO), the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON (step S2320).
[0211] When either the big win flag or the small win flag is ON (step S2320: YES), the game control microcomputer 81 sets the output of a win signal (information 1) (step S2330) and proceeds to step S2340, whereas when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2320: NO), it skips step S2330 and proceeds to step S2340. The win signal (information 1) is a signal (information) that informs the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0212] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0213] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0214] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2360, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2360. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0215] In step S2360, the game control microcomputer 81 determines whether the fraud flag is ON. As described above, the fraud flag is a flag that is set to ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error determination process in step S113 of the main-side timer interrupt process in Fig. 12, set to ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set to ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set to OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 is detected.
[0216] When the fraud flag is ON (step S2360: YES), the game control microcomputer 81 determines whether a certain period of time T (90 seconds in this embodiment) has elapsed since the start of outputting the fraud information signal (step S2370). On the other hand, when the fraud flag is not ON, that is, when the fraud flag is OFF (step S2360: NO), it skips step S2370 and proceeds to step S2450.
[0217] When a certain time T has not elapsed since the start of output of the fraud information signal, that is, when the fraud flag is ON but the output of the fraud information signal has not yet started (step S2370: NO), the game control microcomputer 81 clears the signal output (step S2380) and proceeds to step S2390. The signal output clearing setting in step S2380 is the same process as the signal output clearing setting in step S2310, and clears all output of various information to the external terminal board 72. Note that the signal output clearing setting in step S2380 may also clear the output setting of the win signal (information 1) and the output setting of the rush signal (information 2).
[0218] In step S2390, the game control microcomputer 81 performs output settings for the fraud information signals (information 3 to information 5), and proceeds to step S2450. In the output settings for the fraud information signals (information 3 to information 5), when it is detected that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error discrimination process of step S113 in the main side timer interrupt process of Fig. 12, information informing that fraudulent activity 1 has occurred is output and set as information 3, when abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information informing that fraudulent activity 2 has occurred is output and set as information 4, and when abnormal vibration is detected based on the detection signal from the vibration sensor 25, information informing that fraudulent activity 3 has occurred is output and set as information 5.
[0219] On the other hand, when a certain time T has elapsed since the game control microcomputer 81 started outputting the fraud information signal, that is, when the fraud flag is ON, the game control microcomputer 81 has already started outputting the fraud information signal, and the certain time T has elapsed since the game control microcomputer 81 started outputting the fraud information signal (step S2370: YES), the game control microcomputer 81 clears the output of the fraud information signal (step S2400) and proceeds to step S2450. In the clearing of the fraud information signal output, the game control microcomputer 81 clears all output of the fraud information signals (information 3 to information 5) to the external terminal board 72.
[0220] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0221] In this way, in the external terminal board output processing, when the game stop flag is OFF (step S2300: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0222] In the external terminal board output processing, when the game stop flag is ON (step S2300: YES), if the "game stop conditions are met" and the state is transitioning to a game stop state, in step S2310, a clear setting for the signal output is made and a setting is made to clear all output of various information to the external terminal board 72, and if the fraud flag is OFF (step S2360: NO), no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0223] In the external terminal board output processing, regardless of whether the game stop flag is ON or not, when the fraud flag is ON (step S2360: YES), fraud information signals (information 3 to information 5) are set to be output in step S2390, and are output to the external terminal board 72 in step S2450 and received by the external unit UT, while when a certain time T (90 seconds in this embodiment) has elapsed since the fraud information signal started to be output (step S2370: YES), a clear setting for the fraud information signal output is made in step S2400, and a setting is made to clear all output of fraud information signals (information 3 to information 5) to the external terminal board 72, and since no fraud information signals (information 3 to information 5) are output to the external terminal board 72 in step S2450, the fraud information signals (information 3 to information 5) are not received by the external unit UT.
[0224] In the external terminal board output processing, after the game stop flag is turned ON, that is, after the game has transitioned to a game stop state as "the game stop conditions have been met" (step S2300: YES), if the fraud flag is turned ON (step S2360: YES), the signal output has already been cleared in step S2310, and in steps S2370, S2380, S2390, and S2450, information signals related to a jackpot such as a win signal (information 1) and a rush signal (information 2) are not output to the external terminal board 72, and fraud information signals (information 3 to information 5) are output to the external terminal board 72 for a certain period of time T (90 seconds in this embodiment), so that the external unit UT receives the fraud information signals (information 3 to information 5) for the certain period of time T. Thereafter, when a certain time T has elapsed since the output of the unauthorized information signal began (step S2370: YES), the signal output is cleared in step S2310, and further, the unauthorized information signal output is cleared in step S2400, so that no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0225] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0226] The big win flag, small win flag, and time-saving flag are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being turned ON, the values of the big win flag and small win flag will be restored to the values that existed immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored.
[0227] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0228] In the external terminal board output processing, various processes will be carried out based on the free stop flag and fraud flag that were restored after power was restored, the big win flag, small win flag, and time-saving flag that were restored after power was restored, the "high probability" that was restored after power was restored, and the special chart 2 hold that was restored after power was restored.
[0229] As a result, when the power to the gaming machine 1 is cut off and the power is turned back on without the RAM clear switch 117 being operated to ON, in the external terminal board output processing, if the game stop flag and the fraud flag are both ON when the power is turned back on without RAM clearing (when power is restored without RAM clearing), the external terminal board output processing determines that ``the conditions for game stop are met'' and transitions to a game stop state (step S2300: YES), and in step S2310 a clear setting is made to the signal output, and in steps S2370, S2380, S2390, and S2450, the fraud information signals (information 3 to information 5) are output to the external terminal board 72 for a certain period of time T (90 seconds in this embodiment), so that the external unit UT receives the fraud information signals (information 3 to information 5) for the certain period of time T. Thereafter, when a certain time T has elapsed since the output of the unauthorized information signal began (step S2370: YES), the signal output is cleared in step S2310, and further, the unauthorized information signal output is cleared in step S2400, so that no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0230] In the external terminal board output processing, after the fraud flag is turned ON (step S2360: YES), when the fraud information signal (information 3 to information 5) is output to the external terminal board 72 for a certain period of time T (90 seconds in this embodiment) by steps S2370, S2380, S2390, and S2450, that is, before the certain period of time T has elapsed since the fraud information signal started to be output, the game stop flag turns ON and the game stops because "the conditions for game stop are met" and the game stops (step S2300: YES), but since the fraud flag is already ON, the signal output clear setting has been made in step S2380, and the output settings for the winning signal (information 1) and the rush signal (information 2) are both cleared, and the winning signal (information 1) and the rush signal (information 2) are not output to the external terminal board 72 in step S2450 and are not received by the external unit UT. Thereafter, when a certain time T has elapsed since the output of the illegal information signal began (step S2370: YES), the signal output is cleared in step S2310, and further, the illegal information signal output is cleared in step S2400, so that no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT. Thereafter, in the external terminal board output processing, if the game stop flag and the fraud flag are both ON when the power is turned back on without clearing the RAM (when the power is restored without clearing the RAM), the game transitions to a game stop state as "the conditions for game stop are met" (step S2300: YES), and in step S2310, the signal output is cleared, and in steps S2370, S2380, S2390, and S2450, the fraud information signals (information 3 to information 5) are output to the external terminal board 72 for a fixed time T (90 seconds in this embodiment), so that the external unit UT receives the fraud information signals (information 3 to information 5) for the fixed time T.Thereafter, when a certain time T has elapsed since the output of the unauthorized information signal began (step S2370: YES), the signal output is cleared in step S2310, and further, the unauthorized information signal output is cleared in step S2400, so that no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0231] Thereafter, when the power to the gaming machine 1 is cut off and the power is turned back on without the RAM clear switch 117 being operated to ON, in the external terminal board output processing, if the game stop flag and the fraud flag are both ON when the power is turned back on without RAM clearing (when power is restored without RAM clearing), the external terminal board output processing determines that "the conditions for game stop are met" and transitions to a game stop state (step S2300: YES), and in step S2310 a clear setting for the signal output is made, and in steps S2370, S2380, S2390, and S2450, the fraud information signals (information 3 to information 5) are output to the external terminal board 72 for a fixed time T (90 seconds in this embodiment), so that the external unit UT receives the fraud information signals (information 3 to information 5) for the fixed time T. Thereafter, when a certain time T has elapsed since the output of the unauthorized information signal began (step S2370: YES), the signal output is cleared in step S2310, and further, the unauthorized information signal output is cleared in step S2400, so that no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0232] [Variation 1 of external terminal board output processing] Next, a first variant of the external terminal board output processing (hereinafter, sometimes referred to as "external terminal board output processing (variation 1)") will be described in detail with reference to Fig. 23. Fig. 23 is a first variant of the flowchart of the external terminal board output processing (step S114 in Fig. 12). The external terminal board output processing (variation 1) is a process for outputting various information to the external terminal board 72.
[0233] In the external terminal board output process (variation example 1), the game control microcomputer 81 determines whether or not the game stop flag is ON, as shown in Fig. 23 (step S2300). As described above, in the game stop determination process in step S106 in the main side timer interrupt process in Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to ON to transition to a game stop state, assuming that "the condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to not transition to a game stop state, assuming that "the condition for game stop is not met."
[0234] When the game stop flag is ON, that is, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" has reached a predetermined upper limit (predetermined upper limit of ball count) (step S2300: YES), the game control microcomputer 81 clears the signal output (step S2310) and proceeds to step S2360. In the signal output clearing setting, a setting is made to clear all output of various information to the external terminal board 72. Note that the signal output clearing setting may also be configured to clear the output setting of the winning signal (information 1) and the output setting of the rush signal (information 2).
[0235] On the other hand, when the game stop flag is not ON, that is, the game stop flag is OFF, and the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" has not reached a predetermined upper limit value (predetermined upper limit number of balls) (step S2300: NO), the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON (step S2320).
[0236] When either the big win flag or the small win flag is ON (step S2320: YES), the game control microcomputer 81 sets the output of a win signal (information 1) (step S2330) and proceeds to step S2340, whereas when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2320: NO), it skips step S2330 and proceeds to step S2340. The win signal (information 1) is a signal (information) that informs the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0237] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0238] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0239] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2360, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2360. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0240] In step S2360, the game control microcomputer 81 determines whether the fraud flag is ON. As described above, the fraud flag is a flag that is set to ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error determination process in step S113 of the main-side timer interrupt process in Fig. 12, set to ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set to ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set to OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 is detected.
[0241] When the fraud flag is ON (step S2360: YES), the game control microcomputer 81 clears the signal output (step S2380) and proceeds to step S2390. The signal output clearing setting in step S2380 is the same process as the signal output clearing setting in step S2310, and clears all output of various information to the external terminal board 72. Note that the signal output clearing setting in step S2380 may also clear the output setting of the win signal (information 1) and the output setting of the rush signal (information 2).
[0242] In step S2390, the game control microcomputer 81 performs output settings for the fraud information signals (information 3 to information 5), and proceeds to step S2450. In the output settings for the fraud information signals (information 3 to information 5), when it is detected that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error discrimination process of step S113 in the main side timer interrupt process of Fig. 12, information informing that fraudulent activity 1 has occurred is output and set as information 3, when abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information informing that fraudulent activity 2 has occurred is output and set as information 4, and when abnormal vibration is detected based on the detection signal from the vibration sensor 25, information informing that fraudulent activity 3 has occurred is output and set as information 5.
[0243] On the other hand, when the fraud flag is not ON, that is, when the fraud flag is OFF (step S2360: NO), the game control microcomputer 81 skips steps S2380 and S2390 and proceeds to step S2450.
[0244] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0245] In this way, in the external terminal board output processing (variant example 1), when the game stop flag is OFF (step S2300: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0246] In the external terminal board output processing (variant 1), when the game stop flag is ON (step S2300: YES), if the game is transitioning to a game stop state because "the game stop conditions are met," then in step S2310, a clear setting is made to the signal output, and a setting is made to clear all output of various information to the external terminal board 72; if the fraud flag is OFF (step S2360: NO), no information is output to the external terminal board 72 in step S2450, and therefore no information is received by the external unit UT.
[0247] In the external terminal board output processing (variant 1), when the game stop flag is OFF instead of ON, meaning that the "game stop conditions are not met" and the game has not transitioned to the game stop state (step S2300: NO), and the fraud flag is ON (step S2360: YES), a fraud information signal (information 3 to information 5) is set to be output in step S2390, and is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0248] In the external terminal board output processing (variant 1), after the game stop flag is turned ON, that is, after the game has transitioned to a game stop state because "the conditions for game stop have been met" (step S2300: YES), if the fraud flag is turned ON (step S2360: YES), the signal output has already been cleared in step S2310, and in steps S2380, S2390, and S2450, information signals related to a jackpot, such as a win signal (information 1) and a rush signal (information 2), are not output to the external terminal board 72, and fraud information signals (information 3 to information 5) are output to the external terminal board 72, so that the fraud information signals (information 3 to information 5) are received by the external unit UT.
[0249] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0250] The big win flag, small win flag, and time-saving flag are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being turned ON, the values of the big win flag and small win flag will be restored to the values that existed immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored.
[0251] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0252] In the external terminal board output processing (variant 1), various processes will be carried out based on the free stop flag and fraud flag restored after power is restored, the big win flag, small win flag, time-saving flag restored after power is restored, the "high probability" restored after power is restored, and the special chart 2 hold restored after power is restored.
[0253] As a result, when the power to the gaming machine 1 is cut off and the power is turned back on without the RAM clear switch 117 being operated to ON, in the external terminal board output processing (variant 1), if the game stop flag and the fraud flag are both ON when the power is turned back on without clearing the RAM (when power is restored without clearing the RAM), the game transitions to a game stop state as it is determined that "the conditions for game stop are met" (step S2300: YES), and in step S2310 a clear setting is made to the signal output, and in steps S2380, S2390, and S2450, the fraud information signals (information 3 to information 5) are output to the external terminal board 72, so that the fraud information signals (information 3 to information 5) are received by the external unit UT.
[0254] In the external terminal board output processing (variant 1), after the fraud flag has been turned ON (step S2360: YES), and fraud information signals (information 3 to information 5) have been output to the external terminal board 72 by steps S2380, S2390, and S2450, even if the game stop flag is turned ON and the game is transitioning to a game stop state as "conditions for game stop are met" (step S2300: YES), since the fraud flag is already ON, the signal output has been cleared in step S2380, and the output settings for the win signal (information 1) and rush signal (information 2) are both cleared, and the win signal (information 1) and rush signal (information 2) are not output to the external terminal board 72 in step S2450 and are not received by the external unit UT.
[0255] Thereafter, when the power to the gaming machine 1 is cut off and the power is turned back on without the RAM clear switch 117 being operated to ON, in the external terminal board output processing (variant 1), if the game stop flag and the fraud flag are both ON when the power is turned back on without clearing the RAM (when the power is restored without clearing the RAM), the game transitions to a game stop state as "the conditions for game stop are met" (step S2300: YES), and in step S2310 a clear setting for the signal output is made, and in steps S2380, S2390, and S2450, the fraud information signals (information 3 to information 5) are output to the external terminal board 72, so that the fraud information signals (information 3 to information 5) are received by the external unit UT.
[0256] [Variation 2 of external terminal board output processing] Next, a second variant of the external terminal board output processing (hereinafter, sometimes referred to as "external terminal board output processing (variation 2)") will be described in detail with reference to Fig. 24. Fig. 24 is a second variant of the flowchart of the external terminal board output processing (step S114 in Fig. 12). The external terminal board output processing (variation 2) is a process for outputting various information to the external terminal board 72.
[0257] In the external terminal board output process (variation 2), the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON, as shown in FIG. 24 (step S2320).
[0258] When either the big win flag or the small win flag is ON (step S2320: YES), the game control microcomputer 81 sets the output of a win signal (information 1) (step S2330) and proceeds to step S2340, whereas when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2320: NO), it skips step S2330 and proceeds to step S2340. The win signal (information 1) is a signal (information) that informs the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0259] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0260] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0261] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2355, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2355. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0262] In step S2355, the game control microcomputer 81 determines whether the game stop flag is ON. As described above, in the game stop determination process in step S106 in the main-side timer interrupt process in Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (a predetermined upper limit number of balls), the game stop flag is set to ON to transition to a game stop state, assuming that "the condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (a predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to not transition to a game stop state, assuming that "the condition for game stop is not met."
[0263] When the game stop flag is OFF rather than ON, that is, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" has not reached a predetermined upper limit (the predetermined upper limit of ball count) (step S2355: NO), the game control microcomputer 81 determines whether the fraud flag is ON (step S2360). As described above, in the error determination process of step S113 in the main-side timer interrupt process of FIG. 12, the fraud flag is set ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame release sensor 34, set ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 has been detected.
[0264] When the fraud flag is ON (step S2360: YES), the game control microcomputer 81 sets the output of the fraud information signals (information 3 to information 5) (step S2390) and proceeds to step S2450. In the output setting of the fraud information signals (information 3 to information 5), when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error discrimination process of step S113 in the main side timer interrupt process of Fig. 12, information informing that fraudulent activity 1 has occurred is set to be output as information 3, when abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information informing that fraudulent activity 2 has occurred is set to be output as information 4, and when abnormal vibration is detected based on the detection signal from the vibration sensor 25, information informing that fraudulent activity 3 has occurred is set to be output as information 5.
[0265] On the other hand, when the game stop flag is ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has reached a predetermined upper limit (predetermined upper limit of balls) (step S2355: YES), and when the fraud flag is OFF rather than ON (step S2360: NO), the game control microcomputer 81 clears the output of the fraud information signal (step S2400) and proceeds to step S2450. In the clearing of the fraud information signal output, a setting is made to clear all outputs of the fraud information signals (information 3 to information 5) to the external terminal board 72.
[0266] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0267] In this way, in the external terminal board output processing (variant example 2), when the game stop flag is OFF (step S2355: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0268] In the external terminal board output processing (variant 2), when the game stop flag is ON (step S2355: YES), even if the state is transitioning to a game stop state because "the conditions for game stop are met," when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the state is high probability, in time-saving mode, or special chart 2 reserved consumption (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0269] In the external terminal board output processing (variant 2), when the game stop flag is OFF instead of ON, meaning that the "game stop conditions are not met" and the game has not transitioned to the game stop state (step S2355: NO), and the fraud flag is ON (step S2360: YES), a fraud information signal (information 3 to information 5) is set to be output in step S2390, and is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0270] In the external terminal board output processing (variant 2), even if the fraud flag is turned ON after the game stop flag is turned ON, that is, after the game has transitioned to a game stop state because "the conditions for game stop have been met" (step S2355: YES), the output settings for the winning signal (information 1) have already been made in step S2330 and the rush signal (information 2) in step S2350, and steps S2360 and S2390 are skipped, and steps S2400 and S2450 do not output the fraud information signal (information 3 to information 5) to the external terminal board 72, but jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0271] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0272] The big win flag, small win flag, and time-saving flag are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being turned ON, the values of the big win flag and small win flag will be restored to the values that existed immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored.
[0273] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0274] In the external terminal board output processing (variant 2), various processes will be carried out based on the free stop flag and fraud flag restored after power is restored, the big win flag, small win flag, time-saving flag restored after power is restored, the "high probability" restored after power is restored, and the special chart 2 hold restored after power is restored.
[0275] As a result, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 2), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being consumed when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), the "game stop condition is met" and the state is transitioned to a game stop state. As a result (step S2355: YES), the output settings for the winning signal (information 1) have already been made in step S2330 and the rush signal (information 2) in step S2350, steps S2360 and S2390 are skipped, and steps S2400 and S2450 prevent the output of the fraud information signal (information 3 to information 5) to the external terminal board 72, and instead output jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) to the external terminal board 72, allowing the jackpot-related information signals to be received by the external unit UT.
[0276] In the external terminal board output process (variant 2), when the output setting for the winning signal (information 1) has already been made in step S2330 and the rush signal (information 2) has already been made in step S2350, and when the information signals related to the big win, such as the winning signal (information 1) and the rush signal (information 2), have been output to the external terminal board 72 in step S2450, the fraud flag is turned ON (step S2360: YES), and the fraud information signals (information 3 to information 5) are output to the external terminal board 72 in step S2390 and step S2450, and the state in which the information signals related to the big win and the fraud information signals are both output to the external terminal board 72 continues, the game stop flag is then turned ON, and the game is transitioned to the game stop state, as it is determined that "the game stop condition is met." Even if the state is such that the above operation is to be performed (step S2355: YES), the output settings for the winning signal (information 1) have already been made in step S2330 and the rush signal (information 2) have already been made in step S2350, and information signals related to the jackpot, such as the winning signal (information 1) and rush signal (information 2), have been output to the external terminal board 72 in step S2450. Therefore, since the setting to clear the output of the illegal information signal has been made in step S2400, the output settings for all of the illegal information signals (information 3 to information 5) are cleared, and information signals related to the jackpot, such as the winning signal (information 1) and rush signal (information 2), are output to the external terminal board 72 in step S2450, so that the external unit UT receives the information signals related to the jackpot.
[0277] After that, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variation example 2), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being held when the power supply is turned on again without clearing the RAM (when the power is restored without clearing the RAM), and if the game stop flag and the fraud flag are both ON when the power supply is turned on again without clearing the RAM (when the power is restored without clearing the RAM), it is determined that "the game stop condition is met" and the state is transitioned to a game stop state. (Step S2355: YES), the output settings for the winning signal (information 1) have already been made in step S2330 and the rush signal (information 2) in step S2350, steps S2360 and S2390 are skipped, and steps S2400 and S2450 prevent the output of the fraud information signal (information 3 to information 5) to the external terminal board 72, and instead output jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) to the external terminal board 72, allowing the jackpot-related information signals to be received by the external unit UT.
[0278] [Variation 3 of external terminal board output processing] Next, a third variant of the external terminal board output processing (hereinafter, sometimes referred to as "external terminal board output processing (third variant)") will be described in detail with reference to Fig. 25. Fig. 25 is a third variant of the flowchart of the external terminal board output processing (step S114 in Fig. 12). The third variant of the external terminal board output processing (third variant) is a process for outputting various types of information to the external terminal board 72.
[0279] In the external terminal board output process (Modification 3), the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON, as shown in FIG. 25 (step S2320).
[0280] When either the big win flag or the small win flag is ON (step S2320: YES), the game control microcomputer 81 sets the output of a win signal (information 1) (step S2330) and proceeds to step S2340, whereas when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2320: NO), it skips step S2330 and proceeds to step S2340. The win signal (information 1) is a signal (information) that informs the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0281] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0282] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0283] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2360, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2360. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0284] In step S2360, the game control microcomputer 81 determines whether the fraud flag is ON. As described above, the fraud flag is a flag that is set to ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error determination process in step S113 of the main-side timer interrupt process in Fig. 12, set to ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set to ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set to OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 is detected.
[0285] When the fraud flag is OFF rather than ON (step S2360: NO), the game control microcomputer 81 proceeds to step S2450, whereas when the fraud flag is ON (step S2360: YES), it determines whether the game stop flag is ON (step S2362). As described above, in the game stop determination process of step S106 in the main timer interrupt process of Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to ON to transition to the game stop state, assuming that the "condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach the predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to prevent transition to the game stop state, assuming that the "condition for game stop is not met."
[0286] When the game stop flag is OFF instead of ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has not reached the predetermined upper limit (predetermined upper limit of balls) (step S2362: NO), the game control microcomputer 81 proceeds to step S2390, whereas when the game stop flag is ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has reached the predetermined upper limit (predetermined upper limit of balls) (step S2362: YES), the game control microcomputer 81 determines whether the flag for power restoration after game stop is ON (step S2364). As described above, when the power supply of the gaming machine 1 is restored without the RAM clear switch 117 being turned ON, the flag for power restoration after game play is stopped is set to ON in step S018a of the power-on processing of Figure 11 if the game stop flag is ON just before the power supply of the gaming machine 1 is cut off, that is, if the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" described below has reached a predetermined upper limit value (predetermined upper limit number of balls), whereas when the power switch 118 is turned ON while the RAM clear switch 117 is turned ON, that is, when the power supply of the gaming machine 1 is restored while the RAM clear switch 117 is turned ON, the flag is set to its initial value, OFF, in the processing of step S020 of the power-on processing of Figure 11.
[0287] When the power restoration flag after game stop is ON (step S2364: YES), the game control microcomputer 81 proceeds to step S2450, whereas when the power restoration flag after game stop is OFF rather than ON (step S2364: NO), the game control microcomputer 81 clears the signal output (step S2366) and proceeds to step S2390. The signal output clear setting clears all output of various information to the external terminal board 72. Note that the signal output clear setting may also clear the output setting of the win signal (information 1) and the rush signal (information 2).
[0288] In step S2390, the game control microcomputer 81 performs output settings for the fraud information signals (information 3 to information 5), and proceeds to step S2450. In the output settings for the fraud information signals (information 3 to information 5), when it is detected that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error discrimination process of step S113 in the main side timer interrupt process of Fig. 12, information informing that fraudulent activity 1 has occurred is output and set as information 3, when abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information informing that fraudulent activity 2 has occurred is output and set as information 4, and when abnormal vibration is detected based on the detection signal from the vibration sensor 25, information informing that fraudulent activity 3 has occurred is output and set as information 5.
[0289] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0290] In this way, in the external terminal board output processing (variant example 3), when the game stop flag is OFF (step S2362: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0291] In the external terminal board output processing (variant example 3), when the game stop flag is ON (step S2362: YES), even if the state is transitioning to a game stop state because "the conditions for game stop are met," when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the state is high probability, in time-saving mode, or special chart 2 reserved consumption (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0292] In the external terminal board output processing (variant 3), when the game stop flag is OFF instead of ON, meaning that the "game stop conditions are not met" and the game has not transitioned to the game stop state (step S2362: NO), and the fraud flag is ON (step S2360: YES), a fraud information signal (information 3 to information 5) is set to be output in step S2390, and is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0293] In the external terminal board output processing (variant example 3), even if the fraud flag is turned ON after the game stop flag is turned ON, that is, after the game has transitioned to a game stop state because "the conditions for game stop have been met" (step S2362: YES), the output settings for the win signal (information 1) have already been made in step S2330 and the rush signal (information 2) in step S2350, step S2360 is skipped, and step S2450 does not output the fraud information signal (information 3 to information 5) to the external terminal board 72, but rather jackpot-related information signals such as the win signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0294] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0295] In addition, the big win flag, small win flag, time-saving flag, and power-recovery flag after game stop are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power is restored) without the RAM clear switch 117 being turned ON, the values of the big win flag, small win flag, time-saving flag, and power-recovery flag after game stop will be restored to the values they had immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored, and if the flag at power restoration after game play is stopped is ON, the flag at power restoration after game play is stopped is restored to ON after power is restored, and if the flag at power restoration after game play is stopped is OFF, the flag at power restoration after game play is stopped is restored to OFF after power is restored.
[0296] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0297] In the external terminal board output processing (variant 3), various processes will be carried out based on the idle stop flag and fraud flag restored after power is restored, the big win flag, small win flag, time-saving flag, flag when power is restored after gameplay has stopped, the "high probability" restored after power is restored, and the special chart 2 reserve restored after power is restored.
[0298] As a result, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output process (variant 3), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being reserved when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), it is determined that "the conditions for game stop are met" and the game has transitioned to a game stop state (step S2362: YES), and the winning signal ( Although the output setting for the rush signal (information 1) is made in step S2350, the game stop flag is ON, so in step S018a of the power-on processing in Figure 11, the flag for power restoration after game stop is set to ON (step S2364: YES), and steps S2366 and S2390 are skipped, and in step S2450, the fraud information signal (information 3 to information 5) is not output to the external terminal board 72, and jackpot-related information signals such as the win signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0299] In the external terminal board output process (variation 3), when the output setting for the winning signal (information 1) has already been made in step S2330 and the rush signal (information 2) has already been made in step S2350, and when jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) have been output to the external terminal board 72 in step S2450, and the fraud flag is turned ON (step S2360: YES), and the fraud information signals (information 3 to information 5) are output to the external terminal board 72 in step S2390 and step S2450, and the state in which both the jackpot-related information signals and the fraud information signals are output to the external terminal board 72 continues, even if the game stop flag is subsequently turned ON and the game is stopped because "the game stop condition is met" and the game is stopped (step S2362: YES), the game stop flag has already been turned ON in step S2330. Although the output settings for the hit signal (information 1) and the rush signal (information 2) are made in step S2350, the game stop flag is ON and the gaming machine 1 has not yet been powered off, so the flag for when power is restored after game stop remains OFF (step S2364: NO), so in step S2366, the signal output is cleared and the output settings for the hit signal (information 1) and the rush signal (information 2) are cleared, and in step S2390, the illegal information signals (information 3 to information 5) are set to be output, and in step S2450, information signals related to the jackpot, such as the hit signal (information 1) and rush signal (information 2), are not output to the external terminal board 72, but the illegal information signals (information 3 to information 5) are output to the external terminal board 72, so that the illegal information signals (information 3 to information 5) are received by the external unit UT.
[0300] After that, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 2), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being reserved when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), it is determined that "the conditions for game stop are met" and the game has transitioned to a game stop state (step S2355: YES), and the winning signal has already been generated in step S2330. In step S2450, the output settings for the signal (information 1) and the rush signal (information 2) are made, and since the game stop flag is ON, in step S018a of the power-on processing in Figure 11, the flag for when power is restored after game stop is set to ON (step S2364: YES), so steps S2366 and S2390 are skipped, and in step S2450, the fraud information signal (information 3 to information 5) is not output to the external terminal board 72, and jackpot-related information signals such as the win signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0301] [Variation 4 of external terminal board output processing] Next, a fourth variant of the external terminal board output processing (hereinafter, sometimes referred to as "fourth variant of the external terminal board output processing") will be described in detail with reference to Fig. 26. Fig. 26 is a fourth variant of the flowchart of the fourth variant of the external terminal board output processing (step S114 in Fig. 12). The fourth variant of the external terminal board output processing (fourth variant of the external terminal board output processing) is a process for outputting various information to the external terminal board 72.
[0302] In the external terminal board output process (variation 4), the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON, as shown in FIG. 26 (step S2320).
[0303] When either the big win flag or the small win flag is ON (step S2320: YES), the game control microcomputer 81 sets the output of a win signal (information 1) (step S2330) and proceeds to step S2340, whereas when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2320: NO), it skips step S2330 and proceeds to step S2340. The win signal (information 1) is a signal (information) that informs the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0304] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0305] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0306] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2360, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2360. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0307] In step S2360, the game control microcomputer 81 determines whether the fraud flag is ON. As described above, the fraud flag is a flag that is set to ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error determination process in step S113 of the main-side timer interrupt process in Fig. 12, set to ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set to ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set to OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 is detected.
[0308] When the fraud flag is OFF rather than ON (step S2360: NO), the game control microcomputer 81 proceeds to step S2450, whereas when the fraud flag is ON (step S2360: YES), it determines whether the game stop flag is ON (step S2362). As described above, in the game stop determination process of step S106 in the main timer interrupt process of Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to ON to transition to the game stop state, assuming that the "condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach the predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to prevent transition to the game stop state, assuming that the "condition for game stop is not met."
[0309] When the game stop flag is OFF instead of ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has not reached the predetermined upper limit (predetermined upper limit of balls) (step S2362: NO), the game control microcomputer 81 proceeds to step S2390, whereas when the game stop flag is ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has reached the predetermined upper limit (predetermined upper limit of balls) (step S2362: YES), the game control microcomputer 81 determines whether the flag for power restoration after game stop is ON (step S2364). As described above, when the power supply of the gaming machine 1 is restored without the RAM clear switch 117 being turned ON, the flag for power restoration after game play is stopped is set to ON in step S018a of the power-on processing of Figure 11 if the game stop flag is ON just before the power supply of the gaming machine 1 is cut off, that is, if the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" described below has reached a predetermined upper limit value (predetermined upper limit number of balls), whereas when the power switch 118 is turned ON while the RAM clear switch 117 is turned ON, that is, when the power supply of the gaming machine 1 is restored while the RAM clear switch 117 is turned ON, the flag is set to its initial value, OFF, in the processing of step S020 of the power-on processing of Figure 11.
[0310] When the power restoration flag after game stop is ON (step S2364: YES), the game control microcomputer 81 clears the signal output (step S2366) and proceeds to step S2390. The signal output clear setting clears all output of various information to the external terminal board 72. Note that the signal output clear setting may also clear the output setting of the win signal (information 1) and the rush signal (information 2).
[0311] In step S2390, the game control microcomputer 81 performs output settings for the fraud information signals (information 3 to information 5), and proceeds to step S2450. In the output settings for the fraud information signals (information 3 to information 5), when it is detected that the front frame 53 has been released from the inner frame, or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error discrimination process of step S113 in the main side timer interrupt process of Fig. 12, information informing that fraudulent activity 1 has occurred is output and set as information 3, when abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information informing that fraudulent activity 2 has occurred is output and set as information 4, and when abnormal vibration is detected based on the detection signal from the vibration sensor 25, information informing that fraudulent activity 3 has occurred is output and set as information 5.
[0312] On the other hand, when the power restoration flag after game stop is OFF instead of ON (step S2364: NO), the game control microcomputer 81 clears the output of the fraudulent information signal (step S2400) and proceeds to step S2450. In the clearing setting of the fraudulent information signal output, a setting is made to clear all outputs of the fraudulent information signals (information 3 to information 5) to the external terminal board 72.
[0313] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0314] In this way, in the external terminal board output processing (variant example 4), when the game stop flag is OFF (step S2362: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0315] In the external terminal board output processing (variant 4), when the game stop flag is ON (step S2362: YES), even if the state is transitioning to a game stop state because "the conditions for game stop are met," when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the state is high probability, in time-saving mode, or special chart 2 reserved consumption (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0316] In the external terminal board output processing (variant 4), when the game stop flag is OFF instead of ON, that is, when the game has not transitioned to the game stop state because the "game stop conditions have not been met" (step S2362: NO), and the fraud flag is ON (step S2360: YES), a fraud information signal (information 3 to information 5) is set for output in step S2390, and is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0317] In the external terminal board output process (variation 4), after the game stop flag is turned ON, that is, after the game has transitioned to a game stop state because "the game stop condition is met" (step S2362: YES), if the fraud flag is turned ON (step S2360: YES), the output setting for the winning signal (information 1) in step S2330 and the rush signal (information 2) in step S2350 has already been performed. However, since the game stop flag is ON and the gaming machine 1 has not yet been powered off, the power recovery flag after game stop is OFF. Since it remains F (step S2364: NO), steps S2366 and S2390 are skipped, and in step S2400, the clear setting for the output of the fraudulent information signals is performed, the output settings for the fraudulent information signals (information 3 to information 5) are cleared, and in step S2450, the fraudulent information signals (information 3 to information 5) are not output to the external terminal board 72, and jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0318] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0319] In addition, the big win flag, small win flag, time-saving flag, and power-recovery flag after game stop are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power is restored) without the RAM clear switch 117 being turned ON, the values of the big win flag, small win flag, time-saving flag, and power-recovery flag after game stop will be restored to the values they had immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored, and if the flag at power restoration after game play is stopped is ON, the flag at power restoration after game play is stopped is restored to ON after power is restored, and if the flag at power restoration after game play is stopped is OFF, the flag at power restoration after game play is stopped is restored to OFF after power is restored.
[0320] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0321] In the external terminal board output processing (variant 4), various processes will be carried out based on the idle stop flag and fraud flag restored after power is restored, the big win flag, small win flag, time-saving flag, flag when power is restored after gameplay has stopped, the "high probability" restored after power is restored, and the special chart 2 reserve restored after power is restored.
[0322] As a result, when the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 3), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being held when the power is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power is turned on again without RAM clearing (when power is restored without RAM clearing), the "conditions for game stop are met" and the game is transitioning to a game stop state (step S2362: YES), and the output setting for the winning signal (information 1) has already been made in step S2330 and the rush signal (information 2) has already been made in step S2350. However, since the game stop flag is ON, in step S018a of the power-on processing in Figure 11, the flag for power restoration after game stop is set to ON (step S2364: YES), and in step S2366, the signal output is cleared, the output setting for the win signal (information 1) and the output setting for the rush signal (information 2) are cleared, and in step S2390, the output setting for the fraud information signals (information 3 to information 5) is set, and in step S2450, information signals related to the jackpot such as the win signal (information 1) and the rush signal (information 2) are not output to the external terminal board 72, and the fraud information signals (information 3 to information 5) are output to the external terminal board 72, so that the fraud information signals (information 3 to information 5) are received by the external unit UT.
[0323] In the external terminal board output process (variation 4), when the output setting for the winning signal (information 1) has already been made in step S2330 and the rush signal (information 2) has already been made in step S2350, and when information signals related to the big win, such as the winning signal (information 1) and the rush signal (information 2), have been output to the external terminal board 72 in step S2450, the fraud flag is turned ON (step S2360: YES), and the fraud information signals (information 3 to information 5) are output to the external terminal board 72 in step S2390 and step S2450, and the state in which both the big win-related information signals and the fraud information signals are output to the external terminal board 72 continues, even if the game stop flag is subsequently turned ON and the state in which the "game stop condition is met" and the game is to transition to the game stop state (step S2362: YES) has already been made. Although the output setting for the hit signal (information 1) is made in step S2330 and the output setting for the rush signal (information 2) is made in step S2350, the game stop flag is ON and the gaming machine 1 has not yet been powered off, so the flag for when power is restored after game stop remains OFF (step S2364: NO), so steps S2366 and S2390 are skipped, and in step S2400, the output setting for the illegal information signal is cleared and the output setting for the illegal information signals (information 3 to information 5) is cleared, and in step S2450, the illegal information signals (information 3 to information 5) are not output to the external terminal board 72, but jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the jackpot-related information signals are received by the external unit UT.
[0324] After that, when the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 3), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being held when the power is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power is turned on again without RAM clearing (when power is restored without RAM clearing), the "conditions for game stop are met" and the game is transitioning to a game stop state (step S2355: YES), and the output settings for the win signal (information 1) have already been made in step S2330 and the rush signal (information 2) in step S2350. However, since the game stop flag is ON, in step S018a of the power-on processing in Figure 11, the flag for power restoration after game stop is set to ON (step S2364: YES), and in step S2366, the signal output is cleared, the output setting for the win signal (information 1) and the output setting for the rush signal (information 2) are cleared, and in step S2390, the output setting for the fraudulent information signals (information 3 to information 5) is set, and in step S2450, information signals related to the jackpot such as the win signal (information 1) and rush signal (information 2) are not output to the external terminal board 72, and the fraudulent information signals (information 3 to information 5) are output to the external terminal board 72, so that the fraudulent information signals (information 3 to information 5) are received by the external unit UT.
[0325] [Variation 5 of external terminal board output processing] Next, a fifth variant of the external terminal board output processing (hereinafter, sometimes referred to as "fifth variant of the external terminal board output processing") will be described in detail with reference to Fig. 27. Fig. 27 is a fifth variant of the flowchart of the fifth variant of the external terminal board output processing (step S114 in Fig. 12). The fifth variant of the external terminal board output processing (fifth variant of the external terminal board output processing) is a process for outputting various types of information to the external terminal board 72.
[0326] In the external terminal board output process (variant 5), the game control microcomputer 81 determines whether or not the game stop flag is ON, as shown in Fig. 27 (step S2300). As described above, in the game stop determination process in step S106 in the main side timer interrupt process in Fig. 12, when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" reaches a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to ON to transition to a game stop state, assuming that "the condition for game stop is met," whereas when the difference between the "difference in ball count" and the minimum value of the "difference in ball count" does not reach a predetermined upper limit (predetermined upper limit number of balls), the game stop flag is set to OFF (maintained OFF) to not transition to a game stop state, assuming that "the condition for game stop is not met."
[0327] When the game stop flag is ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has reached a predetermined upper limit (predetermined upper limit of balls) (step S2300: YES), the game control microcomputer 81 proceeds to step S2410. On the other hand, when the game stop flag is OFF rather than ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has not reached a predetermined upper limit (predetermined upper limit of balls) (step S2300: NO), the game control microcomputer 81 determines that a jackpot has been won. If either the big win flag or the small win flag is ON (step S2320: YES), output of a winning signal (information 1) is set (step S2330) and the process proceeds to step S2340. On the other hand, if neither the big win flag nor the small win flag is ON, that is, if both the big win flag and the small win flag are OFF (step S2320: NO), step S2330 is skipped and the process proceeds to step S2340. The winning signal (information 1) is a signal (information) that notifies the external unit UT that the game is in a state where a "big win" or a "small win" has occurred.
[0328] In step S2340, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption. "High probability" refers to the fact that, when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopped symbol) of the variable display of normal symbols by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed. "During time reduction" refers to the time reduction state. "Special symbol 2 reserve consumption" refers to the existence and consumption of unused special symbol 2 reserved balls among the first through fourth memory areas of the second special symbol reserve memory area. Note that when the game is in a high probability state, during time reduction, or during special symbol 2 reserve consumption, the game is being played by right-hand hitting, which launches game balls so that they flow down the right game area 3B. This is the so-called "rush" state, in which a large number of game balls can be acquired through jackpots and small jackpots won during high probability and time reduction. In other words, in a game state where a rush is occurring, with high probability, time-saving, and special chart 2 reserved, the game state is advantageous to the player, as it allows the player to acquire a large amount of game balls through big wins and small wins that are won during high probability and time-saving, compared to a game state where a rush is not occurring.
[0329] In addition, "high probability" means that when the game control microcomputer 81 is executing probability fluctuation control on normal symbols, the probability that the display result (stopping pattern) of the variable display of the normal symbols by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed.In addition, for example, when the game control microcomputer 81 is executing probability fluctuation control on special symbols (both the first special symbol and the second special symbol, or either the first special symbol or the second special symbol (for example, the second special symbol)), the probability that the display result (stopping pattern) of the variable display of the special symbol by the display device 40 (the first special symbol when probability fluctuation control is being executed on the first special symbol, or the second special symbol when probability fluctuation control is being executed on the second special symbol) will be a winning symbol is higher than when the probability fluctuation control is not being executed.
[0330] When the game control microcomputer 81 is in a high probability state, in the time-saving state, or when the reserved special symbol 2 is being consumed (step S2340: YES), it sets the output of a rush signal (information 2) (step S2350) and proceeds to step S2360, whereas when the game is not in a high probability state, in the time-saving state, or when the reserved special symbol 2 is not being consumed (step S2340: NO), it skips step S2350 and proceeds to step S2360. The rush signal (information 2) is a signal (information) that conveys to the external unit UT that the game state is high probability, in the time-saving state, or when the reserved special symbol 2 is being consumed, in other words, that a rush is occurring.
[0331] In step S2410, the game control microcomputer 81 determines whether the big win flag is ON or whether the small win flag is ON. The determination process in step S2410 is the same as the determination process in step S2320 described above.
[0332] When either the big win flag or the small win flag is ON (step S2410: YES), the game control microcomputer 81 determines whether a certain time T (90 seconds in this embodiment) has elapsed since the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" reached a predetermined upper limit (predetermined upper limit number of balls) and started to output a winning signal (information 1) (step S2415).On the other hand, when neither the big win flag nor the small win flag is ON, that is, when both the big win flag and the small win flag are OFF (step S2410: NO), it proceeds to step S2430.
[0333] When the fixed time T (90 seconds in this embodiment) has not elapsed since the start of output of the winning signal (information 1) (step S2415: NO), the game control microcomputer 81 sets the output of the winning signal (information 1) (step S2420) and proceeds to step S2430. On the other hand, when the fixed time T (90 seconds in this embodiment) has elapsed since the start of output of the winning signal (information 1) (step S2415: YES), the game control microcomputer 81 sets the output of the winning signal (information 1) to be cleared (step S2425) and proceeds to step S2430. In the setting of clearing the winning signal output, a setting is made to clear the output of the winning signal (information 1) to the external terminal board 72. The processing in step S2420 is the same as the processing in step S2330 described above.
[0334] In step S2430, the game control microcomputer 81 determines whether the game is in a high probability state, during time reduction, or during the consumption of the reserved special symbol 2. "High probability" means that when the game control microcomputer 81 is executing probability fluctuation control on the normal symbol, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the display device 40 will be a winning symbol is higher than when the probability fluctuation control is not being executed. "During time reduction" means that the game is in a time reduction state. "Special symbol 2 reserved consumption" means that there are special symbol 2 reserved balls among the first to fourth memory areas of the second special symbol reserved memory area that have not yet been used in play and are being consumed. Note that the determination process in step S2430 is the same as the determination process in step S2340 described above.
[0335] When the game is in a high probability state, during time reduction, or when special chart 2 is being reserved (step S2430: YES), the game control microcomputer 81 turns on the game stop flag, that is, the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" reaches a predetermined upper limit (predetermined upper limit number of balls), and determines whether a certain time T (90 seconds in this embodiment) has elapsed since the start of outputting the rush signal (information 2) (step S2435).On the other hand, when the game is not in a high probability state, during time reduction, or when special chart 2 is not being reserved (step S2430: NO), it proceeds to step S2360.
[0336] If the fixed time T (90 seconds in this embodiment) has not elapsed since the start of output of the rush signal (information 2) (step S2435: NO), the game control microcomputer 81 sets the output of the rush signal (information 2) (step S2440) and proceeds to step S2360. On the other hand, if the fixed time T (90 seconds in this embodiment) has elapsed since the start of output of the rush signal (information 2) (step S2435: YES), the game control microcomputer 81 sets the output of the rush signal (information 2) to be cleared (step S2445) and proceeds to step S2360. In setting the clear of the rush signal output, a setting is made to clear the output of the rush signal (information 2) to the external terminal board 72. The processing in step S2440 is the same as the processing in step S2350 described above.
[0337] In step S2360, the game control microcomputer 81 determines whether the fraud flag is ON. As described above, the fraud flag is a flag that is set to ON to indicate fraudulent behavior 1 when it is detected that the front frame 53 has been released from the inner frame or that the front frame 53 and the inner frame have been released from the outer frame based on the detection signal from the frame open sensor 34 in the error determination process in step S113 of the main-side timer interrupt process in Fig. 12, set to ON to indicate fraudulent behavior 2 when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, or set to ON to indicate fraudulent behavior 3 when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, and is set to OFF (maintained OFF) to indicate no fraudulent behavior when none of fraudulent behaviors 1 to 3 is detected.
[0338] When the fraud flag is OFF rather than ON (step S2360: NO), the game control microcomputer 81 proceeds to step S2400, whereas when the fraud flag is ON (step S2360: YES), it again determines whether the game stop flag is ON (step S2365).
[0339] When the game stop flag is ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has reached a predetermined upper limit (predetermined upper limit of balls) (step S2365: YES), the game control microcomputer 81 proceeds to step S2400, whereas when the game stop flag is OFF rather than ON, that is, when the difference between the "difference in balls" and the minimum value of the "difference in balls" has not reached a predetermined upper limit (predetermined upper limit of balls) (step S2365: NO), the game control microcomputer 81 sets the output of an illegal information signal (information 3 to information 5) (step S2390) and proceeds to step S2450. In the output setting of the fraud information signals (information 3 to information 5), in the error discrimination process of step S113 in the main side timer interrupt process of Figure 12, when it is detected based on the detection signal from the frame open sensor 34 that the front frame 53 has been released from the inner frame, or that the front frame 53 has been released together with the inner frame from the outer frame, information indicating that this is fraudulent activity 1 is output and set as information 3, when an abnormal magnetism is detected based on the detection signal from the magnetic sensor 26, information indicating that this is fraudulent activity 2 is output and set as information 4, and when an abnormal vibration is detected based on the detection signal from the vibration sensor 25, information indicating that this is fraudulent activity 3 is output and set as information 5.
[0340] In step S2400, the game control microcomputer 81 performs a clear setting for the output of the illegal information signal, and proceeds to step S2450. In the clear setting for the illegal information signal output, a setting is performed to clear all outputs of the illegal information signals (information 3 to information 5) to the external terminal board 72.
[0341] In step S2450, the game control microcomputer 81 outputs the contents of the output setting to the external terminal board 72, and ends this processing.
[0342] In this way, in the external terminal board output processing (variant 5), when the game stop flag is OFF (step S2300: NO), the game does not transition to a game stop state because the "conditions for game stop are not met," and when either the big win flag or the small win flag is ON (step S2320: YES), a win signal is output and set as information 1 in step S2330, which is output to the external terminal board 72 in step S2450 and received by the external unit UT, and when the game is in high probability, time-saving mode, or special chart 2 reserved consumption mode (step S2340: YES), a rush signal is output and set as information 2 in step S2350, which is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0343] In the external terminal board output processing (variant 5), when the game stop flag is ON (step S2300: YES), even if the state is transitioning to a game stop state as "the conditions for game stop are met," when either the big win flag or the small win flag is ON (step S2410: YES), the winning signal is set to be output as information 1 in step S2420, and is output to the external terminal board 72 in step S2450 and received by the external unit UT, while when a certain time T (90 seconds in this embodiment) has elapsed since the winning signal began to be output as information 1 (step S2415: YES), a clear setting is made to the winning signal output in step S2425, and a setting is made to clear the output of the winning signal (information 1) to the external terminal board 72, so that the winning signal (information 1) is not output to the external terminal board 72 in step S2450, and the winning signal (information 1) is not received by the external unit UT.
[0344] In the external terminal board output processing (variant 5), when the game stop flag is ON (step S2300: YES), even if the state is transitioning to a game stop state as "the conditions for game stop are met," when the state is high probability, during time reduction, or when special chart 2 is being held (step S2430: YES), the rush signal is set to be output as information 2 in step S2440, and is output to the external terminal board 72 in step S2450 and received by the external unit UT, while when a certain time T (90 seconds in this embodiment) has elapsed since the rush signal began to be output as information 2 (step S2435: YES), a clear setting for the rush signal output is made in step S2445, and a setting is made to clear the output of the rush signal (information 2) to the external terminal board 72, so that the rush signal (information 2) is not output to the external terminal board 72 in step S2450, and the rush signal (information 2) is not received by the external unit UT.
[0345] In the external terminal board output processing (variant 5), when the fraud flag is ON (step S2360: YES) and the game stop flag is OFF rather than ON, that is, when the game has not transitioned to a game stop state because "the game stop conditions have not been met" (step S2365: NO), a fraud information signal (information 3 to information 5) is set to be output in step S2390, and is output to the external terminal board 72 in step S2450 and received by the external unit UT.
[0346] In the external terminal board output process (variation 5), after the game stop flag is turned ON, that is, after the state of transitioning to the game stop state as "the game stop condition is met" (step S2300: YES), when the jackpot-related information signals such as the winning signal (information 1) and the rush signal (information 2) are being output to the external terminal board 72 for a certain period of time T (90 seconds in this embodiment) (in other words, until the certain period of time T has elapsed since the output of the jackpot-related information signals started), if the fraud flag is turned ON (step S2360: YES), the winning signal (information 1) has already been output in step S2420. Although the output setting of the rush signal (information 2) is made in step S2440, the game stop flag is determined to be ON in step S2365 (step S2365: YES), so the output of the illegal information signal is cleared in step S2400, and in step S2450, the illegal information signals (information 3 to information 5) are not output to the external terminal board 72, and the output of jackpot-related information signals such as the win signal (information 1) and rush signal (information 2) to the external terminal board 72 continues, and the jackpot-related information signals are received by the external unit UT for a fixed time T. Thereafter, when a certain time T has elapsed since the output of the hit signal (information 1), which is an information signal related to the jackpot, began (step S2415: YES), the hit signal output is cleared in step S2425, and when a certain time T has elapsed since the output of the rush signal (information 2), which is an information signal related to the jackpot, began (step S2435: YES), the rush signal output is cleared in step S2445.As a result, no information is output to the external terminal board 72 in step S2450, and no information is received by the external unit UT.
[0347] As described above, the game stop flag and the fraud flag are information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. Therefore, if the power to the gaming machine 1 is cut off and then powered on again (power restored) without the RAM clear switch 117 being turned ON, the values of the game stop flag and the fraud flag are restored to the values they had immediately before the power was cut off to the gaming machine 1. In other words, if the game stop flag was ON immediately before the power was cut off to the gaming machine 1, the game stop flag is restored to ON after power is restored; if the game stop flag was OFF, the game stop flag is restored to OFF after power is restored; if the fraud flag was ON, the fraud flag is restored to ON after power is restored; and if the fraud flag was OFF, the fraud flag is restored to OFF after power is restored.
[0348] The big win flag, small win flag, and time-saving flag are also information included in the contents (backup information) stored in the flag set area 84b of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being turned ON, the values of the big win flag and small win flag will be restored to the values that existed immediately before the power to the gaming machine 1 was cut off. In other words, if the jackpot flag was ON immediately before the power to the gaming machine 1 was cut off, the jackpot flag will be restored to ON after power is restored, and if the jackpot flag was OFF, the jackpot flag will be restored to OFF after power is restored, and if the small win flag was ON, the small win flag will be restored to ON after power is restored, and if the small win flag was OFF, the small win flag will be restored to OFF after power is restored, and if the time-saving flag was ON (during time-saving), the time-saving flag will be restored to ON (during time-saving) after power is restored, and if the time-saving flag was OFF (not during time-saving), the time-saving flag will be restored to OFF (not during time-saving) after power is restored.
[0349] Furthermore, the "high probability" state in which probability fluctuation control is being executed, or the "low probability" state in which probability fluctuation control is not being executed, is information contained in the contents (backup information) stored in the main RAM 84, and the special chart 1 reserve and special chart 2 reserve are information contained in the contents (backup information) stored in the special chart reserve memory area 84e of the main RAM 84. For this reason, if the power to the gaming machine 1 is cut off and the power to the gaming machine 1 is turned on again (power restored) without the RAM clear switch 117 being operated to ON, the gaming state will be restored to the state it was in immediately before the power to the gaming machine 1 was cut off. In other words, if gaming machine 1 was in a "high probability" state in which probability fluctuation control is being executed just before the power was cut off, it will be restored to a "high probability" state in which probability fluctuation control is being executed after power is restored, and if it was in a "low probability" state in which probability fluctuation control is not being executed, it will be restored to a "low-high" state in which probability fluctuation control is not being executed after power is restored.If special chart 1 reserve or special chart 2 reserve existed just before the power was cut off, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve exists after power is restored, and if special chart 1 reserve or special chart 2 reserve did not exist, it will be restored to a state in which special chart 1 reserve or special chart 2 reserve does not exist.
[0350] In the external terminal board output processing (variant 5), various processes will be carried out based on the free stop flag and fraud flag restored after power is restored, the big win flag, small win flag, and time-saving flag restored after power is restored, the "high probability" restored after power is restored, and the special chart 2 hold restored after power is restored.
[0351] As a result, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 5), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being reserved when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when power is turned on again without RAM clearing (when power is restored without RAM clearing), it is determined that "the game stop condition is met" and the state has transitioned to a game stop state (step S2365: YES), and the winning signal (information 1) has already been output in step S2420. In step S2435, the output setting for the rush signal (information 2) is made, and since the game stop flag is ON, the judgment in step S2365 (step S2365: YES) causes the process to proceed to step S2400, and in step S2400 the output of the fraudulent information signal is cleared, and in step S2450, the fraudulent information signals (information 3 to information 5) are not output to the external terminal board 72, and jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the external unit UT receives jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) for a certain period of time T.
[0352] In the external terminal board output process (variation 5), when the output setting for the winning signal (information 1) has already been made in step S2330 and the rush signal (information 2) has already been made in step S2350, and when jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) have been output to the external terminal board 72 in step S2450, and the fraud flag is turned ON (step S2360: YES), and the fraud information signals (information 3 to information 5) are output to the external terminal board 72 in step S2390 and step S2450, and the state in which both the jackpot-related information signals and the fraud information signals are output to the external terminal board 72 continues, the game stop flag is then turned ON, and the game stops because "the game stop condition is met," and the game stops (step S2300: YES) ), in step S2420 the output setting for the winning signal (information 1) is made, and in step S2440 the output setting for the rush signal (information 2) is made, and since the fraud flag is ON (step S2360: YES) and the game stop flag is ON, the process proceeds to step S2400 based on the judgment of step S2365 (step S2365: YES), and in step S2400 the output of the fraud information signal is cleared, and in step S2450 the fraud information signals (information 3 to information 5) are not output to the external terminal board 72, and jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the external unit UT receives jackpot-related information signals such as the winning signal (information 1) and rush signal (information 2) for a fixed period of time T.
[0353] After that, when the power supply to the gaming machine 1 is cut off and the power supply to the gaming machine 1 is turned on again without the RAM clear switch 117 being turned on, in the external terminal board output processing (variant 3), if the big win flag or small win flag is ON, the time-saving flag is ON, "high probability", and special chart 2 is being reserved when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), and if the game stop flag and the fraud flag are both ON when the power supply is turned on again without RAM clearing (when power is restored without RAM clearing), it is determined that "the game stop condition is met" and the state is transitioning to a game stop state (step S2300: YES), and in step S2420, the output setting of the winning signal (information 1) is performed, and in step S2440, The output setting for the rush signal (information 2) is made, and since the fraud flag is ON (step S2360: YES) and the game stop flag is ON, the process proceeds to step S2400 based on the judgment of step S2365 (step S2365: YES), and in step S2400 the output of the fraud information signal is cleared, and in step S2450 the fraud information signals (information 3 to information 5) are not output to the external terminal board 72, and jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) are output to the external terminal board 72, so that the external unit UT receives jackpot-related information signals such as the hit signal (information 1) and rush signal (information 2) for a fixed period of time T.
[0354] [Power off monitoring process] FIG. 28 is a flowchart of the power interruption monitoring process (step S116 in FIG. 12). In the power interruption monitoring process, first, the gaming control microcomputer 81 determines whether or not there is a power interruption signal (step S2520). The power supply board 116 is provided with a power interruption monitoring circuit (not shown) that monitors for signs that the power supply to the gaming machine 1 will be cut off. This power interruption monitoring circuit outputs a power interruption signal to the main control board 80 when there is a sign that the power supply to the gaming machine 1 will be cut off. The power interruption monitoring circuit monitors for a voltage drop in a specific power supply (for example, a 24V DC power supply) among the various power supply voltages generated by the power supply board 116, and when the voltage drops below a threshold, it determines that there is a sign that the power supply to the gaming machine 1 will be cut off and outputs a power interruption signal.
[0355] In step S2520, it is determined whether or not a power-off signal has been input from the power-off monitoring circuit of the power supply board 116. If there is no power-off signal, i.e., if there are no signs that the power to the gaming machine 1 will be cut off (step S2520: NO), the game control microcomputer 81 ends this process as is. However, if there is a power-off signal, i.e., if there are signs that the power to the gaming machine 1 will be cut off (step S2520: YES), the game control microcomputer 81 calculates a checksum and stores it in the main RAM 84 (step S2521), and sets a power-off flag to ON (step S2522). Setting the power-off flag to ON indicates that the power has been cut off normally.
[0356] Next, the game control microcomputer 81 sets a prohibition on access to the main RAM 84 (step S2523). By setting a prohibition on access to the main RAM 84, it becomes impossible to write or read information to or from the main RAM 84.
[0357] Next, the game control microcomputer 81 will perform the loop processing indefinitely without returning to the main timer interrupt processing of FIG.
[0358] 8. Operation of the performance control microcomputer 91 The following describes the operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4). Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0359] [Sub-control main processing] FIG. 29 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the performance control microcomputer 91 is set up, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.
[0360] After the initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 5(D) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0361] After the random number update process, the performance control microcomputer 91 permits interruption of the interrupt process (step S4003). Thereafter, steps S4001 to S4003 are looped to repeatedly execute the random number update process. While the interrupt is permitted, the sub-side first timer interrupt process (step S4004) and the sub-side second timer interrupt process (step S4005) can be executed. The sub-side first timer interrupt process is executed based on an interrupt pulse repeatedly input to the performance control microcomputer 91 every 1 ms (millisecond). In other words, the sub-side first timer interrupt process is executed every 1 ms (millisecond). The sub-side second timer interrupt process is executed based on an interrupt pulse repeatedly input to the performance control microcomputer 91 every 10 ms (millisecond). In other words, the sub-side second timer interrupt process is executed every 10 ms (millisecond).
[0362] [Sub-side 1st timer interrupt processing] Figure 30 is a flowchart of the sub-side first timer interrupt processing (step S4004 in Figure 29). The sub-side first timer interrupt processing is a process that is executed every 1 ms. The performance control microcomputer 91 first performs input processing (step S4050). In the input processing, for example, based on the signal (switch signal) from the performance button and the signal (switch signal) from the select button 68, respective switch data (edge data and level data) are created and stored in the switch information storage area 94e of the sub-RAM 94.
[0363] Next, the performance control microcomputer 91 performs watchdog timer processing (step S4060) and ends this processing. In the watchdog timer processing, a reset setting of the watchdog timer is performed.
[0364] [Sub-side second timer interrupt processing] FIG. 31 is a ...
Claims
1. A gaming machine equipped with a game control means capable of controlling the game, When the game control means is in a second game state which is more advantageous than the first game state, and the game state is changed from a playable state to a play-stopped state, it does not continue to output the first information indicating that the game state is in the second game state to the outside of the game machine, but instead outputs second information different from the first information to the outside of the game machine. A gaming machine characterized by the following features.
2. A gaming machine according to claim 1, The second piece of information is output for at least a certain period of time when an abnormality occurs in the gaming machine. A gaming machine characterized by the following features.
3. A gaming machine according to claim 1 or claim 2, The game control means outputs the second information without outputting the first information if the power to the game machine is turned back on after the power to the game machine has been cut off and the RAM clear switch has not been operated. A gaming machine characterized by the following features.