Game machine

JP2025033066AActive Publication Date: 2025-03-13KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023138555
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-29
Publication Date
2025-03-13
Estimated Expiration
2043-08-29

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技機における遊技の興趣をより一層高めることができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

To further enhance the amusement of a game.SOLUTION: A game machine 1 is a one-type-two-type-mixed machine, and is referred to as a management game machine in which a game ball as a virtual game medium is encapsulated and circulated within the game machine 1. The game machine 1 has a main control board 10, a frame control board 160, a performance control board 120, a first special drawing pattern display device 20, and a second special drawing pattern display device 21. The main control board 10 can transmit a game state and a situation of progress and stop of a game to the frame control board 160. Game state information indicating an advantageous state is provided. Even if the game state becomes a normal state, when a normal electric accessory is opened and a reservation of a second special drawing pattern corresponding to a start winning during the opening is digested, the game state information indicating the advantageous state can be kept.SELECTED DRAWING: Figure 46
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pop-up pachinko gaming machine. [Background technology]

[0002] A pachinko machine is equipped with a main control board that controls the progress of the game, and a presentation control board that controls the presentation of the game through the control of the liquid crystal display on the game board and the role-playing objects. Some pachinko machines have a normal state and a time-saving state in which the advantage of auxiliary games is higher than in the normal state, and are configured to make it easier to win a starting prize in the time-saving state. Patent Document 1 is a document that discloses technology related to the presentation of this type of game machine. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-195798 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in the presentation of this type of gaming machine in terms of its entertainment value.

[0005] The present invention has been made in consideration of such problems, and has an object to further increase the enjoyment of playing with gaming machines. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention provides a main control means for controlling the progress of a game accompanied by the provision of virtual game media, the main control means including a means for setting the game state of the gaming machine to either a normal state or a plurality of advantageous states more advantageous than the normal state, and a means for stopping the progress of the game; and a virtual game media number control device which receives a transfer signal of the number of virtual game media corresponding to information from a connected card unit, performs processing related to subtraction and addition of the number of playable virtual game media according to the progress of the game, and transmits a transfer signal of a predetermined number of virtual game media to the card unit when a counting button is operated. and a control means for controlling the number of virtual game media, wherein the main control means is capable of transmitting the game state and the progress and stop status of the game to the virtual game medium number control means and provides game state information indicating that the game state is advantageous, and even when the game state becomes normal, the game state information indicating that the game state is advantageous can be maintained while the normal electric device is opened and the reserved second special pattern corresponding to the start winning during this opening is being consumed, and the virtual game medium number control means is capable of transmitting a game state signal indicating that the game state is advantageous to the card unit based on the received game state and the progress and stop status of the game. Effect of the Invention

[0007] According to the present invention, it is possible to further increase the enjoyment of playing on a gaming machine. [Brief description of the drawings]

[0008] [Figure 1] 1 is a front view of a gaming machine 1 and a card unit 9 according to a first embodiment of the present invention. [Diagram 2] 1 is an enlarged view of the second major winning port 17 in the gaming machine 1. FIG. [Diagram 3] 2 is a perspective view of the rear side of the gaming machine 1 and the card unit 9. FIG. [Figure 4] 1 is a diagram showing the main control board 10 and the frame control board 160 on the rear side of the gaming machine 1, and the covers 10c and 160c that cover them. [Diagram 5] 1 is a block diagram showing the configuration of the gaming machine 1. FIG. [Figure 6] 2 is a block diagram showing the configuration of a card unit 9. FIG. [Figure 7] 1A and 1B are diagrams showing the insertion of a bill 6 into a card unit 9 and the transfer of the number of gaming balls from the card unit 9 to the gaming machine 1. FIG. [Figure 8] 13 is a diagram showing the transfer of the number of gaming balls from the gaming machine 1 to the card unit 9. FIG. [Figure 9] 13 is a diagram showing the transfer of the number of gaming balls from the gaming machine 1 to the card unit 9. FIG. [Figure 10] 13 is a diagram showing how the card 7 is ejected from the card unit 9. FIG. [Figure 11] 2A and 2B are diagrams showing how a card 7 is inserted into a card unit 9. FIG. [Figure 12] FIG. 2 is a diagram showing the gaming state of the gaming machine 1. [Figure 13] FIG. 2 is a diagram showing a game flow of the gaming machine 1. [Figure 14] A diagram showing the pattern changes and pending display images in the gaming machine 1. [Figure 15] 2 is a diagram showing each presentation mode of the gaming machine 1, a gaming state, and a background image. FIG. [Figure 16] FIG. 13 is a diagram showing the normal variation presentation of the gaming machine 1. [Figure 17] FIG. 13 is a diagram showing normal reach effects of the gaming machine 1. [Figure 18] FIG. 2 shows a roulette presentation of the gaming machine 1. [Figure 19] FIG. 2 shows a roulette presentation of the gaming machine 1. [Figure 20] FIG. 13 is a diagram showing the SP reach presentation of the gaming machine 1. [Figure 21] A diagram showing the preview pending display change presentation of the gaming machine 1. [Figure 22] This figure shows the normal power-on operation, the main control board RAM clear power-on operation, the frame control board RAM clear power-on operation, and the all RAM clear power-on operation in the gaming machine 1. [Figure 23]1 is a diagram showing the relationship between the state of the gaming machine 1 and whether or not 15 types of flags are set in the state flag storage area of ​​the main RAM 110c of the main control board 10. FIG. [Figure 24] 13 is a diagram showing the relationship between the state of the gaming machine 1 and whether or not 16 types of flags are set in the state flag storage area of ​​the gaming ball count RAM 180c of the gaming ball count control unit 180. FIG. [Diagram 25] 13 is a diagram showing the relationship between the state of the gaming machine 1 and whether or not eleven types of flags are set in the state flag storage area of ​​the card unit control board 90 in the card unit 9. FIG. [Figure 26] 4 is a flowchart showing the main processing of the main control board 10 of the gaming machine 1. [Figure 27] 13 is a diagram showing a sequence of transmission of a gaming machine information notification command from the main control board 10 to the frame control board 160 in the gaming machine 1. FIG. [Figure 28] 13 is a flowchart showing timer interrupt processing of the main control board 10 of the gaming machine 1. [Figure 29] 11 is a flowchart showing the main process of the performance control unit 120m of the gaming machine 1. [Diagram 30] 13 is a flowchart showing a timer interrupt process of the performance control unit 120m. [Diagram 31] 13 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. [Diagram 32] 13 is a flowchart showing the launch control process of the launch control unit 170 of the gaming machine 1. [Diagram 33] 13 is a flowchart showing main processing of a game ball count control unit 180 of the gaming machine 1. [Diagram 34] 13 is a diagram showing a sequence of transmission of gaming machine information notification data from the frame control board 160 of the gaming machine 1 to the card unit 9. FIG. [Diagram 35] 13 is a diagram showing a sequence of transmission of count notification data from the frame control board 160 of the gaming machine 1 to the card unit 9. FIG. [Diagram 36] 11 is a flowchart showing the main process of the card unit control board 90 of the gaming machine 1. [Figure 37] A diagram showing the sequence of sending and receiving loan notification data and loan receipt result response data between the card unit 9 and the gaming machine 1. [Figure 38] 4 is a flowchart showing the initial setting process of the main control board 10 of the gaming machine 1. [Figure 39] 4 is a flowchart showing the initial setting process of the main control board 10 of the gaming machine 1. [Diagram 40] 13 is a flowchart showing a gaming machine information notification process of the main control board 10 of the gaming machine 1. [Diagram 41] 13 is a flowchart showing an initial setting process of a game ball count control unit 180 of the gaming machine 1. [Diagram 42] 13 is a flowchart showing an error determination process of the game ball count control unit 180 of the gaming machine 1. [Diagram 43] 13 is a diagram showing the display of the game ball count display 84 and the frame control display 85 when an error occurs in the gaming machine 1. FIG. [Diagram 44] 13 is a flowchart showing a response process of a game ball count control unit 180 of the gaming machine 1. [Diagram 45] 13 is a flowchart showing a gaming machine information notification process of the gaming ball count control unit 180 of the gaming machine 1. [Figure 46] 13 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1. [Figure 47] 13 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1. [Figure 48] 13 is a flowchart showing a gaming machine information notification data transmission process of the gaming ball count control unit 180 of the gaming machine 1. [Figure 49] 13 is a flowchart showing the counting process of the game ball count control unit 180 of the gaming machine 1. [Figure 50] 13 is a flowchart showing the process of determining whether a game ball count transition condition is met by the game ball count control unit 180 of the gaming machine 1. [Figure 51] 2 is a diagram showing an operation information storage area of ​​the gaming machine 1 and an example of updating the same. FIG. [Figure 52]13 is a flowchart showing a count notification process of the game ball count control unit 180 of the gaming machine 1. [Figure 53] 13 is a flowchart showing a lending control process of the game ball count control unit 180 of the gaming machine 1. [Figure 54] 13 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1. [Figure 55] 13 is a flowchart showing a game notification control process of the game ball count control unit 180 of the gaming machine 1. [Figure 56] 13 is a diagram showing a seated lamp light color determination table and a seated background color determination table of the game ball count control unit 180 of the gaming machine 1. FIG. [Figure 57] 13 is a diagram showing an away lamp light color determination table and an away background color determination table of the game ball count control unit 180 of the gaming machine 1. FIG. [Figure 58] 13 is a flowchart showing a banknote insertion recognition process of the card unit control board 90 of the gaming machine 1. [Figure 59] 13 is a flowchart showing a card insertion recognition process of the card unit control board 90 of the gaming machine 1. [Figure 60] 13 is a flowchart showing migration processing of the card unit control board 90 of the gaming machine 1. [Figure 61] 13 is a flowchart showing a lending process of the card unit control board 90 of the gaming machine 1. [Figure 62] 13 is a flowchart showing a response confirmation process of the card unit control board 90 of the gaming machine 1. [Figure 63] 13 is a flowchart showing a return process of the card unit control board 90 of the gaming machine 1. [Figure 64] 13 is a flowchart showing a gaming machine information analysis process of the card unit control board 90 of the gaming machine 1. [Figure 65] 13 is a flowchart showing a gaming machine information analysis process of the card unit control board 90 of the gaming machine 1. [Figure 66] 4 is a flowchart showing an input control process of the main control board 10 of the gaming machine 1. [Figure 67]13 is a flowchart showing the first start hole detection switch input processing of the main control board 10 of the gaming machine 1. [Figure 68] 1 is a diagram showing a special symbol memory area of ​​the main control board 10 of the gaming machine 1 and a performance information memory area of ​​the performance control board 120. FIG. [Figure 69] 2 is a diagram showing a pre-determination table of the main control board 10 of the gaming machine 1. FIG. [Figure 70] 13 is a flowchart showing specific area detection switch input processing of the main control board 10 of the gaming machine 1. [Figure 71] 13 is a flowchart showing the special chart special electricity control processing of the main control board 10 of the gaming machine 1. [Figure 72] 13 is a flowchart showing a special symbol memory determination process of the main control board 10 of the gaming machine 1. [Figure 73] 13 is a flowchart showing a special symbol variation count update process of the main control board 10 of the gaming machine 1. [Figure 74] 13 is a flowchart showing the big win determination process of the main control board 10 of the gaming machine 1. [Figure 75] 1 is a diagram showing a special game lottery determination table and an auxiliary game lottery determination table of the main control board 10 of the gaming machine 1. FIG. [Figure 76] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1. FIG. [Figure 77] 1 is a diagram showing a symbol determination table of the main control board 10 of the gaming machine 1. FIG. [Figure 78] A figure showing a variable pattern determination table for the first special symbol of the main control board 10 of the gaming machine 1. [Figure 79] A figure showing a variable pattern determination table for the second special symbol of the main control board 10 of the gaming machine 1. [Figure 80] 13 is a flowchart showing the special symbol variation processing of the main control board 10 of the gaming machine 1. [Figure 81] 13 is a flowchart showing the special symbol stopping process of the main control board 10 of the gaming machine 1. [Figure 82] 13 is a flowchart showing a state flag setting process of the main control board 10 of the gaming machine 1. [Figure 83] 2 is a diagram showing a special game control table of the main control board 10 of the gaming machine 1. FIG. [Figure 84] 1 is a diagram showing a big win opening opening control table for a big win of the main control board 10 of the gaming machine 1. FIG. [Figure 85] 1 is a diagram showing a control table for opening and closing a large prize opening for small prizes on a main control board 10 of the gaming machine 1. FIG. [Figure 86] 13 is a diagram showing a setting table for when a special losing symbol is stopped on the main control board 10 of the gaming machine 1. FIG. [Figure 87] 13 is a flowchart showing the big win game processing of the main control board 10 of the gaming machine 1. [Figure 88] 13 is a flowchart showing the small win game processing of the main control board 10 of the gaming machine 1. [Figure 89] 1 is a diagram showing a specific area opening / closing control table for small win games on the main control board 10 of the gaming machine 1. FIG. [Figure 90] 13 is a flowchart showing the process of shifting to a second type big win game in the gaming machine 1. [Figure 91] 13 is a flowchart showing the big win game ending process of the main control board 10 of the gaming machine 1. [Figure 92] 1 is a diagram showing a setting table at the end of a special game on the main control board 10 of the gaming machine 1. FIG. [Figure 93] 13 is a flowchart showing a state flag setting process of the main control board 10 of the gaming machine 1. [Figure 94] 4 is a flowchart showing the normal power control processing of the main control board 10 of the gaming machine 1. [Figure 95] 13 is a flowchart showing the normal symbol variation processing of the main control board 10 of the gaming machine 1. [Figure 96] A diagram showing a normal symbol variation pattern determination table of the main control board 10 of the gaming machine 1. [Figure 97] 2 is a diagram showing an auxiliary game control table of the main control board 10 of the gaming machine 1. FIG. [Figure 98] 1 is a diagram showing an auxiliary game movable piece release control table of the main control board 10 of the gaming machine 1. FIG. [Figure 99]10 is a flowchart showing auxiliary game processing of the main control board 10 of the gaming machine 1. [Figure 100] 13 is a flowchart showing the process of determining whether a termination condition is satisfied in the main control board 10 of the gaming machine 1. [Figure 101] 13 is a flowchart showing the process of determining whether a termination condition is satisfied in the main control board 10 of the gaming machine 1. [Figure 102] 13 is a flowchart showing the process of determining whether a termination condition is satisfied in the main control board 10 of the gaming machine 1. [Figure 103] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 104] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 105] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Fig. 106] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 107] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 108] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Fig. 109] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 110] 2 is a timing chart showing the operation of the main control board 10 of the gaming machine 1. [Figure 111] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 112] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 113] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Fig. 114] 13 is a flowchart showing a command analysis process of the performance control unit 120m of the gaming machine 1. [Figure 115] 13 is a flowchart showing background image display control processing of the performance control unit 120m of the gaming machine 1. [Fig. 116] 13 is a diagram showing a normal background setting table and a special background setting table of the performance control unit 120m of the gaming machine 1. FIG. [Figure 117] FIG. 2 is a diagram showing an example of a background image displayed on the gaming machine 1. [Fig. 118] FIG. 2 is a diagram showing an example of a background image displayed on the gaming machine 1. [Figure 119] FIG. 11 is a diagram showing a game flow of the gaming machine 1 according to the second embodiment of the present invention. [Figure 120] 13 is a flowchart showing the first half of the end condition determination process in the gaming machine 1 according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] First Embodiment FIG. 1 is a front view of a gaming machine 1 and a card unit 9 according to a first embodiment of the present invention. FIG. 2 is an enlarged view of a second large winning port 17 in the gaming machine 1. FIG. 3 is a perspective view of the rear side of the gaming machine 1 and the card unit 9. FIG. 4 is a diagram showing the main control board 10 and the frame control board 160 on the rear side of the gaming machine 1, and the covers 10c and 160c that cover them. FIG. 5 is a block diagram showing the configuration of the gaming machine 1. FIG. 6 is a block diagram showing the configuration of the card unit 9.

[0010] The gaming machine 1 of this embodiment is a type 1 / type 2 mixed machine, and is called a managed gaming machine in which gaming balls, which are virtual gaming media, are enclosed and circulated within the gaming machine 1. The gaming machine 1 is connected to a card unit 9.

[0011] As shown in Fig. 1, a loan button 98 and an ejection button 99 are located in the center of the front of the card unit 9. Above the loan button 98, an amount display 93 and a bill insertion slot 91 of a bill validator 91a are provided. Below the ejection button 99, a ball count display 94 and a card insertion slot 92 of a card reader / writer 92a are provided. A player takes a seat at a desired gaming machine 1 in the hall, and starts playing by inserting a bill 6 into the bill insertion slot 91 or inserting his / her own card 7 into the card insertion slot 92.

[0012] As shown in FIG. 7, when a player inserts a bill 6 into the bill insertion slot 91, a number indicating the amount of the inserted bill 6 (in the example of FIG. 7, 5 indicating 5,000 yen) is displayed on the amount display 93. In this state, when a player presses the loan button 98 of the card unit 9, the number on the amount display 93 changes to a number subtracting 1,000 yen (in the example of FIG. 7, 4 indicating 4,000 yen), and loan notification data, which is a transfer signal of the number of game balls playable on the game machine 1, is transmitted from the card unit 9 to the game machine 1, and the number of game balls indicated by this loan notification data (1 game ball = 4 yen, so in the example of FIG. 7, 250 balls) is displayed on the game ball number display 84 of the game machine 1. When the loan button 98 is pressed multiple times, a larger number of game balls is transferred from the card unit 9 to the game machine 1. When the card 7 inserted in the card unit 9 has ball count information recorded therein, the ball count information is subtracted by the number of game balls indicated by the lending notification data and consumed in preference to the amount of money.

[0013] When the game ball number display 84 of the game machine 1 displays a number of game balls equal to or greater than 1, if the player performs a firing operation, a game ball is fired, and with each shot, the number on the game ball number display 84 changes to a number subtracting 1. Also, when a game ball enters the general winning hole 12, the first large winning hole 16, the second large winning hole 17, the first starting hole 14, or the second starting hole 15, the number on the game ball number display 84 changes to a number adding the number of prize balls.

[0014] As shown in Figure 8, when a player briefly presses the counting button 8 on the gaming machine 1 once, the number on the gaming ball count display 84 changes to a number subtracted by 1 (in the example of Figure 8, 13253, which is 13254 minus 1), and counting notification data, which is a transition signal for one gaming ball, is sent from the gaming machine 1 to the card unit 9, and the number on the ball count display 94 on the card unit 9 changes to a number added by 1.

[0015] As shown in Figure 9, when a player presses and holds the counting button 8 on the gaming machine 1 once, the number on the gaming ball count display 84 changes to a number obtained by subtracting 250 (in the example of Figure 9, 13,254 minus 250, i.e., 13,004), and counting notification data, which is a transition signal for the number of 250 gaming balls, is sent from the gaming machine 1 to the card unit 9, and the number on the gaming ball count display 84 on the card unit 9 changes to a number obtained by adding 250.

[0016] 10, when a player presses the eject button 99 of the card unit 9, the amount information corresponding to the number in the amount display 93 at that time and the number of game balls held corresponding to the number in the game ball number display 84 are written to the card 7 stored in advance in the card unit 9, and the card 7 is ejected from the card insertion port 92 of the card unit 9. When the player wants to stop playing and leave the seat of the gaming machine 1, he or she can press the eject button 99 to record the amount information and the number of game balls held information transferred from the gaming machine 1 to the card unit 9 on the card 7 and take it with him or her.

[0017] As shown in FIG. 11, when a player inserts his / her card 7 into the card insertion slot 92, the number in the amount display 93 changes to the number of amount information in the card 7 (in the example of FIG. 11, 2 indicating 2000 yen), and the number in the number of balls display 94 changes to the number of balls information in the card 7 (in the example of FIG. 11, 13253). Here, if no amount information is written in the card 7, the amount display 93 displays 0. From this point on, as in FIG. 7 to FIG. 10, the player plays a game while transferring the number of game balls from the card unit 9 to the gaming machine 1 by operating the lending button 98, and transferring the number of game balls from the gaming machine 1 to the card unit 9 by operating the counting button 8, and records the amount information and number of balls information in the card unit 9 on the card 7 by operating the eject button 99, and leaves the table with the card 7.

[0018] As shown in FIG. 1, the cabinet of the gaming machine 1 has a rectangular outer frame 60 and a glass door 50 that covers a game area 56 of the outer frame 60 so that the game area 56 can be seen.

[0019] One end of the glass door 50 (the left side when facing the gaming machine 1) is connected to the outer frame 60 via a hinge mechanism unit 51. The other end of the glass door 50 (the right side when facing the gaming machine 1) is provided with a lock mechanism. When the lock mechanism of the glass door 50 is unlocked with a special key, the glass door 50 can be swung by the hinge mechanism unit 51 to open the gaming area 56. The glass door 50 is provided with a door sensor 81d. When the door sensor 81d detects that the glass door 50 is open, it outputs a door open detection signal.

[0020] A first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserve display device 23, a second special pattern reserve display device 24, and a normal pattern reserve display device 25 are provided on the lower left side of the game area 56.

[0021] The first special symbol display device 20 notifies the result of a special game lottery held when a game ball enters the first start hole 14 of the game area 56 (hereinafter, appropriately referred to as "start winning"). The second special symbol display device 21 notifies the result of a special game lottery held when a game ball enters the second start hole 15 of the game area 56 (hereinafter, appropriately referred to as "start winning"). The first special symbol display device 20 and the second special symbol display device 21 variably display multiple types of special symbols that can be identified. In the following description, the special symbol variably displayed on the first special symbol display device 20 will be appropriately referred to as the "first special symbol", and the special symbol variably displayed on the second special symbol display device 21 will be appropriately referred to as the "second special symbol".

[0022] The first special symbol reserved indicator 23 displays the number of reserved variations of the first special symbol. The second special symbol reserved indicator 24 displays the number of reserved variations of the second special symbol. In this gaming machine, a maximum of four first special symbols and four second special symbols can be reserved.

[0023] Each of the first special symbol reserved indicator 23 and the second special symbol reserved indicator 24 is composed of two LEDs. To specifically explain the display mode of the reserved number in the first special symbol reserved indicator 23 and the second special symbol reserved indicator 24, in the first special symbol reserved indicator 23, when the reserved number of the first special symbol variations is one, one LED is lit. When the reserved number of the first special symbol variations is two, the other LED is lit. When the reserved number of the first special symbol variations is three, one LED flashes and the other LED is lit. When the reserved number of the first special symbol variations is four, the two LEDs on the left and right flash. The display mode of the reserved number in the second special symbol reserved indicator 24 is the same as that of the first special symbol reserved indicator 23.

[0024] The normal symbol display device 22 notifies the result of the auxiliary game lottery which is held when the game ball passes through the normal symbol gate 13. The normal symbol display device 22 variably displays a plurality of types of normal symbols which are each identifiable.

[0025] The normal symbol reserved indicator 25 displays the number of reserved variations of normal symbols. In this embodiment, a maximum of four normal symbols can be reserved. The normal symbol reserved indicator 25 is composed of two LEDs. The display mode of the reserved number on the normal symbol reserved indicator 25 is the same as that on the first special symbol reserved indicator 23 and the second special symbol reserved indicator 24.

[0026] The game area 56 of the gaming machine 1 is generally egg-shaped. The game area 56 is divided into a left area 56L on the left side of the center in the left-right direction and a right area 56R on the right side. The left end of the left area 56L is provided with rails 5a and 5b that extend in an arc shape with a gap between them that is slightly wider than the game ball.

[0027] The effect button 35 is provided under the portion of the glass door 50 that covers the play area 56. The effect button 35 is provided with an effect button detection switch 35a. When the effect button detection switch 35a detects that the effect button 35 has been pressed, it outputs an ON signal indicating that the effect button 35 has been pressed.

[0028] A cross key 39 is provided to the left of the effect button 35. The cross key 39 is made up of an up cursor key 39A, a down cursor key 39B, a left cursor key 39C, and a right cursor key 39D. A center key 39E is provided in a position surrounded by the up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D.

[0029] The up cursor key 39A, the down cursor key 39B, the left cursor key 39C, and the right cursor key 39D of the cross key 39 are provided with cross key detection switches 39a, 39b, 39c, and 39d. The center key 39E is provided with a center key detection switch 39e. When the cross key detection switch 39a detects that the up cursor key 39A is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39b detects that the down cursor key 39B is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39c detects that the left cursor key 39C is pressed, it outputs an ON signal indicating that. When the cross key detection switch 39d detects that the right cursor key 39D is pressed, it outputs an ON signal indicating that. When the center key detection switch 39e detects that the center key 39E is pressed, it outputs an ON signal indicating that.

[0030] The operation handle 3 is provided to the lower right of the performance button 35 on the glass door 50. The operation handle 3 is provided with a touch sensor 3a. The touch sensor 3a is composed of a capacitance type proximity switch that utilizes the change in capacitance caused by the player's touch of the operation handle 3. The launch volume 3b, the launch solenoid 4a, and the ball feed solenoid 4b are provided near the rotating part of the operation handle 3. The launch volume 3b is composed of a variable resistor. The launch solenoid 4a is composed of a rotary solenoid. The ball feed solenoid 4b is composed of a linear solenoid. Each of these parts 3a, 3b, 4a, and 4b performs operations related to the launch operation under the control of the launch control unit 170 in the frame control board 160. The game balls launched by each of the parts 3a, 3b, 4a, and 4b reach the game area 56 through between the rails 5a and 5b, and fall unpredictably within the game area 56.

[0031] Between the rails 5a and 5b, a shot ball sensor 2a, a foul ball sensor 2b, a small ball sensor 81a, an iron ball sensor 81b, and a radio wave sensor 81c are provided. When the shot ball sensor 2a detects that the game ball shot between the rails 5a and 5b has passed the shot detection point at the top of the rail 5b, it outputs a shot signal. When the foul ball sensor 2b detects that the game ball shot between the rails 5a and 5b has returned without reaching the game area 56, it outputs a foul signal. When the small ball sensor 81a detects that a small ball has been shot between the rails 5a and 5b, it outputs a small ball detection signal. When the iron ball sensor 81b detects that an iron ball has been shot between the rails 5a and 5b, it outputs an iron ball detection signal. When the radio wave sensor 81c detects radio waves, it outputs a radio wave detection signal.

[0032] A decorative member 7 that influences the flow of game balls is provided at the top of the play area 56. A first performance drive device 330a, a second performance drive device 330b, a third performance drive device 330c, and a fourth performance drive device 330d are provided on the periphery of the play area 56. The first performance drive device 330a has a first movable role piece 33a. The second performance drive device 330b has a second movable role piece 33b. The third performance drive device 330c has a third movable role piece 33c. The fourth performance drive device 330d has a fourth movable role piece 33d.

[0033] The first performance drive unit 330a, the second performance drive unit 330b, the third performance drive unit 330c, and the fourth performance drive unit 330d, under the control of the lamp / drive control unit 150 in the performance control board 120, perform game performance through the operation of the first movable part 33a, the second movable part 33b, the third movable part 33c, and the fourth movable part 33d.

[0034] The first movable part 33a, the second movable part 33b, the third movable part 33c, and the fourth movable part 33d are located in a position where part or all of the parts are hidden behind the periphery of the play area 56 (hereinafter, this position is referred to as the initial position), and by moving from the initial position toward the play area 56 and exposing the parts, they notify the development of the presentation, the confirmation of a jackpot, etc.

[0035] As shown in FIG. 1, a first performance lighting device 340a is provided at the center of the first movable role 33a of the gaming machine 1. The first performance lighting device 340a has a first lamp 34a. A second performance lighting device 340b is provided at the center of the upper part of the glass door 50. The second performance lighting device 340b has a second lamp 34b. A third performance lighting device 340c is provided at the center of the third movable role 33c. The third performance lighting device 340c has a third lamp 34c. A fourth performance lighting device 340d is provided slightly inside the left and right corners of the upper part of the glass door 50. The fourth performance lighting device 340d has a fourth lamp 34d. The first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d are RGB full-color LED lamps.

[0036] The first performance lighting device 340a, the second performance lighting device 340b, the third performance lighting device 340c, and the fourth performance lighting device 340d, under the control of the lamp / drive control unit 150 in the performance control board 120, perform game performances by emitting light from the first lamp 34a, the second lamp 34b, the third lamp 34c, and the fourth lamp 34d.

[0037] Sound output devices 32 (speakers) are provided on the left and right of the second performance lighting device 340b at the top of the gaming machine 1. The sound output device 32 performs game performance using performance sound effects under the control of the general control unit 141 in the performance control board 120.

[0038] A plurality of general winning openings 12 are provided below the left area 56L of the game area 56. A general winning opening detection switch 12a is provided in each of the general winning openings 12. When the general winning opening detection switch 12a detects the entry of a gaming ball into the general winning opening 12, it outputs a detection signal indicating the entry.

[0039] A first large prize opening 16 is provided below the right region 56R of the game area 56. The first large prize opening 16 has a horizontally long rectangular shape. A first large prize opening detection switch 16a that detects the entry of a game ball is provided in the first large prize opening 16. When the first large prize opening detection switch 16a detects the entry of a game ball in the first large prize opening 16, it outputs a detection signal indicating the entry.

[0040] The first large prize opening 16 is provided with a first large prize opening door 16b and a first large prize opening opening solenoid 16c for switching the opening and closing of the first large prize opening door 16b. The first large prize opening door 16b is a rectangular plate of approximately the same dimensions as the first large prize opening 16. The lower edge of the first large prize opening door 16b is pivotally attached to the lower edge of the first large prize opening 16 so as to be able to swing freely. When the first large prize opening opening solenoid 16c is turned off, the first large prize opening door 16b stands approximately flush with the board surface of the play area 56 and closes the first large prize opening 16. When the first large prize opening opening solenoid 16c is turned on, the first large prize opening door 16b is tilted forward with the lower edge of the first large prize opening 16 as a fulcrum and opens.

[0041] While the first large prize opening door 16b is in the closed state, game balls dropping from above the first large prize opening 16 pass directly in front of the first large prize opening 16. For this reason, while the first large prize opening door 16b is in the closed state, game balls do not enter the first large prize opening 16. On the other hand, while the first large prize opening door 16b is in the open state, most of the game balls dropping from above the first large prize opening 16 hit the upward-facing tray surface of the first large prize opening door 16b and enter the first large prize opening 16.

[0042] The second large prize opening 17 is provided at the lower center of the play area 56. The second large prize opening 17 is provided with a second large prize opening door 17b and a second large prize opening opening solenoid 17c that switches the second large prize opening door 17b between open and closed. The second large prize opening door 17b is a rectangular plate of approximately the same dimensions as the second large prize opening 17. The lower edge of the second large prize opening door 17b is pivotally attached to the lower edge of the second large prize opening 17 so as to be able to swing freely. When the second large prize opening opening solenoid 17c is turned off, the second large prize opening door 17b stands approximately flush with the board surface of the play area 56 and is in a closed state blocking the second large prize opening 17. When the second large prize opening opening / closing solenoid 17c is turned on, the second large prize opening opening / closing door 17b becomes open and tilted forward with the lower edge of the second large prize opening 17 as a fulcrum.

[0043] While the second large prize opening door 17b is in the closed state, game balls dropping from the diagonally upper right and diagonally upper left of the second large prize opening 17 pass directly in front of the second large prize opening 17. For this reason, while the second large prize opening door 17b is in the closed state, game balls do not enter the second large prize opening 17. On the other hand, while the second large prize opening door 17b is in the open state, most of the game balls dropping from above the second large prize opening 17 hit the upward-facing tray surface of the second large prize opening door 17b and are guided into the inside of the second large prize opening 17.

[0044] As shown in Fig. 2, a specific area 19B (V winning port) is provided inside the second large winning port 17. A slide member 19c is provided in the specific area 19B. The slide member 19c serves as a sorting device that sorts game balls passing over the specific area 19B into balls that enter the specific area 19B and balls that do not enter the specific area 19B.

[0045] When the specific area opening / closing solenoid 18d is turned off, the slide member 19c advances to the front side to close the specific area 19B, and when the specific area opening / closing solenoid 18d is turned on, the slide member 19c retreats to the rear side to open the specific area 19B. When the specific area 19B is in the open state, the game ball enters the specific area 19B. When the specific area 19B is in the closed state, the game ball passes over the specific area 19B and is discharged from the opening 19e. When the specific area detection switch 18a detects the passage of the game ball through the specific area 19B, it outputs a detection signal indicating that fact.

[0046] Above the second large winning hole 17 in the lower center of the game area 56, there are a first start hole 14 and a second start hole 15. The first start hole 14 and the second start hole 15 are lined up in the vertical direction. A first start hole detection switch 14a is provided in the first start hole 14. When the first start hole detection switch 14a detects the passage of a game ball through the first start hole 14, it outputs a detection signal indicating the passage.

[0047] A second start hole detection switch 15a is provided in the second start hole 15. When the second start hole detection switch 15a detects the passage of a game ball through the second start hole 15, it outputs a detection signal indicating the same.

[0048] The second starting port 15 is provided with a pair of movable pieces 15b and a starting port opening / closing solenoid 15c that switches the movable pieces 15b between open and closed. The movable pieces 15b and the starting port opening / closing solenoid 15c usually function as electric accessories. When the starting port opening / closing solenoid 15c is turned off, the pair of movable pieces 15b are each in an upright closed state. When the starting port opening / closing solenoid 15c is turned on, the pair of movable pieces 15b are in an open state tilted in an inverted V shape.

[0049] While the movable piece 15b is in the closed state, most of the game balls falling toward the second starting hole 15 from the diagonally upper left and right sides of the second starting hole 15 hit the outer surface of the movable piece 15b and bounce off. Therefore, while the movable piece 15b is in the closed state, it is difficult for the game balls to pass through the second starting hole 15. On the other hand, while the movable piece 15b is in the open state, most of the game balls falling toward the second starting hole 15 from the diagonally upper left and right sides of the second starting hole 15 are guided by the inner surface of the movable piece 15b and reach the second starting hole 15. Therefore, while the movable piece 15b is in the open state, it is easy for the game balls to pass through the second starting hole 15.

[0050] A normal symbol gate 13 is provided at a position slightly above the first large prize opening 16 in the right region 56R of the game area 56. A gate detection switch 13a is provided at the normal symbol gate 13. When the gate detection switch 13a detects the passage of a gaming ball through the normal symbol gate 13, it outputs a detection signal indicating the passage.

[0051] An outlet 11 is provided in the center of the bottom of the game area 56. A game ball that reaches the bottom of the game area 56 without entering any of the general winning hole 12, the first starting hole 14, the second starting hole 15, the first large winning hole 16, and the second large winning hole 17 is discharged through the outlet 11. An out ball detection switch 19a is provided in the out hole 11. When the out ball detection switch 19a detects the passage of a game ball through the out hole 11, it outputs a detection signal indicating the passage.

[0052] A game ball number display 84 is provided on the right side of the bottom of the game area 56. The game ball number display 84 is made up of an 8-digit 7-segment LED. The game ball number display 84 displays information such as the number of game balls and error messages according to display data transmitted from the launch control unit 170 in the frame control board 160. A ring-shaped game notification lamp 86 is provided around the game ball number display 84. The game notification lamp 86 emits light according to display data transmitted from the launch control unit 170 in the control board 160. A counting button 8 is provided below the game ball number display 84.

[0053] Here, as shown in FIG. 12, there are three game states of the gaming machine 1 of this embodiment: a normal state, a low base time-saving state, and a high base time-saving state. In the normal state, the normal symbol fluctuation time is 60 seconds, and the opening time of the movable piece 15b per winning of the auxiliary game lottery is 0.1 seconds. In the low base time-saving state, the normal symbol fluctuation time is 59 seconds, and the opening time of the movable piece 15b per winning of the auxiliary game lottery is 0.11 seconds. In the high base time-saving state, the normal symbol fluctuation time is 5 seconds, and the opening time of the movable piece 15b per winning of the auxiliary game lottery is 6 seconds. The player plays by hitting left during the normal state and the low base time-saving state, and plays by hitting right during the high base time-saving state. Also, during the high base time-saving state, an image instructing right hitting may be displayed on the image display device 31 described later, and an instruction to return to left hitting may be given when the normal state is returned.

[0054] The difference between the time when the normal symbols change in the low base time-saving state and the time when the normal symbols change in the normal state is only 1 second, and the advantage of the low base time-saving state in the auxiliary game is almost the same as the advantage of the auxiliary game in the normal state. The time when the normal symbols change in the high base time-saving state is 50 seconds or more shorter than the time when the normal symbols change in the normal state and the low base time-saving state, and the advantage of the auxiliary game in the high base time-saving state is higher than the advantage of the auxiliary game in the normal state and the low base time-saving state. In this sense, the low base time-saving state can be said to be a slight time-saving state in which the advantage of the auxiliary game is slightly higher than the normal state, and the high base time-saving state can be said to be an auxiliary game advantage state in which the advantage of the auxiliary game is sufficiently higher than the normal state and the slight time-saving state.

[0055] 1, in the gaming machine 1, a special game lottery is executed when the start condition of the first special symbol is established by the start winning of the first start hole 14, and when the start condition of the second special symbol is established by the start winning of the second start hole 15, and if the lottery result is a big win, the special symbol stops in a big win stop mode after a predetermined period of variable display, if it is a small win, the special symbol stops in a small win stop mode after a predetermined period of variable display, and if it is a loss, the special symbol stops in a loss stop mode after a predetermined period of variable display. Also, an auxiliary game lottery is executed when the start condition of the normal symbol is established by the passage of the game ball through the normal symbol gate 13, and if the lottery result of the auxiliary game lottery is a win, the normal symbol stops in a win stop mode after a predetermined period of variable display, and the movable piece 15b is opened in a win opening mode. If it is a miss, the normal symbol will change for a predetermined period of time and then stop in a miss stopping pattern.

[0056] The gaming machine 1 has a total of eight types of jackpots: five types of first type jackpots and three types of second type jackpots. When the special symbol stops on a jackpot symbol, a first type jackpot game is executed as the special game. When the special symbol stops on a small jackpot symbol, a small jackpot game is executed, and when the game ball enters the specific area 19B during the small jackpot game, a second type jackpot game is executed as the special game. The eight types of jackpots are as follows:

[0057] A1. 1st Class 10R A This jackpot is one of the prizes that can be selected in a special game lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number (for example, 9 balls) or a specified time (for example, 29 seconds) has elapsed, and then the first large prize opening 16 is closed for 2 seconds.

[0058] As shown in the game flow of Figure 13, if the first type 10R per A is reached in the normal state, the normal state will return after the special game. If the first type 10R per A is reached in the low base time-saving state, the low base time-saving state will return after the special game. The number of time-saving times (B) when the low base time-saving state is reached after the special game of the first type 10R per A is 500 times.

[0059] B1. Type 1 2R B This jackpot is one of the prizes that can be selected in a special game lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, a first round and a second round are played. In each round, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0060] As shown in the game flow of Figure 13, if the first type 2R win is B in the normal state, the game will return to the normal state after the special game. If the first type 2R win is B in the low base time-saving state, the game will return to the normal state after the special game.

[0061] C1. 1st Class 2R C This jackpot is one of the prizes that can be selected in a special game lottery triggered by the establishment of the start condition of the first special symbol. In this jackpot special game, a first round and a second round are played. In each round, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0062] As shown in the game flow of Figure 13, if the first type 2R per C is reached in the normal state, the high base time-saving state will be reached after the special game. If the first type 2R per C is reached in the low base time-saving state, the low base time-saving state will be reached again after the special game. The number of time-saving times (B) when the low base time-saving state is reached after the first type 2R per C special game is reached is 700 times.

[0063] F1. 1st class 10R per F This jackpot is one of the prizes that can be selected in a special game lottery triggered by the establishment of the start condition of the second special symbol. In this jackpot special game, round games from the first round to the tenth round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0064] As shown in the game flow of FIG. 13, when the first type 10R is F in the high base time-saving state, the high base time-saving state will be entered again after the special game.

[0065] G1. 1st Class 2R per G This jackpot is one of the prizes that can be selected in a special game lottery triggered by the establishment of the start condition for the second special symbol. In this jackpot special game, round games from the first round to the second round are played. In each round game, the first large prize opening 16 is opened until the number of winning balls in the first large prize opening 16 reaches a specified number or a specified time has elapsed, and then the first large prize opening 16 is closed for two seconds.

[0066] As shown in the game flow of FIG. 13, when the first type 2R per G occurs in the high base time-saving state, the high base time-saving state is entered again after the special game.

[0067] H1. 2nd class actual 9R per H This big win is one of the prizes that can be selected in a special game lottery triggered by the establishment of the starting condition for the second special symbol. In the special game of this big win, after the small win game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big win opening 16 is opened until the number of winning balls in the first big win opening 16 reaches a specified number or a specified time has elapsed, and then the first big win opening 16 is closed for two seconds.

[0068] As shown in the game flow of FIG. 13, when the second type actual 9R win is H in the high base time-saving state, the high base time-saving state is entered again after the special game.

[0069] I1. Type 2 Actual 2R per I This big win is one of the prizes that can be selected in a special game lottery triggered by the establishment of the starting condition for the second special symbol. In the special game of this big win, after the small win game, which is the actual first round, and winning in the specific area 19B, round games of the second and third rounds are played. In each round game, the first big win opening 16 is opened until the number of winning balls in the first big win opening 16 reaches a specified number or a specified time has elapsed, and then the first big win opening 16 is closed for two seconds.

[0070] As shown in the game flow of FIG. 13, when the second type actual 2R per I occurs in the high base time-saving state, the high base time-saving state is entered again after the special game.

[0071] J1. 2nd Class 9R Per J This big win is one of the prizes that can be selected in a special game lottery triggered by the establishment of the starting condition for the second special symbol. In the special game of this big win, after the small win game, which is the actual first round, and winning in the specific area 19B, round games from the second round to the tenth round are played. In each round game, the first big win opening 16 is opened until the number of winning balls in the first big win opening 16 reaches a specified number or a specified time has elapsed, and then the first big win opening 16 is closed for two seconds.

[0072] As shown in the game flow of Fig. 13, when the second type actual 9R per J occurs in the high base time-saving state, the state returns to the normal state after the special game. That is, in the gaming machine 1 of this embodiment, during the high base time-saving state, if the first type actual 10R per F, the first type actual 10R per G, the second type actual 9R per H, or the second type actual 2R per I occurs, the most advantageous high base time-saving state continues, but when the second type actual 9R per J occurs, the state returns to the normal state.

[0073] There are five types of special losses in the gaming machine 1. The five types of special losses are as follows:

[0074] a1. High base time-saving special miss a This special miss can only be selected in a special game lottery triggered by the establishment of the starting condition of the first special symbol. As shown in the game flow of Figure 13, if the special miss a occurs in the normal state, the high base time reduction state will be entered.

[0075] b1. Low base time-saving special miss b This special miss can only be selected in a special game lottery triggered by the establishment of the starting condition of the first special symbol. As shown in the game flow of Figure 13, if the special miss b occurs in the normal state, the low base time-saving state will occur. The number of time-saving times (B) when the low base time-saving state occurs after the special miss b is 700 times.

[0076] c1. Low base time-saving special miss c This special miss can only be selected in a special game lottery triggered by the establishment of the start condition of the first special symbol. As shown in the game flow of Figure 13, if the special miss c occurs in the normal state, the low base time-saving state will occur. The number of time-saving times (B) when the low base time-saving state occurs after passing through this special miss c is 500 times.

[0077] d1. Low base time-saving special failure d This special miss can only be selected in a special game lottery triggered by the establishment of the starting condition of the first special symbol. As shown in the game flow of Figure 13, if the special miss d occurs in the normal state, the low base time-saving state will occur. The number of time-saving times (B) when the low base time-saving state occurs after the special miss d is 300 times.

[0078] e1.Normal operation special failuree This special miss can only be selected in a special game lottery triggered by the establishment of the starting condition of the second special symbol. As shown in the game flow of Figure 13, if the special miss e occurs in the normal state, the high base time reduction state will be entered.

[0079] Any miss other than the five types of special misses mentioned above is a normal miss. Stopping on a normal miss pattern does not itself trigger a change in the game state. However, as shown in the game flow in Figure 13, if the variable display that stops on a normal miss pattern continues for 900 times during a game state that is not in a high base time-saving state, the game state will change to a high base time-saving state after the 900th pattern stops.

[0080] As shown in the game flow of Figure 13, in the high base time-saving state, the gaming machine 1 will return to the normal state even if any of the advantageous state ending conditions W1, W2, and W3 is met. The advantageous state ending conditions are as follows.

[0081] W1. Number of times the second special symbol changes In the high base time-saving state, when the number of times the second special symbol changes reaches a predetermined number of times, 16 times, regardless of which symbol the change stops at, the gaming state of the gaming machine 1 becomes the normal state at the start of the change. Or, after the 16th symbol stops, the gaming state becomes the normal state.

[0082] W2. Winning a small prize In the high base time-saving state, if a small win is won in the special game lottery of the second special symbol, the game state of the gaming machine 1 becomes the normal state when the second special symbol is determined to be the symbol for the small win. Note that this termination condition W2 may be set not to a small win, but to the number of times that the small win is won reaching a predetermined number of times.

[0083] W3. Number of changes in normal patterns In the high base time-saving state, when the number of times that the normal symbols change reaches a predetermined number of 50 times, regardless of whether the change of the normal symbols stops with a win or not, the gaming state of the gaming machine 1 becomes the normal state at the start of the change. Or, after the normal symbols stop for the 50th time, the gaming state becomes the normal state.

[0084] Here, as shown in the game flow of Fig. 13, in this embodiment, since the game is played by hitting from the left during the normal state, the second starting hole 15 rarely wins the start and the second special symbol display device 21 rarely changes in the normal state. Also, since the game is played by hitting from the right during the high base time-saving state, the first starting hole 14 rarely wins the start and the first special symbol display device 20 rarely changes in the high base time-saving state. However, as described above, in this embodiment, a maximum of four first special symbols and four second special symbols can be reserved for each of them.

[0085] Therefore, during the normal state, with 1 to 4 reserved first special symbols, it may become a jackpot C or a special miss a, and after entering the high base time-saving state, in the fluctuation corresponding to the reserved 1 to 4 first special symbols, it may become a jackpot A, B, or C. Similarly, during the high base time-saving state, with 1 to 4 reserved second special symbols, it may become a jackpot J, and after entering the normal state, in the fluctuation corresponding to the reserved 1 to 4 second special symbols, it may become a jackpot F, G, H, I, or J.

[0086] Here, as described above, the low base time-saving state has a higher advantage in the auxiliary game than the normal state. However, as shown in the game flow of FIG. 13, in the low base time-saving state, no matter what the special symbol stops with, it does not become the high base time-saving state, whereas in the normal state, when the first special symbol stops with the symbol of C for the first type 2R, the high base time-saving state is entered after the special game ends, and when the first special symbol stops with the symbol of the high base time-saving activation special miss a, the high base time-saving state is entered immediately. Therefore, in terms of the ease of entering the high base time-saving state, the normal state has a higher advantage than the low base time-saving state. Therefore, in this embodiment, the player hopes to stay there during the normal state and get many opportunities to advance to the high base time-saving state by winning the symbol of C for the first type 2R or the symbol of the high base time-saving activation special miss a with the fluctuation of the first special symbol. In addition, during the low base time-saving state, the player hopes to progress to the normal state as quickly as possible by winning the B symbol per Type 1 2R in the fluctuation of the first special symbol, or by consuming the fluctuation of the low base time-saving number of times (B).

[0087] In Fig. 1, an image display device 31 is fitted between the decorative member 7 and the first starting hole 14 in the play area 56. The image display device 31 performs a game performance using performance images under the control of the general control unit 141 in the performance control board 120. More specifically, the image display device 31 performs a pattern change performance as a performance in accordance with the pattern change display of the special pattern. As shown in Fig. 14(a), in the pattern change performance, a left pattern 36L, a middle pattern 36C, a right pattern 36R, and a fourth pattern 36Z (hereinafter, these patterns 36L, 36C, 36R, and 36Z are appropriately referred to as "decorative patterns 36") are displayed. The left pattern 36L, the middle pattern 36C, the right pattern 36R, and the fourth pattern 36Z change in sync with the first special pattern display device 20 and the second special pattern display device 21 to indicate the same jackpot determination result as that indicated by the special patterns on the first special pattern display device 20 and the second special pattern display device 21.

[0088] 14(a), when the left symbol 36L, the center symbol 36C, the right symbol 36R, and the fourth symbol 36Z stop in a winning state to play a special game, the gaming machine 1 performs a special game presentation in accordance with the special game. In the special game presentation, an opening presentation related to the opening of the special game, a round game presentation related to the round game, and an ending presentation related to the ending of the special game are performed.

[0089] As shown in FIG. 14(b), the image 37(0) of the corresponding variation is displayed at the bottom center of the image display device 31. When the variation of the first special symbol is pending, the image 37(0) of the first reserved symbol (the first reserved symbol in the variation order) of the first special symbol is displayed to the left of the image 37(0) of the corresponding variation on the image display device 31. 1 (1) Image 37 of the second reserved item (the second reserved item in the order of change) 1 (2) Image 37 of the third reserved item (the third reserved item in the order of change) 1 (3) and Image 37 of the fourth reserved item (fourth reserved item in the order of change) 1 (4) Up to four images will be displayed.

[0090] When the reserved display number of the first special pattern reserved display 23 increases, an image 37 corresponding to the increased reserved number is displayed. 1 (1), 37 1 (2), 37 1 (3) or 37 1 (4) appears. In addition, when the reserved display number of the second special symbol reserved display 24 increases, an image corresponding to the increased reserved number appears.

[0091] The reserved display number of the first special pattern reserved indicator 23 and the corresponding image 37 1 (1), 37 1 (2), 37 1 (3) or 37 1 While (4) is displayed, each time a special symbol changes, the image 37(0) of that symbol disappears, and the image 37(0) of the first reserved symbol changes in its place. 1 (1) has moved, and the second reserved image 37 1 (2), 37 1 (3) or 37 1(4) moves to the position to the right of each of them. The display mode of the reserved display number and the corresponding image of the second special symbol reserved display 24 is also the same.

[0092] In the following explanation, images 37(0) and 37 1 (1), 37 1 (2), 37 1 (3), 37 1 (4) will be referred to as the “hold display image” as appropriate.

[0093] As shown in FIG. 15, the gaming machine 1 of this embodiment has three modes: evening mode, day mode, and night mode. The evening mode is the mode when in a normal state. The day mode is the mode when in a low base time-saving state. The night mode is the mode when in a high base time-saving state. During the evening mode, a background image showing an evening scene is displayed during normal fluctuation. During the day mode, a background image showing a daytime scene is displayed during normal fluctuation. During the night mode, a background image showing a nighttime scene is displayed during normal fluctuation.

[0094] As shown in FIG. 16, in the day mode, evening mode, and night mode, at the beginning of the performance corresponding to the pattern changing display, the gaming machine 1 displays a normal changing image in which a left pattern 36L, a middle pattern 36C, and a right pattern 36R are displayed in a circular sequence separately on top of a background image corresponding to the current mode.

[0095] As shown in Fig. 17, in the performance corresponding to the pattern change display in the day mode, evening mode, and night mode, a performance that progresses from the normal change performance to the normal reach performance may be executed. The reliability of the big win when the normal change performance progresses to the normal reach performance is higher than when the normal reach performance does not progress.

[0096] When progressing from the normal variable performance to the normal reach performance, one of the left pattern 36L and the right pattern 36R (left pattern 36L in the example of Figure 17) temporarily stops, and after the two patterns other than the temporarily stopped one are displayed in a circle for a while, the other of the left pattern 36L and the right pattern 36R (right pattern 36R in the example of Figure 17) temporarily stops at the same type of pattern as the one that stopped previously.

[0097] As shown in Fig. 18 and Fig. 19, in the day mode and evening mode, the roulette effect may be executed in accordance with the pattern change display. In the night mode, the roulette effect is not executed. The roulette effect is an effect that suggests which of multiple development candidates will develop depending on the result of the roulette.

[0098] The roulette numbers can be "day", "evening", or "miss". The "day" number indicates that the game will be in day mode. The "evening" number indicates that the game will be in evening mode. The "miss" number indicates that the game will stop on a symbol that normally does not win.

[0099] As shown in Fig. 18(a), in the roulette performance in the evening mode, when the roulette result is "Evening", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are fixed as "212", and the words "Evening mode continues" appear. After that, while maintaining the background image of the evening mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change next time.

[0100] As shown in Fig. 18(b), in the roulette performance in the evening mode, when the roulette result is "day", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are confirmed as "232", and the words "Entering day mode" appear. After that, the background image changes to that of the day mode, and the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change in the next way.

[0101] As shown in Fig. 18(c), in the roulette performance in the evening mode, if the roulette result is a "miss", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 18(c)). After that, while maintaining the background image of the evening mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start the next change.

[0102] As shown in Fig. 19(a), in the roulette performance in the day mode, if the roulette result is "day", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are confirmed as "232", and the words "Day mode continues" appear. After that, while maintaining the background image of the day mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change next time.

[0103] As shown in Fig. 19(b), in the roulette performance in the daytime mode, if the roulette result is "Evening", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are fixed as "212", and the words "Entering Evening Mode" appear. After that, while maintaining the background image of the Evening Mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start to change in the next way.

[0104] As shown in Fig. 19(c), in the roulette performance in the daytime mode, if the roulette result is a "miss", the left pattern 36L, the middle pattern 36C, and the right pattern 36R are determined to be a miss combination other than "212" and "213" ("272" in the example of Fig. 19(c)). After that, while maintaining the background of the daytime mode, the left pattern 36L, the middle pattern 36C, and the right pattern 36R start the next change.

[0105] As shown in Fig. 20, in the effects corresponding to the pattern variation display in the daytime mode, evening mode, and nighttime mode, there are cases where the normal reach effect develops into the SP reach effect. In the SP reach effect, the image display device 31 displays the effect image of the SP reach effect. The reliability of the big win when the normal reach effect develops into the SP reach effect is higher than when the SP reach effect does not progress.

[0106] When the normal reach performance develops into the SP reach performance, the middle pattern 36C slows down and almost stops, then spins at high speed, and the left pattern 36L and the right pattern 36R move away from the left and right corners of the screen. At the same time, the performance image becomes an SP reach animation.

[0107] As shown in FIG. 21, when a special symbol change is held due to the start winning, and the change corresponding to the hold (in the example of FIG. 21(a) and FIG. 21(b)), which is the third hold of the first special symbol, is the final change, the timing t immediately after the start of each change from the start winning to the final change is executed. HH (In the examples of FIG. 21(a) and FIG. 21(b), the timing t HH (2) The timing t immediately after the start of the fluctuation before the final fluctuation HH (1) The timing t immediately after the start of the final fluctuation HH In (0), the display mode of the reserved display image corresponding to the final change changes to any of blue, green, and red. In the pre-read reserved display change performance, the reliability of the jackpot increases in the order of blue < green < red.

[0108] In FIG. 3, the back surface of the gaming machine 1 is provided with a main control board 10, a frame control board 160, a performance control board 120, a power board 70, a power plug 161, a power switch 162, and the like. The main control board 10 is covered by a cover 10c. The frame control board 160 is covered by a cover 160c. As shown in FIG. 4, the main control board 10 and a RAM clear button 110e are provided inside the cover 10c. The frame control display 85 and a game ball number clear button 180e are provided inside the cover 160c. The frame control display 85 displays information such as the number of game balls and error messages according to display data transmitted from the launch control unit 170 in the frame control board 160. The covers 10c and 160c are provided with holes 10e and 160e. Even when covers 10c and 160c are attached, it is possible to press the RAM clear button 110e at the back of hole 10e to turn the RAM clear button 110e ON, or to press the game ball count clear button 180e at the back of hole 160e to turn the game ball count clear button 180e ON.

[0109] When the power-on operation is performed on the gaming machine 1, power is supplied from the power supply board 70 to the main control board 10, the frame control board 160, and the performance control board 120, and these boards start up.

[0110] Here, the power-on operation of the gaming machine 1 includes a normal power-on operation, a main control board RAM clear power-on operation, a frame control board RAM clear power-on operation, and a full RAM clear power-on operation. As shown in FIG. 22(a), in the normal power-on operation, the RAM clear button 110e and the game ball number clear button 180e are turned OFF, and the power switch 162 is turned ON. As shown in FIG. 22(b), in the main control board RAM clear power-on operation, the RAM clear button 110e is turned ON, the game ball number clear button 180e is turned OFF, and the power switch 162 is turned ON. As shown in FIG. 22(c), in the frame control board RAM clear power-on operation, the RAM clear button 110e is turned OFF, the game ball number clear button 180e is turned ON, and the power switch 162 is turned ON. As shown in FIG. 22(d), in the all RAM clear power-on operation, the RAM clear button 110e is turned on, the game ball count clear button 180e is turned on, and the power switch 162 is turned on.

[0111] In Fig. 5, the main control board 10 controls the progress of a game involving the awarding of game balls in the gaming machine 1. The main control board 10 includes a one-chip microcomputer 110m, a random number circuit 110f, an input port, an output port, etc. The one-chip microcomputer 110m of the main control board 10 includes a main CPU 110a, a main ROM 110b, and a main RAM 110c. The random number circuit 110f generates a jackpot random number value in the range of 0 to 65535.

[0112] The input port of the main control board 10 is connected to a general winning hole detection switch 12a, a gate detection switch 13a, a first start hole detection switch 14a, a second start hole detection switch 15a, a first large winning hole detection switch 16a, a specific area detection switch 18a, and an out ball detection switch 19a.

[0113] The output port of the main control board 10 is connected to the start port opening / closing solenoid 15c, the first large prize port opening / closing solenoid 16c, the second large prize port opening / closing solenoid 17c, the specific area opening / closing solenoid 18d, the first special pattern display device 20, the second special pattern display device 21, the normal pattern display device 22, the first special pattern reserve indicator 23, and the normal pattern reserve indicator 25.

[0114] The main CPU 110a of the main control board 10 reads out the program stored in the main ROM 110b and performs calculation processing based on the input signals from each detection switch and timer. When the power is turned on, the main CPU 110a executes an initial setting process, and after the initial setting process is completed and the game is ready for play, it controls the variation of special symbols, the variation of normal symbols, and the progress of games such as special games.

[0115] The main ROM 110b of the main control board 10 stores data such as a game control program. The main ROM 110b stores various tables such as a big win determination table for the special symbol display devices 20 and 21, a win determination table for the normal symbol display device 22, a symbol determination table, a variable pattern determination table, a pre-determination table, a special game control table, a big prize opening / closing control table, a special game end setting table, a special losing symbol stop setting table, an auxiliary game control table, and a movable piece opening control table. Details of these tables will be described later.

[0116] The main RAM 110c of the main control board 10 includes a special symbol memory area, a special symbol special power processing data memory area, a stop symbol data memory area, a normal symbol reserved memory area, a normal symbol normal power processing data memory area, a normal symbol data memory area, a complete information memory area, a gaming machine information transmission standby timer counter, a response reception standby timer counter, a communication failure judgment counter, a maximum number of game balls acquired counter, a round number (R) counter, a large prize winning port ball number (C) counter, a first special symbol reserved number (U1) counter, a second special symbol reserved number (U2) counter, a normal symbol reserved number (G) counter, a low base time reduction number (B) counter, a high base time reduction number (J Various memory areas are provided, such as a number of fluctuations (L) counter, a number of openings (S) counter, a special signal operation number (K) counter, a number of fluctuations (N2) counter for determining whether or not the end condition W1 is met, a number of fluctuations (N3) counter for determining whether or not the end condition W1 is met, a number of fluctuations (Q2) counter for determining whether or not the end condition W3 is met, a number of fluctuations (Q3) counter for determining whether or not the end condition W3 is met, a special pattern time counter, a special game timer counter, a normal pattern time counter, an auxiliary game timer counter, a game status buffer, a storage area for transmission data for presentation, a specific area winning flag memory area, a memory area for determining whether or not the end condition is met and a status flag memory area.

[0117] A status flag indicating the status of the gaming machine 1 is set in the status flag storage area of ​​the main RAM 110c. There are 15 types of status flags that can be set in the status flag storage area of ​​the main RAM 110c: a first special symbol change flag, a second special symbol change flag, a normal symbol change flag, a jackpot game in progress flag, a small jackpot winning flag, a small jackpot game in progress flag, a supplementary game lottery winning flag, a supplementary game in progress flag, a normal status flag, a low base time-saving status flag, a high base time-saving status flag, a supplementary game advantageous status flag, a time-saving game status flag, a consecutive jackpot game in progress flag, and a non-playable status 1 flag.

[0118] Figure 23 is a diagram showing the relationship between the state of the gaming machine 1 and whether 15 types of flags are set in the state flag memory area of ​​the main RAM 110c of the main control board 10. In Figure 23, "1" indicates that the flag is set in the corresponding state. "-" indicates that the flag is not set in the corresponding state. "*" indicates that the flag may or may not be set in the corresponding state.

[0119] The first special symbol change flag is a flag indicating that the first special symbol is being changed. The main CPU 110a sets the first special symbol change flag when the first special symbol starts to change, and clears the first special symbol change flag when the first special symbol is determined.

[0120] The second special symbol change flag is a flag indicating that the second special symbol is being changed. The main CPU 110a sets the second special symbol change flag when the second special symbol starts to change, and clears the second special symbol change flag when the second special symbol is determined.

[0121] The normal symbol change flag is a flag indicating that the normal symbol is being changed. The main CPU 110a sets the normal symbol change flag when the normal symbol starts to change, and clears the normal symbol change flag when the normal symbol is determined.

[0122] The big win game in progress flag is a flag indicating that a big win special game is being executed. The main CPU 110a sets the big win game in progress flag at the start of the big win special game, and clears the big win game in progress flag at the end of the special game.

[0123] The small win flag is a flag indicating that a small win has been won. When a small win has been won in the special game lottery, the main CPU 110a sets the small win flag.

[0124] The small win game in progress flag is a flag indicating that a small win game is being executed. The main CPU 110a sets the small win game in progress flag at the start of the opening operation of the second large winning opening 17 in the small win game, and clears the small win game in progress flag at the end of the opening operation of the second large winning opening 17.

[0125] The auxiliary game lottery winning flag is a flag indicating that an auxiliary game lottery has been won. When an auxiliary game lottery has been won, the main CPU 110a sets the auxiliary game lottery winning flag.

[0126] The auxiliary game in progress flag is a flag indicating that an auxiliary game due to a winning normal symbol is being executed. The main CPU 110a sets the auxiliary game in progress flag at the start of the opening operation of the movable piece 15b, which is a normal electric role, and clears the auxiliary game in progress flag at the end of the opening operation of the movable piece 15b.

[0127] The normal state flag is a flag indicating that the game is in a normal state. This normal state flag can be said to be game state information indicating that the auxiliary game is not in an advantageous state. The main CPU 110a sets the normal state flag when the game state of the gaming machine 1 becomes the normal state, and clears the normal state flag when the normal state ends.

[0128] The low base time-saving state flag is a flag indicating that the game is in the low base time-saving state. This low base time-saving state flag can be said to be game state information indicating that the auxiliary game is not advantageous. The main CPU 110a sets the low base time-saving state flag when the game state of the gaming machine 1 becomes the low base time-saving state, and clears the low base time-saving state flag when the low base time-saving state ends.

[0129] The high base time-saving state flag is a flag indicating that the game is in a high base time-saving state. This high base time-saving state flag does not indicate that the game is in a slight time-saving state, but can be said to be game state information indicating that the game is in an advantageous state for auxiliary games. The main CPU 110a sets the high base time-saving state flag when the game state of the gaming machine 1 becomes a high base time-saving state, and clears the high base time-saving state flag when the high base time-saving state ends.

[0130] The auxiliary game advantageous state flag is a flag indicating that the auxiliary game is advantageous. This auxiliary game advantageous state flag does not indicate that the game is in a slight time-saving state, but can be said to be game state information indicating that the auxiliary game is advantageous. The main CPU 110a sets the auxiliary game advantageous state flag when the game state of the gaming machine 1 becomes an auxiliary game advantageous state, and clears the auxiliary game advantageous state flag when the auxiliary game advantageous state ends.

[0131] The time-saving game state flag is a flag indicating that the game is in a time-saving game state. The main CPU 110a sets the time-saving game state flag when the game state of the gaming machine 1 becomes a low base time-saving state or a high base time-saving state, and clears the time-saving game state flag when the low base time-saving state or the high base time-saving state ends.

[0132] The continuous big win flag is a flag indicating that the game is in a continuous big win state. This continuous big win flag does not indicate that the game is in a slight time-saving state, but can be said to be game state information indicating that the game is in an advantageous state in which there is a possibility of a continuous big win. The main CPU 110a sets the continuous big win flag when the possibility of a continuous big win arises, and clears the continuous big win flag when the possibility of a continuous big win disappears.

[0133] The unplayable state 1 flag is a flag indicating that the game is in the unplayable state 1. The unplayable state 1 is a state in which no game is being played due to a complete function activation error occurring in the main control board 10. The complete function is a function that restricts further game play when the maximum number of game balls acquired in the gaming machine 1 exceeds the upper limit of 95,000 balls per day. When the complete function is activated, the main CPU 110a sets the unplayable state 1 flag.

[0134] In the event of a power outage, the data in the used area of ​​the main RAM 110c is backed up by the backup power supply 74 with a checksum added, and when the power is restored, this backup information is restored after a data check using the checksum.

[0135] The frame control board 160 controls the payout of game balls and the counting of game balls. The frame control board 160 is connected to the main control board 10 so as to be able to communicate in both directions. The frame control board 160 includes a launch control unit 170, a game ball count control unit 180, an input port, an output port, and the like.

[0136] The input port of the frame control board 160 is connected to the shot ball sensor 2a, the foul ball sensor 2b, the touch sensor 3a, the shot volume 3b, the shot solenoid 4a, the ball feed solenoid 4b, the small ball sensor 81a, the iron ball sensor 81b, the radio wave sensor 81c, the door sensor 81d, the count button detection switch 82, and the card unit input terminal board 83a. The output port of the frame control board 160 is connected to the card unit output terminal board 83b, the game ball number indicator 84, the frame control indicator 85, and the game notification lamp 86.

[0137] The launch control unit 170 includes a launch CPU 170a, a launch ROM 170b, and a launch RAM 170c. The launch CPU 170a reads out a program stored in the launch ROM 170b based on an input signal from a timer, and performs calculation processing while using the launch RAM 170c as a work area. When the power is turned on, the launch CPU 170a performs an initial setting process, and after the initial setting process is completed and the game is ready to play, the launch CPU 170a controls the launch of the game ball.

[0138] Data such as launch control programs is stored in the launch ROM 170b of the launch control unit 170. The launch RAM 170c of the launch control unit 170 is provided with various storage areas such as a launch permission flag storage area.

[0139] The game ball count control unit 180 includes a game ball count CPU 180a, a game ball count ROM 180b, and a game ball count RAM 180c. The game ball count CPU 180a reads out the program stored in the game ball count ROM 180b based on an input signal from the timer, and performs calculation processing while using the game ball count RAM 180c as a work area. When the power is turned on, the game ball count CPU 180a performs an initial setting process, and after the initial setting process is completed and the game is ready to play, it performs processing related to subtraction and addition of the number of playable game balls according to the progress of the game, and controls the operation of the count button 8 based on the game state and the progress and stop status of the game.

[0140] The game ball number ROM 180b of the game ball number control unit 180 stores data such as a game ball number control program. The game ball number ROM 180b stores various tables such as a seated lamp light color determination table, a seated background color determination table, an absent lamp light color determination table, and an absent background color determination table. Details of these tables will be described later.

[0141] The game ball number RAM 180c has various memory areas such as an error 1 occurrence information memory area, an error 2 occurrence information memory area, an error 3 occurrence information memory area, an error 4 occurrence information memory area, a communication failure determination counter, a game machine information notification waiting timer counter, a counting notification waiting timer counter, a game interruption determination timer counter, a game ball number counter, a fired ball number counter, a total prize ball number counter, a counting ball number counter, a counting button operation valid flag memory area, a counting button operation invalid flag memory area, a game machine information notification waiting flag memory area, an away flag memory area, a game interruption determination flag memory area, a counting notification waiting flag memory area, and a status flag memory area.

[0142] A state flag indicating the state of the gaming machine 1 is set in the state flag storage area of ​​the game ball count RAM 180c. As shown in Fig. 24, there are 16 types of state flags that can be set in the state flag storage area of ​​the game ball count RAM 180c: a first special symbol change flag, a second special symbol change flag, a normal symbol change flag, a jackpot playing flag, a small jackpot winning flag, a small jackpot playing flag, a supplementary game lottery winning flag, a supplementary game playing flag, a normal state flag, a low base time-saving state flag, a high base time-saving state flag, a supplementary game advantageous state flag, a time-saving game state flag, a consecutive jackpot playing flag, a non-playable state 1 flag, and a non-playable state 2 flag. Among these 16 types, the first special symbol change flag, the second special symbol change flag, the normal symbol change flag, the big win game flag, the small win win flag, the small win game flag, the auxiliary game lottery win flag, the auxiliary game flag, the normal state flag, the low base time-saving state flag, the high base time-saving state flag, the auxiliary game advantageous state flag, the time-saving game state flag, the consecutive big win flag, and the game unplayable state 1 flag are the same as those in the state flag storage area of ​​the main RAM 110c. The game ball count CPU 180a sets or clears the corresponding flag in the state flag storage area of ​​the game ball count RAM 180c based on the command or data transmitted from the main CPU 110a.

[0143] The unplayable state 2 flag is a flag indicating that the game is in the unplayable state 2. The unplayable state 2 is a state in which a game cannot be played due to a small ball detection error, an iron ball detection error, or a radio wave detection error occurring in the frame control board 160. The game ball count CPU 180a sets the unplayable state 2 flag when a small ball detection error, an iron ball detection error, or a radio wave detection error occurs.

[0144] Here, in the event of a power outage, the data in the used area of ​​the game ball count RAM 180c is backed up by the backup power supply 74 with a checksum added, and when the power is restored, this backup information is restored after undergoing a data check using the checksum.

[0145] The power supply board 70 supplies a power supply voltage to the gaming machine 1, and supplies a voltage drop detection signal to the main control board 10 and the frame control board 160 when the power supply voltage falls below a predetermined value.

[0146] The performance control board 120 controls the performance. The performance control board 120 is connected to the main control board 10 so that the main control board 10 can communicate with the performance control board 120 in one direction. The performance control board 120 is also connected to the frame control board 160 so that the frame control board 160 can communicate with the performance control board 120 in one direction. The performance control board 120 includes a general control unit 141, a display / audio control unit 140, a lamp / drive control unit 150, and input and output ports for performance control. The input port of the performance control board 120 is connected to a performance button detection switch 35a, key detection switches 39a, 39b, 39c, 39d, etc.

[0147] The performance control board 120 receives commands from the main control board 10, and controls the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d based on the received commands. The performance control board 120 includes a performance control unit 120m, a display / audio control unit 140, and a lamp / drive control unit 150.

[0148] The performance control unit 120m includes a sub CPU 120a, a sub ROM 120b, a sub RAM 120c, and an RTC 120d. The RTC 120d outputs a signal indicating the current date and time to the sub CPU 120a. The RTC 120d operates on the power supplied when the gaming machine 1 is powered, and operates on the power of the backup power supply 74 of the power supply board 70 when the gaming machine 1 is powered off.

[0149] The sub-CPU 120a reads out a program stored in the sub-ROM 120b based on commands sent from the main control board 10 and input signals from the timer, and performs arithmetic processing while using the sub-RAM 120c as a work area. When the power is turned on, the sub-CPU 120a performs an initial setting process, and after the initial setting process is completed and the game is ready to be played, it controls the presentation according to the progress of the game.

[0150] The sub-ROM 120b of the performance control unit 120m stores data such as a performance control program. Various tables such as a variable performance pattern determination table, a normal background setting table, and a special background setting table are stored in the sub-ROM 120b.

[0151] The sub-RAM 120c has various memory areas such as a performance information memory area, a performance pattern memory area, a pattern changing performance pattern memory area, a performance pattern memory area, a special background image setting flag memory area, a special background image standby setting flag memory area, a special background change count (P) counter, and a status flag memory area.

[0152] The state flag storage area of ​​the sub-RAM 120c stores a game state flag of either the normal state, the low base time-saving state, or the high base time-saving state. The sub-CPU 120a sets or clears the corresponding game state flag in the state flag storage area of ​​the sub-RAM 120c based on a command transmitted from the main CPU 110a.

[0153] The display / audio control unit 140 receives commands from the performance control unit 120m, and controls the image display device 31 and the audio output device 32 based on the received commands. The display / audio control unit 140 includes a general control unit 141, a CGROM 146, an audio processor 144, an audio ROM 148, an input / output port, etc. The image display device 31 and the audio output device 32 are connected to the input / output port of the display / audio control unit 140.

[0154] The overall control unit 141 includes an overall CPU 141a, an overall ROM 141b, and an overall RAM 141c. The overall CPU 141a receives an operating clock from a crystal oscillator, reads out a program stored in the overall ROM 141b, performs arithmetic processing while using the overall RAM 141c as a work area, and controls the VDP 145 and the audio processor 144 based on the processing.

[0155] The general ROM 141b stores an image / audio control program for performing image display and audio control, a display list generation program for generating a display list consisting of a group of drawing control commands, an animation pattern for displaying animation of a performance pattern, animation scene information, a sound list generation program for generating a sound list consisting of a group of sound control commands, and the like.

[0156] The VDP 145 is connected to the CGROM 146. The CGROM 146 stores compressed image data and uncompressed palette data. The image data is material data that compiles pixel information of a predetermined range of pixels (e.g., 32×32 pixels) in an image (e.g., individual images such as a performance pattern image, a background image constituting the background of the performance pattern, a character image, and a dialogue image) to be displayed as a sprite or a movie frame on the image display device 31. The pixel information of the image data is composed of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. The palette data is data that associates color number information that specifies a color number with display color information that indicates the actual display color of the pixel.

[0157] A VRAM 147 is provided in the VDP 145. The VRAM 147 has a display list storage area, a development storage area, a first frame buffer area, a second frame buffer area, etc. The display list storage area is an area for temporarily storing a display list output from the overall control unit 141 (overall CPU 141a). The development storage area is an area for temporarily storing image data obtained by expanding compressed image data in the CGMOM.

[0158] The first and second frame buffer areas are used for drawing and displaying images. The first and second frame buffer areas are switched alternately between drawing and displaying each time drawing starts.

[0159] The VDP 145 stores the display list transmitted from the overall control unit 141 in a display list memory area of ​​the VRAM 147, reads out image data indicated by the display list in the CGROM 146, draws one frame's worth of drawing data in the drawing frame buffer of the VRAM 147 based on this image data, and outputs one frame's worth of drawing data in the display frame buffer of the VRAM 147 as a video signal (RGB signal, etc.) to the image display device 31.

[0160] An operating clock is supplied to the VDP 145 from a crystal oscillator, and by dividing the operating clock, a synchronization signal (horizontal synchronization signal / vertical synchronization signal) for synchronizing with the image display device 31 is generated and output to the image display device 31. In this embodiment, the frame rate of the image control unit 155 is 30 fps (1 / 30 sec = approximately 33 ms) so that drawing (displaying an image) is performed 30 times per second, but it may be 60 fps (1 / 60 sec = approximately 16.6 ms) so that drawing (displaying an image) is performed 60 times per second.

[0161] The audio processor 144 is connected to an audio ROM 148. The audio ROM 148 stores compressed audio data. The audio processor 144 reads out audio data indicated by the sound list transmitted from the general control unit 141 from the audio ROM 148, decodes the audio data, performs acoustic processing on the signal obtained by the decoding, and outputs the signal after the acoustic processing to the audio output device 32 as a sound signal for the effect sound.

[0162] The lamp / drive control unit 150 receives commands from the performance control unit 120m, and controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d based on the received commands. The lamp / drive control unit 150 includes a lamp CPU 150a, a lamp RAM 150c, a lamp ROM 150b, and an input / output port. The input / output ports of the lamp / drive control unit 150 are connected to the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d.

[0163] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out a program stored in the lamp ROM 150b, and performs calculations while using the lamp RAM 150c as a work area, and based on this processing, controls the performance lighting devices 340a, 340b, 340c, and 340d and the performance driving devices 330a, 330b, 330c, and 330d.

[0164] The lamp ROM 150b stores a lamp drive control program for lighting the lamps and driving the props, a light emission mode determination program for determining and setting lamp light emission information of the performance lighting devices 340a, 340b, 340c, and 340d and causing the performance lighting devices 340a, 340b, 340c, and 340d to emit light in accordance with this setting, an operation mode determination program for determining and setting prop drive information of the performance drive devices 330a, 330b, 330c, and 330d and causing the performance drive devices 330a, 330b, 330c, and 330d to operate in accordance with this setting, a performance lamp control mode determination table, a performance prop control mode determination table, and the like.

[0165] 6, the card unit 9 is provided with a card unit control board 90, a card unit SC board 91, a power supply board 97, etc. When the card unit 9 is powered on, power is supplied from the power supply board 97 to the card unit control board 90 and the card unit SC board 91, causing these boards to start up.

[0166] The card unit control board 90 controls the basic operation of the card unit 9. The card unit SC board 91 controls communication between the card unit 9 and external devices such as the gaming machine 1, the server (not shown) of the management center, and the hall computer (not shown).

[0167] The card unit control board 90 is equipped with a one-chip microcomputer 910m, input ports, output ports, etc. The one-chip microcomputer 910m of the card unit control board 90 is made up of a unit CPU 910a, a unit ROM 910b, and a unit RAM 910c.

[0168] The input port of the card unit control board 90 is connected to a lending button detection switch 98a, an ejection button detection switch 99a, a bill validator 91a, and a card reader / writer 92a. The lending button detection switch 98a is provided on the rear side of the lending button 98 on the front side of the card unit 9. When the lending button detection switch 98a detects that the lending button 98 has been pressed, it outputs a detection signal indicating that. The ejection button detection switch 99a is provided on the rear side of the ejection button 99 on the front side of the card unit 9. When the ejection button detection switch 99a detects that the ejection button 99 has been pressed, it outputs a detection signal indicating that.

[0169] A card reader / writer 92a, an amount display 93, and a ball count display 94 are connected to the output port of the card unit control board 90.

[0170] The unit CPU 910a of the card unit control board 90 reads out a program stored in the unit ROM 910b based on input signals from the detection switches and timers, and performs arithmetic processing using the unit RAM 910c as a work area.

[0171] The unit ROM 910b of the card unit control board 90 stores data such as unit control programs.

[0172] The unit RAM 910c of the card unit control board 90 has various memory areas, such as an amount information memory area, a number of balls held information memory area, a loan receipt result response waiting flag memory area, an ejection button operation invalid flag memory area, a loan button operation invalid flag memory area, a loan receipt result response waiting timer counter, a number of consecutive jackpots (T) counter, and a status flag memory area.

[0173] In the status flag storage area of ​​the unit RAM 910c, a status flag indicating the status of the gaming machine 1 is set. As shown in FIG. 25, the status flags that can be set in the status flag storage area of ​​the unit RAM 910c are 11 types, including a jackpot playing flag, a small jackpot playing flag, an auxiliary playing flag, a normal state flag, a low base time-saving state flag, a high base time-saving state flag, an auxiliary game advantageous state flag, a time-saving game state flag, a consecutive jackpot playing flag, a non-playable state 1 flag, and a non-playable state 2 flag. The unit CPU 910a sets or clears the corresponding flag in the status flag storage area of ​​the unit RAM 910c based on the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1.

[0174] Next, the operation of the gaming machine 1 according to this embodiment will be described.

[0175] FIG. 26 is a flow chart showing main processing of the main control board 10 of the gaming machine 1. In FIG. 26, the main CPU 110a performs an initial setting process. In the initial setting process, the main CPU 110a judges whether or not the backup information needs to be restored, and if it judges that the restoration is not necessary, it clears the main RAM 110c, and if it judges that the restoration is necessary, it restores the backup information in the main RAM 110c. After clearing or restoring the data, it starts a CTC (counter timer circuit) for generating a timer interrupt (4 milliseconds). The details of the initial setting process will be described later.

[0176] Next, the main CPU 110a performs a gaming machine information notification process (S20). In the gaming machine information notification process, the main CPU 110a generates a gaming machine information notification command for notifying the frame control board 160 of the game state of the gaming machine 1 and the progress and stop of the game, transmits the generated gaming machine information notification command to the frame control board 160, and checks whether a response command is returned from the frame control board 160. The gaming machine information notification command includes information indicating whether or not a jackpot is being played, information indicating whether or not a small jackpot is being played, information indicating whether or not an auxiliary game is being played, information indicating whether or not the game is in a normal state, information indicating whether or not the game is in a low base time-saving state, information indicating whether or not the game is in a high base time-saving state, information indicating whether or not the game is in an advantageous state for auxiliary game, information indicating whether or not the game is in a time-saving state, information indicating whether or not consecutive jackpots are being played, information indicating whether or not the game is in a game state, information indicating whether or not an unplayable state 1 is being played, information indicating whether or not a small ball detection error has occurred, information indicating whether or not an iron ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of fired balls, information indicating the total number of winning balls, information indicating a prize that has been won at the starting hole, information indicating a prize that has been won at the large prize hole, and the like.

[0177] 27, in the gaming machine 1, after the initial setting process of the main control board 10 and the frame control board 160 is completed, a gaming machine information notification command is transmitted from the main control board 10 to the frame control board 160 every 108 milliseconds. The frame control board 160 sets the waiting time from the transmission of the gaming machine information notification command to the reply of a response command to 10 milliseconds, and when no reply command is received within the waiting time for 10 consecutive times, displays a communication failure notification on the image display device 31. The gaming machine information notification process will be described in detail later.

[0178] 26, the main CPU 110a updates the random number value for determining the special symbol and the random number value for determining the reach (S30). After executing step S30, the main CPU 110a performs an initial random number value update process (S40). In the initial random number value update process, the main CPU 110a updates the initial random number value for determining the special symbol and the initial random number value for determining the normal symbol.

[0179] Next, the main CPU 110a judges whether or not a voltage drop detection signal has been input from the power interruption detection circuit 73 of the power supply board 70 (S91). If the voltage drop detection signal has not been input (S91: No), the process returns to step S20 and repeats the subsequent processes. If the voltage drop detection signal has been input (S91: Yes), the process proceeds to step S92.

[0180] In step S92, the main CPU 110a judges whether the voltage drop detection signal has been continuously input for a predetermined period (e.g., 10 milliseconds). If the voltage drop detection signal has not been input for the predetermined period (S92: No), the process returns to step S20 and repeats the subsequent processes. If the voltage drop detection signal has been input for the predetermined period (S92: Yes), the process proceeds to step S93.

[0181] In step S93, the main CPU 110a sets an interruption prohibition to prohibit timer interruption. Next, the main CPU 110a transmits a power-off command to the ball count control unit 180 and the launch control unit 170 of the frame control board 160 (S94).

[0182] Next, the main CPU 110a creates a checksum of the data in the used area of ​​the main RAM 110c, and saves the created checksum in the main RAM 110c (S95). The checksum saved in the main RAM 110c in step S95 is compared with a checksum calculated from the data in the used area of ​​the main RAM 110c at that time during the initial setting process the next time the power is turned on, and whether the checksum is normal (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.

[0183] Next, the main CPU 110a saves the backup flag (S96) and prohibits access to the RAM (S97). After executing step S97, the main CPU 110a performs an infinite loop to prepare for power off. Thereafter, the main CPU 110a waits until the power supply is completely cut off.

[0184] 28 is a flowchart showing the timer interrupt process of the main control board 10 of the gaming machine 1. The main CPU 110a of the main control board 10 executes the timer interrupt process every 4 milliseconds, which is the generation period of the reset clock pulse signal in the reset clock pulse generating circuit in the main control board 10.

[0185] When the reset clock pulse signal is generated, the main CPU 110a saves the information in the register of the main CPU 110a at that time to the stack area (S100). Next, the main CPU 110a performs a time control process (S110). The time control process is a process for updating counters used to measure various times in the main RAM 110c. In the time control process, the main CPU 110a subtracts one from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the auxiliary game timer counter in the main RAM 110c.

[0186] Next, the main CPU 110a performs a specific random number update process (S120). The specific random number update process is a process for updating the special symbol random number value and the normal symbol random number value. Here, the random number range of the special symbol random number value is 0 to 99, and the random number range of the normal symbol random number value is 0 to 65535. In the specific random number update process, the main CPU 110a updates the random number counter of the special symbol random number value and the random number counter of the normal symbol random number value by incrementing them by 1. When the incremented random number counter exceeds the maximum value of the random number range (when the random number counter has completed one cycle), the random number counter is reset to 0, and each random number value is updated from the initial random number value at that time.

[0187] After executing step S120, the main CPU 110a performs an initial random number value update process (S130). In the initial random number value update process, the main CPU 110a updates the special symbol initial random number value and the normal symbol initial random number value.

[0188] Next, the main CPU 110a performs an input control process (S200). In the input control process, the main CPU 110a determines whether or not there is an input to various switches, such as the general winning hole detection switch 12a, the first big winning hole detection switch 16a, the first start hole detection switch 14a, the second start hole detection switch 15a, and the gate detection switch 13a, and sets a predetermined data if there is an input. The details of the input control process will be described later.

[0189] After executing step S200, the main CPU 110a performs special symbol special electricity control processing (S300). In the special symbol special electricity control processing, the main CPU 110a updates the value of the special symbol special electricity processing data provided in the main RAM 110c according to the progress of the game in the game machine 1, and selects and executes one of six processes: special symbol memory determination processing (processing when special symbol special electricity processing data = 0), special symbol variation processing (processing when special symbol special electricity processing data = 1), special symbol stop processing (processing when special symbol special electricity processing data = 2), big win game processing (processing when special symbol special electricity processing data = 3), small win game processing (processing when special symbol special electricity processing data = 4), and big win game end processing (processing when special symbol special electricity processing data = 5). Details of the special symbol special electricity control processing will be described later.

[0190] After executing step S300, the main CPU 110a performs a normal symbol normal power control process (S400). In the normal symbol normal power control process, the main CPU 110a updates the value of the normal symbol normal power processing data provided in the main RAM 110c according to the progress of the game in the gaming machine 1, and selects and executes one of two processes, normal symbol variation processing (processing when the normal symbol normal power processing data = 0) and auxiliary game processing (processing when the normal symbol normal power processing data = 1). The details of the normal symbol normal power control process will be described later.

[0191] After executing step S400, the main CPU 110a performs a prize ball control process (S500). In the prize ball control process, the main CPU 110a refers to the general prize ball counter, the first start prize ball counter, the second start prize ball counter, and the large prize ball counter in the main RAM 110c, generates a prize ball number designation command that instructs the awarding of the number of game balls indicated by each counter, and transmits this command to the game ball number control unit 180 of the frame control board 160.

[0192] After executing step S500, the main CPU 110a performs a complete determination process (S600). The complete determination process is a process for determining whether or not to activate the complete function. In the complete determination process, the main CPU 110a determines whether the maximum acquired game ball number counter of the main RAM 110c has reached 95,000, which is the upper limit value for one day. When the maximum acquired game ball number counter has reached 95,000, the main CPU 110a stores complete information indicating the activation of the complete function in the complete information storage area of ​​the main RAM 110c, generates a launch prohibition command for notifying the game ball number control unit 180 and the launch control unit 170 of the prohibition of launching game balls, and sets the generated launch prohibition command in the transmission buffer. The maximum acquired game ball number counter is a counter that is incremented by the number indicated by each prize ball counter when game balls are awarded, and is decremented by 1 when game balls are launched when the counter value is 1 or more, and has a minimum value of 0.

[0193] After executing step S600, the main CPU 110a performs a termination condition establishment judgment process. In the termination condition establishment judgment process, the main CPU 110a judges whether the termination conditions W1, W2, and W3 of the high base time-saving state shown in the game flow of FIG. 13 are established, and clears the high base time-saving state flag, which is the first game state information, when any of the termination conditions W1, W2, and W3 is established. Furthermore, when the main CPU 110a clears the high base time-saving state flag, it judges whether the termination conditions of the advantageous states of continuous jackpots and auxiliary game advantageous states are established, and clears the continuous jackpot flag and auxiliary game advantageous state flag, which are the second game state information, when the termination conditions of the continuous jackpots and auxiliary game advantageous states are established. The details of the termination condition establishment judgment process will be described later.

[0194] After executing step S700, the main CPU 110a performs a data generation process (S910). In the data generation process, the main CPU 110a generates data for external output, start opening / closing solenoid data, first large prize opening opening / closing solenoid data, second large prize opening opening / closing solenoid data, special symbol display device data, and normal symbol display device data.

[0195] After executing step S910, the main CPU 110a performs output control processing (S920). In the output control processing, the main CPU 110a performs port output processing to output signals of the external output data, the start opening opening solenoid data, the first large winning opening opening solenoid data, and the second large winning opening opening solenoid data created in the data generation processing of step S910. In addition, in order to light up the LEDs of the first special pattern display device 20, the second special pattern display device 21, and the normal pattern display device 22, the main CPU 110a performs display device output processing to output the special pattern display device data and the normal pattern display device data created in the data generation processing of S910. In addition, the main CPU 110a also performs command transmission processing to transmit the commands set in the performance transmission data storage area of ​​the main RAM 110c to the frame control board 160 and the performance control board 120.

[0196] After executing step S920, the main CPU 110a restores the information saved in the stack area in step S100 to the register of the main CPU 110a (S930).

[0197] 29 is a flowchart showing the main processing of the performance control unit 120m of the gaming machine 1. The main processing is started when a system reset occurs in the sub-CPU 120a of the performance control unit 120m from the power supply board 70 due to a power-on operation.

[0198] In Fig. 29, the sub CPU 120a performs an initial setting process (S4000). In the initial setting process, the sub CPU 120a reads a startup program from the sub ROM 120b in response to power-on, and initializes various flags in the sub RAM 120c. After the initial setting process ends, the sub CPU 120a repeats a process (S4100) of updating random numbers for performance, etc. In addition to this process of updating random numbers, the sub CPU 120a also executes a timer interrupt process every 2 milliseconds, which is the period of generation of a reset clock pulse signal by a reset clock pulse generating circuit in the performance control unit 120m.

[0199] Here, the time required for the initial setting process of the sub CPU 120a is sufficiently shorter than the time required for the initial setting process of the main CPU 110a. Therefore, when the initial setting process of the main CPU 110a starts, the sub CPU 120a has already finished the initial setting process and is in a state where it can store commands from the main CPU 110a in the receive buffer.

[0200] Fig. 30 is a flow chart showing the timer interrupt process of the performance control unit 120m. In Fig. 30, the sub CPU 120a saves information in the register of the sub CPU 120a in a stack area (S4400).

[0201] Next, the sub CPU 120a performs a timer update process (S4500). In the timer update process, the sub CPU 120a updates various timer counters in the sub RAM 120c by decrementing them by one.

[0202] Next, the sub CPU 120a performs a command analysis process (S4600). In the command analysis process, the sub CPU 120a analyzes the command in the reception buffer, and based on the analysis result, determines the content of the performance by the image display device 31, the audio output device 32, the performance drive devices 330a, 330b, 330c, 330d, and the performance lighting devices 340a, 340b, 340c, 340d, and sets the command indicating the determined content of the performance in the transmission buffer of the sub RAM 120c. The command analysis process will be described in detail later.

[0203] Next, the sub CPU 120a performs a performance input control process (S4700). In the performance input control process, the sub CPU 120a performs processes according to input signals from the detection switches 35a, 39a, 39b, 39c, 39d, and 39e of the performance button 35, the cross key 39, and the center key 39E.

[0204] Next, the sub CPU 120a performs a data output process (S4800). In the data output process, the sub CPU 120a transmits the commands set in the transmission buffer of the sub RAM 120c in the command analysis process of step S1600 and the performance input control process of step S1700 to the general control unit 141 and the lamp / drive control unit 150.

[0205] Next, the sub CPU 120a restores the information saved in the stack area in step S1400 to the register of the sub CPU 120a (S4900).

[0206] FIG. 31 is a flowchart showing the main processing of the launch control unit 170 of the gaming machine 1. In FIG. 31, the launch CPU 170a performs an initial setting process (S1010). After completing the initial setting process, the launch CPU 170a performs a launch control process (S1020). The launch control process is a process for driving the ball feed solenoid 4b and the launch solenoid 4a in response to the operation of the operating handle 3 to launch the gaming ball. The details of the launch control process will be described later.

[0207] Next, the launch CPU 170a judges whether or not a power-off command has been received from the main control board 10 (S1091). If a power-off command has not been received (S1091: No), the process returns to step S1020. If a power-off command has been received (S1091: Yes), the process proceeds to step S1097.

[0208] In step S1097, the main CPU 110a prohibits access to the RAM, executes an infinite loop, and prepares for power off, after which it waits until the power supply is completely cut off.

[0209] Fig. 32 is a flow chart showing details of the launch control process (step S1020 in Fig. 31) of the launch control unit 170 of the gaming machine 1. In Fig. 32, the launch CPU 170a judges whether the launch permission flag is set in the launch permission flag storage area of ​​the launch RAM 170c (S1110). If the launch permission flag is not set (S1110: No), the process proceeds to step S1120, and if the launch permission flag is set (S1110: Yes), the process proceeds to step S1140.

[0210] In step S1120, the launch CPU 170a determines whether or not a launch permission command has been received from the main control board 10. If the launch CPU 170a has received a launch permission command (S1120: Yes), the launch CPU 170a proceeds to step S1130 and sets a launch permission flag in the launch permission flag storage area of ​​the launch RAM 170c. If the launch CPU 170a has not received a launch permission command (S1120: No), the launch CPU 170a skips step S1130 and ends the current launch control process.

[0211] In step S1140, the launch CPU 170a determines whether or not a detection signal from the touch sensor 3a has been input. If a detection signal from the touch sensor 3a has been input (S1140: Yes), the launch CPU 170a proceeds to step S1150. If a detection signal from the touch sensor 3a has not been input (S1140: No), the launch CPU 170a proceeds to step S1160.

[0212] In step S1150, the launch CPU 170a energizes the launch solenoid 4a and the ball feed solenoid 4b based on the output voltage of the launch volume 3b, and proceeds to step S1170. This energization causes the ball feed solenoid 4b to feed the game balls one by one toward the firing member directly connected to the launch solenoid 4a, and the launch solenoid 4a rotates the firing member to fire the game balls between the rails 5a and 5b.

[0213] In step S1160, the launch CPU 170a stops the supply of electricity to the launch solenoid 4a and the ball feeding solenoid 4b, and proceeds to step S1170.

[0214] In step S1170, the launch CPU 170a determines whether or not a launch prohibition command has been received from the main control board 10. If the launch CPU 170a has received a launch prohibition command from the main control board 10 (S1170: Yes), it proceeds to step S1180, clears the launch permission flag in the launch permission flag storage area of ​​the launch RAM 170c, and ends the current launch control process. If the launch CPU 170a has not received a launch prohibition command from the main control board 10 (S1170: No), it skips step S1180 and ends the current launch control process.

[0215] Fig. 33 is a flow chart showing the main processing of the game ball count control unit 180 of the gaming machine 1. In Fig. 33, the game ball count CPU 180a performs an initial setting process (S2010). In the initial setting process, the game ball count CPU 180a judges whether or not the backup information needs to be restored, and if it judges that the restoration is not required, it clears the game ball count RAM 180c, and if it judges that the restoration is required, it restores the backup information of the game ball count RAM 180c. The details of the initial setting process will be described later.

[0216] After executing step S2010, the game ball number CPU 180a performs an error determination process (S2020). In the error determination process, the game ball number CPU 180a determines whether a complete function activation error has occurred in the main control board 10, and whether a small ball detection error, an iron ball detection error, and an electric wave detection error have occurred in the frame control board 160, and performs control to prohibit the operation of the count button 8 when a predetermined error among these four errors, a small ball detection error, an iron ball detection error, and an electric wave detection error, has occurred. The details of the error determination process will be described later.

[0217] After executing step S2020, the game ball count CPU 180a performs a response process (S2030). In the response process, the game ball count CPU 180a determines whether or not a game machine information notification command has been received from the main control board 10, and if a game machine information notification command has been received, transmits a response command to the main control board 10. The details of the response process will be described later.

[0218] After executing step S2030, the gaming ball count CPU 180a performs gaming machine information notification processing (S2040). In the gaming machine information notification processing, the gaming ball count CPU 180a generates gaming machine information notification data for notifying the card unit 9 of the game status of the gaming machine 1 and the progress and stop status of the game, and transmits the generated gaming machine information notification data to the card unit 9. The gaming machine information notification data includes information indicating whether or not a jackpot game is being played, information indicating whether or not a small jackpot game is being played, information indicating whether or not an auxiliary game is being played, information indicating whether or not a normal state is being played, information indicating whether or not a low base time-saving state is being played, information indicating whether or not a high base time-saving state is being played, information indicating whether or not an auxiliary game is advantageous state is being played, information indicating whether or not a time-saving game state is being played, information indicating whether or not a consecutive jackpot is being played, information indicating whether or not a complete function activation error has occurred, information indicating whether or not a small ball detection error has occurred, information indicating whether or not an iron ball detection error has occurred, information indicating whether or not a radio wave detection error has occurred, information indicating the number of game balls, information indicating the number of balls fired, information indicating the total number of winning balls, information indicating a prize that has been won at the starting hole, information indicating a prize that has been won at the large prize hole, and the like.

[0219] 34, in the gaming machine 1, after the initial setting process of the frame control board 160 is completed, the frame control board 160 transmits gaming machine information notification data to the card unit 9 every 300 milliseconds. The details of the gaming machine information notification process will be described later.

[0220] In Fig. 33, the game ball number CPU 180a performs a counting process (S2050). In the counting process, the game ball number CPU 180a performs a process of subtracting or adding the game ball number counter, the shot ball number counter, and the total prize ball number counter of the game ball number RAM 180c in response to the input signal of the shot ball sensor 2a, the input signal of the foul ball sensor 2b, and the prize ball number designation command transmitted from the main control board 10. In addition, the game ball number CPU 180a performs a process of determining whether or not the count button 8 is operated based on the input signal of the count button detection switch 82, and sets the number determined according to the operation mode of the count button 8 as the count ball number, which is the number of game balls transferred to the card unit 9, and adds this count ball number to the count ball number counter of the game ball number RAM 180c.

[0221] After executing step S2050, the gaming ball number CPU 180a performs a counting notification process (S2060). In the counting notification process, the gaming ball number CPU 180a generates counting notification data and transmits the generated counting notification data to the card unit 9.

[0222] 35, in the gaming machine 1, every time 100 milliseconds elapses from the transmission of the gaming machine information notifying data, the frame control board 160 transmits the count notifying data to the card unit 9. The details of the count notifying process will be described later.

[0223] 33, the game ball number CPU 180a performs lending control processing (S2070). In the lending control processing, the game ball number CPU 180a judges whether or not lending notification data has been received from the card unit 9, and when lending notification data has been received, adds and updates the game ball number counter of the game ball number RAM 160c, and returns lending receipt result response data to the card unit 9. Details of the lending control processing will be described later.

[0224] After executing step S2070, the game ball count CPU 180a performs game notification control processing (S2080). In the game notification control processing, the game ball count CPU 180a judges whether the player is seated or has left the seat, determines the notification mode when the player is seated or has left the seat, and determines the light emission color of the game notification lamp 86 and the background color of the normal fluctuation or customer waiting of the image display device 31 according to this determination, and controls the light emission mode of the game notification lamp 86 and the display mode of the image display device 31. Here, there are six types of light emission colors of the game notification lamp 86, namely, no light emission (colorless), blue, green, purple, yellow, and red. In addition, there are six types of background colors of the normal fluctuation and customer waiting, namely, gray, blue, green, purple, yellow, and red. The details of the game notification control processing will be described later.

[0225] Next, the game ball count CPU 180a judges whether or not a voltage drop detection signal is input from the power interruption detection circuit 73 of the power supply board 70 (S2091). If a voltage drop detection signal is not input (S2091: No), the process returns to step S2020 and repeats the subsequent processes. If a voltage drop detection signal is input (S2091: Yes), the process proceeds to step S2092.

[0226] In step S2092, the game ball count CPU 180a judges whether the voltage drop detection signal has been continuously input for a predetermined period (for example, 10 milliseconds). If the voltage drop detection signal has not been input for the predetermined period (S2092: No), the process returns to step S2020 and repeats the subsequent processes. If the voltage drop detection signal has been input for the predetermined period (S2092: Yes), the process proceeds to step S2095.

[0227] In step S2095, the game ball count CPU 180a creates a checksum of the data in the usage area of ​​the game ball count RAM 180c, and saves the created checksum in the game ball count RAM 180c. The checksum saved in the game ball count RAM 180c in step S2095 is compared with the checksum calculated from the data in the usage area of ​​the game ball count RAM 180c at that time in the initial setting process when the power is turned on next time, and whether the checksum is normal (whether the backup information is valid and data recovery is possible) is determined based on whether the two match.

[0228] The ball count CPU 180a saves the backup flag (S2096) and prohibits RAM access (S2097). After executing step S2097, the ball count CPU 180a performs an infinite loop to prepare for power cutoff. After that, it waits until the power supply is completely cut off.

[0229] 36 is a flowchart showing the main processing of the card unit control board 90 of the card unit 9. The unit CPU 910a performs an initial setting process (S3010), and after the initialization process ends, repeats the processes of steps S3020 to S3080 at a predetermined cycle.

[0230] In step S3020, the unit CPU 910a performs a banknote insertion recognition process. In the banknote insertion recognition process, the unit CPU 910a performs a process related to updating the amount information storage area of ​​the unit RAM 910c and displaying the amount display 93 in response to insertion of a banknote 6 into the banknote insertion slot 91. The banknote insertion recognition process will be described in detail later.

[0231] After executing step S3020, the unit CPU 910a performs a card insertion recognition process (S3030). In the card insertion recognition process, the unit CPU 910a updates the amount information storage area and the number of balls in the unit RAM 910c in response to the insertion of the card 7 into the card insertion slot 92, and performs a process related to changing the display of the amount display 93 and the number of balls in the unit RAM 910c. The card insertion recognition process will be described in detail later.

[0232] After executing step S3030, the unit CPU 910a performs transition processing (S3040). In the transition processing, the unit CPU 910a checks whether or not it has received count notification data, which is a transition signal for the number of game balls, and if it has received count notification data, it updates the number of balls held information in the unit RAM 910c and performs processing related to changing the display of the number of balls held display 94. The details of the transition processing will be described later.

[0233] After execution of step S3040, the unit CPU 910a performs a ball lending process (S3050). In the ball lending process, the unit CPU 910a performs processes related to the generation and transmission of lending notification data in response to the operation of the lending button 98.

[0234] After execution of step S3050, the unit CPU 910a performs a response confirmation process (S3060). In the response confirmation process, the unit CPU 910a performs a process related to confirmation of the return of the loan receipt result response data.

[0235] 37, the card unit 9 has a waiting time of 10 milliseconds from the transmission of the loan notification data to the return of the loan receipt result response data, and if the loan receipt result response data is returned within 10 milliseconds, the transfer of the number of game balls from the card unit 9 to the gaming machine 1 is confirmed, and if the loan receipt result response data is not returned within 10 milliseconds, the loan notification data is resent. Details of the loan process and the response confirmation process will be described later.

[0236] 36, the unit CPU 910a performs a return process (S3070). In the return process, the unit CPU 910a performs a process related to writing the amount information and the number of balls held information to the card 7 and discharging the card 7 in response to the operation of the discharge button 99. The details of the return process will be described later.

[0237] After executing step S3070, the unit CPU 910a performs gaming machine information analysis processing (S3080). In the gaming machine information analysis processing, the unit CPU 910a judges whether gaming machine information notification data has been received from the frame control board 160, and when gaming machine information notification data has been received, judges the state of the gaming machine 1 based on the gaming machine information notification data, and performs processing related to notifying the server (not shown) of the management center of the occurrence of fraud and whether or not to allow the return of the bills 6 and the cards 7 according to the state of the gaming machine 1. The details of the gaming machine information analysis processing will be described later.

[0238] 38 and 39 are flowcharts showing details of the initial setting process (step S10 in FIG. 26) of the main control board 10. In FIG. 38, the main CPU 110a performs initial setting of the CPU, such as setting of built-in registers (S10-1), and permits access to the main RAM 110c (S10-2).

[0239] Next, the main CPU 110a judges whether or not a backup flag has been saved in the main RAM 110c (S10-4). If the backup flag has been saved (S10-4: Yes), the main CPU 110a proceeds to step S10-5. If the backup flag has not been saved (S10-4: No), the main CPU 110a proceeds to step S10-8.

[0240] In step S10-5, the main CPU 110a calculates a checksum of the backup information in the main RAM 110c. In the next step S10-6, the main CPU 110a determines whether the checksum is normal. Specifically, the main CPU 110a determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S10-5. If the checksum is not normal (S10-6: No), the main CPU 110a proceeds to step S10-7. If the checksum is normal (S10-6: Yes), the main CPU 110a proceeds to step S10-8.

[0241] In step S10-7, the main CPU 110a transmits an impossible-to-restore command to the performance control board 120. Upon receiving the impossible-to-restore command, the performance control board 120 displays an impossible-to-restore notification on the image display device 31.

[0242] In step S10-8, the main CPU 110a judges whether the RAM clear button 110e is pressed. If the main control board RAM clear power-on operation shown in FIG. 22(b) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the judgment result of this step S10-8 is "Yes", and if the normal power-on operation shown in FIG. 22(a) or the frame control board RAM clear power-on operation shown in FIG. 22(c) is performed, the judgment result of this step S10-8 is "No". If the RAM clear button 110e is not pressed (S10-8: No), the main CPU 110a proceeds to step S10-9. If the RAM clear button 110e is pressed (S10-8: Yes), the main CPU 110a proceeds to step S10-12.

[0243] In step S10-9, the main CPU 110a clears the backup flag and checksum saved in the main RAM 110c, and sets up the main RAM 110c when power is restored. When setting up the main RAM 110c when power is restored, the backup information in the main RAM 110c is restored.

[0244] After executing step S10-9, the main CPU 110a proceeds to step S10-10. In step S10-10, the main CPU 110a determines whether a normal state flag is set in the state flag storage area of ​​the main RAM 110c. If the normal state flag is set (step S10-10: Yes), the main CPU 110a proceeds to step S10-17, and if the normal state flag is not set (step S10-10: No), the main CPU 110a proceeds to step S10-18.

[0245] If the RAM clear button 110e is pressed (S10-8: Yes), in step S10-12, the main CPU 110a clears all areas of the main RAM 110c. In step S10-13, the main CPU 110a clears areas in the main RAM 110c except for the game ball counter. After executing step S10-12, the main CPU 110a proceeds to step S10-14.

[0246] In step S10-14, the main CPU 110a transmits a power-on command to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0247] In step S10-17, the main CPU 110a transmits a power restoration designation command corresponding to the normal state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0248] In step S10-18 of Fig. 39, the main CPU 110a judges whether the low base time-saving state flag is set in the state flag storage area of ​​the main RAM 110c. If the low base time-saving state flag is set (step S10-18: Yes), the main CPU 110a proceeds to step S10-19, and if the low base time-saving state flag is not set (step S10-18: No), the main CPU 110a proceeds to step S10-24. In step S10-19, the main CPU 110a transmits a power restoration designation command corresponding to the low base time-saving state to the frame control board 160 and the performance control board 120, and proceeds to step S10-25.

[0249] In step S10-24, the main CPU 110a transmits a power restoration command corresponding to the high base time-saving state to the frame control board 160 and the performance control board 120. After that, the main CPU 110a transmits a game state designation command corresponding to the game state after recovery to the performance control board 120 (S10-25), and proceeds to step S10-26.

[0250] In step S10-26, the main CPU 110a starts a counter timer circuit (CTC) for generating a timer interruption In the next step S10-27, the main CPU 110a starts the random number circuit 110f and ends the initial setting process.

[0251] Here, when the power is turned off in the low base time-saving state shown in FIG. 12, in the main control board 10, the low base time-saving state flag in the state flag storage area of ​​the main RAM 110c and the count value of the game ball number counter are backed up by the backup power supply 74, and in the game ball number control unit 180, the low base time-saving state flag in the state flag storage area of ​​the game ball number RAM 180c and the count value of the game ball number counter are backed up by the backup power supply 74. After that, when the normal power-on operation shown in FIG. 22(a) or the main control board RAM clear power-on operation shown in FIG. 22(b) is performed, in the initial setting process of the game ball number control unit 180, a game ball number restoration designation command for the restored game ball number is transmitted to the main control board 10 (step S2010-11 in FIG. 41 described later), but when the frame control board RAM clear power-on operation shown in FIG. 22(c) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the game ball number restoration designation command is not transmitted to the main control board 10.

[0252] Therefore, if the normal power-on operation shown in Figure 22(a) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the main control board 10 will proceed in the order of step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: No → step S10-9 in Figure 38, and the low base time-saving state flag at the time of power-off on the previous day in the state flag memory area of ​​the main RAM 110c will be restored.

[0253] If the main control board RAM clear power-on operation shown in Figure 22(b) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the main control board 10 proceeds in the order of step S10-1 → step S10-2 → step S10-4: Yes → step S10-5 → step S10-6: Yes → step S10-8: Yes → step S10-12 in Figure 38, and the low base time-saving state flag in the state flag memory area of ​​the main RAM 110c at the time of power-off on the previous day is cleared.

[0254] If the all-RAM clear power-on operation shown in Figure 22(d) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the main control board 10 will proceed in the order of Step S10-1 → Step S10-2 → Step S10-4: Yes → Step S10-5 → Step S10-6: Yes → Step S10-8: Yes → Step S10-12 in Figure 38, and the status flag memory area of ​​the main RAM 110c will be cleared.

[0255] As a result of the above processing, when the main control board 10 is in a low base time-saving state and then the power is turned off and a second power-on operation, the main control board RAM clear power-on operation, involving the operation of the RAM clear button 110e, is performed, the main control board 10 clears the backup information in the main RAM 110c of the main control board 10, and does not clear the game ball number counter, which is the number of playable game balls in the game ball number RAM 180c of the game ball number control unit 180.

[0256] FIG. 40 is a flow chart showing details of the gaming machine information notification process (step S20 in FIG. 26) of the main control board 10. In FIG. 40, the main CPU 110a judges whether the count value of the gaming machine information transmission waiting timer counter of the main RAM 110c is greater than 0 (S20-1). The gaming machine information transmission waiting timer counter is a counter for measuring 108 milliseconds, which is the transmission period of the gaming machine information notification command from the main control board 10 to the frame control board 160. If 108 milliseconds have not elapsed since the previous transmission of the gaming machine information notification command, the judgment result of this step S20-1 is "Yes", and if 108 milliseconds have elapsed, the judgment result of this step S20-1 is "No". If the count value of the gaming machine information transmission waiting timer counter is greater than 0 (S20-1: Yes), the main CPU 110a proceeds to step S20-2. If the count value of the gaming machine information transmission waiting timer counter is 0 (S20-1: No), the process proceeds to step S20-3.

[0257] In step S20-2, the main CPU 110a updates the gaming machine information transmission waiting timer counter by decrementing it by 1, and proceeds to step S20-6.

[0258] In step S20-3, the main CPU 110a transmits a gaming machine information notification command to the frame control board 160. Specifically, the main CPU 110a refers to the state flag storage area of ​​the main RAM 110c, and when the first special symbol variation flag is set, transmits information indicating that the first special symbol is being displayed as a gaming machine information notification command. When the second special symbol variation flag is set, transmits information indicating that the second special symbol is being displayed as a gaming machine information notification command. When the normal symbol variation flag is set, transmits information indicating that the normal symbol is being displayed as a gaming machine information notification command. When the jackpot game flag is set, transmits information indicating that the jackpot game is being played as a gaming machine information notification command. When the small jackpot game flag is set, transmits information indicating that the small jackpot game is being played as a gaming machine information notification command. When the auxiliary game flag is set, transmits information indicating that the auxiliary game is being played as a gaming machine information notification command. When the normal state flag is set, information indicating that the game is in the normal state is sent as a gaming machine information notification command. When the low base time-saving state flag is set, information indicating that the game is in the low base time-saving state is sent as a gaming machine information notification command. When the high base time-saving state flag is set, information indicating that the game is in the high base time-saving state is sent as a gaming machine information notification command. When the auxiliary game advantageous state flag is set, information indicating that the auxiliary game advantageous state is sent as a gaming machine information notification command. When the time-saving game state flag is set, information indicating that the game is in the time-saving game state is sent as a gaming machine information notification command. When the consecutive jackpot flag is set, information indicating that the consecutive jackpot is in progress is sent as a gaming machine information notification command. When the non-playable state 1 flag is set, information indicating that the game is in the non-playable state 1 is sent as a gaming machine information notification command.

[0259] Furthermore, in step S20-3, the main CPU 110a transmits a gaming machine information notification command indicating that a complete function activation error has occurred. If a small ball detection error has occurred, the main CPU 110a transmits a gaming machine information notification command indicating that. If an iron ball detection error has occurred, the main CPU 110a transmits a gaming machine information notification command indicating that. If a radio wave detection error has occurred, the main CPU 110a transmits a gaming machine information notification command indicating that.

[0260] Furthermore, in step S20-3, the main CPU 110a transmits a gaming machine information notification command indicating that a gaming ball has entered the start holes 14 and 15. In addition, in step S20-3, the main CPU 110a transmits a gaming machine information notification command indicating that a gaming ball has entered the special prize holes 16 and 17.

[0261] Next, the main CPU 110a sets a gaming machine information transmission waiting timer counter to 108 milliseconds, which is the waiting time until the next gaming machine information notification command is transmitted (S20-4). In the next step S20-5, the main CPU 110a sets a communication failure determination counter to 10 times. The communication failure determination counter is a counter for determining whether a response command has not been received in response to the transmission of the gaming machine information notification command 10 times in succession.

[0262] After executing step S20-5, the main CPU 110a sets a response reception standby timer counter to 10 milliseconds, which is the standby time from the transmission of the current gaming machine information notification command to the return of the response command (S20-14), and proceeds to step S20-15.

[0263] In step S20-6, the main CPU 110a determines whether or not a response command has been received from the frame control board 160. If the main CPU 110a has received a response command (20-6: Yes), the process proceeds to step S20-7, and if the main CPU 110a has not received a response command (20-6: No), the process proceeds to step S20-9.

[0264] In step S20-6, the main CPU 110a clears the communication failure determination counter in the main RAM 110c In the next step S20-7, the main CPU 110a clears the response reception waiting timer counter, and the process proceeds to step S20-15.

[0265] In step S20-9, the main CPU 110a determines whether the count value of the response reception waiting timer counter in the main RAM 110c is greater than 0. If the count value of the response reception waiting timer counter is greater than 0 (S20-9: Yes), the main CPU 110a proceeds to step S20-10. If the count value of the response reception waiting timer counter is 0 (S20-9: No), the main CPU 110a proceeds to step S20-11.

[0266] In step S20-10, the main CPU 110a updates the response reception wait timer counter by decrementing it by 1, and then proceeds to step S20-15.

[0267] In step S20-11, the main CPU 110a updates the communication inability determination counter by decrementing it by 1, and proceeds to step S20-12.

[0268] In step S20-12, the main CPU 110a judges whether the count value of the communication failure judgment counter in the main RAM 110c is greater than 0. If no response command is returned within 10 milliseconds in response to the transmission of the gaming machine information notification command ten consecutive times, the judgment result of this step S20-12 is "No." If the count value of the communication failure judgment counter is 0 (S20-12: No), the main CPU 110a proceeds to step S20-13, and if the count value of the communication failure judgment counter is greater than 0 (S20-12: Yes), the main CPU 110a proceeds to step S20-14.

[0269] In step S20-13, the main CPU 110a transmits a communication disable command to the performance control board 120. Upon receiving the communication disable command, the performance control board 120 displays on the image display device 31 a communication failure occurrence notification.

[0270] In step S20-14, the main CPU 110a sets a response reception standby timer counter to 10 milliseconds, which is the standby time from the transmission of the current gaming machine information notification command to the return of the response command, and proceeds to step S20-15.

[0271] In step S20-15, the main CPU 110a judges whether or not a game ball number designation command has been received from the frame control board 160. This game ball number designation command is transmitted from the game ball number control unit 180 in step S2060 of the counting process (FIG. 49) of the game ball number control unit 180 described later when the game ball number counter of the game ball number RAM 180c of the game ball number control unit 180 is updated. If the main CPU 110a receives the game ball number designation command (S20-15: Yes), it proceeds to step S20-16. If the game ball number designation command has not been received (S20-15: No), it skips step S20-16 and ends the current game machine information notification process.

[0272] In step S20-16, the main CPU 110a updates the maximum number of acquired game balls counter in the main RAM 110c by adding or subtracting the number of game balls indicated by the number of game balls designation command. This update updates the count value of the maximum number of acquired game balls counter in the main RAM 110c of the main control board 10, but the count value is different from the count value of the game ball number counter in the game ball number RAM 180c of the game ball number control unit 180.

[0273] Fig. 41 is a flow chart showing details of the initial setting process (step S2010 in Fig. 33) of the game ball count control unit 180. In Fig. 41, the game ball count CPU 180a performs initial setting of the CPU such as setting of the built-in register (S2010-1), and permits access to the game ball count RAM 180c (S2010-2).

[0274] Next, the game ball number CPU 180a transmits a launch permission command to the launch control unit 170 (S2010-3). When the launch control unit 170 receives the launch permission command, a launch permission flag is set in the launch permission flag storage area (step S1130 in FIG. 32), and thereafter, game balls are launched by operating the operating handle 3.

[0275] Next, the ball count CPU 180a judges whether or not a backup flag is saved in the ball count RAM 180c (S2010-4). If the backup flag is saved (S2010-4: Yes), the ball count CPU 180a proceeds to step S2010-5. If the backup flag is not saved (S2010-4: No), the ball count CPU 180a proceeds to step S2010-8.

[0276] In step S2010-5, the game ball count CPU 180a calculates a checksum of the backup information in the game ball count RAM 180c. In the next step S2010-6, the game ball count CPU 180a determines whether the checksum is normal or not. Specifically, it determines whether the checksum saved in the game ball count RAM 180c matches the checksum calculated in step S2010-5. If the checksum is not normal (S2010-5: No), the game ball count CPU 180a proceeds to step S2010-7. If the checksum is normal (S2010-5: Yes), it proceeds to step S2010-8.

[0277] In step S2010-7, the game ball number CPU 180a transmits an impossible-to-restore command to the performance control board 120. Upon receiving the impossible-to-restore command, the performance control board 120 displays an impossible-to-restore notification on the image display device 31.

[0278] In step S2010-8, the game ball count CPU 180a judges whether the game ball count clear button 180e is pressed. If the frame control board RAM clear power-on operation shown in FIG. 22(c) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the judgment result of this step S2010-8 becomes "Yes", and if the normal power-on operation shown in FIG. 22(a) or the main control board RAM clear power-on operation shown in FIG. 22(b) is performed, the judgment result of this step S2010-8 becomes "No". If the game ball count clear button 180e is not pressed (S2010-8: No), the game ball count CPU 180a proceeds to step S2010-9. If the game ball count clear button 180e is pressed (S2010-8: Yes), the game ball count CPU 180a proceeds to step S2010-12.

[0279] In step S2010-10, the ball count CPU 180a clears the backup flag and checksum saved in the ball count RAM 180c, and sets the ball count RAM 180c when the power is restored. When the ball count RAM 180c is set when the power is restored, the backup information of the ball count RAM 180c is restored.

[0280] In step S2010-12, the game ball count CPU 180a clears all areas of the game ball count RAM 180c. After executing step S2010-12, the game ball count CPU 180a proceeds to step S2010-17.

[0281] In step S2010-17, the game ball number CPU 180a sets the count button operation valid flag in the count button operation valid flag storage area of ​​the game ball number RAM 180c, and ends the initial setting process. The count button operation valid flag is a flag that validates the operation of the count button 8.

[0282] Here, in the low base time-shortening state, one of the three game states shown in FIG. 12, if the power is turned off and then the normal power-on operation shown in FIG. 22(a) or the frame control board RAM clear power-on operation shown in FIG. 22(c) is performed, in the initial setting process of the main control board 10, a power restoration designation command for the low base time-shortening state, which is the restored game state, is sent to the frame control board 160 (step S10-19 in FIG. 39), but if the main control board RAM clear power-on operation shown in FIG. 22(b) or the all RAM clear power-on operation shown in FIG. 22(d) is performed, the power restoration designation command is not sent to the game ball number control unit 180.

[0283] Therefore, if the normal power-on operation shown in Figure 22(a) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the game ball number control unit 180 will proceed in the order of Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4: Yes → Step S2010-5 → Step S2010-6: Yes → Step S2010-8: No → Step S2010-9 in Figure 41, and the count value of the game ball number counter in the game ball number RAM 180c will be restored.

[0284] If the frame control board RAM clear power-on operation shown in Figure 22 (c) is performed the day after the power is turned off in the low base time-saving state, the initial setting process of the game ball count control unit 180 will proceed as follows in Figure 41: Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4: Yes → Step S2010-5 → Step S2010-6: Yes → Step S2010-8: Yes → Step S2010-12, and the low base time-saving state flag in the state flag memory area of ​​the game ball count RAM 180c at the time of the power being turned off on the previous day will be restored, but the count value of the game ball count counter will be cleared.

[0285] If the all RAM clear power on operation shown in Figure 22(d) is performed the day after the power is turned off in the low base time reduction state, the initial setting process of the game ball count control unit 180 proceeds in the order of Step S2010-1 → Step S2010-2 → Step S2010-3 → Step S2010-4: Yes → Step S2010-5 → Step S2010-6: Yes → Step S2010-8: Yes → Step S2010-12 in Figure 41, and the game ball count counter and status flag memory area of ​​the game ball count RAM 180c are cleared.

[0286] As a result of the above processing, when the power is turned off in the low base time-saving state, and then the frame control board RAM clear power-on operation, which is the first power-on operation involving the operation of the game ball number clear button 180e, is performed, the game ball number control unit 180 clears the game ball number counter, which is the number of playable game balls, in the game ball number RAM 180c of the game ball number control unit 180, while maintaining the low base time-saving state flag in the game ball number RAM 180c of the game ball number control unit 180.

[0287] FIG. 42 is a flowchart showing details of the error determination process (step S2020 in FIG. 33) of the game ball count control unit 180. In FIG. 42, the game ball count CPU 180a determines whether or not a game machine information designation command for a complete function activation error has been received from the main control board 10 (S2020-1). If the game ball count CPU 180a receives a game machine information designation command for a complete function activation error (S2020-1: Yes), it proceeds to step S2020-2, and if the game machine information designation command for a complete function activation error has not been received (S2020-1: No), it proceeds to step S2020-3.

[0288] In step S2020-2, the game ball number CPU 180a stores the error 1 occurrence information in the error 1 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-15.

[0289] In step S2020-3, the game ball count CPU 180a judges whether or not a detection signal of the small ball sensor 81a has been input. If the detection signal of the small ball sensor 81a has been input (S2020-3: Yes), the game ball count CPU 180a proceeds to step S2020-4, and if the detection signal of the small ball sensor 81a has not been input (S2020-3: No), the game ball count CPU 180a proceeds to step S2020-6.

[0290] In step S2020-4, the game ball number CPU 180a stores the error 2 occurrence information in the error 2 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-5.

[0291] In step S2020-5, the game ball count CPU 180a outputs the display data of error 2 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in FIG. 43(a), when a small ball detection error, which is a predetermined error, occurs and the display data of error 2 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err2", which is an error code indicating that error 2 has occurred.

[0292] In step S2020-6, the game ball count CPU 180a determines whether or not a detection signal from the iron ball sensor 81b has been input. If a detection signal from the iron ball sensor 81b has been input (S2020-6: Yes), the game ball count CPU 180a proceeds to step S2020-7, and if a detection signal from the iron ball sensor 81b has not been input (S2020-6: No), the game ball count CPU 180a proceeds to step S2020-9.

[0293] In step S2020-7, the game ball number CPU 180a stores the error 3 occurrence information in the error 3 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-8.

[0294] In step S2020-8, the game ball count CPU 180a outputs the display data of error 3 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in FIG. 43(b), when a predetermined error, an iron ball detection error, occurs and the display data of error 3 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err3", which is an error code indicating that error 3 has occurred.

[0295] In step S2020-9, the game ball count CPU 180a judges whether or not a detection signal from the radio wave sensor 81c has been input. If a detection signal from the radio wave sensor 81c has been input (S2020-9: Yes), the game ball count CPU 180a proceeds to step S2020-10, and if a detection signal from the radio wave sensor 81c has not been input (S2020-9: No), the game ball count CPU 180a ends this error judgment process.

[0296] In step S2020-10, the game ball number CPU 180a stores the error 4 occurrence information in the error 4 occurrence information storage area of ​​the sub-RAM 120c, and proceeds to step S2020-11.

[0297] In step S2020-11, the game ball count CPU 180a outputs the display data of Error 4 to the game ball count display 84 and the frame control display 85, and proceeds to step S2020-12. As shown in FIG. 43(c), when a radio wave detection error, which is a predetermined error, occurs and the display data of Error 4 is output, the game ball count display 84 and the frame control display 85 change the display of the game ball count to "Err4", which is an error code indicating that Error 4 has occurred.

[0298] In step S2020-12, the game ball count CPU 180a sets the non-playable state 2 flag in the state flag storage area of ​​the game ball count RAM 180c.

[0299] Next, the game ball number CPU 180a clears the count button operation valid flag in the count button operation valid flag storage area (S2020-13), sets the count button operation invalid flag in the count button operation invalid flag storage area (S2020-14), and proceeds to step S2020-15. The count button operation invalid flag is a flag that invalidates the operation of the count button 8.

[0300] In step S2020-15, the game ball count CPU 180a transmits a launch prohibition command to the launch control unit 170 and ends this error determination process. When the launch control unit 170 receives the launch prohibition command, the launch permission flag storage area is cleared (step S1180 in FIG. 32), and from this point on, even if the operating handle 3 is operated, the game ball will not be launched.

[0301] Here, in the error determination process, when a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, the game ball number CPU 180a outputs error display data to the game ball number display 84 and the frame control display 85, and transmits a launch prohibition command to the launch control unit 170. Therefore, when a small ball detection error, an iron ball detection error, or a radio wave detection error occurs, an error code is displayed on the game ball number display 84 and the frame control display 85, and the progress of the game is stopped.

[0302] In contrast, when a specific error, a complete function activation error, occurs, the process proceeds to step S2020-1: Yes → step S2030-2 → S2020-15, a launch prohibition command is sent, and the progress of the game is stopped, but the error display data is not sent to the game ball count display 84 and the frame control display 85. Therefore, when a complete function activation error occurs, as shown in Fig. 43(d), the display of the game ball count on the game ball count display 84 and the frame control display 85 is maintained, and no error code is displayed.

[0303] Fig. 44 is a flowchart showing details of the response process (step S2030 in Fig. 33) of the game ball count control unit 180. In Fig. 44, the game ball count CPU 180a judges whether or not a game machine information notification command has been received from the main control board 10 (S2030-1). If the game ball count CPU 180a has received a game machine information notification command (S2030-1: Yes), it proceeds to step S2030-2, and if the game machine information notification command has not been received (S2030-1: No), it ends this response process.

[0304] In step S2030-2, the game ball count CPU 180a updates the state flag storage area of ​​the game ball count RAM 180c. Specifically, the game ball count CPU 180a sets a normal state flag in the state flag storage area when the game machine information notification command indicates that the game machine has entered a normal state, sets a low base time-saving state flag in the state flag storage area when the game machine information notification command indicates that the game machine has entered a low base time-saving state, sets a high base time-saving state flag in the state flag storage area when the game machine information notification command indicates that the game machine has entered a high base time-saving state, and sets a non-playable state 1 flag in the state flag storage area when the game machine information notification command indicates that a complete function activation error has occurred.

[0305] In the next step S2030-3, the game ball number CPU 180a transmits a response command to the main control board 10, and ends this response process.

[0306] Here, in this response process, even if the state after the update in step S2030-2 is the normal state, the low base time-saving state, the high base time-saving state, or the unplayable state 1, the process corresponding to step S2020-13 and step S2020-14 of the error determination process in Fig. 42 is not executed. Therefore, the game ball count control unit 180 validates the operation of the count button 8 in the low base time-saving state and the high base time-saving state, which is a more advantageous state than the low base time-saving state.

[0307] FIG. 45 is a flow chart showing details of the gaming machine information notification process (step S2040 in FIG. 33) of the gaming ball count control unit 180. In FIG. 45, the gaming ball count CPU 180a judges whether or not the gaming machine information notification standby flag is set in the gaming machine information notification standby flag storage area of ​​the gaming ball count RAM 180c (S2041). If the gaming machine information notification standby flag is set (S2041: Yes), the gaming ball count CPU 180a proceeds to step S2042. If the gaming machine information notification standby flag is not set (S2041: No), the current gaming machine information notification process is terminated.

[0308] In step S2042, the gaming ball count CPU 180a judges whether the count value of the gaming machine information notification waiting timer counter is greater than 0. The gaming machine information notification waiting timer counter is a counter for measuring the waiting time from the transmission of the counting notification data to the transmission of the gaming machine information notification data. As shown in FIG. 35, the transmission cycle of the gaming machine information notification data is 300 seconds, and the time from the transmission of the gaming machine information notification data to the transmission of the counting notification data is 100 milliseconds, so the time from the transmission of the counting notification data to the transmission of the next gaming machine information notification data is 200 seconds. In this embodiment, when the counting notification data is transmitted, in step S2060-9 of the counting notification process (FIG. 52) described later, this 200 milliseconds is set in the gaming machine information notification waiting timer counter. If 200 milliseconds have not passed since the previous transmission of the counting notification data, the judgment result of this step S2042 is "Yes", and if 200 milliseconds have passed, the judgment result of this step S2042 is "No". If the count value of the gaming machine information notification waiting timer counter is greater than 0 (S2042: Yes), the gaming ball count CPU 180a proceeds to step S2043, and if the count value of the gaming machine information notification waiting timer counter is 0 (S2042: No), the gaming ball count CPU 180a proceeds to step S2044.

[0309] In step S2043 of FIG. 45, the gaming ball number CPU 180a updates the gaming machine information notification waiting timer counter by decrementing it by 1, and ends the current gaming machine information notification process.

[0310] In step S2044, the gaming ball count CPU 180a performs a gaming machine information notification data transmission process. The gaming machine information notification data transmission process will be described in detail later.

[0311] In step S2045, the gaming ball count CPU 180a clears the gaming machine information notification standby flag in the gaming machine information notification standby flag storage area of ​​the gaming ball number RAM 180c.

[0312] Next, the ball count CPU 180a sets a count notification standby flag in the count notification standby flag storage area of ​​the ball count RAM 180c (S2046). In the next step S2047, the ball count CPU 180a sets a count notification standby timer counter to 100 milliseconds, which is the standby time from the transmission of the current gaming machine information notification data to the transmission of the count notification data, and ends the current gaming machine information notification process.

[0313] 46, 47, and 48 are flow charts showing the details of the gaming machine information notification data transmission process (step S2044 in FIG. 45) of the gaming ball count control unit 180.

[0314] In FIG. 46, the ball count CPU 180a judges whether or not the jackpot play flag is set in the state flag storage area of ​​the ball count RAM 180c (S2044-1). If the jackpot play flag is set (S2044-1: Yes), the ball count CPU 180a proceeds to step S2044-2. If the jackpot play flag is not set (S2044-1: No), the ball count CPU 180a skips step S2044-2 and proceeds to step S2044-3.

[0315] In step S2044-2, the gaming ball number CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that a big win game is being played, and transmits this gaming machine information notification data to the card unit 9.

[0316] The game ball count CPU 180a judges whether or not the small win game in progress flag is set in the state flag storage area of ​​the game ball count RAM 180c (S2044-3). If the small win game in progress flag is set (S2044-3: Yes), the game ball count CPU 180a proceeds to step S2044-4. If the small win game in progress flag is not set (S2044-3: No), skip step S2044-4 and proceed to step S2044-5.

[0317] In step S2044-4, the gaming ball number CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that a small win game is being played, and transmits this gaming machine information notification data to the card unit 9.

[0318] The game ball count CPU 180a judges whether or not the auxiliary game in progress flag is set in the state flag storage area of ​​the game ball count RAM 180c (S2044-5). If the auxiliary game in progress flag is set (S2044-5: Yes), the game ball count CPU 180a proceeds to step S2044-6. If the auxiliary game in progress flag is not set (S2044-5: No), the game ball count CPU 180a skips step S2044-6 and proceeds to step S2044-7.

[0319] In step S2044-6, the gaming ball number CPU 180a generates gaming machine information notification data which is a state notification signal indicating that the auxiliary game is being played, and transmits this gaming machine information notification data to the card unit 9.

[0320] In step S2044-7, the ball count CPU 180a judges whether or not the normal state flag is set in the state flag storage area of ​​the ball count RAM 180c. If the normal state flag is set (S2044-7: Yes), the ball count CPU 180a proceeds to step S2044-8. If the normal state flag is not set (S2044-7: No), the ball count CPU 180a skips step S2044-8 and proceeds to step S2044-9.

[0321] In step S2044-8, the gaming ball count CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that the state is normal, and transmits this gaming machine information notification data to the card unit 9.

[0322] In step S2044-9, the ball count CPU 180a judges whether or not the low base time-saving state flag is set in the state flag storage area of ​​the ball count RAM 180c. If the low base time-saving state flag is set (S2044-9: Yes), the ball count CPU 180a proceeds to step S2044-10. If the low base time-saving state flag is not set (S2044-9: No), the ball count CPU 180a skips step S2044-10 and proceeds to step S2044-11.

[0323] In step S2044-10, the gaming ball number CPU 180a generates gaming machine information notification data which is a state notification signal indicating that the game is in the low base time-shortening state, and transmits this gaming machine information notification data to the card unit 9.

[0324] In step S2044-13, the game ball count CPU 180a judges whether or not the auxiliary game advantageous state flag is set in the state flag storage area of ​​the game ball count RAM 180c. If the auxiliary game advantageous state flag is set (S2044-13: Yes), the game ball count CPU 180a proceeds to step S2044-14. If the auxiliary game advantageous state flag is not set (S2044-13: No), the game ball count CPU 180a skips step S2044-14 and proceeds to step S2044-15.

[0325] In step S2044-14, the gaming ball number CPU 180a generates gaming machine information notification data which is a state notification signal indicating that the auxiliary game is in an advantageous state, and transmits this gaming machine information notification data to the card unit 9.

[0326] In step S2044-15, the game ball count CPU 180a judges whether or not the time-saving game state flag is set in the state flag storage area of ​​the game ball count RAM 180c. If the time-saving game state flag is set (S2044-15: Yes), the game ball count CPU 180a proceeds to step S2044-16. If the time-saving game state flag is not set (S2044-15: No), the game ball count CPU 180a skips step S2044-16 and proceeds to step S2044-17.

[0327] In step S2044-16, the gaming ball number CPU 180a generates gaming machine information notification data which is a state notification signal indicating that the game is in the time-shortened gaming state, and transmits this gaming machine information notification data to the card unit 9.

[0328] In step S2044-17, the ball count CPU 180a judges whether the continuous big win flag is set in the state flag storage area of ​​the ball count RAM 180c. If the continuous big win flag is set (S2044-17: Yes), the ball count CPU 180a proceeds to step S2044-18. If the continuous big win flag is not set (S2044-17: No), the ball count CPU 180a skips step S2044-18 and proceeds to step S2044-19.

[0329] In step S2044-18, the gaming ball count CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that consecutive jackpots are occurring, and transmits this gaming machine information notification data to the card unit 9.

[0330] In step S2044-19, the game ball count CPU 180a judges whether or not the game unplayable state 1 flag is set in the state flag storage area of ​​the game ball count RAM 180c. If the game unplayable state 1 flag is set (S2044-19: Yes), the game ball count CPU 180a proceeds to step S2044-20. If the game unplayable state 1 flag is not set (S2044-19: No), the game ball count CPU 180a skips step S2044-20 and proceeds to step S2044-21.

[0331] In step S2044-20, the gaming ball count CPU 180a generates gaming machine information notification data, which is a state notification signal indicating that the game is in the non-playable state 1, and transmits this gaming machine information notification data to the card unit 9.

[0332] In step S2044-21, the game ball count CPU 180a judges whether or not the game unplayable state 2 flag is set in the state flag storage area of ​​the game ball count RAM 180c. If the game unplayable state 2 flag is set (S2044-21: Yes), the game ball count CPU 180a proceeds to step S2044-22. If the game unplayable state 2 flag is not set (S2044-21: No), the game ball count CPU 180a skips step S2044-22 and proceeds to step S2044-23.

[0333] In step S2044-22, the gaming ball count CPU 180a generates gaming machine information notification data which is a state notification signal indicating that the game is in the unplayable state 2, and transmits this gaming machine information notification data to the card unit 9.

[0334] In step S2044-23, the ball count CPU 180a judges whether or not the error 1 occurrence information is stored in the error 1 occurrence information storage area of ​​the ball count RAM 180c. If the error 1 occurrence information is stored (S2044-23: Yes), the ball count CPU 180a proceeds to step S2044-24. If the error 1 occurrence information is not stored (S2044-23: No), the ball count CPU 180a skips step S2044-24 and proceeds to step S2044-25.

[0335] In step S2044-24, the gaming ball number CPU 180a generates gaming machine information notification data including the error 1 occurrence information, and transmits this gaming machine information notification data to the card unit 9.

[0336] In step S2044-25, the ball count CPU 180a judges whether or not the error 2 occurrence information is stored in the error 2 occurrence information storage area of ​​the ball count RAM 180c. If the error 2 occurrence information is stored (S2044-25: Yes), the ball count CPU 180a proceeds to step S2044-26. If the error 2 occurrence information is not stored (S2044-25: No), the ball count CPU 180a skips step S2044-26 and proceeds to step S2044-27.

[0337] In step S2044-26, the gaming ball number CPU 180a generates gaming machine information notification data including the error 2 occurrence information, and transmits this gaming machine information notification data to the card unit 9.

[0338] In step S2044-27, the ball count CPU 180a judges whether or not the error 3 occurrence information is stored in the error 3 occurrence information storage area of ​​the ball count RAM 180c. If the error 3 occurrence information is stored (S2044-27: Yes), the ball count CPU 180a proceeds to step S2044-28. If the error 3 occurrence information is not stored (S2044-27: No), the ball count CPU 180a skips step S2044-28 and proceeds to step S2044-29.

[0339] In step S2044-28, the gaming ball number CPU 180a generates gaming machine information notification data including the error 3 occurrence information, and transmits this gaming machine information notification data to the card unit 9.

[0340] In step S2044-29, the ball count CPU 180a judges whether or not the error 4 occurrence information is stored in the error 4 occurrence information storage area of ​​the ball count RAM 180c. If the error 4 occurrence information is stored (S2044-29: Yes), the ball count CPU 180a proceeds to step S2044-30. If the error 4 occurrence information is not stored (S2044-29: No), the ball count CPU 180a skips step S2044-30 and proceeds to step S2044-31.

[0341] In step S2044-30, the gaming ball number CPU 180a generates gaming machine information notification data including the error 4 occurrence information, and transmits this gaming machine information notification data to the card unit 9.

[0342] In step S2044-31, the gaming ball number CPU 180a refers to the gaming ball number counter in the gaming ball number RAM 180c, generates gaming machine information notification data including information on the number of gaming balls indicated by this count value, and transmits the generated gaming machine information notification data to the card unit 9.

[0343] In the next step S2044-32, the game ball number CPU 180a refers to the shot ball number counter in the game ball number RAM 180c, generates game machine information notification data including information on the number of shot balls indicated by this count value, and transmits the generated game machine information notification data to the card unit 9.

[0344] In the next step S2044-33, the gaming ball number CPU 180a refers to the total winning ball number counter in the gaming ball number RAM 180c, generates gaming machine information notification data including information on the total winning ball number indicated by this count value, and transmits the generated gaming machine information notification data to the card unit 9.

[0345] FIG. 49 is a flowchart showing the details of the counting process (step S2050 in FIG. 33) of the game ball count control unit 180. In FIG. 49, the game ball count CPU 180a performs a game ball count transition condition establishment determination process (S2051). The game ball count transition condition establishment determination process is a process for determining whether the game ball count transition condition is established or not. In the game ball count transition condition establishment determination process, the game ball count CPU 180a sets the count button 8 being pressed briefly as a first transition condition, sets the count button 8 being pressed long as a second transition condition, and determines whether the count ball count is 1 or 250 depending on which transition condition is established. The game ball count transition condition establishment determination process will be described later in detail.

[0346] In the next step S2052, the game ball count CPU 180a judges whether or not a detection signal from the shot ball sensor 2a has been input. If a detection signal from the shot ball sensor 2a has been input (S2052: Yes), the process proceeds to step S2053. If a detection signal from the shot ball sensor 2a has not been input (S2052: No), the process proceeds to step S2055.

[0347] In step S2053, the game ball number CPU 180a updates the game ball number counter in the game ball number RAM 180c by decrementing it by 1. In the next step S2054, the game ball number CPU 180a updates the shot ball number counter in the game ball number RAM 180c by decrementing it by 1, and proceeds to step S2055.

[0348] In the next step S2055, the game ball count CPU 180a judges whether or not a detection signal from the foul ball sensor 2b has been input. If a detection signal from the foul ball sensor 2b has been input (S2055: Yes), the process proceeds to step S2056. If a detection signal from the foul ball sensor 2b has not been input (S2055: No), the process proceeds to step S2058.

[0349] In step S2056, the game ball number CPU 180a updates the game ball number counter in the game ball number RAM 180c by incrementing it by 1. In the next step S2057, the game ball number CPU 180a updates the shot ball number counter in the game ball number RAM 180c by incrementing it by 1, and proceeds to step S2058.

[0350] In step S2058, the game ball number CPU 180a judges whether or not a prize ball number designation command has been received. The prize ball number designation command is transmitted from the main control board 10 in step S500 of the main processing of the main control board 10 shown in FIG. 28 when the game ball passes through the general winning opening 12, the first start opening 14, the second start opening 15, or the large winning opening 16. If the game ball number CPU 180a receives the prize ball number designation command (S2058: Yes), it proceeds to step S2059. If the game ball number designation command has not been received (S2058: No), it skips step S2059 and proceeds to step S2060. In step S2060, the game ball number CPU 180a transmits the game ball number designation command and ends the current counting process.

[0351] In step S2059, the game ball number CPU 180a updates the game ball number counter of the game ball number RAM 180c by adding the number of prize balls indicated by the prize ball number designation command, and updates the total prize ball number counter of the game ball number RAM 180c by adding the number of prize balls indicated by the prize ball number designation command. After that, in step S2060, the game ball number designation command is transmitted, and the current counting process is terminated.

[0352] FIG. 50 is a flow chart showing details of the game ball number shift condition satisfaction determination process (step S2051 in FIG. 49) of the game ball number control unit 180. In FIG. 50, the game ball number CPU 180a determines whether or not the count button operation invalid flag is set in the count button operation invalid flag storage area of ​​the game ball number RAM 180c (S2051-1). If the count button operation invalid flag is not set (S2051-1: No), the game ball number CPU 180a proceeds to step S2051-2. If the count button operation invalid flag is set (S2051-1: Yes), the game ball number CPU 180a ends the current game ball number shift condition satisfaction determination process.

[0353] In step S2051-2, the game ball count CPU 180a judges whether or not the count button operation valid flag is set in the count button operation valid flag storage area of ​​the game ball count RAM 180c. If the count button operation valid flag is set (S2051-2: Yes), the game ball count CPU 180a proceeds to step S2051-3. If the count button operation valid flag is not set (S2051-2: No), the game ball count transition condition establishment judgment process is terminated.

[0354] In step S2051-3, the game ball number CPU 180a judges whether the count button 8 has been pressed briefly. If the count button 8 has not been pressed briefly (S2051-3: No), the game ball number CPU 180a proceeds to step S2051-4 and judges whether the count button 8 has been pressed long. If the count button 8 has been pressed briefly (S2051-3: Yes), the game ball number CPU 180a judges that the first game ball number shift condition has been established and proceeds to step S2051-5. If the count button 8 has been pressed long (S2051-4: Yes), the game ball number CPU 180a judges that the second game ball number shift condition has been established and proceeds to step S2051-6. If the count button 8 has not been pressed briefly or long (S2051-4: No), the game ball number shift condition establishment judgment process is terminated.

[0355] Here, the game ball count CPU 180a performs a process of updating the operation information storage area of ​​the game ball number RAM 180c based on the input signal of the count button detection switch 82, and by referring to this operation information storage area, determines whether the operation of the count button 8 is a short press operation or a long press operation.

[0356] 51(a) and 51(b) are diagrams showing an example of an operation information storage area and an update thereof. The operation information storage area has a count button sampling signal storage area, a count button on-edge storage area, a count button off-edge storage area, a count button off-edge count storage area, and a count button on-off edge signal count storage area.

[0357] Each of the counting button sampling signal memory area, the counting button on-edge memory area, the counting button off-edge memory area, the counting button off-edge number memory area, and the counting button on-off edge signal number memory area has a latest sampling memory section that stores information on the latest sampling timing, and a previous sampling memory section that stores information on the immediately previous sampling timing.

[0358] In the update process of the operation information memory area, the game ball number CPU 180a writes a 1 to the latest sampling memory section of the counting button sampling signal memory area if the input signal of the counting button detection switch 82 is ON, and writes a 0 to the latest sampling memory section of the counting button sampling signal memory area if the input signal of the counting button detection switch 82 is OFF.

[0359] If the previous sampling signal memory section of the counting button sampling signal memory area is 0 and the latest sampling memory section is 1, then a 1 is written to the latest sampling memory section of the counting button on-edge signal memory area; if there is any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 1 → latest sampling signal is 0), then a 0 is written to the latest sampling memory section of the counting button on-edge signal memory area.

[0360] If the previous sampling signal memory section of the counting button sampling signal memory area is 1 and the latest sampling memory section is 0, then a 1 is written to the latest sampling memory section of the counting button off edge signal memory area; if there is any other combination (previous sampling signal is 1 → latest sampling signal is 1, previous sampling signal is 0 → latest sampling signal is 0, or previous sampling signal is 0 → latest sampling signal is 1), then a 0 is written to the latest sampling memory section of the counting button off edge signal memory area.

[0361] When a 1 is written to the latest sampling memory section of the counting button sampling signal memory area, the number in the latest sampling memory section of the counting button on / off edge signal number memory area is rewritten to a number incremented by 1, and when a 0 is written to the latest sampling memory section of the counting button sampling signal memory area, the latest sampling memory section of the counting button on / off edge signal number memory area is reset to 0.

[0362] In the above update process, when a 1 is written to the counting button off edge memory area of ​​the operation information memory area, if the number of counting button on / off edge signal memory areas at that time is less than a predetermined value, it can be determined that a short press operation has been performed, and if the number of counting button on / off edge signal memory areas is equal to or greater than a predetermined value, it can be determined that a long press operation has been performed.

[0363] 50, the game ball count CPU 180a updates the game ball count counter of the game ball count RAM 180c by -1. In the next step S2051-6, the game ball count CPU 180a updates the count ball count counter of the game ball count RAM 180c by +1, and ends the current game ball count transition condition establishment determination process.

[0364] In step S2051-7, the game ball count CPU 180a updates the game ball count counter of the game ball count RAM 180c by -250. In the next step S2051-8, the game ball count CPU 180a updates the count ball count counter of the game ball count RAM 180c by +250, and ends the current game ball count transition condition establishment determination process.

[0365] FIG. 52 is a flowchart showing details of the counting notification process (step S2060 in FIG. 33) of the game ball count control unit 180. In FIG. 52, the game ball count CPU 180a judges whether or not the counting notification standby flag is set in the counting notification standby flag storage area of ​​the game ball count RAM 180c (S2060-1). If the counting notification standby flag is set (S2060-1: Yes), the game ball count CPU 180a proceeds to step S2060-2. If the counting notification standby flag is not set (S2060-1: No), the current counting notification process is terminated.

[0366] In step S2060-2, the game ball count CPU 180a judges whether the count value of the count notification waiting timer counter of the game ball count RAM 180c is greater than 0. When 100 milliseconds have not elapsed since the previous transmission of the game machine information notification data, the judgment result of this step S2060-2 is "Yes", and when 100 milliseconds have elapsed, the judgment result of this step S2060-2 is "No". When the count value of the count notification waiting timer counter is greater than 0 (S2060-2: Yes), the game ball count CPU 180a proceeds to step S2060-3. When the count value of the count notification waiting timer counter is 0 (S2060-2: No), the game ball count CPU 180a proceeds to step S2060-4.

[0367] In step S2060-3, the game ball number CPU 180a updates the count notification waiting timer counter by -1, and ends this count notification process.

[0368] In step S2060-4, the game ball number CPU 180a refers to the count ball number counter in the game ball number RAM 180c, generates count notification data including information on the count ball number indicated by this count value, and transmits the generated count notification data to the card unit 9.

[0369] Here, the number of balls counted at the time of execution of this step is either 250, 1, or 0. If a long press operation is performed and the operation is validated between the previous transmission of the counting notification data and this transmission, counting notification data containing 250 pieces of information is transmitted. If a short press operation is performed and the operation is validated between the previous transmission and this transmission, counting notification data containing 1 piece of information is transmitted. If neither a long press operation nor a short press operation is performed between the previous transmission and the current transmission of the counting notification data, or the operation is invalid, counting notification data containing 0 pieces of information is transmitted.

[0370] As described above, when a predetermined error, such as a small ball detection error, an iron ball detection error, or a radio wave detection error, occurs and the state of the gaming machine 1 becomes an unplayable state 2, the game ball number control unit 180 displays an error code on the game ball number display 84 and the frame control display 85 (steps S2020-5, S2020-8, S2020-11 in Figure 42), the counting button operation valid flag is cleared (step S2020-13 in Figure 42), the counting button operation invalid flag is set (step S2020-14 in Figure 42), and the progress of the game is stopped (step S2020-15 in Figure 42). In contrast, when a specific error, a complete function activation error, occurs and the state of the gaming machine 1 becomes an unplayable state 1, the progress of the game is stopped (step S2020-15 in Figure 42), but the display of the number of game balls on the game ball count display 84 and the frame control display 85 is maintained.

[0371] Therefore, when a specific error occurs, the game progress is stopped and an error code is displayed on the game ball number display 84 and the frame control display 85, the game ball number control unit 180 disables the operation of the counting button 8, does not establish the game ball number transition condition, and restricts the transmission of counting notification data, which is a transition signal of the predetermined number of game balls, 1 or 250, to the card unit 9. Also, when a specific error occurs, the game progress is stopped, no error code is displayed on the game ball number display 84 and the frame control display 85, and the display of the game ball number is maintained, the game ball number control unit 180 enables the operation of the counting button 8, establishes the game ball number transition condition, and enables the transmission of counting notification data, which is a transition signal of the predetermined number of game balls, 1 or 250, to the card unit 9.

[0372] Furthermore, when the gaming state of the gaming machine 1 becomes the normal state, the low base time-saving state, or the high base time-saving state, the gaming ball count control unit 180 maintains the count button operation valid flag set. Thus, in the normal state and the high base time-saving state, the gaming ball count control unit 180 validates the operation of the count button 8, establishes the condition for transition of the number of gaming balls, and enables the transmission of count notification data, which is a transition signal of the predetermined number of gaming balls, 1 or 250, to the card unit 9.

[0373] In step S2060-5 of FIG. 52, the game ball number CPU 180a judges whether the count value of the count ball number counter of the game ball number RAM 180c is greater than 0. If the count value of the count ball number counter is greater than 0 (S2060-5: Yes), the game ball number CPU 180a proceeds to step S2060-6. If the count value of the count ball number counter is 0 (S2060-5: No), the game ball number CPU 180a skips step S2060-6 and proceeds to step S2060-7.

[0374] In step S2060-6, the game ball number CPU 180a clears the count ball number counter in the game ball number RAM 180c.

[0375] In step S2060-7, the game ball count CPU 180a clears the count notification standby flag of the game ball count RAM 180c. Next, the game ball count CPU 180a sets the game machine information notification standby flag in the game machine information notification standby flag storage area of ​​the game ball count RAM 180c (S2060-8), sets the game machine information notification standby timer counter to 200 milliseconds, which is the standby time from the transmission of the current count notification data to the transmission of the next game machine information notification data (S2060-9), and ends the current count notification process.

[0376] FIG. 53 is a flowchart showing details of the lending control process (step S2070 in FIG. 33) of the game ball count control unit 180. In FIG. 53, the game ball count CPU 180a judges whether or not lending notification data has been received from the card unit 9 (S2070-1). If the game ball count CPU 180a has received lending notification data (S2070-1: Yes), it stores the lending notification data in the game ball count RAM 180c and proceeds to step S2070-2. If the game ball count CPU 180a has not received lending notification data (S2070-1: No), it ends the current lending control process.

[0377] In step S2070-2, the game ball number CPU 180a adds the game ball number indicated by the information in the lending notification data to the game ball number counter to update it, and proceeds to step S2070-3.

[0378] In step S2070-3, the game ball number CPU 180a transmits loan receipt result response data to the card unit 9, and ends this loan control process.

[0379] 54 and 55 are flow charts showing details of the game notification control process (step S2080 in FIG. 33) of the game ball count control unit 180. In FIG. 54, the game ball count CPU 180a judges whether or not the absent flag is set in the absent flag storage area of ​​the game ball count RAM 180c (S2080-1). The absent flag is a flag indicating that the player has suspended the game and is absent. If the absent flag is set (S2080-1: Yes), the game ball count CPU 180a proceeds to step S2080-2. If the absent flag is not set (S2080-1: No), the game ball count CPU 180a proceeds to step S2080-5.

[0380] In step S2080-2, the game ball count CPU 180a judges whether or not it has received a start winning designation command from the main control board 10. The start winning designation command is a command indicating that the game ball has passed through the first start port 14 or the second start port 15, and is generated in the pre-determination process of the main control board 10 (step S240-8 in FIG. 67) described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received the start winning designation command (S2080-2: Yes), it proceeds to step S2080-4, clears the away flag, and proceeds to step SS2080-5. If the start winning designation command has not been received (S2080-2: No), it proceeds to step S2080-24.

[0381] In step S2080-5, the game ball number CPU 180a performs seating notification mode determination processing. In the seating notification mode determination processing, the game ball number CPU 180a refers to the seating lamp light color determination table of the game ball number ROM 180b, determines the light color based on the count value of the game ball number counter of the game ball number RAM 180c, and outputs the light emission data of this light emission color to the game notification lamp 86. In addition, the game ball number CPU 180a refers to the seating background color determination table of the game ball number ROM 180b, determines the background color of normal fluctuation based on the count value of the game ball number counter of the game ball number RAM 180c, and transmits a performance pattern designation command of this background color to the performance control board 120. The game notification lamp 86 changes the light emission color of the game notification lamp 86 according to the light emission data received from the game ball number control unit 180. The performance control board 120 changes the background color of the normal variation according to the performance pattern designation command received from the game ball number control unit 180.

[0382] 56(a) is a diagram showing a seated lamp light color determination table. The seated lamp light color determination table stores a set of data indicating the number of game balls and the light color. Specifically, 0 to 999 corresponds to no light (colorless), 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.

[0383] 56(b) is a diagram showing a seated background color determination table. The seated background color determination table stores a set of data indicating the number of game balls and the luminous color. Specifically, 0 to 999 corresponds to gray, 1000 to 58999 corresponds to blue, and 59000 and above corresponds to red.

[0384] In step S2080-6 in FIG. 54, the game ball count CPU 180a judges whether or not it has received a symbol determination command from the main control board 10. The symbol determination command is a command indicating that the variation of the special symbol has stopped and the symbol has been determined, and is generated in the special symbol variation process (step S320-3 in FIG. 80) of the main control board 10 described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has received a symbol determination command (S2080-6: Yes), it proceeds to step S2080-10. If the symbol determination command has not been received (S2080-6: No), it proceeds to step S2080-12.

[0385] In step S2080-10, the game ball count CPU 180a sets a game interruption judgment flag in the game interruption judgment flag storage area of ​​the game ball count RAM 180c. Next, the game ball count CPU 180a sets a predetermined time (for example, 10 minutes) in the game interruption judgment timer counter (S2080-11), and ends this game notification control process.

[0386] In step S2080-12, the game ball count CPU 180a judges whether or not the game interruption judgment flag is set in the game interruption judgment flag storage area of ​​the game ball count RAM 180c. If the game interruption judgment flag is set (S2080-12: Yes), the game ball count CPU 180a proceeds to step S2080-13. If the game interruption judgment flag is not set (S2080-12: No), the game notification control process is terminated.

[0387] In step S2080-13, the game ball count CPU 180a judges whether or not a change start command has been received from the main control board 10. The change start command is a command indicating that the change of the special symbol has started, and is generated in the change pattern determination process (step S312 in FIG. 74) of the main control board 10 described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120. If the game ball count CPU 180a has not received a change start command (S2080-13: No), it proceeds to step S2080-14.

[0388] In step S2080-14, the game ball count CPU 180a judges whether or not an opening designation command has been received from the main control board 10. The opening designation command is a command indicating that the opening of the special game has started, and is generated in the special symbol stop processing (step S330-11 in FIG. 81) of the main control board 10 described later, and is transmitted from the main control board 10 to the frame control board 160 and the performance control board 120.

[0389] When the game ball count CPU 180a receives a fluctuation start command (S2080-13: Yes) or an opening designation command (S2080-14: Yes), it proceeds to step S2080-15. When neither of these commands are received (S2080-13: No → S2080-14: No), it proceeds to step S2080-17.

[0390] In step S2080-15, the game ball count CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area of ​​the game ball count RAM 180c. Next, the game ball count CPU 180a clears the game interruption determination timer counter of the game ball count RAM 180c (S2080-16) and ends this game notification control process.

[0391] In step S2080-17 of FIG. 55, the game ball count CPU 180a updates the game interruption determination timer counter of the game ball count RAM 180c by decrementing it by 1. After that, the game ball count CPU 180a determines whether the count value of the game interruption determination timer counter after the update is greater than 0 (S2080-18). If the state in which the next variation does not start and the opening of the special game does not start after the special pattern is determined has not continued for a predetermined time, the determination result of this step S2080-17 becomes "Yes", and if such a state has continued for a predetermined time, the determination result of this step S2080-17 becomes "No". If the count value of the game interruption determination timer counter is greater than 0 (S2080-18: Yes), the game ball count CPU 180a ends the current game notification control process. If the count value of the game interruption determination timer counter is 0 (S2080-18: No), the process proceeds to step S2080-22.

[0392] In step S2080-22, the game ball count CPU 180a clears the game interruption determination flag in the game interruption determination flag storage area. After that, the game ball count CPU 180a sets the absent flag in the absent flag storage area of ​​the game ball count RAM 180c (S2080-23), and ends this game notification control process.

[0393] In step S2080-24, the game ball number CPU 180a performs the absence notification mode determination process and ends the current game notification control process. In the absence notification mode determination process, the game ball number CPU 180a refers to the absence lamp light color determination table of the game ball number ROM 180b, determines the light color based on the count value of the game ball number counter of the game ball number RAM 180c, and outputs the light emission data of this light emission color to the game notification lamp 86. In addition, the game ball number CPU 180a refers to the absence background color determination table of the game ball number ROM 180b, determines the background color of the customer waiting image based on the count value of the game ball number counter of the game ball number RAM 180c, and transmits a performance pattern designation command of this background color to the performance control board 120. The game notification lamp 86 changes the light emission color of the game notification lamp 86 according to the light emission data received from the game ball number control unit 180. The performance control board 120 changes the background color of the customer waiting image in accordance with the performance pattern designation command received from the game ball number control unit 180.

[0394] 57(a) is a diagram showing an absent lamp light color determination table. In the absent lamp light color determination table, a set of data indicating the category of the number of game balls and the light color is stored. Specifically, 0 corresponds to no light (colorless), 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.

[0395] 57(b) is a diagram showing an absent background color determination table. In the absent background color determination table, a set of data indicating the category of the number of game balls and the luminous color is stored. Specifically, 0 corresponds to gray, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.

[0396] Here, in the game notification control process of this embodiment, when the variation of the special pattern stops while the player is seated, the process proceeds to step S2080-1: No → step S2080-5 → step S2080-6: Yes → step S2080-10 in Figure 54, the game interruption determination flag is set, and the process proceeds to the next step S2080-11, where a predetermined time is set in the game interruption determination timer counter.

[0397] After this, if the special pattern remains stopped, the next change does not start, and the special game does not begin, the game notification control process proceeds to step S2080-1: No → step S2080-5, where the seating notification mode determination process is performed, and then proceeds to step S2080-6: No → step S2080-12: Yes → step S2080-13: No → step S2080-14: No → step S2080-17, where the game interruption determination timer counter is decremented by -1, and the following process is repeated.

[0398] If the state where the next variation does not start and the special game does not start continues for a predetermined period of time, the game notification control process proceeds to step S2080-18: No → step S2080-24, and the absence flag is set, since the count value of the game interruption determination timer counter after subtraction in step S2080-17 becomes 0 and the player can be considered to have interrupted the game. In the next game notification control process, the process proceeds to step S2080-1: Yes → step S2080-2: No → step S2080-24, and the absence notification mode determination process is performed, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the seated notification mode to the absent notification mode.

[0399] Thereafter, when the game ball is released and the starting winning occurs, it can be assumed that the player has taken his seat and resumed playing, so in the game information notification control process, the process proceeds as follows: step S2080-1: Yes → step S2080-2: Yes → step S2080-4 → step S2080-5, whereupon the seating notification mode determination process is carried out, and the notification mode by the game notification lamp 86 and the image display device 31 is changed from the notification mode for when the player is away from his seat to the notification mode for when the player is seated.

[0400] By carrying out the above processing, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, the game ball number control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31 when a predetermined time has passed since the player stopped playing when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number. In addition, when the number of playable game balls in the game ball number RAM 180c is equal to or greater than a predetermined number, the game ball number control unit 180 changes the notification mode of the game notification lamp 86 and changes the notification mode of the image display device 31 when a predetermined time has passed since the last symbol was stopped by the special symbol display devices 20, 21, which are symbol display means.

[0401] More specifically, the game ball number CPU 180a notifies whether the number of playable game balls in the game ball number RAM 180c is 1 or more, 1,000 or more, or 59,000 or more by changing the light emission mode of the game notification lamp 86.

[0402] For example, in the seated lamp light color determination table of Figure 56(a), 0 to 999 corresponds to blue, 100 to 58999 corresponds to green, and 59000 and above corresponds to red, while in the away lamp light color determination table of Figure 57(a), 0 corresponds to no light, 1 to 999 corresponds to purple, 1000 to 58999 corresponds to yellow, and 59000 and above corresponds to red.

[0403] While the player is seated, the game ball number control unit 180 notifies the player of the fact by changing the light emission mode of the game notification lamp 86, which is the notification means, to blue while the number of playable game balls in the game ball number RAM 180c is 999 or less, and when the number of playable game balls in the game ball number RAM 180c becomes 1,000 or more, the game ball number control unit 180 notifies the player of the fact by changing the light emission mode of the game notification lamp 86, which is the notification means, from blue to green.

[0404] In addition, when the number of playable game balls in the game ball number RAM 180c becomes 59,000 or more, the game ball number control unit 180 notifies the player and those around him / her (such as hall staff) that the number of game balls that the gaming machine can store is about to exceed the number of game balls that the gaming machine can store by maintaining the game notification lamp 86 lit in red, whether the player is seated or not. This can encourage the player to operate the count button 8, since the upper limit of the game ball number counter is 60,000.

[0405] In addition, while the number of playable game balls in the game ball number RAM 180c is 1 or more and 58999 or less, the game ball number control unit 180 changes the light emission mode of the game notification lamp 86 between when the player is seated and when the player is away from the game ball number RAM 180c, thereby informing people around that the player is temporarily away from the game machine 1 and has not completely stopped playing the game. For example, when the number of playable game balls in the game ball number RAM 180c is 1 or more and 999 or less, the light emission color of the game notification lamp 86 when the player is seated is blue, and the light emission color of the game notification lamp 86 when the player is away from the game ball number RAM 180c is purple. When the number of playable game balls in the game ball number RAM 180c is 1000 or more and 58999 or less, the light emission color of the game notification lamp 86 when the player is seated is green, and the light emission color of the game notification lamp 86 when the player is away from the game ball number RAM 180c is yellow. When the number of playable game balls in the game ball number RAM 180c is 0, the game notification lamp 86 lights up blue while the player is seated, but when the player leaves the seat, the game notification lamp 86 goes out. When the game notification lamp 86 of the game machine 1 goes out, people nearby (other players) can determine that the game machine 1 is vacant. As another example, when a player has left their seat and there is between 1 and 20 game balls, the game notification lamp 86 may be changed to flashing. In this way, when a player has left their seat with a small number of game balls, it is possible to notify the player that this is a prank in which the player intentionally leaves game balls behind to end the game.

[0406] Fig. 58 is a flowchart showing details of the banknote insertion recognition process (step S3020 in Fig. 36) of the card unit control board 90. In Fig. 58, the unit CPU 910a judges whether or not a banknote 6 has been inserted into the banknote insertion slot 91 based on the output signal of the banknote validator 91a (S3020-1). If a banknote 6 has been inserted (S3020-1: Yes), the unit CPU 910a proceeds to step S3020-2. If a banknote 6 has not been inserted (S3020-1: No), the unit CPU 910a ends the current banknote insertion recognition process.

[0407] In step S3020-2, the unit CPU 910a calculates the total amount indicated by the amount information in the amount information storage area of ​​the unit RAM 910c and the amount of the banknote 6 recognized by the banknote recognition machine 91a, and writes the amount information of this total amount into the amount information storage area of ​​the unit RAM 910c to update it.

[0408] In the next step S3020-3, the unit CPU 910a changes the number of amount displays 93 to one corresponding to the amount information in the amount information storage area of ​​the unit RAM 910c, and ends this banknote insertion recognition process.

[0409] Fig. 59 is a flowchart showing details of the card insertion recognition process (step S3030 in Fig. 36) of the card unit control board 90. In Fig. 59, the unit CPU 910a determines whether or not the card 7 has been inserted into the card insertion slot 92 based on the output signal of the card reader / writer 92a (S3030-1). If the card 7 has been inserted (S3030-1: Yes), the unit CPU 910a proceeds to step S3030-2. If the card 7 has not been inserted (S3030-1: No), the current card insertion recognition process ends.

[0410] In step S3030-2, the unit CPU 910a determines whether or not amount information is recorded on the card 7. If amount information is recorded (S3030-2: Yes), the unit CPU 910a proceeds to step S3030-3. If amount information is not recorded (S3030-2: No), step S3030-3 and the next step S3030-4 are skipped, and the unit CPU 910a proceeds to step S3030-5.

[0411] In step S3030-3, the unit CPU 910a calculates the total amount indicated by the amount information in the amount information storage area of ​​the unit RAM 910c and the amount indicated by the amount information recorded on the card 7, and writes and updates the amount information of this total amount in the amount information storage area of ​​the unit RAM 910c.

[0412] In step S3030-4, the unit CPU 910a changes the number of amount displays 93 to one corresponding to the amount information in the amount information storage area of ​​the unit RAM 910c, and proceeds to step S3030-5.

[0413] In step S3030-5, the unit CPU 910a determines whether or not possessed ball count information is recorded on the card 7. If possessed ball count information is recorded (S3030-5: Yes), the process proceeds to step S3030-6. If possessed ball count information is not recorded (S3030-5: No), the current card insertion recognition process ends.

[0414] In step S3030-6, the unit CPU 910a calculates the total number of balls held, which is the number of balls indicated by the ball number information in the ball number information storage area of ​​the unit RAM 910c and the number of balls indicated by the ball number information recorded on the card 7, and writes the ball number information of this total number of balls into the ball number information storage area of ​​the unit RAM 910c to update it.

[0415] In step S3030-7, the unit CPU 910a changes the number of balls displayed on the ball count display 94 to an amount corresponding to the balls count information stored in the balls count information storage area of ​​the unit RAM 910c, and ends this card insertion recognition process.

[0416] Fig. 60 is a flow chart showing details of the transition process of the card unit control board 90 (step S3040 in Fig. 36). In Fig. 60, the unit CPU 910a judges whether or not counting notification data has been received from the frame control board 160 of the gaming machine 1 (S3040-1). If counting notification data has been received (S3040-1: Yes), the unit CPU 910a proceeds to step S3040-2. If counting notification data has not been received (S3040-1: No), the current transition process ends.

[0417] In step S3040-2, the unit CPU 910a judges whether the number of counted balls indicated by the counting notification data is 0 or not. In the gaming machine 1, if the counting button 8 has not been pressed short or long, the judgment result in this step S3040-2 is "Yes", and if the counting button 8 has been pressed short or long, the judgment result in this step S3040-2 is "No". If the number of counted balls is not 0 (S3040-2: No), the unit CPU 910a proceeds to step S3040-3. If the number of counted balls is 0 (S3040-2: Yes), the current transition process is terminated.

[0418] In step S3050-3, the unit CPU 910a adds the same number as the number of counted balls indicated by the count notification data to the ball count counter in the unit RAM 910c to update it. In the next step S2030-4, the unit CPU 910a changes the number of balls in the ball count display 94 to one corresponding to the ball count information in the ball count information storage area of ​​the unit RAM 910c, and ends this transition process.

[0419] Fig. 61 is a flowchart showing details of the loan processing (step S3050 in Fig. 36) of the card unit control board 90. In Fig. 61, the unit CPU 910a judges whether or not the loan receipt result response wait flag is set in the loan receipt result response wait flag storage area of ​​the unit RAM 910c (S3050-1). If the loan receipt result response wait flag is set (S3050-1: Yes), the unit CPU 910a proceeds to step S3050-2. If the loan receipt result response wait flag is not set (S3050-1: No), the unit CPU 910a proceeds to step S3050-3.

[0420] In step S3050-2, the unit CPU 910a judges whether the count value of the loan receipt result response waiting timer counter in the unit RAM 910c is greater than 0. The loan receipt result response waiting timer counter is a counter for measuring 10 milliseconds, which is the waiting time from the transmission of the loan notification data to the return of the loan receipt result response data. When 10 milliseconds have not elapsed since the transmission of the loan notification data, the judgment result of this step S3050-2 is "Yes", and when 10 milliseconds have elapsed since the transmission of the loan notification data, the judgment result of this step S3050-2 is "No". When the count value of the loan receipt result response waiting timer counter is greater than 0 (S3050-2: Yes), the unit CPU 910a ends this loan processing. When the count value of the loan receipt result response waiting timer counter is 0 (S3050-2: No), the unit CPU 910a proceeds to step S3050-12.

[0421] In step S3050-3, the unit CPU 910a determines whether or not a lending button operation invalid flag is set in the lending button operation invalid flag storage area of ​​the unit RAM 910c. The lending button operation invalid flag is a flag that invalidates the operation of the lending button 98. If the lending button operation invalid flag is not set (S3050-3: No), the unit CPU 910a proceeds to step S3050-4. If the lending button operation invalid flag is set (S3050-3: Yes), the unit CPU 910a ends this lending process.

[0422] In step S3050-4, the unit CPU 910a determines whether or not a detection signal of the lending button detection switch 98a has been input. If the lending button 98 has been pressed, the determination result of this step S3050-4 will be "Yes." If a detection signal of the lending button detection switch 98a has been input (S3050-4: Yes), the unit CPU 910a proceeds to step S3050-5. If a detection signal of the lending button detection switch 98a has not been input (S3050-4: No), the unit CPU 910a ends this lending process.

[0423] In step S3050-5, the unit CPU 910a determines whether or not the counting notification data is being received. If the unit CPU 910a is not receiving the counting notification data (S3050-5: No), the unit CPU 910a proceeds to step S3050-6. If the unit CPU 910a is receiving the counting notification data (S3050-6: Yes), the current lending process is terminated.

[0424] In step S3050-6, the unit CPU 910a refers to the ball number information storage area of ​​the unit RAM 910c, and determines whether or not a ball number information greater than 0 is stored in the ball number information storage area. If the ball number is 0 (S3050-6: No), the unit CPU 910a proceeds to step S3050-7. If the ball number is greater than 0 (S3050-6: Yes), the unit CPU 910a proceeds to step S3050-10.

[0425] In step S3050-7, the unit CPU 910a refers to the amount information storage area of ​​the unit RAM 910c and determines whether amount information of an amount greater than 0 yen is stored. If the amount is greater than 0 yen (S3050-7: Yes), the unit CPU 910a proceeds to step S3050-8. If the amount is 0 yen (S3050-7: No), the current lending process ends.

[0426] In step S3050-8, the unit CPU 910a converts the amount information in the amount information storage area into the number of balls held, and updates the amount information in the amount information storage area and the number of balls held information in the number of balls held information storage area. Specifically, if the amount information in the amount information storage area is 1000 yen or more, the unit CPU 910a divides 1000 yen by 4, which is the amount per ball, to obtain the amount conversion number, which is 250, updates the amount information in the amount information storage area by -1000, and updates the number of balls held information in the number of balls held information storage area by +250. Also, if the amount information in the amount information storage area is less than 1000 yen, the unit CPU 910a divides the total amount at that time by 4 to obtain the amount conversion number, sets the amount information in the amount information storage area to 0, and updates the number of balls held information in the number of balls held information storage area by adding the amount conversion number.

[0427] In the next step S3050-9, the unit CPU 910a changes the display of the amount display 93 and the display of the number of balls in possession display 94. Specifically, the unit CPU 910a changes the number of amount display 93 to one corresponding to the amount information in the amount information storage area of ​​the unit RAM 910c, and changes the number of balls in possession display 94 to one corresponding to the number of balls in the number of balls in possession information storage area of ​​the unit RAM 910c. After executing step S3050-9, proceed to step S3050-10.

[0428] In step S3050-10, the unit CPU 910a performs a transfer ball number determination process. The transfer ball number determination process is a process for determining the number of game balls to be transferred from the card unit 9 to the gaming machine 1. In the transfer ball number determination process, if the ball number information in the ball number information storage area is 250 or more, the unit CPU 910a determines 250 as the number of game balls to be transferred from the card unit 9 to the gaming machine 1. In addition, if the ball number information in the ball number information storage area is less than 250, the unit CPU 910a determines the total number of balls at that time as the number of game balls to be transferred from the card unit 9 to the gaming machine 1.

[0429] In step S3050-11, the unit CPU 910a sets a loan receipt result response wait flag in the loan receipt result response wait flag storage area of ​​the unit RAM 910c, and proceeds to step S3050-12.

[0430] In step S3050-12, 10 milliseconds is set in the loan receipt result response waiting timer counter. Next, the unit CPU 910a transmits loan notification data of the number of game balls determined in the transfer ball number determination process in step S3050-10 to the frame control board 160 (S3050-12), and ends this loan process.

[0431] Here, regardless of whether the lending button operation invalid flag is set or not, while the card unit 9 is receiving the counting notification data from the frame control board 160, even if the lending button 98 is pressed, the process proceeds to step S3050-4: Yes → S3050-5: Yes, and the lending process ends, so that the transmission of the lending notification data to the frame control board 160 is restricted. From this, it can be said that the counting notification data, which is a transition signal of the number of game balls when the counting button 8 is operated in the gaming machine 1, contains information that invalidates the operation of the lending button 98 on the card unit 9.

[0432] Fig. 62 is a flowchart showing details of the response confirmation process (step S3060 in Fig. 36) of the card unit control board 90. In Fig. 62, the unit CPU 910a determines whether or not loan receipt result response data has been received from the frame control board 160 (S3060-1). If the unit CPU 910a has received loan receipt result response data (S3060-1: Yes), it proceeds to step S3060-2. If the unit CPU 910a has not received loan receipt result response data (S3060-1: No), it ends this response confirmation process.

[0433] In step S3060-2, the unit CPU 910a updates the retained ball number information in the retained ball number information storage area of ​​the unit RAM 910c by subtracting the number of game balls determined in the transfer ball number determination process in step S3050-10.

[0434] Next, the unit CPU 910a changes the display of the ball count indicator 94 (S3060-3). Specifically, the unit CPU 910a changes the number of balls indicator 94 to one corresponding to the ball count information in the ball count information storage area of ​​the unit RAM 910c. After executing step S3060-3, proceed to step S3060-4.

[0435] In step S3060-4, the unit CPU 910a clears the loan receipt result response wait timer counter, and proceeds to step S3060-5 In step S3060-5, the unit RAM 910c clears the loan receipt result response wait flag, and ends this response confirmation process.

[0436] Fig. 63 is a flowchart showing details of the return process of the card unit control board 90 (step S3070 in Fig. 36). In Fig. 63, the unit CPU 910a judges whether or not an eject button operation invalid flag is set in the eject button operation invalid flag storage area of ​​the unit RAM 910c (S3070-1). The eject button operation invalid flag is a flag that invalidates the operation of the eject button 99. If the eject button operation invalid flag is not set (S3070-1: No), the unit CPU 910a proceeds to step S3070-2. If the eject button operation invalid flag is set (S3070-1: Yes), the unit CPU 910a ends the current return process.

[0437] In step S3070-2, the unit CPU 910a determines whether or not a detection signal of the eject button detection switch 99a has been input. If the eject button 99 has been pressed, the determination result of this step S3070-2 is "Yes." If a detection signal of the eject button detection switch 99a has been input (S3070-2: Yes), the unit CPU 910a proceeds to step S3070-3. If a detection signal of the eject button detection switch 99a has not been input (S3070-2: No), the unit CPU 910a ends this return process.

[0438] In step S3070-3, the unit CPU 910a determines whether or not amount information of an amount greater than 0 is stored in the amount information storage area of ​​the unit RAM 910c. If the amount is greater than 0 (S3070-3: Yes), the unit CPU 910a proceeds to step S3070-4. If the amount is 0 (S3070-3: No), step S3070-4 is skipped and the unit CPU 910a proceeds to step S3070-5.

[0439] In step S3070-3, the unit CPU 910a records on the card 7 the amount information in the amount information storage area of ​​the unit RAM 910c.

[0440] In step S3070-5, the unit CPU 910a determines whether or not possessed ball number information of a possessed ball number greater than 0 is stored in the possessed ball number information storage area of ​​the unit RAM 910c. If the possessed ball number is greater than 0 (S3070-5: Yes), the unit CPU 910a proceeds to step S3070-6. If the possessed ball number is 0 (S3070-5: No), step S3070-6 is skipped and the unit CPU 910a proceeds to step S3070-7.

[0441] In step S3070-6, the unit CPU 910a records on the card 7 the ball count information in the ball count information storage area of ​​the unit RAM 910c.

[0442] In step S3070-7, the unit CPU 910a ejects the card 7 from the card insertion slot 92, and ends this return process.

[0443] 64 and 65 are flow charts showing details of the gaming machine information analysis process (step S3080 in FIG. 36) of the card unit control board 90. In FIG. 64, the unit CPU 910a judges whether gaming machine information notification data has been received from the frame control board 160 (S3080-1). If gaming machine information notification data has been received (S3080-1: Yes), the unit CPU 910a proceeds to step S3080-2. If gaming machine information notification data has not been received (S3080-1: No), the current gaming machine information analysis process is terminated.

[0444] In step S3080-2, the unit CPU 910a transmits gaming machine information notification data to a hall computer (not shown).

[0445] In the next step S3080-3, the unit CPU 910a updates the status flag storage area of ​​the unit RAM 910c based on the gaming machine information notification data. Specifically, if the gaming machine information notification data indicates that a jackpot game is being played, the unit CPU 910a sets a jackpot game in progress flag in the status flag storage area; if the gaming machine information notification data indicates that a small jackpot game is being played, the unit CPU 910a sets a small jackpot game in progress flag in the status flag storage area; if the gaming machine information notification data indicates that an auxiliary game is being played, the unit CPU 910a sets an auxiliary game in progress flag in the auxiliary game in progress flag storage area; if the gaming machine information notification data indicates that a normal state has been reached, the unit CPU 910a sets a normal state flag in the status flag storage area; if the gaming machine information notification data indicates that a low base time-saving state has been reached, the unit CPU 910a sets a low base time-saving state flag in the status flag storage area; if the gaming machine information notification data indicates that a high base time-saving state has been reached, the unit CPU 910a sets a non-playable state 1 flag in the status flag storage area; and if the gaming machine information notification data indicates that a non-playable state 2 has been reached, the unit CPU 910a sets a non-playable state 2 flag in the status flag storage area.

[0446] In the next step S3080-4, the unit CPU 910a determines whether or not the continuous big win flag is set in the game flag storage area of ​​the unit RAM 910c. If the continuous big win flag is set (S3080-4: Yes), the unit CPU 910a proceeds to step S3080-5. If the continuous big win flag is not set (S3080-4: No), the unit CPU 910a proceeds to step S3080-11.

[0447] In step S3080-5, the unit CPU 910a performs a continuous jackpot count update process, and proceeds to step S3080-7. In the continuous jackpot count update process, the unit CPU 910a determines whether a jackpot special game has started based on the contents stored in the status flag storage area, and if a jackpot special game has started, updates the continuous jackpot count (T) counter in the unit RAM 910c by +1. The continuous jackpot count (T) counter is reset when it receives gaming machine information notification data indicating that a continuous jackpot is not occurring from the frame control board 160 and clears the continuous jackpot in progress flag.

[0448] In step S3080-6, the unit CPU 910a judges whether the count value (T) of the consecutive jackpot count (T) counter in the unit RAM 910c is equal to or greater than a predetermined value. If the count value (T) of the consecutive jackpot count (T) counter is equal to or greater than a predetermined value (S3080-6: Yes), the unit CPU 910a proceeds to step S3080-7. If the count value (T) of the consecutive jackpot count (T) counter is less than the predetermined value (S3080-6: No), the current gaming machine information analysis process is terminated.

[0449] In step S3080-7, the unit CPU 910a determines whether or not the lending button operation invalid flag is set in the lending button operation invalid flag storage area of ​​the unit RAM 910c. If the lending button operation invalid flag is not set (S3080-7: No), the unit CPU 910a proceeds to step S3080-8. If the lending button operation invalid flag is set (S3080-7: Yes), the unit CPU 910a skips step S3080-8 and proceeds to step S3080-9.

[0450] In step S3080-8, the unit CPU 910a sets a lending button operation invalid flag in the lending button operation invalid flag storage area of ​​the unit RAM 910c, and proceeds to step S3080-9.

[0451] In step S3080-9, the unit CPU 910a determines whether or not the eject button operation invalid flag is set in the eject button operation invalid flag storage area of ​​the unit RAM 910c. If the eject button operation invalid flag is not set (S3080-9: No), the unit CPU 910a proceeds to step S3080-10. If the eject button operation invalid flag is set (S3080-9: Yes), step S3080-10 is skipped and the process proceeds to step S3080-15.

[0452] In step S3080-10, the unit CPU 910a sets an eject button operation invalid flag in the eject button operation invalid flag storage area of ​​the unit RAM 910c, and proceeds to step S3080-15.

[0453] In step S3080-11, the unit CPU 910a determines whether or not the lending button operation invalid flag is set in the lending button operation invalid flag storage area of ​​the unit RAM 910c. If the lending button operation invalid flag is set (S3080-11: Yes), the unit CPU 910a proceeds to step S3080-12. If the lending button operation invalid flag is not set (S3080-11: No), the unit CPU 910a skips step S3080-12 and proceeds to step S3080-13.

[0454] In step S3080-12, the unit CPU 910a clears the lending button operation invalid flag in the lending button operation invalid flag storage area, and proceeds to step S3080-13.

[0455] In step S3080-13, the unit CPU 910a determines whether or not the eject button operation invalid flag is set in the eject button operation invalid flag storage area of ​​the unit RAM 910c. If the eject button operation invalid flag is set (S3080-13: Yes), the unit CPU 910a proceeds to step S3080-14. If the eject button operation invalid flag is not set (S3080-13: No), step S3080-14 is skipped and the process proceeds to step S3080-15.

[0456] In step S3080-14, the unit CPU 910a clears the eject button operation invalid flag in the eject button operation invalid flag storage area, and proceeds to step S3080-15.

[0457] In step S3080-15, the unit CPU 910a determines whether the gaming machine 1 has won a jackpot. If the gaming machine 1 has not won a jackpot (S3080-15: No), the unit CPU 910a proceeds to step S3080-16. If the gaming machine 1 has won a jackpot (S3080-15: Yes), the current gaming machine information analysis process is terminated.

[0458] In step S3080-16, the unit CPU 910a refers to the state flag storage area of ​​the unit RAM 910c and determines whether the gaming machine 1 has entered the normal state. If the gaming machine 1 has not entered the normal state (S3080-16: No), the unit CPU 910a proceeds to step S3080-17. If the gaming machine 1 has entered the normal state (S3080-16: Yes), the current gaming machine information analysis process is terminated.

[0459] In step S3080-17, the unit CPU 910a refers to the state flag storage area of ​​the unit RAM 910c and determines whether the gaming machine 1 has entered the low base time-shortening state. If the gaming machine 1 has not entered the low base time-shortening state (S3080-17: No), the unit CPU 910a proceeds to step S3080-18. If the gaming machine 1 has entered the low base time-shortening state (S3080-17: Yes), the current gaming machine information analysis process is terminated.

[0460] In step S3080-18, the unit CPU 910a refers to the state flag storage area of ​​the unit RAM 910c and determines whether the gaming machine 1 has entered a high base time-saving state. If the gaming machine 1 has not entered a high base time-saving state (S3080-18: No), the unit CPU 910a proceeds to step S3080-19. If the gaming machine 1 has entered a high base time-saving state (S3080-18: Yes), the current gaming machine information analysis process is terminated.

[0461] In step S3080-19, the unit CPU 910a refers to the state flag storage area of ​​the unit RAM 910c and determines whether the gaming machine 1 has entered the unplayable state 1. When a specific error, a complete function activation error, occurs in the gaming machine 1, the determination result in step S3080-19 becomes "Yes." If the gaming machine 1 has entered the unplayable state 1 (S3080-19: Yes), the unit CPU 910a proceeds to step S3080-20. If the gaming machine 1 has not entered the unplayable state 1 (S3080-19: No), the unit CPU 910a proceeds to step S3080-21.

[0462] In step S3080-20, the unit CPU 910a sets a lending button operation invalid flag in the lending button operation invalid flag storage area of ​​the unit RAM 910c, and ends this gaming machine information analysis process.

[0463] In step S3080-21, the unit CPU 910a judges whether or not the unplayable state 2 flag is set in the state flag storage area of ​​the unit RAM 910c. When a predetermined error such as a small ball detection error, an iron ball detection error, or a radio wave detection error occurs in the gaming machine 1, the judgment result in this step S3080-21 becomes "Yes". If the gaming machine 1 has entered the unplayable state 2 (S3080-21: Yes), the unit CPU 910a proceeds to step S3080-22. If the gaming machine 1 has not entered the unplayable state 2 (S3080-21: No), the unit CPU 910a ends this gaming machine information analysis process.

[0464] In step S3080-22, the unit CPU 910a transmits fraud occurrence notification data to a server (not shown) of the management center, and proceeds to step S3080-23.

[0465] In step S3080-23, the unit CPU 910a sets a lending button operation invalid flag in the lending button operation invalid flag storage area of ​​the unit RAM 910c, and proceeds to step S3080-24.

[0466] In step S3080-24, the unit CPU 910a sets an eject button operation invalid flag in the eject button operation invalid flag storage area of ​​the unit RAM 910c, and ends this gaming machine information analysis process.

[0467] Here, when the game machine information notification data during consecutive jackpots is received from the game ball count control unit 180 of the game machine 1 and the number of consecutive jackpots (T) becomes equal to or greater than a predetermined value, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3 → Step S3080-4: Yes → Step S3080-5 → Step S3080-6: Yes → Step S3080-7: No → Step S3080-8, where the lend button operation invalid flag is set, and further, the process proceeds as follows: Step S3080-9: No → Step S3080-10, where the eject button operation invalid flag is set. From this, it can be said that the game machine information notification data, which is a game state signal indicating that consecutive jackpots are occurring, includes information for invalidating the operation of both the lend button 98 and the eject button 99. In addition, when gaming machine information notification data indicating an auxiliary game advantageous state is received from the gaming ball count control unit 180 of the gaming machine 1, the lending button operation invalid flag and the ejection button operation invalid flag may be set.

[0468] In addition, when the gaming machine information notification data of the unplayable state 2 is received from the game ball count control unit 180 of the gaming machine 1, if it indicates that the unplayable state 2 has been entered, the process proceeds in the order of step S3080-1: Yes → step S3080-2 → step S3080-3, step S3080-15: No → step S3080-16: No → step S3080-17: No → step S3080-18: No → step S3080-19: No → step S3080-21: Yes → step S3080-22 → step S3080-23, where the lending button operation invalid flag is set, and further proceeds to step S3080-24, where the ejection button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the unplayable state 2 includes information for invalidating the operation of both the lending button 98 and the ejection button 99.

[0469] Furthermore, when gaming machine information notification data of the unplayable state 1 is received from the gaming ball count control unit 180 of the gaming machine 1, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3... Step S3080-15: No → Step S3080-16: No → Step S3080-17: No → Step S3080-18: No → Step S3080-19: Yes → Step S3080-20, and the eject button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the unplayable state 1 includes information for invalidating the operation of the lend button 98 and information for validating the operation of the eject button 99.

[0470] In addition, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the high base time-saving state has been entered, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3... Step S3080-15: No → Step S3080-16: No → Step S3080-17: No → Step S3080-18: Yes, and the gaming machine information analysis process ends, so that neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the high base time-saving state includes information that enables the operation of both the eject button 99 and the lend button 98.

[0471] In addition, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the low base time-saving state has been entered, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3... Step S3080-15: No → Step S3080-16: No → Step S3080-17: Yes, and the gaming machine information analysis process ends, so that neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the low base time-saving state includes information that enables the operation of both the eject button 99 and the lend button 98.

[0472] In addition, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates that the normal state has been reached, the process proceeds as follows: Step S3080-1: Yes → Step S3080-2 → Step S3080-3...Step S3080-15: No → Step S3080-16: Yes, and the gaming machine information analysis process ends, so that neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating the normal state includes information that enables the operation of both the eject button 99 and the lend button 98. Here, since the process when the normal state or the low base time-saving state is reached is the same, among the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9, the data indicating that the normal state and the low base time-saving state have been reached may be used as common notification data. Furthermore, setting 00H as common data is also included.

[0473] Furthermore, if the gaming machine information notification data transmitted from the gaming ball count control unit 180 of the gaming machine 1 to the card unit 9 indicates a jackpot, the process proceeds to step S3080-1: Yes → step S3080-2 → step S3080-3...step S3080-15: Yes, and the gaming machine information analysis process ends, so that neither the eject button operation invalid flag nor the lend button operation invalid flag is set. From this, it can be said that the gaming machine information notification data indicating a jackpot includes information that enables the operation of both the eject button 99 and the lend button 98.

[0474] FIG. 66 is a flow chart showing details of the input control process (step S200 in FIG. 28). In FIG. 66, the main CPU 110a performs general prize opening detection switch input process (S210). In the general prize opening detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the general prize opening detection switch 12a. If no detection signal has been input, the process proceeds directly to step S220. If a detection signal has been input, the general prize opening prize ball counter in the main RAM 110c is updated by adding a predetermined number (for example, 10).

[0475] After executing step S210, the main CPU 110a performs a first large prize opening detection switch input process (S220). In the first large prize opening detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the first large prize opening detection switch 16a. If there is no detection signal input from the first large prize opening detection switch 16a, the main CPU 110a proceeds directly to step S240. If there is a detection signal input from the first large prize opening detection switch 16a, the main CPU 110a updates the large prize opening prize ball counter in the main RAM 110c by adding a predetermined number (for example, 15 balls), and updates the count value (C) of the large prize opening ball number (C) counter in the main RAM 110c by +1.

[0476] After executing step S220, the main CPU 110a performs a first start hole detection switch input process (S240). In the first start hole detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the first start hole detection switch 14a. If the main CPU 110a has not input a detection signal from the first start hole detection switch 14a, the main CPU 110a proceeds directly to step S250. If a detection signal has been input from the first start hole detection switch 14a, the main CPU 110a performs a series of processes, such as updating the first start hole prize ball counter, judging whether or not the first special symbol reservation number (U1) is less than 4, updating the first special symbol reservation number (U1) when the first special symbol reservation number (U1) is less than 4, storing a random number value in the special symbol storage area, pre-judging the special game lottery and setting a start winning designation command according to the result of the judgment, and setting a special symbol reservation number designation command according to the first special symbol reservation number (U1). Details of the first start hole detection switch input process will be described later.

[0477] After executing step S240, the main CPU 110a performs a second start hole detection switch input process (S250). In the second start hole detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the second start hole detection switch 15a. If there is no detection signal input from the second start hole detection switch 15a, the main CPU 110a proceeds directly to step S260. If there is a detection signal input from the second start hole detection switch 15a, a series of processes such as updating the second start hole prize ball counter and storing a random number value in the special pattern memory area are performed.

[0478] After executing step S250, the main CPU 110a performs a specific area detection switch input process (S260). In the specific area detection switch input process, the main CPU 110a determines whether or not a detection signal has been input from the specific area detection switch 18a. If there has been no detection signal input from the specific area detection switch 18a, the main CPU 110a proceeds directly to step S260. If there has been a detection signal input from the specific area detection switch 18a, the main CPU 110a performs a series of processes such as setting a specific area winning flag and setting a specific area winning designation command. The specific area detection switch input process will be described in detail later.

[0479] Next, the main CPU 110a performs a gate detection switch input process (S270). In the gate detection switch input process, the main CPU 110a judges whether or not a detection signal has been input from the gate detection switch 13a. If there is no detection signal input from the gate detection switch 13a, the main CPU 110a ends the current input control process. If there is a detection signal input from the gate detection switch 13a, the main CPU 110a generates a gate pass designation command and sets the generated gate pass designation command in the performance transmission data storage area of ​​the main RAM 110c. In addition, in this case, the main CPU 110a judges whether or not the count value (G) of the normal pattern reserved number (G) counter that counts the normal pattern reserved number (G) is less than 4. Then, if the count value (G) of the normal pattern reserved number (G) counter is less than 4, the count value (G) is updated by +1, and the normal pattern random number value is obtained and the obtained normal pattern random number value is stored in the normal pattern reserved storage area.

[0480] Fig. 67 is a flowchart showing details of the first start hole detection switch input process (step S240 in Fig. 66). In Fig. 67, if a detection signal is input from the first start hole detection switch 14a (S240-1: Yes), the main CPU 110a proceeds to step S240-2. If a detection signal is not input from the first start hole detection switch 14a (S240-1: No), the current first start hole detection switch input process is terminated.

[0481] In step S240-2, the main CPU 110a updates the start hole prize ball counter by adding a predetermined number (for example, 3) (S240-2). After that, the main CPU 110a determines whether the count value (U1) of the first special symbol reserved number (U1) counter that counts the first special symbol reserved number (U1) is less than 4 (S240-3).

[0482] If the count value (U1) of the first special symbol reserved number (U1) counter is not less than 4 (S240-3: No), the main CPU 110a ends the current first start hole detection switch input process. Also, if the count value (U1) of the first special symbol reserved number (U1) counter is less than 4 (S240-3: Yes), the main CPU 110a updates the count value (U1) by +1 (S240-4).

[0483] After executing step S240-4, the main CPU 110a acquires the jackpot random number value, and designates the memory unit with the smallest number among the first to fourth memory units in the first special pattern memory area of ​​the special pattern memory area as the data storage destination, and stores the acquired jackpot random number value in the memory unit where data is to be stored (S240-5).

[0484] FIG. 68(a) is a diagram showing a special symbol storage area. As shown in FIG. 68(a), the special symbol storage area has a 0th storage section corresponding to the variation, a 1st special symbol storage area corresponding to the 1st special symbol, and a 2nd special symbol storage area corresponding to the 2nd special symbol. The 1st special symbol storage area has a 1st storage section corresponding to the 1st reservation, a 2nd storage section corresponding to the 2nd reservation, a 3rd storage section corresponding to the 3rd reservation, and a 4th storage section corresponding to the 4th reservation. The 2nd special symbol storage area has only the 1st storage section. This is because the gaming machine 1 of this embodiment does not have a reservation of the 2nd special symbol. As shown in FIG. 68(b), each storage section in the special symbol reservation storage section can store a set of a jackpot random number value, a special symbol random number value, a reach judgment random number value, and a special symbol variation random number value.

[0485] After executing step S240-5, the main CPU 110a acquires the special symbol random number value, and stores the acquired special symbol random number value in the storage section that is the data storage destination in the first special symbol storage area (S240-6).

[0486] After executing step S240-6, the main CPU 110a acquires a random number value for special pattern variation and a random number value for reach determination, and stores the acquired random number value for special pattern variation and random number value for reach determination in a memory unit that stores data in the first special pattern memory area (S240-7).

[0487] After step S240-7 is executed, the main CPU 110a performs a pre-determination process (S240-8). In this pre-determination process, the main CPU 110a refers to the pre-determination table in the main ROM 110b, and determines the winning information of the special game lottery triggered by the establishment of the start condition of the first special symbol based on the combination of the memory contents of the state flag memory area at the time of execution of this step S240-8 (when the start condition is established) and the jackpot random number value, the special symbol random number value, the reach determination random number value, and the special symbol variation random number value stored in the memory section of the first special symbol memory area in steps S240-5 to S240-7.

[0488] 69 is a diagram showing a pre-determination table for determining the result of the special game lottery in advance. The pre-determination table stores a set of a jackpot random number, a special symbol random number, a game state (normal state, low base time-saving state, or high base time-saving state), a reach determination random number, a special symbol variation random number, winning information, and a start winning designation command.

[0489] After executing step S240-8, the main CPU 110a generates a start winning designation command corresponding to the winning information determined in the pre-determination process of step S240-8, and sets this start winning designation command in the performance transmission data storage area (S240-9). After that, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter, generates a special symbol reserved number designation command indicating the first special symbol reserved number (U1), and sets this special symbol reserved number designation command in the performance transmission data storage area (S240-10).

[0490] The start winning designation command and the special symbol reservation number designation command set in the performance transmission data storage area are transmitted to the frame control board 160 and the performance control board 120 in the output control process (S920) of the timer interrupt process.

[0491] In the second start hole detection switch input process, only the process corresponding to steps S240-1 to S240-2 and the process corresponding to steps S240-5 to S240-7 in Fig. 67 are executed. In the second start hole detection switch input process, when a detection signal is input from the second start hole detection switch 15a, the jackpot random number value, the special pattern random number value, the special pattern variation random number value, and the reach judgment random number value are obtained, and these random number values ​​are stored in the first storage unit of the second special pattern storage area.

[0492] Fig. 70 is a flow chart showing details of the specific area detection switch input process (step S260 in Fig. 66). In Fig. 70, if a detection signal is input from the specific area detection switch 18a (S260-1: Yes), the main CPU 110a proceeds to step S260-2. If a detection signal is not input from the specific area detection switch 18a (S260-1: No), the current specific area detection switch input process is terminated.

[0493] In step S260-2, the main CPU 110a sets a specific area winning flag in the specific area winning flag storage area of ​​the main RAM 110c. The specific area winning flag is a flag indicating that a winning has been made in the specific area 19B (V winning port). Winning in the specific area 19B (V winning port) triggers a special game of the second type big win. In the next step S260-3, the main CPU 110a generates a specific area winning designation command and sets this specific area winning designation command in the performance transmission data storage area. After that, the main CPU 110a obtains the current game state (at the time of winning in the specific area 19B) based on the memory contents of the state flag storage area, stores game state information indicating the obtained game state in the game state buffer (S260-4), and ends this specific area detection switch input process.

[0494] Fig. 71 is a flowchart showing details of the special picture special electricity control process (step S300 in Fig. 28). In Fig. 71, the main CPU 110a loads special picture special electricity processing data (S301). In the next step S302, the main CPU 110a refers to a branch address from the loaded special symbol special electric processing data, and if the special symbol special electric processing data = 0, it transfers processing to special pattern memory determination processing (step S310), if the special symbol special electric processing data = 1, it transfers processing to special pattern change processing (step S320), if the special symbol special electric processing data = 2, it transfers processing to special pattern stop processing (step S330), if the special symbol special electric processing data = 3, it transfers processing to jackpot game processing (step S340), if the special symbol special electric processing data = 4, it transfers processing to small jackpot game processing (step S350), and if the special symbol special electric processing data = 5, it transfers processing to jackpot game end processing (step S360).

[0495] FIG. 72 is a flow chart showing the details of the special symbol memory determination process (step S310 in FIG. 71). In FIG. 72, the main CPU 110a determines whether or not the special symbol is being displayed in a variable manner (S310-1). More specifically, the main CPU 110a refers to the special symbol time counter in the main RAM 110c, and if the count value of the special symbol time counter is not 0, it determines that the special symbol is being displayed in a variable manner, and if the count value of the special symbol time counter is 0, it determines that the special symbol is not being displayed in a variable manner. If the special symbol is being displayed in a variable manner (S310-1: Yes), the main CPU 110a ends the current special symbol memory determination process. If the special symbol is not being displayed in a variable manner (S310-1: No), the process proceeds to step S310-2.

[0496] In step S310-2, the main CPU 210a refers to the count value (U2) of the second special symbol reserved number (U2) counter in the main RAM 110c and determines whether the second special symbol reserved number (U2) is 1 or more. If the second special symbol reserved number (U2) is 1 or more (S310-2: Yes), the main CPU 210a proceeds to step S310-3. If the second special symbol reserved number (U2) is 0 (S310-2: No), the main CPU 210a proceeds to step S310-4.

[0497] In step S310-3, the main CPU 110a updates the count value (U2) of the second special symbol reserved number counter (U2) by -1, and proceeds to step S310-6.

[0498] In step S310-4, the main CPU 110a refers to the count value (U1) of the first special symbol reserved number (U1) counter in the main RAM 110c and judges whether the first special symbol reserved number (U1) is 1 or more. If the first special symbol reserved number (U1) is 1 or more (S310-4: Yes), the main CPU 110a proceeds to step S310-5. If the first special symbol reserved number (U1) is 0 (S310-4: No), the main CPU 110a proceeds to step S318. In step S318, the main CPU 110a generates a customer waiting designation command, sets this customer waiting designation command in the performance transmission data storage area, and ends this special symbol storage judgment process.

[0499] In step S310-5, the main CPU 110a updates the count value (U1) of the first special symbol reserved number counter (U1) by -1, and proceeds to step S310-6.

[0500] In step S310-6, the main CPU 110a performs a memory area shift process. In this memory area shift process, if data is stored in the first memory section of the second special symbol memory area, the main CPU 110a writes the data to the 0th memory section, which is the judgment information memory area. Also, if data is not stored in the first memory section of the second special symbol memory area, the main CPU 110a shifts the data in the 2nd to 4th memory sections of the first special symbol memory area to the previous memory section, and writes the data in the 1st memory section of the first special symbol memory area to the 0th memory section. By writing the data to this 0th memory section, the random number values ​​(jackpot random number value, special symbol random number value, reach judgment random number value, special symbol variation random number value) stored in the 0th memory section up to that point are erased.

[0501] After executing step S310-6, the main CPU 110a generates a special pattern reserved number designation command to notify the performance control unit 120m of the first special pattern reserved number (U1) and the second special pattern reserved number (U2), sets this special pattern reserved number designation command in the performance transmission data storage area (S310-7), and proceeds to step S310-8.

[0502] In step S310-8, the main CPU 110a performs a special symbol variation count update process. The special symbol variation count update process is a process for updating the variation count (N2) counter for determining whether the end condition W1 is established when the variation is the variation of the second special symbol.

[0503] FIG. 73 is a flowchart showing details of the special symbol variation count update process. In FIG. 73, the main CPU 110a judges whether the data of the first storage section of the second special symbol storage area is written to the 0th storage section in the storage area shift process of step S310-6 (S310-8-1). If the variation is the variation of the second special symbol, the judgment result of this step S310-8-1 becomes "Yes", and if the variation is the variation of the first special symbol, the judgment result of this step S310-8-1 becomes "No". If the data of the first storage section of the second special symbol storage area is written to the 0th storage section (S310-8-1: Yes), the main CPU 110a proceeds to step S310-8-2 and updates the variation count (N2) counter for determining whether the end condition W1 is established in the main RAM 110c by +1. If the data in the first memory section of the second special symbol memory area has not been written to the zeroth memory section (S310-8-1: No), step S310-8-2 is skipped and the process proceeds to step S310-9 in FIG.

[0504] In step S310-9 of FIG. 72, the main CPU 110a refers to the count value (B) of the low base time reduction count (B) counter and judges whether the low base time reduction count (B) is 1 or more. If the low base time reduction count (B) is 0 (S310-9: No), proceed to step S310-12. If the low base time reduction count (B) is 1 or more (S310-9: Yes), the count value (B) of the low base time reduction count (B) counter is updated by -1 (S310-10), and judges whether the updated count value (B) is 0 (S310-11). If the low base time reduction count (B) is 0 (S310-11: Yes), the main CPU 110a proceeds to step S310-17. If the low base time reduction count (B) is not 0 (S310-11: No), proceed to step S311.

[0505] In step S310-12, the main CPU 110a refers to the count value (J) of the high base time-saving count (J) counter and judges whether the high base time-saving count (J) is 1 or more. If the high base time-saving count (J) is 0 (S310-12: No), proceed to step S311. If the high base time-saving count (J) is 1 or more (S310-12: Yes), the count value (J) of the high base time-saving count (J) counter is updated by -1 (S310-13), and judges whether the updated count value (J) is 0 (S310-14). If the high base time-saving count (J) is 0 (S310-14: Yes), the main CPU 110a proceeds to step S310-17. If the high base time-saving count (J) is not 0 (S310-14: No), proceed to step S311.

[0506] In step S310-17, a normal state flag is set in the state flag storage area of ​​the main RAM 110c, and then the process proceeds to step S311.

[0507] In step S311, the main CPU 110a performs a big win determination process. In the big win determination process, the main CPU 110a determines the result of the special game lottery triggered by the establishment of the current start condition (big win, small win, or loss), and if it is a big win, determines the type of big win, generates a symbol designation command for the big win corresponding to the determined type of big win, and sets it in the transmission data storage area for performance. If it is a small win, determines the type of big win, generates a symbol designation command for the small win corresponding to the determined type of small win, and sets it in the transmission data storage area for performance. If it is a loss, generates a symbol designation command for loss, and sets it in the transmission data storage area for performance.

[0508] More specifically, in this big win determination process, the main CPU 110a determines whether or not the result of the special game lottery triggered by the establishment of the current start condition is a big win (S311-1), as shown in Fig. 74 (a flow chart showing the details of the big win determination process). Specifically, the main CPU 110a refers to the special game lottery determination table in the main ROM 110b, and determines the lottery result based on the big win random number value stored in the 0th memory unit in step S310-6.

[0509] Fig. 75(a) is a diagram showing a special game lottery judgment table for the first special symbol display device. Fig. 75(b) is a diagram showing a special game lottery judgment table for the second special symbol display device. The special game lottery judgment table for the first special symbol display device stores a set of a jackpot random number value and a lottery result (jackpot, special miss, or normal miss). The special game lottery judgment table for the second special symbol display device stores a set of a jackpot random number value and a lottery result (jackpot, small win, special miss, or normal miss).

[0510] In FIG. 74, if the determination result in step S311-1 is a jackpot (S311-1: Yes), the main CPU 110a proceeds to step S311-2, and if the determination result in step S311-1 is not a jackpot (S311-1: No), the main CPU 110a proceeds to step S311-5.

[0511] In step S311-2, the main CPU 110a performs a jackpot symbol determination process. In this jackpot symbol determination process, the main CPU 110a refers to the jackpot symbol determination table in the main ROM 110b, and determines the stop symbol data of the variable stop symbol based on the special symbol random number value stored in the 0th storage unit in step S310-6, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c. Here, the stop symbol data indicates a two-digit number corresponding to the type of special symbol that is displayed after being changed and stopped.

[0512] 76(a) is a diagram showing a jackpot symbol determination table. In the jackpot symbol determination table, a set of special symbol random number value, special symbol type (jackpot type), stop symbol data, and symbol designation command is stored separately for one to be referred to when the start condition of the first special symbol in the first special symbol display device 20 is established and another to be referred to when the start condition of the second special symbol in the second special symbol display device 21 is established.

[0513] The symbol designation command is a command for notifying the performance control unit 120m of the type of special symbol that is to be stopped and displayed after being changed.

[0514] The stop symbol data stored in the stop symbol data storage area in this step S311-2 is referenced when determining the big win symbol in the special symbol stop process, when determining the operation mode of the big win port in the big win game process, and when determining the game state in the big win game end process. Details will be described later.

[0515] Next, the main CPU 110a generates a symbol designation command for a big win corresponding to the stop symbol data determined in step S311-2, and sets this symbol designation command in a transmission data storage area for performance (S311-3).

[0516] Next, the main CPU 110a obtains the current game status (at the time of the special game lottery) based on the stored contents of the status flag storage area of ​​the main RAM 110c, and stores game status information indicating the obtained game status in the game status buffer (S311-4).

[0517] In step S311-5, the main CPU 110a determines whether the result of the special game lottery is a small win. If the result is a small win (S311-5: Yes), the main CPU 110a proceeds to step S311-6, and if the result is not a small win (S311-5: No), the main CPU 110a proceeds to step S311-8.

[0518] In step S311-6, the main CPU 110a sets a small win flag in the status flag storage area of ​​the main RAM 110c, and proceeds to step S311-6.

[0519] In step S311-6, the main CPU 110a performs a small win symbol determination process. In this small win symbol determination process, the main CPU 110a refers to the small win symbol determination table in the main ROM 110b, determines the stop symbol data of the variable stop symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stop symbol data in the stop symbol data storage area in the main RAM 110c.

[0520] 76(b) is a diagram showing a small win symbol determination table. In the small win symbol determination table, a set of special symbol random number value, special symbol type (a big win type determined by winning in the specific area 19B), stop symbol data, and symbol designation command is stored.

[0521] Next, the main CPU 110a generates a symbol designation command for a small win corresponding to the stop symbol data determined in step S311-6, and sets this symbol designation command in a performance transmission data storage area (S311-7).

[0522] In step S311-8, the main CPU 110a determines whether the result of the special game lottery is a special miss. If the result is a special miss (S311-8: Yes), the main CPU 110a proceeds to step S311-9. If the result is not a special miss (S311-8: No), the main CPU 110a proceeds to step S311-11.

[0523] In step S311-9, the main CPU 110a performs a special losing symbol determination process. In this special losing symbol determination process, the main CPU 110a refers to a special losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.

[0524] 77(a) is a diagram showing a special miss symbol determination table. In the special miss symbol determination table, a set of special symbol random number value, special symbol type (special miss type), stop symbol data, and symbol designation command is stored.

[0525] Next, the main CPU 110a generates a symbol designation command for a special miss that corresponds to the stop symbol data determined in step S311-9, and sets this symbol designation command in a transmission data storage area for performance (S311-10).

[0526] In step S311-11, the main CPU 110a performs a normal losing symbol determination process. In this normal losing symbol determination process, the main CPU 110a refers to a normal losing symbol determination table in the main ROM 110b, determines the stopping symbol data of the variable stopping symbol based on the special symbol random number value in the 0th storage unit, and stores the determined stopping symbol data in the stopping symbol data storage area in the main RAM 110c.

[0527] 77(b) is a diagram showing a symbol determination table for normal misses. In the symbol determination table for normal misses, a set of special symbol random number value, special symbol type (normal miss type), stop symbol data, and symbol designation command is stored for each of the first special symbol special miss a, b, c, d and the second special symbol special miss e.

[0528] Next, the main CPU 110a generates a symbol designation command for a normal miss corresponding to the stop symbol data determined in step S311-11, and sets this symbol designation command in the performance transmission data storage area (S311-12).

[0529] In Fig. 72, after the big win determination process (S311), the main CPU 110a performs a variation pattern determination process (S312). In the variation pattern determination process, the main CPU 110a refers to the variation pattern determination table of the special symbol in the main ROM 110b, and determines the variation pattern of the variation based on the lottery result of the special game lottery in step S311 (big win, special miss, or normal miss), the memory contents of the game flag memory area at the time of execution of this step S312, the reserved number (U1) after updating in step S310-5, the big win random number value stored in the 0th memory unit in step S310-6, the reach determination random number value, and the special symbol variation random number value.

[0530] There are two types of special symbol variation pattern determination tables: one that is referred to when the first special symbol varies and one that is referred to when the second special symbol varies. Figure 78 is a diagram showing a variation pattern determination table that is referred to when the first special symbol varies. Figure 79 is a diagram showing a variation pattern determination table that is referred to when the second special symbol varies.

[0531] The special symbol change pattern determination table stores a set of the type of special symbol (type of jackpot), game status, number of reserved symbols, random number value for reach determination, random number value for special symbol change, type of special symbol change pattern, change time, and change start command.

[0532] In the special symbol variation pattern determination table, when the result of the lottery for the big win is a big win, a variation pattern with a long variation time is likely to be selected. Conversely, in the special symbol variation pattern determination table, when the result of the lottery for the special game is a loss, a variation pattern with a short variation time is likely to be selected.

[0533] For example, the options of the fluctuation pattern corresponding to the special pattern 01 (A per 1st type 10R) in the fluctuation pattern determination table of the first special pattern shown in FIG. 78 include fluctuation patterns 12, 13, 14, and 15. The fluctuation time of the fluctuation pattern 12 is T12 (for example, T12=20000ms). The fluctuation time of the fluctuation pattern 13 is T13 (T13=30000ms). The fluctuation time of the fluctuation pattern 14 is T14 (T14=40000ms). The fluctuation time of the fluctuation pattern 15 is T15 (T15=60000ms). The magnitude relationship of the selection rate of the fluctuation patterns 12, 13, 14, and 15 is fluctuation pattern 12<fluctuation pattern 13<fluctuation pattern 14<fluctuation pattern 15.

[0534] The options for the fluctuation pattern corresponding to the special symbol 02 (1st type 2R per B) in the fluctuation pattern determination table of the first special symbol shown in Figure 78 include fluctuation patterns 22, 23, 24, and 25. The fluctuation time of fluctuation pattern 22 is T12 (20000 ms). The fluctuation time of fluctuation pattern 23 is T13 (30000 ms). The fluctuation time of fluctuation pattern 24 is T14 (40000 ms). The fluctuation time of fluctuation pattern 25 is T15 (60000 ms). The magnitude relationship of the selection rate of the fluctuation patterns 22, 23, 24, and 25 is fluctuation pattern 22 < fluctuation pattern 23 < fluctuation pattern 24 < fluctuation pattern 25.

[0535] The options for the fluctuation pattern corresponding to the special pattern 03 (C per 1st type 2R) in the fluctuation pattern determination table of the first special pattern shown in Figure 78 include fluctuation patterns 32, 33, 34, and 35. The fluctuation time of fluctuation pattern 32 is T12 (20000 ms). The fluctuation time of fluctuation pattern 33 is T13 (30000 ms). The fluctuation time of fluctuation pattern 34 is T14 (40000 ms). The fluctuation time of fluctuation pattern 35 is T15 (60000 ms). The magnitude relationship of the selection rates of the fluctuation patterns 32, 33, 34, and 35 is fluctuation pattern 32 < fluctuation pattern 33 < fluctuation pattern 34 < fluctuation pattern 35.

[0536] In the variation pattern determination table of the first special symbol shown in Figure 78, the options of the variation pattern corresponding to the special symbols 09, 0A, 0B, and 0C (special miss) include variation patterns 81, 82, 83, and 84. The variation time of the variation patterns 81, 82, 83, and 84 is T11 (18000 ms).

[0537] In the variation pattern determination table of the first special symbol shown in Figure 78, the variation pattern options corresponding to the combination of special symbol 20 (normal miss), reserved number 0 to 2, and no reach (the random number value for reach determination is "0 to 69") include variation pattern 89. The variation time of variation pattern 89 is T9 (for example, T9 = 6000 ms).

[0538] In the variation pattern determination table of the first special pattern shown in FIG. 78, the options of the variation pattern corresponding to the combination of the special pattern 20 (normal miss), the reserved number 0 to 2, and the reach (the random number value for the reach determination is "70 to 99") include the variation patterns 90, 91, 92, 93, 94, and 95. The variation time of the variation pattern 90 is T10 (for example, T10 = 10000 ms). The variation time of the variation pattern 91 is the same length T11 (18000 ms) as that of the variation pattern 11. The variation time of the variation pattern 92 is the same length T12 (20000 ms) as that of the variation pattern 12. The variation time of the variation pattern 93 is the same length T13 (30000 ms) as that of the variation pattern 13. The variation time of the variation pattern 94 is the same length T14 (40000 ms) as that of the variation pattern 14. The fluctuation time of the fluctuation pattern 95 is the same length T15 (60,000 ms) as that of the fluctuation pattern 15. The magnitude relationship of the selection rates of the fluctuation patterns 90, 91, 92, 93, 94, and 95 is as follows: fluctuation pattern 90>variation pattern 91>variation pattern 92>variation pattern 93>variation pattern 94>variation pattern 95.

[0539] Here, comparing the special symbol variation pattern determination table of Figures 78 and 79 with the pre-judgment table (Figure 69) shown above, in the pre-judgment table, the corresponding data in the table can be searched for without referring to the reserved number (U1) of the variation of the first special symbol. In contrast, in the variation pattern determination table, if the result of the special game lottery is a miss, the corresponding data in the table cannot be searched for unless the reserved number (U1) of the variation of the first special symbol is referred to. For this reason, in the pre-judgment table, although it is possible to determine the type of the development destination after the reach performance, it is not possible to distinguish between "normal variation" and "shortened variation".

[0540] In FIG. 72, the main CPU 110a generates a fluctuation start command corresponding to the fluctuation pattern determined in step S312, and sets this fluctuation start command in the performance transmission data storage area (S313).

[0541] Next, the main CPU 110a obtains the current game status based on the memory contents of the status flag memory area, generates a game status designation command corresponding to the obtained game status, and sets this game status designation command in the performance transmission data storage area (S314).

[0542] Next, the main CPU 110a performs a process for starting the variable display of the special symbol (S315). Specifically, the main CPU 110a sets variable display data for making the first special symbol display device 20 or the second special symbol display device 21 perform the variable display of the special symbol (LED blinking) in a predetermined processing area. When the variable display data is set in the predetermined processing area, data for turning on or off the LED is created in the above step S910, and the created data is output in the output control process of step S920, whereby the first special symbol display device 20 or the second special symbol display device 21 performs the variable display.

[0543] Next, the main CPU 110a sets the variable time based on the variable pattern determined in the above step S312 in the special symbol time counter (S316), and proceeds to step S317. The special symbol time counter is decremented every 4 milliseconds in the above step S110.

[0544] In step S317, the main CPU 110a sets the first special symbol change flag or the second special symbol change flag in the state flag storage area of ​​the main RAM 110c, and proceeds to step S318. Specifically, the main CPU 110a sets the first special symbol change flag when the change is...

Claims

[Claim 1] A main control means for controlling the progress of a game accompanied by the provision of virtual game media, the main control means including a means for setting a game state of the gaming machine to a normal state or one of a plurality of advantageous states that are more advantageous than the normal state, and a means for stopping the progress of the game; a virtual game media number control means for receiving a transfer signal of the number of virtual game media corresponding to information from a connected card unit, performing processing related to subtraction and addition of the number of playable virtual game media according to the progress of the game, and transmitting a transfer signal of a predetermined number of virtual game media to the card unit when a count button is operated; Equipped with The main control means is capable of transmitting the game state and the progress and stop status of the game to the virtual game medium number control means, and provides game state information indicating that the game is in an advantageous state. Even if the game state becomes a normal state, the game state information indicating that the game is in an advantageous state can be maintained while the normal electric device is opened and the reserved second special symbol corresponding to the start winning during the opening is consumed. The virtual game medium number control means is capable of transmitting a game state signal indicating the advantageous state to the card unit based on the received game state and the progress and stop status of the game. A gaming machine characterized by:

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