Game machine

By designing a gaming machine with specific operating modes and suggestions mechanisms, the problem of insufficient operating efficiency and security of gaming machines in the prior art is solved, efficient storage and counting processing of game value is realized, and high-quality user experience is provided.

JP2025072830AInactive Publication Date: 2025-05-12HEIWA CORP
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Patent Information

Application Number
JP2023183202
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-10-25
Publication Date
2025-05-12
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

The lack of new methods and control methods in existing gaming machines when performing various processes, resulting in insufficient operational efficiency and safety.

Method used

A gaming machine is designed that can realize the storage, counting processing and external transmission of game value through specific operating modes and suggestions mechanisms, and provide specific suggestions when the counting processing is completed. The gaming machine has two operating modes, which perform counting processing under different conditions and provide corresponding suggestions.

Benefits of technology

By providing new methods and control methods, the efficiency and security of gaming machines in various processes are improved, ensuring the accuracy and user experience of counting processing.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of providing new techniques and control methods for executing various processing.SOLUTION: In a game machine including operation means capable of executing a specific operation, control means capable of storing a game value used in a game and executing counting processing to transmit the stored game value to the outside of the game machine on the basis of the execution of the specific operation, and suggestion means capable of executing a predetermined suggestion on the basis of the execution of the counting processing, the specific operation can be executed by a first operation mode or a second operation mode, and the suggestion means can execute the same specific suggestion in both cases where the counting processing based on the execution of the specific operation in the first operation mode is executed and where the specific operation in the second operation mode is executed consecutively a predetermined number of times or more within a predetermined period of time between executions and the counting processing based on the execution of the specific operation in the second operation mode is executed.SELECTED DRAWING: Figure 43
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Description

[Technical field]

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

[0002] Conventionally, as this type of gaming machine, there is known a machine that can execute a small prize game or a special game in which a lottery is held based on a gaming ball entering a start winning hole provided in a gaming area, and when a predetermined lottery result is derived by the lottery, a large winning hole into which the gaming ball can enter is opened. In such a gaming machine, a predetermined number of prize balls are paid out based on the entry of the gaming ball into the start winning hole or the large winning hole. In addition, in recent years, new gaming machines have been devised that, unlike conventional gaming machines, manage the number of balls owned by a player as numerical data within each gaming machine, and allow players to play without loaning gaming balls or paying out prize balls directly to the player (see Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-178978 A [Patent Document 2] JP 2022-117286 A Summary of the Invention [Problem to be solved by the invention]

[0004] A device called a dedicated unit, which has the same function as a conventional game ball dispensing device used for dispensing game balls, is connected to the gaming machine described above. The dedicated unit is designed to allow insertion of a card capable of storing the number of balls owned by the player as numerical data, and a counting process can be executed in which the balls managed as numerical data in the gaming machine are transferred (stored) to the card inserted in the dedicated unit by performing a predetermined operation using a predetermined operating means provided in the gaming machine. In recent years, a process of giving a suggestion such as outputting a predetermined sound when the counting process is completed is also executed so that the player can easily understand that the counting process has been executed. However, in recent years, as the functions of gaming machines have been changing, there has been a demand for new techniques and control methods for executing various processes.

[0005] Therefore, the present invention has been made in view of the above-mentioned circumstances, and has an object to provide a gaming machine that can provide new techniques and control methods for executing various processes. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention is configured as follows.

[0007] (1) The gaming machine of the present invention comprises an operation means capable of executing a specific operation, a control means capable of storing a gaming value used in a game and executing a counting process to transmit the stored gaming value to an outside of the gaming machine based on the execution of the specific operation, and a suggestion means capable of executing a predetermined suggestion based on the execution of the counting process, wherein the specific operation can be executed by a first operation mode or a second operation mode, and the suggestion means is capable of executing the same specific suggestion in both cases where the counting process based on the execution of a specific operation by the first operation mode is executed and where a specific operation by the second operation mode is executed consecutively a predetermined number of times or more within a predetermined period of time between executions and the counting process based on the execution of a specific operation by the second operation mode is executed. Here, the gaming value includes physical gaming media such as gaming balls and gaming medals, as well as data having the same value as gaming media, and includes numerical data in which a value corresponding to the number of gaming media is stored. Moreover, granting gaming value includes not only actually paying out a predetermined amount of gaming media such as gaming balls and gaming medals (executing the payout of physical gaming media), but also adding a predetermined amount to the above-mentioned numerical data. In view of the above, the gaming machine according to the present invention includes not only a gaming machine that imparts gaming value by actually paying out a predetermined amount of gaming media such as gaming balls or gaming medals (executing the physical payout of gaming media), but also a gaming machine that has numerical data having the same value as gaming media and in which a value corresponding to the number of gaming media is stored, and that imparts gaming value by adding a predetermined amount to the above-mentioned numerical data instead of paying out gaming media.

[0008] (2) Furthermore, the gaming machine of the present invention may be equipped with a specific control means capable of controlling the suggestion means and receiving a command indicating that a counting process has been executed by executing a specific operation, and the specific control means may be configured to receive the same command both when a specific operation is executed by a first operation mode and when a specific operation is executed by a second operation mode. Effect of the Invention

[0009] According to the present invention, it is possible to provide a gaming machine that is capable of providing new techniques and control methods for executing various processes. [Brief description of the drawings]

[0010] [Figure 1] FIG. 2 is an external oblique view of the managed gaming machine. [Diagram 2] This is an external oblique view of the managed gaming machine with the outer frame open. [Diagram 3] 2 is a schematic front view of the game board of the managed gaming machine. FIG. [Figure 4] This is an enlarged view of the second start winning port and movable piece of the managed gaming machine. [Diagram 5]1 is a schematic front view of the inside of an attacker device of a managed gaming machine. [Figure 6] 2 is an external oblique view of the lower unit of the managed gaming machine. FIG. [Figure 7] 2 is an external oblique view of the lower unit of the managed gaming machine. FIG. [Figure 8] 2 is a schematic diagram of the underside of the game board of the managed gaming machine. [Figure 9] 2 is an external oblique view of the main control board of the managed gaming machine. FIG. [Figure 10] A schematic front view of the frame control board of a managed gaming machine. [Figure 11] 2 is a block diagram showing the electrical configuration of the managed gaming machine. [Figure 12] This is an example of a command stored in the ring buffer of the managed gaming machine. [Figure 13] This is an example of a command stored in the ring buffer of the managed gaming machine. [Figure 14] This is an example of a command stored in the ring buffer of the managed gaming machine. [Figure 15] This is an example of a command stored in the ring buffer of the managed gaming machine. [Figure 16A] An explanatory diagram of the frame control management error suggestion table of the managed gaming machine. [Figure 16B] 13 is an explanatory diagram of the counting sound table of the managed gaming machine. [Figure 17] A flowchart showing an outline of the processing when power is restored in the main control board of a managed gaming machine. [Figure 18] 13 is a flowchart showing an outline of the difference ball control reset process in the main control board of a managed gaming machine. [Figure 19] 13 is a flowchart outlining a timer interrupt processing in the main control board of a managed gaming machine. [Figure 20] 13 is a flowchart showing an outline of the processing performed when a call switch is detected on the main control board of a managed gaming machine. [Figure 21] 13 is a flowchart outlining the processing performed when a specific area detection sensor is detected in the main control board of a managed gaming machine. [Figure 22]A flowchart showing an outline of the processing performed when a winning-related sensor is detected in the main control board of a managed gaming machine. [Diagram 23] 13 is a flowchart outlining the frame control transmission area storage process in the main control board of the managed gaming machine. [Figure 24] 13 is a flowchart outlining the difference ball related command set processing in the main control board of a managed gaming machine. [Diagram 25] 13 is a flowchart showing an outline of the difference ball determination control process in the main control board of the managed gaming machine. [Figure 26] A flowchart showing an outline of the counting completion indication command receiving process in the main control board of the managed gaming machine. [Figure 27] 13 is a flowchart outlining the calculation preparation period start process in the frame control board of a managed gaming machine. [Figure 28] 13 is a flowchart showing an outline of the frame control timer interrupt processing in the frame control board of a managed gaming machine. [Figure 29] 11 is a flowchart showing an outline of the lending and counting control process in the frame control board of a managed gaming machine. [Diagram 30] A flowchart showing an outline of the out number counting process in the frame control board of a managed gaming machine. [Diagram 31] A flowchart showing an outline of the winning ball counting process in the frame control board of a managed gaming machine. [Diagram 32] 13 is a flowchart showing an outline of the period control process in the frame control board of the managed gaming machine. [Diagram 33] 13 is a flowchart showing an outline of the display flag control process in the frame control board of the managed gaming machine. [Diagram 34] 13 is a flowchart outlining an error indication flag control process in the frame control board of a managed gaming machine. [Diagram 35] 13 is a flowchart showing an outline of the frame control display device control process in the frame control board of the managed gaming machine. [Diagram 36] A flowchart showing an outline of the counting switch monitoring process in the frame control board of a managed gaming machine. [Figure 37] 13 is a flowchart outlining the counting switch timing control process in the frame control board of a managed gaming machine. [Figure 38] 13 is a flowchart outlining the initial timing control processing in the frame control board of a managed gaming machine. [Figure 39] 13 is a flowchart showing an outline of the continuous timing control process in the frame control board of the managed gaming machine. [Diagram 40] 13 is a flowchart outlining the unit side counting completion command receiving process in the frame control board of the managed gaming machine. [Diagram 41] 13 is a flowchart outlining the counting process designation command receiving process in the sub-control board of the managed gaming machine. [Diagram 42] 13 is a flowchart outlining the sub-judgment time timer counter monitoring process in the sub-control board of the managed gaming machine. [Diagram 43] 13 is a flowchart showing an outline of the long operation counting completion sound output control process in the sub-control board of the managed gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. (Overview of managed gaming machine P) The gaming machine according to this embodiment is a controlled gaming machine P. The managed gaming machine P is a new gaming machine that aims to strengthen measures against fraudulent acts (so-called cheating) and reduce the workload of hall staff. The managed gaming machine P of this embodiment uses gaming balls as gaming media and shoots out the gaming balls to play, just like conventional pachinko machines, but by circulating a predetermined number of gaming balls (45 in this embodiment) in each managed gaming machine P and using the gaming balls in play, the game can be played without directly lending the gaming balls or paying out prize balls to the player (i.e., without the player touching the gaming balls directly), and the number of gaming balls owned by the player (so-called number of balls in possession, hereinafter also referred to as the number of balls in possession) is configured to be managed as numerical data in each managed gaming machine P.

[0012] In addition, a dedicated unit U, which is a device dedicated to the managed game machine P and has a role equivalent to that of a conventional game ball lending device (so-called CR unit) used for lending game balls, is connected to the managed game machine P. In the conventional game ball lending device, a predetermined number of game balls (for example, 125 balls) are lent out directly from the game ball lending device or indirectly via the pachinko machine each time a lending operation is performed on the pachinko machine (i.e., game balls are paid out to an upper tray provided on the pachinko machine). However, in the dedicated unit U, instead of physically lending out game balls, a lending command indicating the lending of the above-mentioned number of lent balls is sent to the managed game machine P each time a lending operation is performed on a lending button provided on a lending switch LS described later in the dedicated unit U (hereinafter, also referred to as a lending operation) is performed once.

[0013] To give an overview, the managed gaming machine P is (1) classified in the same way as a conventional pachinko machine, and a player plays the game by shooting gaming balls into a gaming area 12 formed on a gaming board 11 described below, (2) does not have an upper tray and a lower tray capable of receiving gaming balls, as conventional pachinko machines have, and (3) is configured with a lower unit 500 described below that circulates within each managed gaming machine P a predetermined number of gaming balls required for shooting, and is also configured with a launching device 502 having the same performance as a conventional pachinko machine in shooting gaming balls during the circulation, a cleaning unit 540 for removing dirt adhering to the gaming balls, etc. (4) the number of balls held is managed and displayed as numerical data in each managed gaming machine P (frame control board 200 described later), and (5) a lending command indicating the lending of the above-mentioned number of lent balls is sent to the managed gaming machine P by a lending operation from the dedicated unit U, and a counting command for transferring (sending) the held balls managed within the managed gaming machine P to the dedicated unit U is sent from the managed gaming machine P by pressing the counting button 6c provided on the counting switch 6b described later (hereinafter also referred to as the counting operation).

[0014] (External configuration of managed gaming machine P) Although not specifically shown, in a hall in which the controlled gaming machines P are installed, one or more controlled gaming machines P are arranged in a specified installation area, and a dedicated unit U is installed adjacent to the controlled gaming machine P. One dedicated unit U (for example, a dedicated unit U installed adjacent to the left side of the controlled gaming machine P) is associated with the controlled gaming machine P, and each controlled gaming machine P is connected to the corresponding dedicated unit U.

[0015] The dedicated unit U allows the insertion of bills and a storage medium (card). The card stores value information corresponding to the number of game balls and the remaining number of game balls owned by the player that have not been transmitted to the managed game machine P (hereinafter, also referred to as the number of balls stored). After inserting a bill or a card, each time a lending operation is performed in the dedicated unit U, a lending command indicating lending of the number of lent balls is transmitted from the dedicated unit U to the managed game machine P. When the lending command transmitted from the dedicated unit U is received by the managed game machine P, the number of lent balls is added to the number of balls managed in the managed game machine P. The player can shoot out game balls equal to the number of balls managed. In addition, for example, when the above-mentioned counting operation is performed in the managed game machine P when the number of balls is one or more, a counting process is executed to transfer a predetermined number of balls managed in the managed game machine P from the managed game machine P to the dedicated unit U. This causes a predetermined number to be subtracted from the number of balls held and managed within the managed gaming machine P, and also causes the predetermined number to be added to the number of balls stored in the storage medium inserted into the dedicated unit U.

[0016] The controlled gaming machine P of this embodiment comprises a machine frame 1 which is a roughly rectangular frame body fixed to an installation area, an inner frame 2 which is a roughly rectangular frame body attached to the machine frame by a hinge mechanism H1 so as to be freely opened and closed and has a hollow portion (not specifically shown), and an outer frame 3 which is a roughly rectangular frame body attached to the inner frame 2 by a hinge mechanism H2 so as to be freely opened and closed and has an opening 3a (see Figures 1 and 2). The hinge mechanisms H1 and H2 are provided at the left ends of the inner frame 2 and the outer frame 3, respectively, as seen by a player facing the game board 11 (described later) (see FIG. 2). That is, the right ends of the inner frame 2 and the outer frame 3, opposite the hinge mechanisms H1 and H2, are open ends. The open ends rotate around the hinge mechanisms H1 and H2 in the front direction (toward the player facing the game board 11), opening the inner frame 2 and the outer frame 3.

[0017] In the hollow portion of the inner frame 2, a game board 11 (see FIG. 3) for forming a game area 12 is housed, although not shown. In addition, as shown in FIG. 1, the outer frame 3 is provided with a transparent plate 4 covering the opening 3a, a deck portion 3b located below the opening 3a and protruding forward, an operation handle 5 attached to the lower right of the deck portion 3b (the lower right corner of the outer frame 3) for performing a launch operation of game balls, and speakers 10 as audio output devices attached to the upper left and right and the lower left and right of the transparent plate 4. In addition, as shown in FIG. 1, the deck portion 3b of the outer frame 3 is provided with a game ball number display unit 6 for displaying the number of balls held and performing a counting operation, a call switch 7 for calling a hall clerk, and a performance operation device 9 capable of performing various operations related to the performance described later. Furthermore, various lamps 23 are provided on the outer periphery of the outer frame 3 as illumination devices that emit light in various colors and light emission patterns to perform performances and notify various errors described later. All of these lamps 23 are composed of LEDs capable of emitting light in multiple colors.

[0018] In this controlled gaming machine P, when the inner frame 2 is closed against the machine frame 1 and the outer frame 3 is closed, the transparent plate 4 is positioned in front of the gaming board 11 with a gap therebetween. This allows the gaming board 11 located behind to be viewed through the transparent plate 4.

[0019] The operating handle 5 is formed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5 while the number of balls managed by the managed gaming machine P is one or more, the gaming balls stored in a circulating manner in the managed gaming machine P are sent to the launching device 502, and the launching device 502 launches the gaming balls toward the gaming area 12 with a launching strength according to the rotation angle of the operating handle 5. The gaming balls launched with a launching strength that allows the gaming balls to reach the gaming area 12 (hereinafter also referred to as the gaming area reaching launching strength) or more are guided by a pair of rails 13a, 13b fixed to the gaming board 11, rise, and reach the gaming area 12. In contrast, a game ball launched with less than the game area reaching launch intensity cannot reach the game area 12 and is guided downward by the rails 13a, 13b, passes through the foul passage 610 described below which communicates with the lower space of the rails 13a, 13b, and reaches the storage tank 510 described below which is located at the front lower part of the inner frame 2. In this specification, a game ball that is launched but fails to reach the game area 12 is also referred to as a "foul ball."

[0020] 1, the game ball count display unit 6 includes a ball count display device 6a that displays the number of balls managed in the managed game machine P (described later), and a count switch 6b that can be pressed to perform the counting operation described above. The ball count display device 6a is composed of six 7-segment displays with decimal points arranged side by side, and can display the number of balls from 0 to 999999. For example, when starting a new game on a managed gaming machine P where no game is being played, the number of balls held is usually 0, so the ball number display device 6a displays that the number of balls held is 0 (for example, displays "000000"). At this time, when a lending operation is performed on the dedicated unit U, the above-mentioned lending command is sent to the managed gaming machine P, the number of lent balls (125 balls) is added to the number of balls held in the managed gaming machine P, and the number of balls held after this addition is displayed on the ball number display device 6a. For example, as described above, when the number of balls held is 0 and a lending operation is performed once, the ball number display device 6a displays that the number of balls held is 125 (for example, displays "000125"). Also, as described above, when the number of balls held managed in the managed gaming machine P is one or more, the counting operation is performed by pressing the counting button 6c provided on the counting switch 6b, and a counting process is executed to transfer a predetermined number of the balls held managed in the managed gaming machine P to the dedicated unit U. As a result, the predetermined number of the balls held managed in the managed gaming machine P are sent to the dedicated unit U, the number of balls held managed in the managed gaming machine P is reduced by the predetermined number, and the number of balls held after the reduction by the predetermined number is displayed on the ball number display device 6a. In addition, each time one game ball is shot, the number of balls being managed is decremented by one, and the number of balls being held displayed on the ball number display device 6a is also decremented by one accordingly. If a shot game ball is a foul ball, the foul ball has not been used in a game and should be returned to the balls being held, so the number of balls being managed is incremented by one, and the number of balls being held displayed on the ball number display device 6a is also incremented by one accordingly. If a game ball enters one of the winning holes described below, the number of prize balls corresponding to that ball is added to the number of balls being managed, and the number of balls being held displayed on the ball number display device 6a is also increased by the number of prize balls. The number of 7-segment displays constituting the ball count display device 6a is not particularly limited as long as it is capable of displaying the upper limit of the number of game balls that can be acquired by the managed gaming machine P, and may be 5 or less, or 7 or more. Also, the ball count display device 6a may be composed of a liquid crystal display device, a dot matrix display device, or the like, instead of a 7-segment display device.

[0021] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the inner frame 2 and the outer frame 3 are closed to the machine frame 1, which is partitioned into an approximately circular shape by a pair of rails 13a, 13b fixed to the game board 11, and is an area through which game balls can flow down. As shown in FIG. 3, the game area 12 is composed of a first game area 12a, which is an area on the left side as seen by a player facing the managed game machine P, and a second game area 12b, which is an area on the right side as seen by a player facing the managed game machine P. These two game areas 12 have different possibilities for game balls to enter depending on the above-mentioned firing intensity. Specifically, a game ball shot with a firing intensity equal to or higher than the above-mentioned game area reaching firing intensity and not reaching the highest point of the game area 12 (hereinafter also referred to as the highest point reaching firing intensity) enters the first game area 12a. On the other hand, a game ball shot with a firing intensity equal to or higher than the highest point reaching firing intensity can enter the second game area 12b.

[0022] As shown in Fig. 3, within this game area 12, there are provided a windmill and numerous nails for making the direction in which game balls flow irregularly, a general winning hole 14 through which game balls can enter, a first starting winning hole 15 and a second starting winning hole 16 as starting areas, a gate 20 through which game balls can pass, an attacker device 17 that operates when a predetermined condition is satisfied, an outlet 19 that guides game balls out of the game area 12, and an effect display device 21 as an effect device that performs effects as the game progresses, etc. Note that Fig. 3 shows only some of the nails, and the other nails are omitted.

[0023] 3, the general winning opening 14 is provided at the lower left side of the game area 12, and when a game ball enters the general winning opening 14, the number of prize balls corresponding to the entered ball (five in this embodiment) is added to the number of balls managed by the management gaming machine P. The number and location of the general winning openings 14 are not particularly limited.

[0024] 3, the first start winning hole 15 is provided at a position slightly lower than the center of the game area 12. The first start winning hole 15 is designed so that game balls flowing down the first game area 12a can enter the first start winning hole 15, but game balls flowing down the second game area 12b cannot enter the first start winning hole 15.

[0025] As shown in FIG. 3, the gate 20 is provided at the top of the second game area 12b (at a position slightly above the center of the right part of the game area 12). In the managed game machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through the gate 20, and game balls flowing down the first game area 12a cannot pass through the gate 20. When a game ball passes through the gate 20, a lottery for a normal symbol, which will be described later, is held. If the result of the lottery is a winning combination, the movable piece 16b, which will be described later, is configured to protrude for a predetermined period of time.

[0026] As shown in FIG. 3, below the gate 20, the second start winning hole 16 and a flat movable piece 16b (normal electric device) that can be protruded and retracted from the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed so as to slope downward from the right end to the left end when protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second start winning hole 16 is located to the left of the left end of the movable piece 16b. The second start winning hole 16 is cup-shaped with an opening toward the top, and a game ball that reaches the opening enters the second start winning hole 16. When the movable piece 16b protrudes from the game board 11 (hereinafter, also referred to as a protruding state), the upper surface of the movable piece 16b functions as a guide member that guides the game ball to the opening of the second start winning hole 16 (see FIG. 4(b)). On the other hand, when the movable piece 16b is immersed in the game board 11 (hereinafter, also referred to as the immersed state), the movable piece 16b cannot guide the game ball to the opening of the second start winning hole 16 (see FIG. 4(a)). Also, only game balls flowing down the second game area 12b can enter the second start winning hole 16, and game balls flowing down the first game area 12a cannot enter the second start winning hole 16.

[0027] The second start winning opening 16 and the movable piece 16b are not limited to the above configuration. For example, the second start winning opening 16 may be provided with a wing member that can rotate left and right around an axis perpendicular to the game board 11 to open and close the second start winning opening 16 as the movable piece 16b. Specifically, when the movable piece 16b (wing member) is closed, the second start winning opening 16 is in a closed state, and it is impossible for a game ball to enter the second start winning opening 16, whereas when the movable piece 16b is open, the second start winning opening 16 is in an open state, and the movable piece 16b functions as a guide member that guides the game ball toward the second start winning opening 16, thereby enabling the game ball to enter the second start winning opening 16. In addition, the movable piece 16b may be a cover member that rotates back and forth around an axis horizontal to the game board 11 to open and close the second start winning opening 16, or it may be a shutter member that slides up and down to open and close the second start winning opening 16.

[0028] In addition, the installation locations of the first start winning port 15 and the second start winning port 16 are not particularly limited, and for example, the first start winning port 15 and the second start winning port 16 may be placed in a position where game balls flowing down either game area 12 (first game area 12a, second game area 12b) can easily enter them.

[0029] When a game ball enters the first start winning hole 15 or the second start winning hole 16, the number of prize balls corresponding to the ball (1 in this embodiment) is added to the number of balls managed by the management game machine P, and a winning / losing lottery (a lottery to derive whether the small prize will be won or lost in this embodiment) is held, and one special symbol is selected from a number of predetermined special symbols. Each special symbol is associated with various game benefits, and game benefits such as the execution of a small prize game that triggers the execution of a special game advantageous to the player and the setting of a predetermined game state are awarded according to the type of special symbol selected.

[0030] The number of prize balls corresponding to the game ball entering the first start winning port 15 or the second start winning port 16 is not particularly limited as long as it is 1 or more, and may be any number. Also, the number of prize balls may be the same or different between the start winning port (second start winning port 16) where the movable piece 16b is provided and the start winning port (first start winning port 15) where the movable piece 16b is not provided.

[0031] 3, the attacker device 17 is provided in the approximate center of the right part of the game area 12 (below the second start winning opening 16 and the movable piece 16b). The attacker device 17 is provided with a large winning opening 18 into which game balls can enter, and an opening / closing door 18b for opening and closing the large winning opening 18. Normally, the opening / closing door 18b is closed and the large winning opening 18 is closed, so that game balls cannot enter the large winning opening 18. However, when the above-mentioned small win game or special game is executed, the opening / closing door 18b opens and the large winning opening 18 is opened, and the opening / closing door 18b functions as a receiving member that guides game balls to the large winning opening 18, so that game balls can enter the large winning opening 18. When one game ball enters the big prize opening 18, the number of prize balls corresponding to that ball (10 in this embodiment) is added to the number of balls held by the management game machine P.

[0032] 3, game balls flowing down the second game area 12b can enter the large prize opening 18, but game balls flowing down the first game area 12a cannot enter the large prize opening 18. Although not shown, nails, windmills, etc. are arranged so that almost all game balls flowing down the second game area 12b can reach the large prize opening 18, except for those that enter the second start prize opening 16. Therefore, as long as game balls continue to be shot out as long as the large prize opening 18 is open, the game balls will enter the large prize opening 18.

[0033] 5(a) and (b), a rolling road 51 is provided inside the attacker device 17 along which a gaming ball that has entered the large prize opening 18 can roll to the left. This rolling road 51 branches into an upper passage 52 and a lower passage 53 at a predetermined position in the rolling direction, and a general area 58 is provided at the end of the upper passage 52 into which a gaming ball that has entered the large prize opening 18 can enter, and a specific area 57 is provided at the end of the lower passage 53 into which a gaming ball that has entered the large prize opening 18 can enter (see FIGS. 5(a) and (b)).

[0034] 5(a) and (b), a distribution member 59 for distributing game balls to either the upper passage 52 or the lower passage 53 is provided at a position where the upper passage 52 and the lower passage 53 branch off. The distribution member 59 is rotatable about an axis perpendicular to the game board 11 and can be displaced between a first position where the path to the upper passage 52 is opened and the path to the lower passage 53 is blocked, and a second position where the path to the upper passage 52 is blocked and the path to the lower passage 53 is opened. When the distribution member 59 is located at the first position, the game ball that has entered the big prize opening 18 advances to the upper passage 52 and enters the general area 58, and when the distribution member 59 is located at the second position, the game ball advances to the lower passage 53 and enters the specific area 57.

[0035] In addition, although not specifically shown, the attacker device 17 is provided with a specific area outlet for discharging game balls that have entered the specific area 57 outside the large prize opening 18 (on the rear side of the game board 11), and a general area outlet for discharging game balls that have entered the general area 58 outside the large prize opening 18 (on the rear side of the game board 11).

[0036] In the managed gaming machine P according to this embodiment, during a small win game, the distribution member 59 stays at the second position, and a gaming ball that enters the large prize opening 18 does not enter the general area 58, but all enters the specific area 57. In contrast, during a special game, the distribution member 59 stays at the first position, and a gaming ball that enters the large prize opening 18 does not enter the specific area 57, but all enters the general area 58. That is, game balls can enter the specific area 57 only during a small win game. As a result, during a small win game, if a game ball is shot toward the second game area 12b, the game ball will enter the big prize opening 18, and the game ball that enters the big prize opening 18 will always enter the specific area 57. In the managed game machine P according to this embodiment, a special game is executed based on a predetermined number of game balls (one in this embodiment) entering the specific area 57 during a small win game.

[0037] 3, the outlet 19 is provided at the bottom of the game area 12, and receives game balls that have not entered any of the general winning opening 14, the first start winning opening 15, the second start winning opening 16, and the large winning opening 18. Then, all game balls received at the outlet 19 and game balls that have entered each of the above-mentioned winning openings (general winning opening 14, first start winning opening 15, second start winning opening 16, large winning opening 18) reach the outlet passage 600 described below, and through this outlet passage 600, reach the storage tank 510 described below, which is provided at the front lower part of the inner frame 2. After being shipped from the factory, the managed gaming machine P does not contain any gaming balls for circulation, and after installation in the hall, a predetermined number (45 balls) of gaming balls are replenished into the managed gaming machine P. Specifically, the outer frame 3 is opened and gaming balls are inserted into the outlet 19 to replenish the gaming balls for circulation.

[0038] As shown in FIG. 3, the performance display device 21 is provided in the approximate center of the game area 12. In the managed game machine P according to this embodiment, a liquid crystal display device is used as the performance display device 21. The performance display device 21 is provided with a display unit 21a for displaying images such as moving images and still images. In the display unit 21a, a background image is displayed, and a variable performance is performed in association with the variable display of the special symbol. In this variable performance, the performance symbols 50 (dummy symbols) are displayed in a variable manner, and the result of the winning / losing lottery is notified (suggested) to the player depending on the stop display mode of each performance symbol 50. The performance display device 21 is not limited to a liquid crystal display device, and may be, for example, a drum-type display device that performs various displays using a plurality of drums with symbols on the outer periphery. The performance devices are not limited to liquid crystal display devices and lamps 23, but may be other performance props that operate at various times and in various ways.

[0039] The managed gaming machine P of this embodiment is provided with, as the performance operation device 9 arranged on the above-mentioned deck section 3b, an operation button 9a which can be pressed to progress or switch the performance, a volume change button 9b which can be pressed to change the volume of the sound output from the speaker 10, a light intensity change button 9c which can be pressed to change the light intensity of the lamp 23, and a cross key 9d which can be pressed to perform setting operations on a menu screen (displayed on the display section 21a) for making various settings related to the performance.

[0040] As shown in Figure 3, in the lower right part of the game board 11 and outside the game area 12, a first special pattern display device 30, a second special pattern display device 31, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern display device 32 and a normal pattern reserve display device 33 are provided as devices for displaying various statuses regarding the game.

[0041] In the managed game machine P according to this embodiment, a lower unit 500 for circulating game balls is provided at the lower front part (below the game board 11) of the inner frame 2. This lower unit 500 is composed of a plurality of devices, and mainly includes a launching device 502 for launching game balls, a storage tank 510 capable of storing game balls, a rectifier 520 for sending game balls to the launching device, a lifting unit 530 for lifting game balls in the storage tank 510 to a ball passage 620 described later, and a cleaning unit 540 for removing dirt adhering to the game balls.

[0042] As shown in Fig. 6 and Fig. 7, the above-mentioned out passage 600 is provided at the top of the lower unit 500. As described above, all game balls that enter the general winning port 14, the first start winning port 15, the second start winning port 16, and the big winning port 18, and game balls received by the out port 19 reach the out passage 600. These game balls then flow down the out passage 600 and reach the storage tank 510 via the communication port 630 provided at the most downstream of the out passage 600 (see Fig. 7). Arrow A in Fig. 7 indicates the path of the game balls flowing down the out passage 600. Further, an out sensor 601 capable of detecting a gaming ball flowing down the out passage 600 is provided in the middle of the out passage 600 and on the front side of the communication port 630, as shown in FIG.

[0043] 7, the above-mentioned foul passage 610 is provided at the top of the lower unit 500 and to the left of the out passage 600. As described above, a foul ball that is shot but does not reach the playing area 12 reaches the foul passage 610. The foul ball then flows down the foul passage 610 and reaches the storage tank 510 (see FIG. 7). Arrow B in FIG. 7 indicates the path of the foul ball flowing down the foul passage 610. Further, at the most downstream position of the foul passage 610 and at the entrance of the storage tank 510, as shown in FIG. 7, a foul ball sensor 611 capable of detecting a foul ball that has flowed down the foul passage 610 is provided.

[0044] 7, the storage tank 510 is provided in the lower central portion of the lower unit 500, and stores game balls that have flowed down the out passage 600 and foul balls that have flowed down the foul passage 610. The game balls stored in the storage tank 510 reach the pumping unit 530 arranged downstream of the storage tank 510. 7, the storage tank 510 is equipped with an excess number of circulating balls sensor 511 and an insufficient number of circulating balls sensor 512. The excess number of circulating balls sensor 511 is for detecting an excess number of circulating balls state in which the number of game balls stored in the storage tank 510 (i.e., game balls circulating in the managed game machine P) is equal to or greater than a predetermined upper circulation limit number (e.g., 47 balls, etc.). The insufficient number of circulating balls sensor 512 is for detecting an insufficient number of circulating balls state in which the number of game balls stored in the storage tank 510 is less than a predetermined lower circulation limit number (e.g., 43 balls, etc.). The storage tank 510 is provided with an outlet (not shown) that can be opened and closed and that discharges the stored game balls to the outside of the managed game machine P, and an opening / closing lever 515 for opening and closing the outlet (see FIGS. 6 and 7). By operating the opening / closing lever 515, the outlet is opened and the game balls stored in the storage tank 510 can be discharged to the outside of the managed game machine P from the outlet.

[0045] The lifting unit 530 lifts the game balls arriving from the storage tank 510 to the ball passage 620 located at the top of the lifting unit 530 and in front of the foul passage 610, and is equipped with a screw conveyor 531 that lifts the game balls toward the ball passage 620, and a lifting motor 532 that rotates the screw conveyor 531 (see Figures 6 and 7). When the lifting motor 532 is activated, the screw conveyor 531 rotates, and the game balls arriving from the storage tank 510 are lifted from the bottom to the top by this screw conveyor 531 and reach the ball passage 620. Further, below the screw conveyor 531, as shown in FIGS. 6 and 7, a rotation sensor 533 capable of detecting the rotation of the screw conveyor 531 based on the operation of the lifting motor 532 is provided.

[0046] The cleaning unit 540 is provided next to the screw conveyor 531 with a predetermined gap (a gap slightly larger than the diameter of the game ball), and is equipped with a polishing roller 541 capable of polishing the game balls lifted by the screw conveyor 531 (see Figs. 6 and 7). A polishing cloth (not shown) for polishing the game balls is attached to the outer periphery of this polishing roller 541. The game balls are lifted while being sandwiched between the screw conveyor 531 and the outer periphery of the polishing roller 541, and are polished by the polishing cloth during this lifting.

[0047] A rectifier 520 is provided downstream of the above-mentioned ball passage 620, and a launching device 502 is provided downstream of this rectifier 520 (see FIG. 6). The rectifier 520 is equipped with a rectifier solenoid 521 that sends out game balls to the launching device 502 (see FIG. 6). Although not shown in particular, the launching device 502 is equipped with a hammer that shoots out the game balls sent out from the rectifier 520 one by one, and a launching motor 503 that rotates the hammer. The launching motor 503 may be composed of a solenoid. The game balls that are lifted by the screw conveyor 51 and reach the ball passage 620 flow down this ball passage 620 and reach the rectifier 520. Then, when the operating handle 5 is rotated, the rectifier solenoid 521 is actuated to send the game ball to the launching device 502, and the launching motor 503 is actuated to rotate the hammer, thereby shooting out (launching) the game ball. In addition, a rectifier inlet sensor 522 capable of detecting a gaming ball positioned at the inlet of the rectifier 520, which is the most downstream of the ball passage 620, is provided, and a rectifier outlet sensor 523 capable of detecting a gaming ball positioned at the outlet is provided at the outlet of the rectifier 520 (see FIG. 6). When a gaming ball is detected by the rectifier inlet sensor 522, a rectifier inlet detection signal is output to the frame control board 200 described below, and when a gaming ball is detected by the rectifier outlet sensor 523, a rectifier outlet detection signal is output to the frame control board 200.

[0048] In addition, as shown in FIG. 8, at the top center of the back side of the game board 11, a main control board 100 that stores setting values ​​and main control states, etc., which will be described later, and controls the basic operations of the managed game machine P is attached in a state stored in a transparent box-shaped main control board case 150, and below the main control board 100, a sub-control board 300 that controls various presentations is attached in a state stored in a transparent box-shaped sub-control board case 350, and below the sub-control board 300, a frame control board 200 that controls the launch of game balls and the circulation of game balls within the managed game machine P, the management (storage) and display of the number of balls held, etc., and the display of game performance information, which will be described later, is attached in a state stored in a transparent box-shaped frame control board case 250.

[0049] In addition, a power supply board 700 for supplying power to each board is provided at the bottom of the back side of the game board 11, near the open end of the inner frame 2 (to the left of the frame control board 200 in Figure 8), and this power supply board 700 is provided with a power switch 750. The power switch 750 can be switched on or off. When the power switch 750 is turned on, power is supplied from the power supply board 700 to each board, and when the power switch 750 is turned off, the supply of power from the power supply board 700 to each board stops. In this specification, when the power switch 750 is turned on and power is supplied, this will be referred to as "power on," "power recovery," etc., and when the power switch 750 is turned off and power supply is stopped, this will be referred to as "power off," "power interruption," etc.

[0050] (Configuration of the control means of the managed gaming machine P) Next, a control means for controlling the operation of the managed gaming machine P will be described. The above-mentioned control means is composed of a main control board 100, a frame control board 200, a sub-control board 300, and a power supply board 700 (not specifically shown), as shown in Fig. 11. Also, as shown in Fig. 11, the frame control board 200 and the sub-control board 300 are connected to the main control board 100. Although not specifically shown, a power supply board 700 is connected to each board.

[0051] (Outline of main control board 100) As described above, the main control board 100 stores the setting values ​​and the main control state, and controls the games played in the managed gaming machine P. Specifically, it controls the special game that starts when the gaming ball enters the first start winning hole 15 or the second start winning hole 16, the regular game that starts when the gaming ball passes through the gate 20, the small win game, and the special game.

[0052] Here, in the managed gaming machine P according to this embodiment, multiple stages are set for the setting of the balls to be dispensed, from setting value 1 to setting value 6, and the probability of winning a small prize in the win / lose lottery differs depending on the setting value. For example, setting value 6 is set to have a higher probability of winning a small prize than setting value 1, and if the probability of winning a small prize is high, the possibility of awarding prize balls (the number of prize balls being added) also increases, so by changing the setting value, the amount of prize balls expected to be awarded in the managed gaming machine P changes. The set value may be set to 2 to 5 levels instead of 6 levels, or only one set value may be provided.

[0053] In addition, the managed gaming machine P in this embodiment has, as main control states which are control states managed by the main control board 100, a playable state in which the game can be played, a setting confirmation state in which the game cannot be played (the game progress stops) and the set setting values ​​can be confirmed, a setting change state in which the game cannot be played (the game progress stops) and the set setting values ​​can be changed, and a game stopped state in which the game cannot be played, and the setting values ​​cannot be confirmed or changed, and the machine is configured to stay in any of the main control states when the power is on. When the main control state is the setting change state, the currently set setting value can be changed (switched) by performing a predetermined setting change operation.

[0054] The main control board 100 in this embodiment is a rectangular plate-shaped board (single-layer board) with a wiring pattern provided on only one side, as shown in Fig. 9. Note that the main control board 100 may be a double-sided board (two-layer board) with a wiring pattern provided on both sides.

[0055] Also, on the surface of the main control board 100, as shown in FIG. 9, there are provided a one-chip type main IC 104 which integrates a main CPU 101, a main ROM 102, and a main RAM 103, a setting value display device 105, a connector 106, a test-only output terminal 107, a setting switch 108, a RAM clear switch 109, etc.

[0056] The main CPU 101 is an electronic component that performs various arithmetic processing. The main ROM 102 is an electronic component (Read Only Memory) that has a read-only memory area that stores a gaming machine identification code that indicates the manufacturer and model of the managed gaming machine P, a control program required for playing, tables, etc. The main RAM 103 is an electronic component (Read Write Memory) that has a readable and writable memory area that is used to store the above-mentioned setting values, a gaming machine state flag that indicates the main control state, various data related to the progress of the game (for example, execution phase data that indicates the progress of the special game, and regular game execution phase data that indicates the progress of the regular game), etc., and to store temporary data during arithmetic processing by the main CPU 101. Based on signals from various sensors and timers connected to the main control board 100, the main CPU 101 reads out control programs and tables stored in the main ROM 102 and performs calculation processing, etc., as well as controlling various devices connected to the main control board 100 and transmitting commands to other boards (frame control board 200, sub-control board 300) based on the results of detection by the above-mentioned sensors and calculation processing.

[0057] In addition, the memory area of ​​the main RAM 103 stores the above-mentioned setting values, a game machine status flag indicating the main control status, various data related to the progress of the game, as well as a checksum of the main RAM 103 calculated at the time the power is turned off, a backup flag (a flag for determining whether there is an abnormality in the backup process of the main RAM 103 performed at the time the power is turned off), information on main control management errors managed by the main control board 100, a difference ball count value used for operation stop control based on the difference ball number described below (hereinafter also referred to as difference ball operation stop control), difference ball operation stop control phase data for setting various states related to the difference ball operation stop control (pre-activation warning state, activation warning state, activation preview state, and activation state described below), test signal information described below, etc. The data stored in the memory area of ​​the main RAM 103 is not limited to these, and for example, in a managed gaming machine P that is set up so that a special fluctuation pattern is determined when the number of fluctuations since the end of a special game reaches a specific number, information on the above-mentioned specific number of times may be stored. In addition, although not specifically shown, the memory area of ​​the main RAM 103 is provided with a ring buffer that is used to temporarily store the prize ball designation commands and game status commands (described below) that are transmitted from the main control board 100 to the frame control board 200.

[0058] The setting value display device 105 is a device that displays the set setting value, and is composed of a 7-segment display. During the setting confirmation state or the setting change state, the current setting value stored in the main RAM 103 is displayed. Also, if a main control management error occurs in the managed gaming machine P, a code indicating that fact is displayed. Incidentally, the set value display device 105 may be configured with a liquid crystal display, a dot matrix display, or the like, instead of a seven-segment display.

[0059] The connectors 106 are for connecting various harnesses, cables, etc., and are provided in plurality on the surface of the main control board 100.

[0060] The test-only output terminal 107 is a terminal for outputting a test signal used in a type test, and is provided on the surface of the main control board 100. Here, the type test is a test for determining whether the controlled gaming machine P complies with a predetermined regulation, and the test signal is a signal used in the type test. In the controlled gaming machine P according to this embodiment, various test signals are generated by the main CPU 101 at various timings, and the generated test signals can be output from the test-only output terminal 107 to the outside of the controlled gaming machine P. Specifically, a test computer (not shown) is used for the type test, and this test computer is provided with a dedicated receiving terminal (not shown) that can be connected to the test-only output terminal 107. Then, when the above-mentioned receiving terminal is connected to the test-only output terminal 107, the test signal generated by the main CPU 101 and output from the test-only output terminal 107 is input to the test computer outside the controlled gaming machine P via this receiving terminal. The output of the test signal will be described in detail later.

[0061] The setting switch 108 is referenced to set the main control state (playable state, setting confirmation state, setting change state, game stopped state) when the power is turned on. The setting switch 108 is provided with an operation unit (not shown) with a keyhole, and is formed so that it can be rotated when a specified key is inserted into the keyhole. Normally, the setting switch 108 is off, but when a rotation operation is performed, the setting switch 108 is turned on.

[0062] The RAM clear switch 109 is used to clear predetermined data stored in the main RAM 103 and the frame control RAM 203 described later, and to change setting values. The RAM clear switch 109 is provided with a RAM clear button 109a that can be pressed. When the RAM clear button 109a is not pressed, the RAM clear switch 109 is off, but when the RAM clear button 109a is pressed, the RAM clear switch 109 is turned on.

[0063] In the managed gaming machine P according to this embodiment, when the power supply is turned from off to on with both the setting switch 108 and the RAM clear switch 109 on (when the power supply is restored from the power interruption), regardless of the main control state that was set before the power interruption, the main CPU 101 sets the setting change state and clears the predetermined data stored in the main RAM 103 and the frame control RAM 203. When the playable state or the setting confirmation state was set before the power interruption, when the power supply is turned from off to on with both the setting switch 108 on and the RAM clear switch 109 off, the main CPU 101 sets the setting confirmation state. Regardless of the main control state that was set before the power interruption, when the power supply is turned from off to on with both the setting switch 108 and the RAM clear switch 109 off, the main CPU 101 sets the main control state that was set before the power interruption. Regardless of the main control state that was set before the power interruption occurred, when the power is turned from off to on with the setting switch 108 off and the RAM clear switch 109 on, the main CPU 101 sets the main control state that was set before the power interruption occurred and clears specified data stored in the main RAM 103 and the frame control RAM 203. Furthermore, when the setting switch 108 is turned off during the setting change state, the main CPU 101 sets the playable state, and when the setting switch 108 is turned off during the setting confirmation state, the playable state is set. Then, by pressing the RAM clear button (turning on the RAM clear switch 108) during the setting change state, the setting value can be changed (switched). As described above, the setting value is stored in the main RAM 103, and when the setting value is changed, the setting value stored in this main RAM 103 is changed. In this specification, clearing of predetermined data stored in the main RAM 103 and the frame control RAM 203 by the RAM clear switch 108 is also referred to simply as "RAM clear."

[0064] Also, as shown in FIG. 11, the main control board 100 is connected to a general prize opening detection sensor 14a which detects when a game ball enters the general prize opening 14, a first start prize opening detection sensor 15a which detects when a game ball enters the first start prize opening 15, a second start prize opening detection sensor 16a which detects when a game ball enters the second start prize opening 16, a gate detection sensor 20a which detects when a game ball passes through the gate 20, a setting switch 108, a RAM clear switch 109, a call switch 7, a specific area detection sensor 57a which detects when a game ball enters a specific area 57 provided in the large prize opening 18, and a general area detection sensor 58a which detects when a game ball enters the general area 58 provided in the large prize opening 18. The detection signals output from each of these sensors and signals indicating the on / off state of each switch are input to a main control board 100.

[0065] The call switch 7 is also provided with a call button 7a that can be pressed (see FIG. 1). When the call button 7a is not pressed, the call switch 7 is off, but when the call button 7a is pressed, the call switch 7 is turned on. When the call switch 7 is turned on, the main CPU 101 transmits a call command to the frame control board 200 indicating that the call button 7a has been pressed (indicating that the call switch 7 has been turned on). When the frame control board 200 receives the call command, the frame control CPU 201 of the frame control board 200, which will be described later, outputs external information indicating that the call button 7a has been pressed to a hall computer installed outside the managed gaming machine P. This allows the hall computer to know that the call button 7a has been pressed, and allows the hall staff to be called. Furthermore, in the managed gaming machine P of this embodiment, when the call button 7a is pressed, a call command is sent to the frame control board 200 regardless of the main control state (playable state, setting confirmation state, setting change state, or game stopped state).

[0066] The RAM clear switch 109 may be connected to the frame control board 200 instead of to the main control board 100. When connected to the frame control board 200, when the RAM clear button is pressed and the RAM clear switch 109 is turned on, a RAM clear command indicating this may be transmitted from the frame control board 200 to the main control board 100, and the main CPU 101 may execute the various processes described above based on receiving the RAM clear command.

[0067] In addition, in the managed gaming machine P according to this embodiment, a sensor for detecting the entry of a gaming ball into the large prize opening 18 is not provided separately, and the entry of a gaming ball into the large prize opening 18 is detected by the detection of the gaming ball by the specific area detection sensor 57a or the general area detection sensor 58a. That is, the specific area detection sensor 57a is used for detecting the entry of a gaming ball into the large prize opening 18 and the entry of a gaming ball into the specific area 57, and the general area detection sensor 58a is used for detecting the entry of a gaming ball into the large prize opening 18 and the entry of a gaming ball into the specific area 57.

[0068] Furthermore, the main control board 100 is connected to the following devices to be controlled: a movable piece solenoid 16c which drives the movable piece 16b to protrude and retract, a large prize opening solenoid 18c which drives the opening and closing door 18b of the large prize opening 18 to open and close, a distribution member solenoid 59c which displaces the distribution member 59, a first special pattern display device 30, a second special pattern display device 31, a normal pattern display device 32, a first special pattern reserve display device 38, a second special pattern reserve display device 39, a normal pattern reserve display device 33, and a setting value display device 105. The main control board 100 drives each solenoid to control the projection and recession of the movable piece 16b adjacent to the second start winning opening 16, the opening and closing of the large winning opening 18, and the displacement of the sorting member 59, as well as controlling the display of each display device.

[0069] In addition, the main control board 100 is adapted to manage main control management errors, which are errors related to devices connected to the main control board 100 (main control board abnormality error occurring when an abnormality occurs in the main RAM 103, an illegal winning error occurring when a game ball enters the large winning hole 18 other than during the execution of a small winning game or a special game, an abnormal winning error occurring when an excessive number of game balls enter the first start winning hole 15, the second start winning hole 16, and the large winning hole 18, and a large winning hole abnormal discharge error occurring when a game ball is detected as being discharged from the large winning hole 18 during the execution of a special game, even though no game ball has been detected as being entered into the large winning hole 18). When any of the main control management errors occurs, the main CPU 101 transmits an error command indicating the main control management error that has occurred to the frame control board 200 and the sub-control board 300. This allows the frame control board 200 and the sub-control board 300 to grasp the occurrence of various main control management errors. Then, the main control management error that has occurred is indicated by displaying an error indication image corresponding to the main control management error that has occurred on the performance display device 21, lighting a lamp 23 in a manner corresponding to the main control management error that has occurred, or outputting an error indication sound corresponding to the main control management error that has occurred from the sound output device 10. Furthermore, when the occurring main control management error is cleared, the main CPU 101 transmits an error clear command indicating the clearing of the main control management error to the frame control board 200 and the sub-control board 300. This allows the frame control board 200 and the sub-control board 300 to grasp the clearing of the main control management error and to end the suggestion of the ongoing main control management error.

[0070] (Outline of frame control board 200) As described above, the frame control board 200 mainly controls the launch of game balls and the circulation of game balls within the managed game machine P, controls the management (storage) and display of the number of balls held, and controls the display of game performance information.

[0071] 11, the frame control board 200 is connected to the main control board 100 so as to be able to communicate bidirectionally, and is also connected to the dedicated unit U so as to be able to communicate bidirectionally. The dedicated unit U may be directly connected to the frame control board 200 by a predetermined cable or the like, or may be indirectly connected to the frame control board 200 via a predetermined relay board.

[0072] In addition, the managed gaming machine P in this embodiment has, as control states (hereinafter also referred to as frame control states) managed by the frame control board 200, a startup preparation state which is the state from when the power is turned on until communication with the main control board 100 and the dedicated unit U becomes possible, a normal state in which communication with the main control board 100 and the dedicated unit U is possible, and a ball removal state which indicates that the gaming balls contained in the managed gaming machine P are being removed, and is configured to stay in any of the frame control states when the power is on. When the main control state is a playable state and the frame control state is a normal state, a game can be played.

[0073] Although not specifically shown, the surface of the frame control board 200 is equipped with a frame control CPU 201, a frame control ROM 202, and a frame control RAM 203, as well as a frame control display device 210, an error release switch 220, a game ball count clear switch 230, and a ball removal switch 240 (see Figures 8 and 10), and these electronic components are connected to the frame control board 200.

[0074] The frame control CPU 201 is an electronic component that performs various arithmetic processing, similar to the main CPU 101. The frame control ROM 202 is an electronic component (Read Only Memory) that has a read-only memory area that stores the above-mentioned gaming machine specific code, control programs necessary for various controls performed by the frame control board 200, etc. The frame control RAM 203 is an electronic component (Read Write Memory) that has a readable and writable memory area used for counting the number of winning balls, storing the number of possessed balls, etc., and storing temporary data during arithmetic processing by the frame control CPU 201. Based on signals from various sensors and timers connected to the frame control board 200, the frame control CPU 201 reads out a control program stored in the frame control ROM 202 and performs calculations, etc., as well as controls various devices connected to the frame control board 200 and processes the sending and receiving of commands to the dedicated unit U.

[0075] In addition, the frame control RAM 203 is configured to count the number of winning balls based on the game balls entering each winning port (general winning port 14, first start winning port 15, second start winning port 16, large winning port 18), the number of game balls that have reached the game area 12 among the game balls that have been fired (i.e., the value calculated by minus the number of game balls fired - the number of foul balls, hereinafter also referred to as the number of outs), etc. Specifically, in the frame control RAM 203, the total number of outs (hereinafter also referred to as the total number of outs) in all game states (non-time-saving game states, time-saving game states, and special game states in which special games are being played, as described below) during a specified calculation period, the total number of outs in non-time-saving game states (hereinafter also referred to as the total number of non-time-saving outs), the total number of outs in special game states (hereinafter also referred to as the total number of special game outs), the total number of prize balls in non-time-saving game states (hereinafter also referred to as the total number of non-time-saving prize balls), the total number of prize balls in special game states (hereinafter also referred to as the total number of special game prize balls), etc. are counted. That is, in the managed game machine P of this embodiment, a specified memory area in the frame control RAM 203 functions as a counter for counting the various values ​​described above. Then, in the frame control RAM 203, the game performance information is derived using the count value. In the managed game machine P according to this embodiment, a base value during a non-time-saving game state and a base value during a special game state during a predetermined calculation period are derived as game performance information. The base value is the ratio of the total number of winning balls to the total number of outs (i.e., a value calculated by the total number of winning balls / total number of outs). In addition, the base value during a non-time-saving game state (hereinafter also referred to as a low base value) is the ratio of the total number of winning balls during non-time-saving game states to the total number of outs during non-time-saving game states (i.e., a value calculated by the total number of winning balls during non-time-saving game states / total number of outs during non-time-saving game states), and the base value during a special game state (hereinafter also referred to as a special game base value) is the ratio of the total number of winning balls during special game states to the total number of outs during special game states (i.e., a value calculated by the total number of winning balls during special game states / total number of outs during special game states). The derived base value is not limited to the low base value and the special game base value, and may be, for example, a base value during the time-saving game state (the ratio of the total number of winning balls during the time-saving game state to the total number of outs during the time-saving game state). The derived game performance information is not limited to the base value, and may be, for example, a special electric role ratio (the ratio of the total number of winning balls based on the game balls entering the large winning hole 18 (hereinafter also referred to as the total number of winning balls of the special electric role) to the total number of winning balls, i.e., a value calculated by the total number of winning balls of the special electric role) / the total number of winning balls), a role ratio (the ratio of the total number of winning balls based on the game balls entering the first start winning hole 15, the second start winning hole 16, and the large winning hole 18 (hereinafter also referred to as the total number of winning balls of the role) to the total number of winning balls, i.e., a value calculated by the total number of winning balls of the role) / the total number of winning balls), etc. may be derived.

[0076] Furthermore, in the frame control RAM 203, the number of balls in possession is stored as numerical data in a predetermined ball storage area. Specifically, as described above, when starting a new game on a managed gaming machine P where no game is being played, the number of balls managed within the managed gaming machine P is usually 0, and at this time, the number of balls stored in the frame control RAM 203 is also 0. In addition, each time a lending operation is performed in the dedicated unit U, the above-mentioned lending command is transmitted from the dedicated unit U, and when the frame control CPU 201 receives this lending command, it adds the number of lent balls (125 in this embodiment) to the number of balls stored in the frame control RAM 203. For example, when the number of balls stored in the frame control RAM 203 is 0, when a lending command is received from the dedicated unit U, the number of balls becomes 125. Note that instead of transmitting a lending command indicating the lending of the number of lent balls from the dedicated unit U to the frame control board 200, numerical data indicating the number of lent balls themselves may be transmitted as a command, and when this command is received, the frame control CPU 201 may add the number of lent balls (125) included in the command to the number of balls held. In addition, the frame control CPU 201 decrements the number of balls held stored in the frame control RAM 203 by 1 each time a game ball is shot, and increments the number of balls held stored in the frame control RAM 203 by 1 if the shot game ball is a foul ball. In addition, when a game ball enters each winning hole, the ball is detected by a corresponding sensor, and a prize ball designation command corresponding to the winning hole into which the game ball entered is transmitted from the main control board 100 to the frame control board 200. When the frame control CPU 201 receives this prize ball designation command, it adds the number of prize balls corresponding to the prize ball designation command to the number of balls held stored in the frame control RAM 203. For example, when the number of balls held stored in the frame control RAM 203 is 100, when a game ball enters the first start winning hole 15, the number of prize balls corresponding to the ball (1 in this embodiment) is added, so that the number of balls held becomes 101. Note that, instead of transmitting the above-mentioned prize ball designation command from the main control board 100 to the frame control board 200, the numerical data of the number of prize balls corresponding to the winning hole into which the game ball entered may be transmitted, and when the numerical data is received, the frame control CPU 201 may add the number of prize balls indicated by the numerical data to the number of balls held. As described above, when the number of balls stored in the frame control RAM 203 is 1 or more, the counting operation described above is performed by pressing the counting switch 6b, and the counting process is executed. As a result, a predetermined number of the number of balls stored in the frame control RAM 203 is sent (transferred) to the dedicated unit U, the number of balls stored in the frame control RAM 203 decreases by the predetermined number, and the number of balls stored in the card inserted in the dedicated unit U increases by the predetermined number. The number of balls held stored in the frame control RAM 203 is displayed on the above-mentioned ball holding number display device 6a.

[0077] The frame control display device 210 is provided in the upper left part of the surface of the frame control board 200, and is composed of six seven-segment displays with decimal points arranged horizontally (from the leftmost end, the first display 210a, the second display 210b, the third display 210c, the fourth display 210d, the fifth display 210e, and the sixth display 210f) (see Figures 8 and 10). The frame control display device 210 in this embodiment does not have a built-in processing device such as a CPU that performs its own calculation processing, and only displays the above-mentioned low base value and indicates a frame control management error, which suggests that an error managed by the frame control board 200 described below (hereinafter also referred to as a frame control management error) is occurring. The display of low base values, indication of slot control management errors, etc. will be described in detail later.

[0078] Furthermore, the number of 7-segment displays that make up the frame control display device 210 in this embodiment is the same as the number of 7-segment displays that make up the above-mentioned ball count display device 6a, so that even if the number of balls held cannot be displayed on the ball count display device 6a due to a malfunction, for example, the number of balls held can be accurately displayed on the frame control display device 210.

[0079] The installation position of the frame control display device 210 is not limited to the upper left of the surface of the frame control board 200, and may be, for example, the lower left, upper right, or lower right. The number of 7-segment displays constituting the frame control display device 210 may be 5 or less, or 7 or more, and may be the same as or different from the number of 7-segment displays constituting the ball count display device 6a. The frame control display device 210 may be composed of a liquid crystal display device, a dot matrix display device, or the like, instead of a 7-segment display device. The frame control display device 210 may also incorporate other devices as long as it does not incorporate a device that performs its own arithmetic processing, and may, for example, incorporate a driver circuit or the like for controlling the operation of the frame control display device 210. In addition, the display of the low base value and the indication of the frame control management error described above may be performed not by the frame control display device 210 mounted on the surface of the frame control board 200, but by using a separate display device that can be connected to the frame control board 200 via a cable, relay board, etc., but it is preferable to perform it in the frame control display device 210 described above, since there is a risk of fraudulent acts such as sending fraudulent signals via a cable or relay board. Note that if the frame control display device 210 is mounted on the frame control board 200, a display device that displays the same content as the frame control display device 210 may be provided separately in a predetermined location other than the frame control board 200 (for example, on another board or in a predetermined position inside the managed gaming machine P).

[0080] The error release switch 220, the game ball count clear switch 230, and the ball removal switch 240 are arranged side by side in the lower left part of the surface of the frame control board 200 (see FIG. 8). In the managed game machine P according to this embodiment, the error release switch 220 is arranged on the leftmost side, the game ball clear switch 230 is arranged to the right of the error release switch 220, and the ball removal switch 240 is arranged to the right of the game ball clear switch 230. That is, among these switches, the error release switch 220 is located closest to the open end of the inner frame 2, and the ball removal switch 240 is located farthest from the open end of the inner frame 2. Therefore, the opener who opens the inner frame 2 can most easily operate the error release switch 220 among the above-mentioned switches.

[0081] The error reset switch 220 is used to reset a specific error among the above-mentioned frame control management errors. The error reset switch 220 is provided with an error reset button 220a that can be pressed (see FIG. 10). When the error reset button 220a is pressed while the above-mentioned specific error is occurring, the error reset switch 220 turns on, and the frame control CPU 201 resets the occurring error.

[0082] The game ball count clear switch 230 is used to clear the number of balls stored in the frame control RAM 203. The game ball count clear switch 230 is provided with a game ball count clear button 230a that can be pressed (see FIG. 10). When the game ball count clear button 230a is not pressed, the game ball count switch 230 is off, but when the game ball count clear button 230a is pressed, the game ball count clear switch 230 is turned on. Then, when the power supply is turned on from off with the game ball count clear switch 230 on (recovered from power outage), the frame control CPU 201 clears the number of balls held stored in the frame control RAM 203, but does not clear other data stored in the frame control RAM 203 (total number of outs, total number of outs not in time-saving mode, total number of winning balls not in time-saving mode, total number of outs in special games, total number of winning balls in special games, and the low base value and special game base value calculated using these data). Then, with the number of balls held being cleared, the display of the number of balls held on the ball count display device 6a is also cleared, and a display is made indicating that the number of balls held is 0. In addition, the number of balls held stored in the frame control RAM 203 may also be cleared when the game ball count clear switch 230 is turned on while the power is on.

[0083] The ball removal switch 240 is referenced to set the above-mentioned ball removal state when the power is turned on. The ball removal switch 240 is provided with a ball removal button 240a that can be pressed (see FIG. 10). When the ball removal button 240a is not pressed, the ball removal switch 240 is off, but when the ball removal button 240a is pressed, the ball removal switch 240 is turned on. Then, when the number of held balls stored in the frame control RAM 203 is 0 and the power is turned on from off (recovered from a power outage) with the ball removal switch 240 on, the frame control CPU 201 sets the frame control state to the ball removal state. Also, when the power is turned on again with the ball removal switch 240 off during the ball removal state, the frame control CPU 201 sets the frame control state to the normal state via the startup preparation state.

[0084] In addition, as shown in FIG. 11, the frame control board 200 is connected with the following devices related to controlling the launch of the game ball: a touch sensor 5a that detects when a player touches the operating handle 5; an operating volume 5b that detects the operating angle (rotation angle) of the operating handle 5; a launch stop switch 5c that stops the launch of the game ball; a rectifier solenoid 521, a rectifier inlet sensor 522, a rectifier outlet sensor 523, and a launch motor 503; and control signals output from the touch sensor 5a, the operating volume 5b, and the launch stop switch 5c are input to the frame control board 200.

[0085] The rectifier entrance sensor 522 turns on when it detects a game ball located at the entrance of the rectifier 520, and outputs a rectifier entrance detection signal to the frame control board 200. While the game ball is being detected, the rectifier entrance detection signal is continuously output. When the rectifier entrance sensor 522 no longer detects a game ball located at the entrance of the rectifier 520, it turns off, and stops outputting the rectifier entrance detection signal to the frame control board 200.

[0086] The rectifier outlet sensor 523 turns on when it detects a game ball located at the outlet of the rectifier 520, and outputs a rectifier outlet detection signal to the frame control board 200. While the game ball is being detected, the rectifier outlet detection signal is continuously output. In addition, when the rectifier outlet sensor 523 no longer detects a game ball located at the outlet of the rectifier 520, it turns off, and stops outputting the rectifier outlet detection signal to the frame control board 200.

[0087] In the managed gaming machine P according to this embodiment, when the main control state is a playable state, and the state regarding the difference ball operation stop control described later is a pre-activation warning state, an activation warning state, or an activation notice state, and further, when the frame control state is a normal state, the number of balls stored in the frame control RAM 203 is one or more, the rectifier inlet sensor 522 is on, and the rectifier outlet sensor 523 is off, if the player touches the operation handle 5 to perform a rotation operation, a control signal (hereinafter also referred to as a handle rotation operation signal) from the touch sensor 5a and the operation volume 5b is input to the frame control board 200. When the handle rotation operation signal is input, the frame control CPU 201 controls the rectifier solenoid 521 to energize the rectifier solenoid 521 to send the game ball in the rectifier 520 to the launching device 502, and controls the launching motor 503 to energize the launching device 502 to launch the game ball sent to the launching device 502. Then, when contact with the operating handle 5 is released or the rotation operation of the operating handle 5 is no longer performed, the input of the handle rotation operation signal to the frame control board 200 stops, and the control of sending the game ball to the launching device 502 and the control of launching the game ball also stop. Also, even if a handle rotation operation signal is input to the frame control board 200, when a control signal (hereinafter also referred to as a launch stop signal) from the launch stop switch 5c is input to the frame control board 200, the frame control CPU 201 controls the rectifier solenoid 521 to stop the supply of electricity to the launch device 502 and also controls the launch motor 503 to stop the launch of the game balls. Furthermore, when the main control state is a setting confirmation state, a setting change state or a play stop state, when the main control state is a playable state and the state related to the difference ball operation stop control is an activated state, or when the frame control state is other than the normal state (start-up preparation state, ball removal state), even if a handle rotation operation signal is input to the frame control board 200, the rectifier solenoid 521 and the launch motor 503 are not energized, and control to send the game ball to the launch device 502 and control to launch the game ball are not performed.

[0088] In the managed game machine P according to this embodiment, the above-mentioned control of sending the game balls to the launching device 502 and the control of launching the game balls are performed, so that the game balls are sent one by one from the rectifier 520 to the launching device 502 and launched. Then, every time one game ball is launched, the rectifier outlet sensor 523 is switched on and off. Therefore, in the managed game machine P according to this embodiment, when the rectifier outlet sensor 523 changes from on to off, the frame control CPU 201 assumes that one game ball has been launched and decrements the number of balls stored in the frame control RAM 203 by one.

[0089] In addition, as shown in FIG. 11, the frame control board 200 is connected to a lifting motor 532, a rotation sensor 533, an excess number of circulating balls sensor 511, and an insufficient number of circulating balls sensor 512 as devices related to controlling the circulation of game balls within the managed game machine P.

[0090] The rotation sensor 533 turns on when it detects the rotation of the screw conveyor 531, and outputs a rotation detection signal to the frame control board 200. While the rotation is being detected, the rotation detection signal is output continuously. When the rotation sensor 533 no longer detects the rotation of the screw conveyor 531, it turns off, and stops outputting the rotation detection signal to the frame control board 200.

[0091] The circulating ball excess sensor 511 turns on when the number of game balls stored in the storage tank 510 becomes equal to or greater than the upper circulation limit, and outputs an excess detection signal to the frame control board 200. While the number of game balls stored in the storage tank 510 is equal to or greater than the upper circulation limit, the excess detection signal is output continuously. In addition, the circulating ball excess sensor 511 turns off when the number of game balls stored in the storage tank 510 is no longer equal to or greater than the upper circulation limit, and stops outputting the excess detection signal to the frame control board 200.

[0092] The circulating ball count insufficient sensor 512 is turned on when the number of game balls stored in the storage tank 510 is greater than the above-mentioned lower limit circulation number, and outputs a lower limit exceeding signal to the frame control board 200. While the number of game balls stored in the storage tank 510 is greater than the lower limit circulation number, the lower limit exceeding signal is continuously output. In addition, the circulating ball count insufficient sensor 512 is turned off when the number of game balls stored in the storage tank 510 falls below the lower limit circulation number, and stops outputting the lower limit exceeding signal to the frame control board 200.

[0093] In the managed gaming machine P according to this embodiment, when the above-mentioned handle rotation operation signal continues to be input to the frame control board 200 for a predetermined input time (for example, 1 second), the frame control CPU 201 starts control to energize the lifting motor 532 and lift the gaming ball located at the bottom of the lifting unit 530 to the top. Then, after the start of this control, when the rectifier inlet sensor 522 detects a gaming ball (the rectifier inlet sensor 522 turns on) for a predetermined detection time (for example, 2 seconds) or the input of the handle rotation operation signal stops for a predetermined stop time (for example, 2 seconds), the frame control CPU 201 ends the above-mentioned control. On the other hand, when the main control state is a setting confirmation state, a setting change state or a game stop state, when the main control state is a playable state and the state related to the difference ball operation stop control is an activated state, or when the frame control state is other than the normal state (start-up preparation state, ball removal state), even if a handle rotation operation signal is input to the frame control board 200, the lifting motor 532 is not energized and no control is performed to lift the game ball to the top. In addition, in the managed game machine P according to this embodiment, even if the outer frame 3 is opened for a predetermined opening time (for example, 2 seconds), the frame control CPU 201 starts the above-mentioned control. Then, after the start of the control, if the rectifier inlet sensor 522 detects a game ball for the above-mentioned detection time (2 seconds) or the outer frame 3 is closed for a predetermined closing time (for example, 2 seconds), the frame control CPU 201 ends the above-mentioned control. The trigger for starting the above-mentioned control is not limited to the above, and for example, a sensor may be provided to detect that a game ball is stopped at a specified location in the ball passage 620, and if the sensor does not detect a game ball for a specified period of time (e.g., 0.8 seconds), the lifting motor 532 may be energized to start control to lift the game ball to the top.

[0094] In addition, as shown in Figure 11, the frame control board 200 is connected to an inner frame open detection sensor 2a that detects the open state of the inner frame 2, an outer frame open detection sensor 3a that detects the open state of the outer frame 3, an out sensor 601, a foul ball sensor 611, and a radio wave detection sensor 35 that detects radio waves irradiated to the game board 11.

[0095] The inner frame detection sensor 2a turns on when it detects that the inner frame 2 is open, and outputs an inner frame open detection signal to the frame control board 200, and the inner frame open detection signal is output continuously while the inner frame 2 is open. Moreover, when the inner frame open detection sensor 2a no longer detects that the inner frame 2 is open, it turns off and stops outputting the inner frame open detection signal.

[0096] The outer frame open detection sensor 3a turns on when it detects that the outer frame 3 is open, and outputs an outer frame open detection signal to the frame control board 200. The outer frame open detection signal is output continuously while the outer frame 3 is open. Moreover, when the outer frame open detection sensor 3a no longer detects that the outer frame 3 is open, it turns off and stops outputting the outer frame open detection signal.

[0097] The out sensor 601 turns on when it detects a gaming ball and outputs an out signal to the frame control board 200, and while it is detecting a gaming ball, the out signal is output continuously. Also, when the out sensor 601 no longer detects a gaming ball, it turns off and stops outputting the out signal to the frame control board 200.

[0098] The foul ball sensor 611 turns on when it detects a game ball and outputs a foul signal to the frame control board 200. While the game ball is being detected, the foul signal is output continuously. When the foul ball sensor 611 no longer detects a game ball, it turns off and stops outputting the foul signal to the frame control board 200. As described above, when a shot game ball becomes a foul ball, the foul ball is not used in the game and should be returned to the balls in hand. Therefore, in the managed game machine P according to this embodiment, the frame control CPU 201 increments the number of balls in hand stored in the frame control RAM 203 by 1 when the foul ball sensor 611 is turned on.

[0099] The radio wave detection sensor 35 is provided at a predetermined position on the game board 11. When the radio wave detection sensor 35 detects radio waves, it turns on and outputs a radio wave detection signal to the frame control board 200. While the radio wave detection sensor 35 is detecting radio waves, the radio wave detection signal is continuously output. When the radio wave detection sensor 35 no longer detects radio waves, it turns off and stops outputting the radio wave detection signal to the frame control board 200.

[0100] In addition, as shown in FIG. 11, a ball count display device 6a and a count switch 6b are connected to the frame control board 200. As described above, the ball count display device 6a displays the ball count stored in the frame control RAM 203. The frame control CPU 201 updates the ball count displayed on the ball count display device 6a every time the ball count stored in the frame control RAM 203 is updated.

[0101] As described above, the counting switch 6b is used to execute a counting process in which a predetermined number of balls stored in the frame control RAM 203 are sent (transferred) to the dedicated unit U, and is mainly used to store (add) all or part of the balls managed in the managed gaming machine P to the number of balls stored on the card inserted in the dedicated unit U when the game is ended or when the number of balls managed in the managed gaming machine P exceeds a predetermined upper management limit (for example, 90,000). The counting switch 6b is provided with a counting button 6c that can be pressed (see FIG. 1), and when the counting button 6c is pressed, the counting switch 6b is turned on. When the number of balls held stored in the frame control RAM 203 is one or more and the counting switch 6b is turned on, the counting process is executed. Specifically, the frame control CPU 201 determines whether the pressing operation of the counting button 6c is a short operation mode or a long operation mode, and then subtracts a predetermined number of balls corresponding to the pressing operation mode of the counting button 6c from the number of balls held stored in the frame control RAM 203, and the dedicated unit U executes a process of adding the predetermined number to the number of balls stored in the inserted card. As a result, the predetermined number of balls stored in the frame control RAM 203 are sent (transferred) to the dedicated unit U.

[0102] The short operation mode is a mode in which the counting button 6c is released (the counting switch 6b is turned off) before the first judgment time described later elapses after the counting button 6c is pressed (after the counting switch 6b is turned on), in other words, a mode in which the duration of the counting button 6c press operation (the time from the start of the counting button 6c press operation to the end of the press operation, i.e., the time from the counting switch 6b being turned on to the time it is turned off) is shorter than the first judgment time. In the managed gaming machine P according to this embodiment, when the counting button 6c is released before the first judgment time elapses after the counting button 6c is pressed, the counting button 6c is pressed in the short operation mode (the frame control CPU 201 judges that the press operation in the short operation mode has been performed). Then, when the counting button 6c is pressed in the short operation mode (when it is determined that the pressing operation in the short operation mode has been performed), if the number of balls stored in the frame control RAM 203 is equal to or greater than a predetermined number (hereinafter also referred to as the number of short operation transmissions) corresponding to the short operation mode, the balls stored in the frame control RAM 203 are transferred to the short operation transmission number and the dedicated unit U. Also, when the counting button 6c is pressed in the short operation mode continuously, if the number of balls stored in the frame control RAM 203 is equal to or greater than the number of short operation transmissions when the pressing operation in the short operation mode is performed, the balls stored in the frame control RAM 203 are transferred to the dedicated unit U by the number of short operation transmissions each time the pressing operation in the short operation mode is performed. In addition, in the managed game machine P according to this embodiment, the number of short operation transmissions (a predetermined number corresponding to the short operation mode) is set to 1. The number of short operation transmissions is not limited to 1, and may be 2 or more.

[0103] The long operation mode is a mode in which the pressing operation of the counting button 6c continues for the first judgment time or more, in other words, the duration of the pressing operation of the counting button 6c is the first judgment time or more. In the managed gaming machine P according to this embodiment, when the duration of the pressing operation of the counting button 6c reaches the first judgment time, the pressing operation of the counting button 6c in the long operation mode is performed (the frame control CPU 201 judges that the pressing operation in the long operation mode has been performed), and if the counting button 6c continues to be pressed thereafter, the pressing operation of the counting button 6c in the long operation mode is performed every time the second judgment time described later elapses. Then, when the counting button 6c is pressed in the long operation mode (when it is determined that the pressing operation in the long operation mode has been performed), if the number of balls stored in the frame control RAM 203 is equal to or greater than a predetermined number corresponding to the long operation mode (hereinafter also referred to as the long operation transmission number), the balls stored in the frame control RAM 203 are transferred to the long operation transmission number and the dedicated unit U. On the other hand, when the counting button 6c is pressed in the long operation mode, if the number of balls stored in the frame control RAM 203 is equal to or greater than one and less than the long operation transmission number, all balls stored in the frame control RAM 203 are transferred to the dedicated unit U. In addition, when the counting button 6c is continuously pressed and the counting button 6c is continuously pressed in the long operation mode, if the number of balls held stored in the frame control RAM 203 when the pressing operation in the long operation mode is performed (it is determined that a pressing operation in the long operation mode has been performed) is equal to or greater than the number of long operation transmissions, the balls held stored in the frame control RAM 203 are transferred to the dedicated unit U by the number of long operation transmissions each time a pressing operation in the long operation mode is performed. In addition, in the managed game machine P according to this embodiment, the number of long operation transmissions (a predetermined number corresponding to the long operation mode) is set to 250, which is more than the number of short operation transmissions. The number of long operation transmissions is not limited to 250 as long as it is more than the number of short operation transmissions, and may be less than 250 or 251 or more. Furthermore, in the managed gaming machine P of this embodiment, if the counting button 6c is continuously pressed, 250 balls stored in the frame control RAM 203 are sent to the dedicated unit U each time the first judgment time elapses and each time the second judgment time elapses thereafter, and eventually all balls managed in the managed gaming machine P are transferred to the dedicated unit U. In other words, when ending a game, etc., in order to store (add) all balls managed in the managed gaming machine P to the number of balls stored in the card inserted in the dedicated unit U, all that is required is to continue pressing the counting button 6c.

[0104] In addition, in the managed gaming machine P according to this embodiment, the counting button 6c is pressed in the short operation mode or the long operation mode, and the sub-CPU 301 of the sub-control board 300 outputs a predetermined counting sound from the speaker 10 every time a predetermined number of balls corresponding to the pressing operation mode are transferred to the dedicated unit U. When the counting button 6c is pressed continuously in the long operation mode every second judgment time (when the balls are continuously transferred to the dedicated unit U every second judgment time) by the counting button 6c being pressed continuously, the sub-CPU 301 of the sub-control board 300 changes the output mode of the counting sound according to the total number of balls transferred to the dedicated unit U during the continuation of the pressing operation. That is, when the counting button 6c is pressed continuously and the balls are continuously transferred to the dedicated unit U, the output mode of the counting sound is set to switch as the total number of transferred balls increases. In addition, in the managed gaming machine P of this embodiment, when the counting button 6c is continuously pressed so that the counting button 6c is continuously pressed in the long operation mode, when the pressing of the counting button 6c is released (i.e., when the continuous pressing of the counting button 6c in the long operation mode ends and the movement of the balls to the dedicated unit U based on the pressing operation is completed), or when all the balls managed in the managed gaming machine P have been moved to the dedicated unit U based on the pressing operation, the sub-CPU 301 of the sub-control board 300 outputs a predetermined long operation counting completion sound from the speaker 10. The process based on the pressing operation (counting operation) of the counting button 6c will be described in detail later.

[0105] The dedicated unit U connected to the frame control board 200 is provided with a bill insertion slot into which bills can be inserted, a card insertion slot into which cards can be inserted, and the like (not shown in the figure), as well as a value information display device VD, a lending switch LS having a depressable lending button (not shown in the figure), and a return switch RS having a depressable return button (not shown in the figure) (see FIG. 11). The dedicated unit U also has built-in electronic components such as a dedicated CPU for executing various processes and a dedicated RAM for storing value information, etc. (not shown in the figure).

[0106] When a bill is inserted through the bill insertion slot, or a card storing value information and the number of stored balls available for loaning out game balls (i.e., a card with a balance in value information and / or remaining number of stored balls) is inserted through the card insertion slot and recognized, the value information indicating the number of game balls available for loaning out and the number of stored balls are stored in the above-mentioned dedicated RAM and are also displayed on the value information display device VD. Then, when the value information and the number of stored balls that can be lent out are stored in the dedicated RAM (i.e., when there is a balance of value information and a remaining number of stored balls), the lending button is pressed and the lending switch LS is turned on, and the dedicated CPU subtracts the value information and the number of stored balls that correspond to the number of lent balls from the value information and the number of stored balls stored in the dedicated RAM, and updates the display of the value information display device VD to the value information and the number of stored balls after the subtraction. The dedicated CPU also transmits a lending command to the managed gaming machine P (frame control board 200). In addition, when the return button is pressed and the return switch RS is turned on while the value information and the number of stored balls for loaning game balls are stored in the dedicated RAM, the dedicated CPU stores the value information and the number of stored balls on a card stored in the dedicated unit U and controls the ejection of the card from the card insertion port. In addition, when a card that does not store value information or the number of balls that can be loaned out (i.e., a card that has no remaining value information or number of balls) is inserted into the dedicated unit U, the dedicated CPU controls the ejection of the card from the card insertion port.

[0107] (Outline of the sub-control board 300) The sub-control board 300 controls the presentation that is executed during play, standby, etc. As shown in FIG. 11, the sub-control board 300 is equipped with a sub-CPU 301 that performs various types of calculation processing, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, etc., and a sub-RAM 303 that is used as a temporary storage area during calculation processing, and is connected so as to enable one-way communication from the main control board 100 to the sub-control board 300.

[0108] Based on commands sent from the main control board 100 and signals from a timer, the sub-CPU 301 reads out a control program stored in the sub-ROM 302 and performs calculations, and also sends commands for executing performances to an image control board (not specifically shown) for controlling image display, an audio control board (not specifically shown) for controlling audio output, and an electric lighting control board (not specifically shown) for controlling the lighting.

[0109] In addition, the sub-control board 300 is connected to the performance display device 21 via an image control board, to the speaker 10 via an audio control board, and to the lamps 23 and performance operation device 9 (operation button 9a, volume change button 9b, light intensity change button 9c, and cross key 9d) via an illumination control board. Based on commands sent from the sub-control board 300, the image control board controls the image display by the performance display device 21, the audio control board controls the audio output from the speaker 10, and the illumination control board controls the lighting by the lamps 23.

[0110] (Outline of the game of the managed gaming machine P) Next, an outline of the game on the managed gaming machine P according to this embodiment will be described. As described above, in the managed gaming machine P according to this embodiment, the special game and the normal game proceed in parallel. In addition, in this embodiment, a non-time-saving game state, a time-saving game state, and a special game state are provided as game states in which the player stays while playing the game.

[0111] Here, the non-time-saving game state and the time-saving game state are game states in which the frequency of game balls entering the second start winning hole 16 (the difficulty of ball entry, in other words, the frequency of winning / losing lottery based on the game balls entering the second start winning hole 16) is set to a predetermined content. In the time-saving game state, it is set so that the movable piece 16b is more likely to be maintained in the protruding state (i.e., game balls are more likely to enter the second start winning hole 16) than in the non-time-saving game state. Also, in the non-time-saving game state, it is set so that the movable piece 16b is hardly maintained in the protruding state (i.e., game balls hardly enter the second start winning hole 16). The special game state is a game state when a special game is being executed. Then, when the power is turned on for the first time after shipment from the factory (that is, the initial state) or when the RAM is cleared, the non-time-saving gaming state is set.

[0112] In addition, in the managed gaming machine P according to this embodiment, when any game state is set, the main CPU 101 transmits a game state command indicating the set game state to the frame control board 200. This allows the frame control board 200 to grasp the set game state.

[0113] However, the game state is not limited to these. For example, if the winning of the jackpot that triggers the execution of the special game is set to be derived by a win / lose lottery, a low probability game state (so-called non-variable state) and a high probability game state (so-called variable state) in which the probability of winning the jackpot differs depending on the win / lose lottery may be provided. In addition, a game state that combines either the non-time-saving game state or the time-saving game state with either the low probability game state or the high probability game state may be set.

[0114] In the managed game machine P according to this embodiment, when a game ball launched by the launching device 502 and flowing down the game area 12 enters the first start winning hole 15 or the second start winning hole 16, a predetermined random number is acquired, and a winning / losing lottery is performed based on the acquired random number, and when a game ball enters the first start winning hole 15, the first special pattern display device 30 starts displaying a variable special pattern, and when a game ball enters the second start winning hole 16, the second special pattern display device 31 starts displaying a variable special pattern. In the winning / losing lottery, whether or not a small win has been won (small win or loss) is determined based on the random number. Then, from among a plurality of predefined special patterns, one of the special patterns corresponding to the result of the determination (small win or loss) is determined. In addition, when the first special pattern display device 30 or the second special pattern display device 31 starts to display the changing special pattern, a changing performance is started on the display unit 21a of the performance display device 21 to notify the result of the win / lose lottery. After that, when a predetermined change time has passed, the change display of the special pattern stops on the first special pattern display device 30 or the second special pattern display device 31, and the special pattern determined as described above is displayed as a stop. That is, if a small win is won, the special pattern associated with the small win is displayed as a stop, and if a loss is won, the special pattern associated with the loss is displayed as a stop. Also, when the special pattern is displayed as a stop, the change performance performed on the performance display device 20 ends, and the result of the win / lose lottery is announced.

[0115] When a small prize is won by the winning / losing lottery and a special symbol corresponding to the small prize is stopped and displayed, a large prize opening 18 is opened and a small prize game in which a game ball can be inserted into the large prize opening 18 is executed. During a small win game, the large prize opening 18 is opened for a predetermined time (for example, 2.9 seconds) a predetermined number of times (for example, twice), and when a predetermined number of game balls (for example, 10 balls) enter the large prize opening 18 while the large prize opening 18 is open, the large prize opening 18 is closed. During a small win game, the distribution member 59 is made to stay (position) at the second position, and the game ball that enters the large prize opening 18 during a small win game always enters the specific area 57. Then, when a predetermined number of game balls (for example, 1 ball) enter the specific area 57 during a small win game, a special game is started (i.e., a special game state is set). Also, when a special game is started (a game ball enters the specific area 57), the main CPU 101 transmits a game state command indicating that a special game state has been set to the frame control board 200. This allows the frame control board 200 to also know that the special game state has been set.

[0116] During the special game, multiple round games (e.g., 10 times) are played, which end when either a predetermined opening time (e.g., 29.0 seconds) has elapsed since the large prize opening 18 was opened, or a predetermined number of game balls (e.g., 10 balls) enter the large prize opening 18. The number of round games, the opening time of the large prize opening 18, etc. may be determined to be different depending on the type of special symbol determined based on the winning of a small prize, or may be determined to be the same regardless of the type of the special symbol. Then, after the special game (special game state) is ended, a time-saving game state is set, and then, when the winning / losing lottery is performed a predetermined number of time-saving times (for example, 10 times) without the special game being executed, the time-saving game state is ended and a non-time-saving game state is set. The number of time-saving times may be set differently depending on the type of special symbol determined based on the winning of the small win, or may be set the same regardless of the type of the special symbol. Also, when the special game is ended and the time-saving game state is set, the main CPU101 transmits a game state command to the frame control board 200 indicating that the time-saving game state has been set, and when the time-saving game state is ended and the non-time-saving game state is set, the main CPU101 transmits a game state command to the frame control board 200 indicating that the non-time-saving game state has been set. As a result, the frame control board 200 can also grasp that the time-saving game state has been set or that the non-time-saving game state has been set.

[0117] In addition, the results of the lottery may include not only small wins and losses, but also a big win which stipulates the execution of a special game. Also, the time-saving game state is not necessarily set after the special game ends, but the game state may be set according to the type of the determined special symbol. For example, when the special symbol A is determined based on the winning of the small win, the time-saving game state is set after the special game executed via the small win game ends, but when the special symbol B is determined based on the winning of the small win, the non-time-saving game state may be set after the special game executed via the small win game ends.

[0118] In addition, when a game ball enters the first start winning hole 15 or the second start winning hole 16 while the first special symbol display device 30 or the second special symbol display device 31 is displaying the special symbol variation, or during the execution of the small win game or special game, a random number obtained based on the ball entry is stored (reserved), and the number of random numbers stored (reserved number) based on the game ball entering the first start winning hole 15 is displayed on the first special symbol reservation display device 38, and the number of reserved numbers based on the game ball entering the second start winning hole 16 is displayed on the second special symbol reservation display device 39. In the managed game machine P according to this embodiment, the first special symbol reservation display device 38 and the second special symbol reservation display device 39 are each composed of four lamps, and the reserved number is notified by the number of lamps that are lit. Then, when the display of the special symbol variation ends, or the small win game or special game ends, a winning or losing lottery is held based on the reserved random number. The maximum number of reserved numbers is four, and when a winning / losing lottery is held based on the reserved random numbers, the number of reserved numbers is reduced, and accordingly, the display on the first special chart reserved display device 38 or the second special chart reserved display device 39 is also reduced.

[0119] In the controlled gaming machine P according to this embodiment, when a gaming ball passes through the gate 20, a predetermined random number is acquired, and a lottery is held based on the acquired random number to determine whether or not to protrude the movable piece 16b provided next to the second start winning hole 16. This lottery is held as a lottery for a normal pattern that determines one normal pattern from among a plurality of normal patterns that correspond to the protrusion (win) and non-protrusion (lose) of the movable piece 16b. Then, if the result of the lottery is a win, the movable piece 16b is protruded for a predetermined time.

[0120] In addition, when the game ball passes through the gate 20, the normal pattern display device 32 starts to display the normal pattern. After that, when a predetermined normal pattern changing time has elapsed, the normal pattern display device 32 stops displaying the normal pattern, and the normal pattern indicating the result of the above-mentioned lottery is displayed as a stop. That is, in the case of a win, the normal pattern associated with the win is displayed as a stop, and in the case of a loss, the normal pattern associated with the loss is displayed as a stop. When the normal pattern associated with the win is displayed as a stop, the movable piece 16b is in a protruding state (hereinafter also referred to as a protruding state). In the state in which the movable piece 16b is immersed (hereinafter also referred to as a immersed state), the game ball cannot be inserted into the second start winning hole 16, but in the protruding state, the game ball can be inserted into the second start winning hole 16.

[0121] In addition, in the managed gaming machine P according to this embodiment, the probability of winning by drawing the normal symbol is set extremely high in both the non-time-shortened gaming state and the time-shortened gaming state (specifically, it is set to about 99 / 100), but the normal symbol fluctuation time and the protruding time of the movable piece 16b are made different (specifically, the normal symbol fluctuation time is made shorter in the time-shortened gaming state than in the non-time-shortened gaming state, and the protruding time of the movable piece 16b is made longer in the time-shortened gaming state than in the non-time-shortened gaming state), so that the possibility of the gaming ball entering the second start winning hole 16 changes. That is, in the managed gaming machine P according to this embodiment, the movable piece 16b is more likely to be in the protruding state in the time-shortened gaming state than in the non-time-shortened gaming state. Therefore, during the time-saving game state, prize balls are frequently awarded based on the game balls entering the second start winning port 16, so that the player can have more opportunities to win or lose the lottery while suppressing the decrease in the number of balls held as the game progresses than during the non-time-saving game state.

[0122] Furthermore, if a gaming ball passes through gate 20 while the normal symbol display device 32 is displaying a variable normal symbol, up to four random numbers obtained based on the passage are reserved, and the reserved number is displayed on normal symbol reservation display device 33. Then, when the variable normal symbol display ends, a lottery for normal symbols is performed based on the reserved number, and the display on normal symbol reservation display device 33 is reduced.

[0123] (Overview of ball difference activation stop control (activation stop control based on ball difference number)) In the managed gaming machine P of this embodiment, in order to prevent a situation in which an excessive number of prize balls are awarded to a player during play, resulting in excessive gambling, the main CPU 101 executes operation stop control (difference ball operation stop control) to stop the operation of the managed gaming machine P based on the difference ball count from a predetermined calculation start point during a playable state reaching a predetermined operation stop number (95,000 in this embodiment).

[0124] The difference in the number of balls is the difference between the number of prize balls (the number of prize balls added based on the detection of game balls by the general prize port detection sensor 14a, the first start prize port detection sensor 15a, the second start prize port detection sensor 16a, the specific area detection sensor 57a, and the general area detection sensor 58a) added based on the entry of game balls into each prize port (general prize port 14, first start prize port 15, second start prize port 16, and large prize port 18) and the number of game balls fired by the player and entering each prize port or accepted by the out port 19 (the number of game balls detected by the out sensor 601, in other words, the game balls used in the game). In the managed gaming machine P according to this embodiment, the out sensor 601 is connected to the frame control board 200, and every time the out sensor 601 detects a gaming ball, a detection signal is sent to the main control board 100. This allows the main control board 100 to know that the gaming ball has been detected by the out sensor 601.

[0125] As described above, in the managed gaming machine P according to this embodiment, the storage area of ​​the main RAM 103 stores the difference ball count value used to determine the difference ball number. This ball difference count value is reset when the power is restored (when the power is turned off and on) in the activation notice state and states other than the activation state (pre-activation warning state, activation warning state) described below, and is reset when the RAM is cleared in conjunction with the setting of the setting change state in the activation notice state and activation state. When reset, the ball difference count value is set to the initial value (100000 in this embodiment). In addition, even in the pre-warning state and the warning state, if the power is restored after a specific main control management error has occurred, the difference ball count value may not be reset. These errors may include an error of an illegal winning that may result from a malfunction of the large winning port 18, or an error that, if it occurs, causes a game stop state to be set.

[0126] The difference ball count value is incremented by the number of prize balls to be added based on a game ball entering each winning hole (each time a game ball is detected by the general winning hole detection sensor 14a, the first start winning hole detection sensor 15a, the second start winning hole detection sensor 16a, or the large winning hole detection sensor 18a), and is decremented by 1 each time a game ball is detected by the out sensor 601. When the difference ball count value is 0, even if a game ball is detected by the out sensor 601, the difference ball count value is not decremented and remains 0. Then, when the difference ball count value reaches a second reference value (195,000 in this embodiment) described later, the difference ball count reaches the predetermined operation stop count (95,000).

[0127] In the managed gaming machine P according to this embodiment, the difference ball count value is decremented by 1 every time a gaming ball is detected by the out sensor 601, but this is not limited to this, and the difference ball count value may be decremented by 1 every time a launched gaming ball reaches the gaming area 12. In other words, the difference ball count value may be decremented by 1 every time a gaming ball is used in a game. Also, as described above, in the activation preview state and activation state, the difference ball count value is reset by clearing the RAM associated with setting the setting change state, but this is not limited to this, and the value may also be reset by clearing the RAM without setting the setting change state. Also, as described above, in the pre-activation warning state and activation warning state, the difference ball count value is reset when the power is restored, but this is not limited to this, and as in the activation preview state and activation state, it may be reset by clearing the RAM associated with setting the setting change state, or it may be reset by clearing the RAM without setting the setting change state.

[0128] In addition, in the managed game machine P according to this embodiment, four types of states related to the difference ball operation stop control are provided: a pre-activation warning state, an activation warning state, an activation notice state, and an activation state. During the playable state, the machine stays in one of the above four states.

[0129] (Pre-warning state) The pre-warning state is set by resetting the difference ball count value, and is a state in which the game remains when the difference ball count value has not reached a first reference value (190000 in this embodiment), and the game remains mainly in this pre-warning state during the playable state. When the difference ball count value reaches the first reference value, the pre-warning state ends and the activation warning state is set. That is, in the managed gaming machine P according to this embodiment, the ball difference count value stays in the pre-warning state from when it is reset until it reaches the first reference value.

[0130] (Activation warning state) The activation warning state is set when the difference ball count value reaches the first reference value, as described above. Then, when the difference ball count value reaches the second reference value (195000), the activation warning state ends. If a small win game or a special game is being played at the time of reaching the second reference value, the activation notice state is set, and if neither a small win game nor a special game is being played, the activation state is set. That is, in the managed gaming machine P according to this embodiment, the game machine stays in the activated warning state from when the difference ball count value reaches the first reference value until when it reaches the second reference value.

[0131] Also, when the activation warning state is set, the main CPU 101 transmits a first difference ball operation stop control designation command indicating that to the sub-control board 300. Then, when the sub-control board 300 receives the first difference ball operation stop control designation command, until a termination condition is met, that is, a power outage occurs, the activation warning state ends, or a predetermined time (600 seconds in this embodiment) elapses, an activation warning suggestion is performed on the display unit 21a of the performance display device 21, suggesting that the first reference value has been reached and that the second reference value will soon be reached (for example, an activation warning text image such as "There are about 5000 shots left until the limit is reached" is displayed (not shown in particular)), and the lamp 23 is turned on or off in a predetermined lighting pattern (for example, turned on in blue, etc.). In addition, when the first difference ball operation stop control designation command is received, an activation warning sound (for example, a sound saying "There are about 5000 shots left until the limit is reached") is output from that time (i.e., the time when the activation warning state is set) until a predetermined activation warning sound output time (5 seconds in this embodiment) has elapsed. This indicates that the activation warning state has been set. The activation warning sound may be continuously output until a power outage occurs, or may be continuously output until the activation warning state ends. In addition, in the managed gaming machine P according to this embodiment, after the activation warning state is set, even if the difference ball count value falls below the first reference value, the activation warning state will not end and the pre-activation warning state will not be set unless a power cut is restored. Note that, if the difference ball count value falls below the first reference value after the activation warning state is set, the activation warning state may be ended and the pre-activation warning state may be set.

[0132] (Activation notice state) The activation notice state is set when the difference ball count value reaches the second reference value and a small win game or a special game is being played at the time of the reaching. If a predetermined number of game balls do not enter the specific area 57 during the small win game being played, the activation notice state ends when the small win game ends, and the activation state is set. If a predetermined number of game balls enter the specific area 57 during the small win game being played, the activation notice state ends when the special game played after the small win game ends, and the activation state is set. If a special game is being played, the activation notice state ends when the special game ends, and the activation state is set. If the RAM is cleared in conjunction with the setting of the setting change state described above during the activation notice state, the activation notice state ends, and the activation pre-warning state is set. In other words, in the managed gaming machine P of this embodiment, if a small win game or special game is being executed when the difference ball count value reaches the second reference value, the machine will remain in the activation prediction state from when the difference ball count value reaches the second reference value until the small win game being executed ends without the special game being executed, the special game being executed via the small win game being executed ends, the special game being executed ends, or the RAM is cleared in conjunction with the setting of the setting change state.

[0133] In addition, the activation notice state may be ended not by clearing the RAM accompanying the setting of the setting change state, but by clearing the RAM without the setting of the setting change state.

[0134] In addition, when the activation notice state is set, the main CPU 101 transmits a second difference ball operation stop control designation command indicating that to the sub-control board 300. Then, when the sub-control board 300 receives the second difference ball operation stop control designation command, until a power outage occurs or a termination condition that the activation notice state ends is met, the display unit 21a of the performance display device 21 displays an activation notice suggestion (for example, a display of an activation notice text image saying "The game will end after the big win ends" (not shown in particular)) suggesting that the operation of the managed gaming machine P will stop after the small win game or special game ends, and the lamp 23 lights up or goes out in a predetermined lighting pattern (for example, lights up in green, etc.). In addition, when the second difference ball operation stop control designation command is received, an activation notice sound (for example, a sound saying "The game will end after the big win ends") is output from the time point (i.e., the time point when the activation notice state is set) until a predetermined activation notice sound output time (7 seconds in this embodiment) has elapsed. These provide an indication that an activation notice state has been set. The activation notice indication and the turning on or off of the lamp 23 in a predetermined lighting pattern may be performed within a predetermined time (for example, 60 seconds). The activation notice sound may be continuously output until a power outage occurs, or may be continuously output until the activation notice state ends.

[0135] In the managed gaming machine P according to this embodiment, as described later, when the activation state is set based on the difference ball count value reaching the second reference value, the game does not proceed (the game stops); however, as described above, when a small win game or a special game is being executed when the difference ball count value reaches the second reference value, an activation notice state is set instead of the activation state, and when the small win game or special game being executed, or the special game executed through the small win game being executed, ends, the activation notice state ends and the activation state is set. In other words, when the difference ball count value reaches the second reference value during the execution of a small win game or a special game, the game is not immediately stopped based on the reaching of the second reference value and the small win game or special game being executed is not forcibly ended, but the game proceeds until the small win game or special game being executed, or the special game being executed through the small win game being executed ends. This allows the player to maintain his interest even if the difference ball count value reaches the second reference value during the execution of a small win game or a special game. In addition, in the managed gaming machine P according to this embodiment, even if the activation notice state is set, and the difference ball count value decreases during the activation notice state and falls below the second reference value at the time when the small win game or special game being executed, or the special game executed through the small win game being executed, ends, the activation notice state ends and the activation state is set. Note that, if the difference ball count value falls below the second reference value at the time when the small win game or special game ends, the activation state may not be set.

[0136] (Activated state) As described above, the activation state is set when neither a small win game nor a special game is being executed when the difference ball count value reaches the second reference value, when the special game being executed ends when the difference ball count value reaches the second reference value, when a small win game is being executed when the difference ball count value reaches the second reference value and the special game ends when the special game is executed via the small win game, or when a small win game is being executed when the difference ball count value reaches the second reference value and the special game is not executed via the small win game, when the small win game ends. Then, when the RAM is cleared in accordance with the setting of the setting change state, the activation state ends and the pre-activation warning state is set. That is, in the managed gaming machine P according to this embodiment, if a small win game or a special game is not being executed when the difference ball count value reaches the second reference value, the game machine will stay in the activation state from the time the difference ball count value reaches the second reference value until the RAM is cleared in accordance with the setting of the setting change state. Also, if a small win game or a special game is being executed when the difference ball count value reaches the second reference value, the game machine will stay in the activation state from the time the small win game or special game being executed, or the special game executed through the small win game being executed, ends until the RAM is cleared in accordance with the setting of the setting change state. In other words, after the activation state is set, the activation state will not end and will continue unless the RAM is cleared in conjunction with the setting of the setting change state.

[0137] In addition, the activation state may be terminated not by clearing the RAM accompanying the setting of the setting change state, but by clearing the RAM without accompanying the setting of the setting change state.

[0138] In the managed gaming machine P according to this embodiment, when the activation state is set, the main CPU 101 transmits an activation state setting command indicating that the activation state has been set to the frame control board 200. This allows the frame control board 200 to also know that the activation state has been set. In the activated state, the game ball is not launched even if the operating handle 5 is rotated. In addition, the main CPU 101 of the main control board 100 is configured not to detect the entry of the game ball into the first start winning hole 15 or the second start winning hole 16 or the passage of the game ball through the gate 20. As a result, even if the game ball enters the first start winning hole 15 or the second start winning hole 16, a lottery for winning or losing based on the ball is not performed, and even if the game ball passes through the gate 20, a lottery for a normal symbol is not performed based on the passage, and a new number of prize balls is not added (a prize ball is not given) and a new reserved memory is not generated. Furthermore, if the variable display of the special symbol or the variable display of the normal symbol is being executed, when the activated state is set, the main CPU 101 of the main control board 100 is configured to stop the variable display of the special symbol or the variable display of the normal symbol. In this manner, in the activated state, the main CPU 101 of the main control board 100 performs the above-mentioned control, so that the game does not proceed (the game stops).

[0139] In addition, in the activation state, the operation of the movable piece 16b and the opening / closing door 18b of the large prize opening 18 is restricted. Specifically, in the activation state, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c that drives the movable piece 16b to protrude and retract so as not to operate, and also controls the large prize opening solenoid 18c that drives the opening / closing door 18b of the large prize opening 18 to open and close so as not to operate. As a result, for example, if the movable piece 16b is protruding, the movable piece 16b retracts when the activation state is set, and the retracted state of the movable piece 16b is maintained during the activation state. Also, the opening / closing door 18b is maintained closed during the activation state. Also, for example, if the activation state is set before the movable piece 16b protrudes after a winning lottery for a normal pattern, the movable piece 16b does not protrude, and the movable piece 16b remains retracted during the activation state.

[0140] In addition, in the activated state, the control of the frame control board 200 to launch the game balls is stopped, but the control of the frame control board 200 to add the number of winning balls to the number of balls held is not stopped. Specifically, after the main CPU 101 of the main control board 100 sends a prize ball designation command to the frame control board 200 indicating the corresponding number of prize balls based on the entry of a game ball into the general winning port 14, the first start winning port 15, the second start winning port 16 or the large winning port 18 (i.e., after the frame control board 200 receives the prize ball designation command), the frame control board 200 will still control the addition of the number of prize balls to the number of balls held, even if the activation state is set.

[0141] As a result, for example, when the awarding of prize balls based on the game balls entering any of the winning slots (adding the number of prize balls to the number of balls held) is being executed, even if the activation state is set, all of the prize balls based on the above-mentioned balls entering the winning slots will be awarded. In other words, even if the awarding of prize balls occurred due to the game balls entering any of the winning slots before the activation state was set, but the awarding has not yet been completed at the time the activation state was set, all of the prize balls will be awarded.

[0142] In addition, in the managed gaming machine P according to this embodiment, in the activation state, the game does not proceed and the control for launching the game ball is stopped, so that the game ball cannot be launched, but this is not limited to this. For example, in the activation state, the game may not proceed, but the control for launching the game ball may not be stopped. In other words, in the activation state, the game may not proceed, but the game ball may be launched.

[0143] In addition, when the activation state is set, the main CPU 101 clears the display on the first special symbol display device 30, the second special symbol display device 31, the normal symbol display device 32, the first special symbol reserved display device 38, the second special symbol reserved display device 39, and the normal symbol reserved display device 33. Specifically, these display devices are composed of LEDs that can be turned on or off, and the LEDs constituting each display device are turned off. As a result, the special symbols that were being displayed in a variable manner or in a stopped manner on the first special symbol display device 30 or the second special symbol display device 32, the normal symbols that were being displayed in a variable manner or in a stopped manner on the normal symbol display device 32, and the reserved symbols displayed by the first special symbol reserved display device 38, the second special symbol reserved display device 39, and the normal symbol reserved display device 33 are all cleared. On the other hand, when a display device that gives suggestions regarding the progress of a game (for example, a right hit notification lamp that suggests that a game ball will be shot toward the second game area 12b, a reserved number lamp that suggests the number of reserved balls, etc.) is connected to the sub-control board 300, the display device may be configured to continue to display the same as before the activation state was set even after the activation state is set. In other words, a display device that is connected to the sub-control board 300 and gives suggestions regarding the progress of a game may be configured to continue to execute the suggestions even after the activation state is set.

[0144] In addition, when the activation state is set, the main CPU 101 transmits a third difference ball activation stop control designation command indicating that to the sub-control board 300. Then, when the sub-control board 300 receives the third difference ball operation stop control designation command, various effect images such as the effect pattern 50 displayed on the display unit 21a of the effect display device 21 at this time, the reserved image (not specifically shown) indicating that reserved memory is being stored, the background image, the right hit suggestion image, etc. are cleared, and then, until a power outage occurs, an activation indication is displayed on the display unit 21a of the effect display device 21 indicating that the operation of the managed gaming machine P has stopped (for example, an activation text image (not specifically shown) such as "Difference ball operation stop function is in operation. Play will stop as the difference ball upper limit has been reached. Please call an attendant" is displayed, etc.), a predetermined activation sound (for example, a sound saying "Play will stop as the difference ball upper limit has been reached") is output from the audio output device 10, and the lamp 23 lights up or goes out in a predetermined lighting pattern (for example, lights up in red, etc.) to indicate that the activation state has been set. In addition, the activation suggestion, the output of the activation sound, and the indication that the activation state has been set by turning on or off the lamp 23 may be performed only until a predetermined time has elapsed (a time longer than the time for which the indication that the activation warning state has been set is given (for example, 10 minutes)) rather than until a power outage occurs. In addition, the various effect images displayed at the time the activation state is set may be continued to be displayed instead of being cleared. The above-mentioned activation suggestion (display of an activation text image) may be superimposed on these various effect images.

[0145] Furthermore, when the activation state is set, the main CPU 101 displays a code indicating the activation state on the set value display device 105. This allows the user to know from the set value display device 105 that the activation state has been set. When the activation state is set, no display may be given on the set value display device 105. In other words, the display on the set value display device 105 may be cleared.

[0146] (Overview of various state settings for differential ball operation stop control) As described above, in the managed game machine P according to this embodiment, differential ball operation stop control phase data for setting various states related to the differential ball operation stop control (pre-activation warning state, activation warning state, activation notice state, activation state) is stored in the storage area of ​​the main RAM 103. By storing state values ​​corresponding to the various states described above in this differential ball operation stop control phase data, one of the pre-activation warning state, activation warning state, activation notice state, and activation state is set.

[0147] Specifically, when power is restored in the pre-activation warning state or the activation warning state, or when RAM is cleared in the activation notice state or the activation state in association with the setting of the setting change state, the main CPU 101 clears the difference ball operation stop control phase data and then stores a state value corresponding to the pre-activation warning state in the difference ball operation stop control phase data. This sets the pre-activation warning state. That is, when the power is restored in the pre-activation warning state or the activation warning state, the difference ball count value is reset as described above, and the pre-activation warning state is set. Also, when the RAM is cleared in conjunction with the setting of the setting change state in the activation notice state or the activation state, these states end and the difference ball count value is reset, and the pre-activation warning state is set.

[0148] In addition, when the difference ball count value reaches the first reference value, the main CPU 101 stores a state value corresponding to the activation warning state in the difference ball operation stop control phase data. That is, the difference ball operation stop control phase data is updated to a state value corresponding to the activation warning state. This sets the activation warning state. In addition, when the difference ball count value reaches the second reference value and a small win game or a special game is being executed at the time of reaching the second reference value, the main CPU 101 stores a state value corresponding to the activation notice state in the difference ball operation stop control phase data. That is, the difference ball operation stop control phase data is updated to a state value corresponding to the activation notice state. This sets the activation notice state. In addition, when the difference ball count value reaches the second reference value and neither the small win game nor the special game is being executed at the time of reaching the second reference value, when the special game is ended if the special game is being executed when the difference ball count value reaches the second reference value, when the small win game is executed when the difference ball count value reaches the second reference value and the special game is executed through the small win game, when the special game is ended, or when the small win game is executed when the difference ball count value reaches the second reference value and the special game is not executed through the small win game, when the small win game is ended, the main CPU101 stores a state value corresponding to the activation state in the difference ball operation stop control phase data. That is, the difference ball operation stop control phase data is updated to a state value corresponding to the activation state. As a result, the activation state is set.

[0149] In addition, in the managed gaming machine P of this embodiment, an activation state is set in which the game does not progress and no gaming balls are released, based on the difference ball count value reaching a second reference value (the difference ball count reaching a predetermined activation stop number). This makes it possible to prevent a situation in which an excessive number of prize balls are given to a player during a game, leading to excessive gambling.

[0150] (Overview of test signal generation and output) As described above, in the managed gaming machine P of this embodiment, the main CPU 101 generates test signals used during type testing at various times and is capable of outputting these signals to the outside of the managed gaming machine P from the test-only output terminal 107. In principle, the main CPU 101 continues to output the test signal being generated to the test-dedicated output terminal 107 from the start to the end of the generation of the test signal (from the establishment of the output start condition to the establishment of the output end condition). At this time, by connecting a dedicated receiving terminal to the test-dedicated output terminal 107, the above-mentioned test signal is input to a test computer equipped with the receiving terminal. That is, by connecting a dedicated receiving terminal to the test-dedicated output terminal 107, the test signal being generated is output to the outside (test computer) of the managed gaming machine P via the test-dedicated output terminal 107 and the receiving terminal. On the other hand, if a dedicated receiving terminal is not connected to the test-dedicated output terminal 107, the test signal being generated is output to the test-dedicated output terminal 107 but is not output to the outside of the managed gaming machine P. In addition, in the managed gaming machine P of this embodiment, while each test signal is being generated and output, test signal information indicating the test signal being generated and output (indicating that each test signal is being generated and output) is stored in a memory area of ​​the main RAM 103.

[0151] In the managed gaming machine P of this embodiment, test signals that can be generated by the main CPU 101 and output to a test computer include test signals regarding the progress of the game, test signals regarding the game status, and test signals regarding the status based on the difference ball operation stop control. As test signals related to the progress of the game, a test signal for normal game fluctuation, a test signal for normal game win, a test signal for movable piece operation, a test signal for first special game fluctuation, a test signal for first special game small win, a test signal for first special game special, a test signal for second special game fluctuation, a test signal for second special game small win, a test signal for second special game special, and a test signal for round game are provided. As test signals related to the game state, a test signal for normal game high probability state, a test signal for normal game shortening state, a test signal for movable piece operation extension state, a test signal for special game high probability state, and a test signal for special game shortening state are provided. As a test signal related to the state based on the difference ball operation stop control, a test signal for the state before activation setting is provided.

[0152] The normal pattern change test signal is a test signal that is generated by the main CPU 101 during the period from when the display of the normal pattern change begins to when it ends (i.e., while the normal pattern is changing) and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a normal symbol fluctuation test signal and outputting it to the test-dedicated output terminal 107 based on the start of the normal symbol fluctuation display (satisfaction of the output start condition), and ends the generation and output based on the end of the normal symbol fluctuation display (satisfaction of the output end condition). By inputting this normal symbol fluctuation test signal to the test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer (i.e., outside the managed gaming machine P) can understand that the normal symbol fluctuation display is being performed in the managed gaming machine P that output the normal symbol fluctuation test signal.

[0153] The normal winning test signal is a test signal that is generated by the main CPU 101 during the period from when a winning normal symbol is drawn to when the operation (protrusion) of the movable piece 16b ends (i.e., from when a winning normal symbol is drawn to when all operations of the movable piece 16b based on the winning normal symbol are completed) and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a normal winning test signal and outputting it to the test output terminal 107 when the normal symbol lottery results in a winning and the movable piece 16b starts to operate based on the winning (the output start condition is satisfied), and ends the generation and output when all the operations of the movable piece 16b are completed (the output end condition is satisfied). By inputting this normal winning test signal to the test computer via the test output terminal 107 and the receiving terminal, the test computer can grasp that the movable piece 16b is operating based on the winning of the normal symbol lottery in the managed gaming machine P that output the normal winning test signal.

[0154] The movable piece operation test signal is a test signal that is generated by the main CPU 101 during the period from when the movable piece 16b starts to protrude once to when it ends (when it sinks), and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a movable piece operation test signal and outputting it to the test-dedicated output terminal 107 when the movable piece 16b starts to protrude once (satisfaction of the output start condition), and ends the generation and output when the movable piece 16b ends to protrude once (satisfaction of the output end condition). By inputting this movable piece operation test signal to a test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that the movable piece 16b has protruded once in the controlled gaming machine P that output the movable piece operation test signal.

[0155] The first special pattern change test signal is a test signal that is generated by the main CPU 101 during the period from when the display of the special pattern change based on the entry of the game ball into the first start winning port 15 starts to when it ends, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a first special symbol variation test signal and outputting it to the test output terminal 107 based on the start of the variable display of the special symbol based on the entry of a gaming ball into the first start winning hole 15 (the establishment of the output start condition), and ends the generation and output based on the end of the variable display (the establishment of the output end condition). By inputting this first special symbol variation test signal to the test computer via the test output terminal 107 and the receiving terminal, the test computer can grasp that the variable display of the special symbol based on the entry of a gaming ball into the first start winning hole 15 is being performed in the managed gaming machine P that output the first special symbol variation test signal.

[0156] The first special chart small win test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a small win game based on a small win resulting from a game ball entering the first start winning port 15, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating the first special chart small win test signal and outputting it to the test-dedicated output terminal 107 based on the start of the small win game (satisfaction of the output start condition) based on the winning of the small win by the entry of the game ball into the first start winning port 15, and ends the generation and output based on the end of the small win game (satisfaction of the output end condition). By inputting this first special chart small win test signal to the test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that the small win game based on the winning of the small win by the entry of the game ball into the first start winning port 15 is being played in the managed game machine P that output the first special chart small win test signal.

[0157] The first special game test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a special game executed through the winning of a small jackpot by the game ball entering the first start winning port 15, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a first special game test signal and outputting it to the test output terminal 107 based on the start of a special game (satisfaction of the output start condition) caused by a predetermined number of game balls entering the specific area 57 during a small win game based on the winning of a small win due to the entry of a game ball into the first start winning port 15, and ends the generation and output based on the end of the special game (satisfaction of the output end condition). By inputting this first special game test signal to the test computer via the test output terminal 107 and the receiving terminal, the test computer can grasp that a special game is being played through the winning of a small win due to the entry of a game ball into the first start winning port 15 in the managed gaming machine P that output the first special game test signal.

[0158] The second special pattern change test signal is a test signal that is generated by the main CPU 101 during the period from when the display of the change in the special pattern based on the entry of the game ball into the second start winning port 16 starts to when it ends, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a second special symbol variation test signal and outputting it to the test output terminal 107 based on the start of the variable display of the special symbol based on the entry of a gaming ball into the second start winning hole 16 (the establishment of the output start condition), and ends the generation and output based on the end of the variable display (the establishment of the output end condition). By inputting this second special symbol variation test signal to the test computer via the test output terminal 107 and the receiving terminal, the test computer can grasp that the variable display of the special symbol based on the entry of a gaming ball into the second start winning hole 16 is being performed in the managed gaming machine P that output the second special symbol variation test signal.

[0159] The second special chart small win test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a small win game based on a small win resulting from a game ball entering the second start winning port 16, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating the second special small win test signal and outputting it to the test-dedicated output terminal 107 based on the start of the small win game (satisfaction of the output start condition) based on the winning of the small win by the entry of the game ball into the second start winning port 16, and ends the generation and output based on the end of the small win game (satisfaction of the output end condition). By inputting this second special small win test signal to the test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that the small win game based on the winning of the small win by the entry of the game ball into the second start winning port 16 is being played in the managed game machine P that output the second special small win test signal.

[0160] The second special game test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a special game executed through the winning of a small jackpot by the game ball entering the second start winning port 16, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a second special game test signal and outputting it to the test output terminal 107 based on the start of a special game (satisfaction of the output start condition) caused by a predetermined number of game balls entering the specific area 57 during a small win game based on the winning of a small win due to the entry of a game ball into the second start winning port 16, and ends the generation and output based on the end of the special game (satisfaction of the output end condition). By inputting this second special game test signal to the test computer via the test output terminal 107 and the receiving terminal, the test computer can grasp that a special game is being played through the winning of a small win due to the entry of a game ball into the second start winning port 16 in the managed gaming machine P that output the second special game test signal.

[0161] The round play test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a round play in a special game, and can be output to a test computer via the test-only output terminal 107. That is, the main CPU 101 starts generating a mid-round test signal and outputting it to the test-dedicated output terminal 107 based on the start of a round of play (satisfaction of the output start condition), and ends the generation and output based on the end of the round of play (satisfaction of the output end condition). By inputting this mid-round play test signal to a test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that a round of play is being played on the controlled gaming machine P that output the mid-round play test signal.

[0162] The normal symbol high probability state test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the probability of winning by drawing normal symbols is relatively high, and can be output to a test computer via the test-only output terminal 107. In the managed gaming machine P of this embodiment, the probability of winning in the lottery for normal symbols is set to be the same during both the time-saving play state and the non-time-saving play state, so although a normal symbol high probability state test signal is provided, it is not generated or output.

[0163] The normal pattern change shortening state test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the normal pattern change time is relatively short, and can be output to a test computer via the test-only output terminal 107. In the managed gaming machine P according to this embodiment, the normal symbol variation time is set to be shorter during the time-saving gaming state than during the non-time-saving gaming state, so the main CPU 101 starts generating a normal symbol variation shortening state test signal and outputting it to the test-only output terminal 107 based on the setting of the time-saving gaming state (satisfaction of the output start condition), and ends the generation and output based on the end of the time-saving gaming state (satisfaction of the output end condition). By inputting this normal symbol variation shortening state test signal to the test computer via the test-only output terminal 107 and the receiving terminal, the test computer can grasp that a gaming state in which the normal symbol variation time is relatively short is set in the managed gaming machine P that output the normal symbol variation shortening state test signal.

[0164] The movable piece operation extension state test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the operation time (protrusion time) of the movable piece 16b is relatively long when a winning normal pattern is drawn, and can be output to a test computer via the test-only output terminal 107. In the controlled gaming machine P according to this embodiment, the operating time (protruding time) of the movable piece 16b is set to be longer during the time-shortened gaming state than during the non-time-shortened gaming state, so the main CPU 101 starts generating a movable piece operating extended state test signal and outputting it to the test-dedicated output terminal 107 based on the setting of the time-shortened gaming state (satisfaction of the output start condition), and ends the generation and output based on the end of the time-shortened gaming state (satisfaction of the output end condition). By inputting this movable piece operating extended state test signal to a test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that a gaming state in which the operating time (protruding time) of the movable piece 16b is relatively long is set in the controlled gaming machine P that output the movable piece operating extended state test signal.

[0165] The special chart high probability state test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the probability of winning a jackpot is relatively high, and can be output to a test computer via the test-only output terminal 107. In the controlled gaming machine P of this embodiment, it is set so that a jackpot cannot be won either during the non-time-saving gaming state or the time-saving gaming state, so although a special chart high probability state test signal is provided, it is not generated or output.

[0166] The special pattern variation shortening state test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the variation time of the special pattern is relatively short, and can be output to a test computer via the test-only output terminal 107. In the managed gaming machine P according to this embodiment, although not shown in particular, the time-saving gaming state is set so that the variation time of the special symbols is shorter than that in the non-time-saving gaming state, so the main CPU 101 starts generating a special symbol variation shortening state test signal and outputting it to the test-dedicated output terminal 107 based on the setting of the time-saving gaming state (satisfaction of the output start condition), and ends the generation and output based on the end of the gaming state (satisfaction of the output end condition). By inputting this special symbol variation shortening state test signal to the test computer via the test-dedicated output terminal 107 and the receiving terminal, the test computer can grasp that a gaming state in which the variation time of the special symbol is relatively short is set in the managed gaming machine P that output the special symbol variation shortening state test signal.

[0167] The pre-activation setting state test signal is a test signal that is generated by the main CPU 101 during the period when the difference ball count value is equal to or greater than a predetermined pre-activation setting judgment value (175,000 in this embodiment) and can be output to a test computer via the test-only output terminal 107. That is, when the difference ball count value is less than the pre-activation setting judgment value, the main CPU 101 does not generate a pre-activation setting state test signal and does not output it to the test-dedicated output terminal 107, but when the difference ball count value becomes equal to or greater than the pre-activation setting judgment value (the output start condition is satisfied), the main CPU 101 starts generating a pre-activation setting state test signal and outputting it to the test-dedicated output terminal 107. Also, after the generation of the pre-activation setting state test signal and the output to the test-dedicated output terminal 107 are started, if the difference ball count value becomes less than the pre-activation setting judgment value again (the output end condition is satisfied) before the activation state or the activation notice state is set (before the difference ball count value reaches the second reference value (195000)), the main CPU 101 ends the generation of the pre-activation setting state test signal and the output to the test-dedicated output terminal 107. This pre-activation setting state test signal is input to a test computer via the test-only output terminal 107 and the receiving terminal, enabling the test computer to determine that the differential ball count value in the managed gaming machine P which output the pre-activation setting state test signal is equal to or greater than the pre-activation setting judgment value, and thus to determine that the activation state is about to be set.

[0168] (Outline of test signal generation and output control when activation state is set) Here, in the controlled gaming machine P of this embodiment, an activation state is set on the condition that the difference ball count value reaches a second reference value, and the game does not proceed, but if the activation state is set while the above-mentioned test signal is being generated and output, the generation and output of the test signal continues even after the activation state is set.

[0169] In addition, in the managed gaming machine P according to this embodiment, when test signals related to the progress of the game (test signal during normal chart fluctuation, test signal during normal chart win, test signal during movable piece operation, test signal during first special chart fluctuation, test signal during first special chart small win, test signal during first special chart special play, test signal during second special chart fluctuation, test signal during second special chart small win, test signal during second special chart special play, test signal during round play) and test signals related to the game state (test signal for normal chart high probability state, test signal for normal chart fluctuation shortening state, test signal for movable piece operation extension state, test signal for special chart high probability state, test signal for special chart fluctuation shortening state) are generated and output during the setting of the activation state, when a power interruption occurs, the generation and output of these test signals are temporarily stopped, but are resumed after the power interruption is restored and the activation state is entered again (i.e., after the power interruption is restored without the RAM clear (RAM clear accompanying the setting of the setting change state) which ends the activation state) is performed). These test signals are continuously output until the activation state ends (that is, until the RAM is cleared, which ends the activation state). In other words, the test signals regarding the progress of the game and the test signals regarding the game status that are generated and output while the activation state is set will continue to be generated and output until the activation state (except when a power outage occurs) ends.

[0170] In contrast, if a pre-activation setting state test signal (a test signal related to the state based on the differential ball operation stop control) is generated and output while the activation state is being set, when a power outage occurs, the generation and output of the test signal will stop, and will remain stopped without being resumed even after the power outage is recovered and the activation state is resumed. In other words, the pre-activation setting state test signal that was generated and output while the activation state was being set will continue to be generated and output until the activation state ends if no power interruption occurs during the activation state, but if a power interruption occurs during the activation state, generation and output will end at this point.

[0171] In addition, in the controlled gaming machine P of this embodiment, if a power outage occurs while a pre-activation setting state test signal is being generated and output and during the pre-activation warning state or during the activation warning state (when the difference ball count value is less than the second reference value), the generation and output of the pre-activation setting state test signal is temporarily stopped, as in the activation state. Then, after the above temporary stop, if the power is restored while the specific main control management error (such as an error that has a significant effect on the progress of the game) described above is occurring and the pre-activation warning state or activation warning state is entered again, the difference ball count value stored at the time of the power interruption is maintained, and this difference ball count value is equal to or greater than the pre-activation setting judgment value, so that the generation and output of the pre-activation setting state test signal are resumed after the power is restored.On the other hand, if the power is restored without the specific main control management error occurring, the difference ball count value is reset, and this difference ball count value is less than the pre-activation setting judgment value, so that the generation and output of the pre-activation setting state test signal are not resumed after the power is restored. Also, although not specifically shown, in the managed gaming machine P of this embodiment, during the startup preparation period from when power is restored until a specified startup time (e.g., 10 seconds) has elapsed, a preparation image (e.g., a text image saying "Screen is restoring, please continue playing as is") is displayed on the display unit 21a of the performance display device 21 to indicate that the preparation period is in progress until various performances such as the display of background images and variable performances can be executed, and if the generation and output of the pre-activation setting state test signal is resumed after the above-mentioned temporary stop, the generation and output of the pre-activation setting state test signal will be performed during the above-mentioned startup preparation period.

[0172] In addition, in the managed gaming machine P according to this embodiment, if a power interruption occurs during the generation and output of a pre-activation setting state test signal and during the activation notice state, the generation and output of the test signal are stopped, as in the activation state, and will remain stopped without being resumed even after the power interruption is restored and the activation notice state is entered again. In other words, when a power interruption occurs during the activation notice state, the generation and output of the pre-activation setting state test signal that was generated and output during the activation notice state will end at this point. In addition, when a power interruption occurs during the activation notice state, when the power interruption is restored without the RAM being cleared, which would end the activation notice state, the generation and output of the pre-activation setting state test signal may be resumed.

[0173] (Specific examples) Next, the generation of the test signal and the control of the output when the activation state is set will be described with a concrete example. For example, a normal pattern change test signal (a test signal related to the progress of the game) is generated and output while the normal pattern is being changed. When an activation state is set while the normal pattern is being changed, the display of the normal pattern changes during execution stops, while the generation and output of the normal pattern change test signal continues. Also, if a power outage occurs during this activation state, the generation and output of the normal pattern change test signal stops temporarily, but when the power outage is restored without the RAM being cleared, which would end the activation state, the generation and output of the normal pattern change test signal resumes. Then, when the activation state being set ends, the generation and output of the normal pattern change test signal also ends. Also, for example, the first special pattern change test signal (a test signal regarding the progress of the game) is generated and output during the change display of the special pattern based on the entry of a game ball into the first start winning hole 15. When the activation state is set during the change display of the special pattern, the change display of the special pattern being executed stops, while the generation and output of the first special pattern change test signal continues. Also, if a power interruption occurs during this activation state, the generation and output of the first special pattern change test signal stops temporarily, but when the power interruption is restored without the RAM being cleared, which would end the activation state, the generation and output of the first special pattern change test signal resumes. Then, when the activation state being set ends, the generation and output of the first special pattern change test signal also ends. Also, for example, the second special game test signal (test signal regarding the progress of the game) is generated and output during the execution of a special game through the winning of a small prize by the entry of a game ball into the second start winning hole 16. When the activation state is set during the execution of the special game, the special game stops, and when the large winning hole 18 is open, the large winning hole 18 closes, while the generation and output of the second special game test signal continues. Also, when a power interruption occurs during this activation state, the generation and output of the second special game test signal stops once, but when the power interruption is restored without the RAM clearing that would end the activation state, the generation and output of the second special game test signal resumes. Then, when the activation state being set ends, the generation and output of the second special game test signal also ends.

[0174] Also, for example, a general map fluctuation shortening state test signal (a test signal related to the game state) is generated and output during the time-shortened game state. When an activation state is set during the time-shortened game state, the game stops progressing, while the generation and output of the general map fluctuation shortening state test signal continues. Also, if a power outage occurs during this activation state, the generation and output of the general map fluctuation shortening state test signal temporarily stops, but when the power outage is restored without the RAM being cleared, which would end the activation state, the generation and output of the general map fluctuation shortening state test signal resumes. Then, when the activation state being set ends, the generation and output of the general map fluctuation shortening state test signal also ends.

[0175] In addition, the pre-activation setting state signal (a test signal relating to a state based on the difference ball operation stop control) is generated and output while the difference ball count value is equal to or greater than the pre-activation setting judgment value. If the activation state is set during this time, the progress of the game stops, but the generation and output of the pre-activation setting state signal continues. In addition, if a power interruption occurs during this activation state, the generation and output of the pre-activation setting state signal ends based on this, and even if the power interruption is restored, the generation and output of the pre-activation setting state signal does not resume. In addition, if no power interruption occurs during this activation state, the generation and output of the pre-activation setting state signal continues during the activation state, and when the activation state ends, the generation and output of the pre-activation setting state signal also ends.

[0176] As described above, in the controlled gaming machine P of this embodiment, it is possible to generate and output test signals related to the progress of the game, test signals related to the game status, and pre-activation setting state test signals (test signals related to the state based on the difference ball operation stop control) as test signals that are used during type testing and can be output to the outside of the controlled gaming machine P (to a test computer). Here, if the progress of the game stops and the type test is interrupted by the setting of the activation state, the final test results cannot be obtained, and the data such as the payout rate accumulated over a long period of time may be wasted. In the managed gaming machine P according to this embodiment, since the pre-activation setting state test signal can be generated and output, it is possible to know that the activation state is about to be set by the test signal, and therefore it is possible to take measures such as resetting the difference ball count value in advance to prevent the setting of the activation state, and it is possible to appropriately prevent the occurrence of the above-mentioned situation.

[0177] In addition, in the managed gaming machine P of this embodiment, if an activation state is set while a test signal regarding the progress of the game, a test signal regarding the game status, or a pre-activation setting state test signal is being generated and output, the generation and output of these test signals continue even after the activation state is set. This eliminates the need to generate a test signal based on the setting of the activation state and to stop the output, thereby reducing the processing load on hardware resources such as the main CPU 101. In addition, even after the activation state is set, the test computer can grasp the game progress and game state before the activation state was set, improving the convenience of the test signal and enabling efficient type testing.

[0178] Furthermore, in the managed gaming machine P of this embodiment, if a power outage occurs when test signals related to the progress of the game and test signals related to the game status are generated and output while the activation state is being set, the generation and output of these test signals are resumed after the power outage is restored without the RAM being cleared, which would end the activation state. As a result, even if a power outage occurs during the activation state, after power is restored the test computer will be able to grasp the progress of the game and the game status before the activation state was set, further increasing the convenience of the test signal and enabling type testing to be carried out more efficiently.

[0179] Furthermore, in the managed gaming machine P of this embodiment, if a pre-activation setting state test signal is generated and output while the activation state is being set, when a power outage occurs, the generation and output of the test signal will not resume even if the power is restored from the power outage without the RAM being cleared, which would end the activation state. After the activation state is set, the game is not progressed, and as described later, an activation suggestion is given on the display unit 21a of the performance display device 21 to suggest that the activation state is being set, so that it is possible to know that the activation state is being set from the appearance of the managed gaming machine P without generating and outputting a pre-activation setting state test signal. Therefore, in the managed gaming machine P of this embodiment, if a power interruption occurs while the activation state is being set, the generation and output of the pre-activation setting state test signal is not resumed even after the power interruption is restored, thereby making it possible to reduce the processing load on hardware resources such as the main CPU 101 when a power interruption occurs during the activation state.

[0180] Furthermore, in the managed gaming machine P of this embodiment, if a power outage occurs while a pre-activation setting state test signal is being generated and output, and while in the pre-activation warning state or the activation warning state, when the power outage is restored and the pre-activation warning state or the activation warning state is entered again while a specific main control management error (an error that has a significant impact on the progress of the game) has occurred, the generation and output of the pre-activation setting state test signal will be resumed, and this generation and output of the pre-activation setting state test signal will be performed during the startup preparation period from when the power outage is restored until a specified startup time has elapsed. As a result, even if a preparation image is being displayed on the display unit 21a of the performance display device 21 during the startup preparation period, it is possible to know that the activation state is about to be set by checking whether or not a pre-activation setting state test signal has been output.

[0181] (Modifications regarding generation and output of test signals) The test signals relating to the game progress status and the game status that the main CPU 101 can generate and output are not limited to those described above, and test signals other than the above test signals may be generated and output according to the game specifications, etc., or some of the above test signals may be generated and output. Even in such a case, the test signals may be controlled in the same manner as in the managed gaming machine P according to this embodiment (such as control after the activation state is set). For example, in a managed gaming machine P set to execute a special game with a different number of rounds according to the type of the determined special symbol, a different special symbol special game test signal may be provided for each special game as a test signal regarding the progress of the game. Specifically, for example, if a special game in which a round game of three rounds is played when a special symbol A is determined based on the entry of a game ball into the first start winning hole 15, and a special game in which a round game of eight rounds is played when a special symbol B is determined, a first special symbol special game signal A that can be generated and output during a special game based on the determination of the special symbol A, and a first special symbol special game signal B that can be generated and output during a special game based on the determination of the special symbol B may be provided. Also, for example, in a managed gaming machine P in which a special game is set to start when the gaming ball passes through a specified passing area after a jackpot is won, a gaming ball passage waiting test signal may be provided as a test signal regarding the progress of the game, which can be generated and output during the period from when a jackpot is won until the gaming ball passes through the passing area. In addition, for example, in a managed gaming machine P having a high-probability non-time-shortened gaming state that combines a high-probability gaming state and a non-time-shortened gaming state, and set so that the special pattern fluctuation time is shorter during this high-probability non-time-shortened gaming state than in a normal gaming state (a gaming state that combines a low-probability gaming state and a non-time-shortened gaming state), a special pattern fluctuation shortening test signal may be generated and output as a test signal regarding the gaming state during this high-probability non-time-shortened gaming state. In addition, in the managed gaming machine P according to this embodiment, in order to make the performance of the normal game higher in the time-saving game state than in the non-time-saving game state, the normal symbol variation time and the operation time (projection time) of the movable piece 16b are made different among the three elements of the probability of winning by lottery of the normal symbol, the normal symbol variation time, and the operation time (projection time) of the movable piece 16b, but this is not limited to this, and at least one of these elements may be made different, or all elements may be made different. Then, a test signal regarding the game state may be generated and output according to the different elements. For example, although the probability of winning by drawing a normal pattern is higher in the time-saving play state than in the non-time-saving play state, if the normal pattern change time and the operation time of the movable piece 16b are both set to be the same in the play state, during the time-saving play state, it is possible to output only the normal pattern high probability state test signal as a test signal related to the play state, and not output the normal pattern change shortened state test signal and the movable piece operation extended state test signal. Even in the above case, the same effects as those of the managed gaming machine P according to this embodiment can be achieved.

[0182] In addition, in the managed gaming machine P of this embodiment, when the difference ball count value is equal to or greater than the pre-activation setting judgment value (170,000), a pre-activation setting state test signal, which is a signal regarding the state based on the difference ball operation stop control, can be generated and output.The pre-activation setting judgment value is set to a value smaller than the first reference value (190,000) at which the activation warning state is set, and the second reference value (195,000) at which the activation state is set, but is not limited to this as long as it is a value smaller than the second reference value. For example, the pre-activation setting determination value may be the same as the first reference value, or may be a value greater than the first reference value and less than the second reference value. Even in the above case, the same effects as those of the managed gaming machine P according to this embodiment can be achieved.

[0183] Furthermore, the test signal regarding the state based on the difference ball operation stop control that can be generated and output by the main CPU 101 is not limited to the pre-activation setting state test signal. For example, in addition to this pre-activation setting state test signal, when the difference ball count value is equal to or greater than the pre-activation setting judgment value (e.g., 190,000, which is the same as the first reference value) that is greater than the pre-activation setting judgment value and smaller than the second reference value, a pre-activation setting state test signal indicating that may be generated and output. Also, when the difference ball count value is equal to or greater than the activation setting proximity judgment value (e.g., 160,000) that is smaller than the pre-activation setting judgment value, a pre-activation setting proximity test signal indicating that may be generated and output. These test signals may be controlled in the same way as the pre-activation setting state test signal of the managed gaming machine P according to this embodiment. Even in the above case, the same effect as that of the managed gaming machine P of this embodiment can be achieved, and it becomes possible to grasp in more detail in the test computer how long it will take until the activation state is set.

[0184] Also, as a test signal that can be generated and output by the main CPU 101, a game progress impossible test signal that can be generated and output during a game stop state, a setting change state, a setting confirmation state, and an activation state and indicates a state in which a game is not progressing may be provided. Also, if a power interruption occurs during the generation and output of the game progress impossible test signal, if the state before the power interruption remains even after recovery from the power interruption, the generation and output of the game progress impossible test signal may not be resumed. Even in the above case, the same effect as that of the managed gaming machine P of this embodiment is achieved, and by simply checking whether or not the above-mentioned test signal has been output, it becomes possible for the test computer to understand that the game is not progressing. In addition, by generating and enabling the same game progress disable test signal to be output in any of the game stop state, the setting change state, the setting confirmation state, and the activation state, it is possible to grasp that the game is in a state in which the game is not progressing, but it is not possible to grasp the type of the state that is set. Also, by generating and enabling the different game progress disable test signals to be output for each set state, it is possible to grasp both that the game is in a state in which the game is not progressing and the type of the set state.

[0185] Furthermore, in the managed gaming machine P of this embodiment, if an activation state is set while a test signal related to the progress of the game or a test signal related to the game status is being generated and output, the generation and output of the test signal continues even after the activation state is set, and if a power interruption occurs during this activation state, the generation and output of the above-mentioned test signal is resumed when the power interruption is restored without the RAM being cleared, which would end the activation state, but this control may be performed only for some of the test signals rather than for all test signals. For example, among the test signals relating to the progress of the game and the test signals relating to the game state, the above-mentioned control is performed for test signals relating to special game and special game (test signal for first special game fluctuation, test signal for first special game small win, test signal for first special game special play, test signal for second special game fluctuation, test signal for second special game small win, test signal for second special game special play, test signal for round game, test signal for special game high probability state, test signal for special game fluctuation shortened state), but the above-mentioned control may not be performed for test signals relating to normal game (test signal for normal game fluctuation, test signal for normal game win, test signal for movable piece operation, test signal for normal game high probability state, test signal for normal game fluctuation shortened state, test signal for movable piece operation extended state). In addition, although the above-mentioned test signals for special game and special feature game, and the test signals for normal game are all continuously generated and output even after the activation state is set, if a power outage occurs during the activation state, the generation and output of the test signals for special game and special game may be resumed after the power is restored from the power outage, but the generation and output of the test signals for normal game may not be resumed after the power is restored from the power outage. In the above-described case, various controls regarding the output of the test signal can be executed according to the gaming specifications of the managed gaming machine P, and the convenience of the test signal can be further improved.

[0186] Furthermore, in the managed gaming machine P of this embodiment, if an activation state is set while a pre-activation setting state test signal is being generated and output, the generation and output of the test signal continues even after the activation state is set, and if a power interruption occurs during this activation state, the generation and output of the above-mentioned test signal is not resumed after recovery from the power interruption, but the control over the pre-activation setting state test signal is not limited to this. For example, if the activation state is set during the generation and output of a pre-activation state test signal, the generation and output of the test signal may be terminated after the activation state is set. Also, if the generation and output of the test signal are set to continue even after the activation state is set, and a power interruption occurs during this activation state, the generation and output of the test signal may be resumed when the power interruption is restored without the RAM being cleared, which would end the activation state.

[0187] In addition, in the managed gaming machine P of this embodiment, when a pre-activation setting state test signal is being generated and output, and a power interruption occurs during the pre-activation warning state or the activation warning state, causing a specific main control management error, when the power is restored, the generation and output of the pre-activation setting state test signal is resumed, but this control may be performed as follows. For example, the generation and output of the pre-activation setting state test signal may be resumed whenever the power is restored after the power interruption. Also, when the power is restored after the power interruption, if the difference ball count value is equal to or greater than a predetermined restart determination value (e.g., 180,000), the generation and output of the pre-activation setting state test signal may be resumed, but if the difference ball count value is less than the restart determination value, the generation and output of the pre-activation setting state test signal may not be resumed. Also, if the generation and output of the pre-activation setting state test signal is not resumed when the difference ball count value is less than the restart determination value, the generation and output of the pre-activation setting state test signal may be resumed after a predetermined time has elapsed since the power is restored (e.g., after the above-mentioned startup preparation period has elapsed).

[0188] (Outline of transmission of various commands from the main control board 100 to the frame control board 200) As described above, when a game ball enters each winning port (general winning port 14, first start winning port 15, second start winning port 16, large winning port 18), the entry of the game ball is detected by the corresponding sensor (general winning port detection sensor 14a, first start winning port detection sensor 15a, second start winning port detection sensor 16a, specific area detection sensor 57a, general area detection sensor 58a), and the main CPU 101 sends a prize ball designation command to the frame control board 200 indicating the number of prize balls corresponding to the winning port into which the game ball entered. In addition, for example, when a special game is started and a special game state is set, when a special game is ended and a time-saving game state is set, when a time-saving game state is ended and a non-time-saving game state is set, etc., when any of the game states (non-time-saving game state, time-saving game state, special game state) is set, the main CPU 101 transmits a game state command indicating the set game state to the frame control board 200. In addition, when any main control management error occurs, the main CPU 101 transmits an error command indicating the main control management error that has occurred to the frame control board 200.

[0189] Here, a ring buffer is provided in the memory area of ​​the main RAM 103, and each of the above commands is temporarily stored in the ring buffer at the time of generation (i.e., in the case of a prize ball designation command, the time when the entry of a game ball is detected by the sensor corresponding to each winning port; in the case of a game status command, the time when each game status is set; in the case of an error command, the time when each main control management error occurs), and is then transmitted to the frame control board 200 in the order stored in this ring buffer.

[0190] The ring buffer is configured by arranging a predetermined number of storage areas (in this embodiment, 24 storage areas from the first storage area to the twenty-fourth storage area) in the memory area of ​​the main RAM 103 in a circular array structure. When the above command to be transmitted to the frame control board 200 occurs, the generated command is stored in the storage area next to the storage area of ​​the last stored command. For example, if the storage area of ​​the last stored command was the fifth storage area, the next generated command is stored in the sixth storage area, and the next generated command is stored in the seventh storage area. When a command is stored in the twenty-fourth storage area, the sequence returns to the beginning, and the next generated command is stored in the first storage area. In the initial state, no commands are stored in any of the first to twenty-fourth storage areas, and the generated commands are stored in the order beginning with the first storage area. In addition, in the managed gaming machine P according to this embodiment, in the timer interruption process of the main control board 100 described later, a frame control transmission area storage process is executed to store the commands stored in the ring buffer one by one in the order of the first command stored in the frame control transmission area (an area configured by the storage area of ​​the main RAM 103), and a frame control output process is executed to transmit the commands stored in the frame control transmission area to the frame control board 200. This timer interruption process is executed every predetermined time (24 ms in this embodiment) after the communication between the main control board 100 and the frame control board 200 is started when the managed gaming machine P is started (after the main control board 100 transmits a main command permission signal to the frame control board 200 described later). In addition, the frame control transmission area storage process and the frame control output process are always executed regardless of which main control state (playable state, setting confirmation state, setting change state, game stop state) is in. As a result, regardless of the main control state, the above commands (prize ball designation command, game status command, error command) stored in the ring buffer are transmitted one by one to the frame control board 200 in the order in which they were stored in the ring buffer at predetermined time intervals. As described above, in the game stop state, the setting confirmation state, or the setting change state, the game does not progress, and the above commands are not stored in the ring buffer. Therefore, in the game stop state, the setting confirmation state, or the setting change state, the above commands stored in the ring buffer before entering these main control states are transmitted to the frame control board 200.

[0191] (Example 1) For example, as shown in Fig. 12, in a non-time-saving game state, a prize ball designation command indicating the number of prize balls corresponding to the first start winning port 15 is stored in the second storage area, and a prize ball designation command indicating the number of prize balls corresponding to the general winning port 14 is stored in the third storage area. In this state, a game ball enters the first start winning port 15, causing a new prize ball designation command indicating the number of prize balls corresponding to the first start winning port 15 to be generated, and then a predetermined time (24 ms) has passed since the previous frame control transmission area storage process and frame control output process.

[0192] Here, in the managed gaming machine P of this embodiment, a write pointer indicating the storage area in which the generated command is stored and a read pointer indicating the storage area in which the command to be transmitted is stored are provided as data for controlling the storage of the above command in the storage area and the transmission to the frame control board 200. The write pointer indicates the storage area in which the most recently generated command is stored, and when the command is generated, it indicates the storage area in which the command is to be stored next. The main CPU 101 then stores the command in the storage area indicated by the write pointer. The read pointer indicates the storage area in which the most recently transmitted command was stored, and when the predetermined time has elapsed, it indicates the storage area in which the next command to be transmitted is stored. The main CPU 101 then executes frame control transmission area storage processing and frame control output processing for the command stored in the storage area indicated by the read pointer, and transmits the command to the frame control board 200.

[0193] In the above specific example 1, before a new prize ball designation command indicating the number of prize balls corresponding to the first start winning port 15 is generated as a result of a game ball entering the first start winning port 15, the write pointer points to the third storage area and the read pointer points to the first storage area. Then, when the prize ball designation command is generated, the write pointer indicates the fourth storage area, which is the next storage area after the third storage area, and the main CPU 101 stores the prize ball designation command in the fourth storage area. In addition, when a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer indicates the third storage area, which is the next storage area after the second storage area, and the main CPU 101 executes frame control transmission area storage process and frame control output process for the prize ball designation command, which is stored in the third storage area and indicates the number of prize balls corresponding to the general winning port 14. As a result, the prize ball designation command is transmitted to the frame control board 200. After this, the same process as above is repeated. That is, when a new command is generated, the command is stored in the next storage area indicated by the write pointer, and when a predetermined time has passed since the previous frame control transmission area storage process and frame control output process, the command stored in the next storage area indicated by the read pointer is transmitted to the frame control board 200.

[0194] When the storage area indicated by the write pointer and the storage area indicated by the read pointer match, the ring buffer does not store any commands to be sent to the frame control board 200. In other words, all generated commands have been sent to the frame control board 200, and no commands are stored in the ring buffer (the ring buffer is in a so-called empty state).

[0195] (Outline of storage and transmission of commands when a gaming ball enters a specific area 57 during a small win game) As described above, when a game ball enters the specific area 57 during a small win game, the specific area detection sensor 57a detects the entry of the game ball. Then, when a predetermined number (one) of game balls enter the specific area 57 during a small win game, a special game is started, and the number of prize balls is added (prize balls are awarded) based on the game ball entering the big prize opening 18. That is, when a game ball enters the specific area 57 during a small win game, both a prize ball designation command indicating the number of prize balls corresponding to the big prize opening 18 and a game state command indicating that a special game state has been set are stored in the ring buffer. Here, in the managed gaming machine P according to this embodiment, when a gaming ball enters the specific area 57 during a small winning game, the game state command indicating that the special gaming state has been set and the prize ball designation command indicating the number of prize balls corresponding to the large winning port 18 are stored in the ring buffer in this order. As a result, after the game state command indicating that the special gaming state has been set is transmitted to the frame control board 200, a prize ball designation command indicating the number of prize balls corresponding to the large winning port 18 is transmitted to the frame control board 200. Then, the frame control board 200 grasps that the special gaming state has been set by the game state command received earlier, and the number of prize balls corresponding to the large winning port 18 indicated by the prize ball designation command received thereafter is treated as having been given during the special gaming state. Therefore, when a game ball enters a specific area 57 during a small win game, the frame control board 200 treats the prize ball corresponding to the entry of this game ball (i.e., the prize ball based on the game ball entering the large prize opening 18) as having been generated during the special game state, and counts the total number of special game prize balls, and uses this count value to calculate the special game base value.

[0196] (Example 2) For example, as shown in Fig. 13, in a small winning game state (non-time-saving game state), it is assumed that a prize ball designation command indicating the number of prize balls corresponding to the general winning opening 14 is stored in the second storage area. In this state, it is assumed that a game ball enters the large winning opening 18 and the game ball enters the specific area 57.

[0197] In this example, as described above, the entry of a game ball into the specific area 57 generates both a prize ball designation command indicating the number of prize balls corresponding to the big prize opening 18, and a game state command indicating that a special game state has been set. Also, before the prize ball designation command and the game state command are generated, the write pointer points to the second storage area, and the read pointer points to the first storage area. When the prize ball designation command and game status command are generated, the light pointer points to the third storage area, which is the next storage area after the second storage area, and the main CPU 101 first stores the game status command (game status command indicating that the special game status has been set) in the third storage area. Next, the light pointer points to the fourth storage area, which is the next storage area after the third storage area, and the main CPU 101 stores the prize ball designation command (prize ball designation command indicating the number of prize balls corresponding to the big prize opening 18) in the fourth storage area. In addition, when a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer indicates the second storage area, which is the storage area next to the first storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the prize ball designation command, which is stored in the second storage area and indicates the number of prize balls corresponding to the general winning port 14. As a result, the prize ball designation command is transmitted to the frame control board 200. In addition, when a predetermined time has elapsed since the frame control transmission area storage process and the frame control output process for the prize ball designation state command, the read pointer indicates the third storage area, which is the storage area next to the second storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the game state command, which is stored in the third storage area and indicates that a special game state has been set. As a result, the game state command is transmitted to the frame control board 200. Furthermore, when a predetermined time has elapsed from the execution of the frame control transmission area storage process and the frame control output process for the game status command, the read pointer points to the fourth storage area, which is the next storage area after the third storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the prize ball designation command, which is stored in the fourth storage area and indicates the number of prize balls corresponding to the big prize opening 18. As a result, the prize ball designation command is transmitted to the frame control board 200.

[0198] In this example, the total number of non-time-saving winning balls is counted for winning balls based on game balls entering the general winning port 14 as having occurred before the special game state was set (i.e., during the non-time-saving game state), and the low base value is calculated using this count value. On the other hand, the total number of special winning balls is counted for winning balls based on game balls entering the large winning port 18 as having occurred during the special game state, and the special game base value is calculated using this count value.

[0199] (Outline of command transmission when power is restored) As described above, when a command to be transmitted to the frame control board 200 is generated, the command is stored in the ring buffer in the order in which it was generated. Then, at predetermined time intervals (24 ms), the commands stored in the ring buffer are transmitted to the frame control board 200 one by one, starting with the command that was stored first. Here, in the managed gaming machine P according to this embodiment, when a power outage occurs while the above command is stored in the ring buffer and the power is restored, the frame control transmission area storage process and the frame control output process executed first after the power outage are executed to transmit a game status command indicating the game status at the time of restoration from the power outage to the frame control board 200 before the command stored in the ring buffer at the time of the power outage. That is, the frame control transmission area storage process and the frame control output process executed first after the power outage are executed to transmit a game status command indicating the game status at the time of restoration from the power outage to the frame control board 200, but the frame control transmission area storage process and the frame control output process executed second or later after the power outage are executed to transmit the command stored first in the ring buffer to the frame control board 200. In this way, in the managed gaming machine P of this embodiment, the frame control transmission area storage process and frame control output process executed for the first time after power is restored are set to send commands to the frame control board 200 under different transmission conditions, compared to the frame control transmission area storage process and frame control output process executed for the second or subsequent time after power is restored.

[0200] (Example 3) For example, as shown in Fig. 14, during a special game state, it is assumed that a prize ball designation command indicating the number of prize balls corresponding to the large prize opening 18 is stored in both the third storage area and the fourth storage area. At this time, the write pointer is pointing to the fourth storage area, and the read pointer is pointing to the second storage area. In this state, it is assumed that a power outage occurs and the power is restored from the power outage.

[0201] In this example, when power is restored after a power outage, the read pointer points to the first storage area, which is the storage area before the second storage area, and the main CPU 101 stores in the second storage area a game state command indicating the game state at the time of restoration from power outage (i.e., the special game state). Then, when the frame control transmission area storage process and the frame control output process are executed for the first time after the power failure is restored, the read pointer indicating the first storage area indicates the second storage area, which is the next storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the game state command indicating the special game state stored in the second storage area. As a result, the game state command is transmitted to the frame control board 200. Also, when a predetermined time has elapsed from the execution of the frame control transmission area storage process and the frame control output process for the game state command, the read pointer indicates the third storage area, which is the next storage area after the second storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the prize ball designation command indicating the number of prize balls corresponding to the large prize opening 18, which is stored in the third storage area. As a result, the prize ball designation command is transmitted to the frame control board 200. Furthermore, when a predetermined time has elapsed since the execution of the frame control transmission area storage process and the frame control output process for the prize ball designation command, the read pointer points to the fourth storage area, which is the storage area next to the third storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the prize ball designation command, which is stored in the fourth storage area and indicates the number of prize balls corresponding to the large prize opening 18. As a result, the prize ball designation command is transmitted to the frame control board 200.

[0202] In addition, when a game status command indicating that a specified game status has been set is stored in the ring buffer, if a power outage occurs and the power is restored, first, a game status command indicating the game status at the time of restoration from the power outage is transmitted to the frame control board 200, and then the game status command stored in the ring buffer is transmitted to the frame control board 200.

[0203] (Overview of sending call commands) As described above, regardless of the main control state (playable state, setting confirmation state, setting change state, game stopped state), when the call button 7a for calling a hall attendant is pressed, the call switch 7 is turned on, and the main CPU 101 transmits a call command to the frame control board 200 indicating that the call button 7a has been pressed. Here, in the managed game machine P according to this embodiment, the call command is not stored in the ring buffer. Then, after all the commands stored in the ring buffer are transmitted to the frame control board 200 (i.e., after the ring buffer becomes empty), the call command is directly stored in the frame control transmission area by the frame control transmission area storage process, and is transmitted to the frame control board 200 by the frame control output process. That is, the call command is transmitted to the frame control board 200 only when no commands are stored in the ring buffer.

[0204] (Example 4) For example, as shown in Fig. 15, during the non-time-saving game state, it is assumed that the third storage area and the fourth storage area both store a prize ball designation command indicating the number of prize balls corresponding to the first start winning hole 15. At this time, the write pointer points to the fourth storage area, and the read pointer points to the second storage area. In this state, it is assumed that the call button 7a is pressed.

[0205] Here, the main control board 100 of this embodiment is provided with a call button press flag (configured by a predetermined storage area of ​​the main RAM 103) that indicates that the call button 7a has been pressed. This call button press flag is turned on when the call button 7a is pressed, and is turned off when a call command is transmitted to the frame control board 200.

[0206] In this example, when the call button 7a is pressed, the call button press flag is turned on, but at this point, since the command is stored in the ring buffer, the call command is not sent to the frame control board 200. Then, when a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer points to the third storage area, which is the next storage area after the second storage area, and the main CPU 101 executes frame control transmission area storage process and frame control output process for the prize ball designation command indicating the number of prize balls corresponding to the first start winning port 15, which is stored in the third storage area. As a result, the prize ball designation command is transmitted to the frame control board 200. At this point in time, the command is still stored in the ring buffer, so the call command is not transmitted to the frame control board 200. In addition, when a predetermined time has elapsed from the execution of the frame control transmission area storage process and the frame control output process for the prize ball designation state command, the read pointer indicates the fourth storage area, which is the storage area next to the third storage area, and the main CPU 101 executes the frame control transmission area storage process and the frame control output process for the prize ball designation command, which is stored in the fourth storage area and indicates the number of prize balls corresponding to the first start winning port 15. As a result, the prize ball designation command is transmitted to the frame control board 200. Then, since the prize ball designation command is sent to the frame control board 200, and the command is not stored in the ring buffer, when a predetermined time has elapsed since the execution of the frame control transmission area storage process and the frame control output process for the prize ball designation state command, the frame control transmission area storage process and the frame control output process are executed, and the call command is stored in the frame control transmission area and then sent to the frame control board 200. When the call command is sent to the frame control board 200, the call button press flag is turned off.

[0207] In addition, even if the call button is pressed, but a new prize ball designation command, game status command, or error command is generated and stored in the ring buffer before the call command is sent to the frame control board 200, all commands stored in the ring buffer are sent to the frame control board 200 in the same manner as described above, and after the ring buffer becomes empty, the call command is sent to the frame control board 200.

[0208] As described above, in the managed gaming machine P according to this embodiment, when a gaming ball enters the specific area 57 during a small win game, a gaming state command indicating that a special gaming state has been set is transmitted to the frame control board 200, and then a prize ball designation command indicating the number of prize balls corresponding to the large prize opening 18 is transmitted to the frame control board 200. Then, the frame control board 200 grasps that a special gaming state has been set by the gaming state command received earlier, and the number of prize balls corresponding to the large prize opening 18 indicated by the prize ball designation command received thereafter is treated as having been awarded during the special gaming state. As a result, when a gaming ball enters the specific area 57 during a small win game, the frame control board 200 can count the total number of special gaming prize balls as if the prize balls corresponding to the entry of this gaming ball (prize balls based on the entry of the gaming ball into the large prize opening 18) occurred during the special gaming state, and the special gaming base value can be calculated using this count value.

[0209] In addition, in the managed gaming machine P according to this embodiment, commands are transmitted to the frame control board 200 under different transmission conditions for the frame control transmission area storage process and frame control output process executed first after power recovery, and the frame control transmission area storage process and frame control output process executed the second or subsequent times after power recovery. This makes it possible to transmit appropriate commands corresponding to the first process after power recovery and the process executed the second or subsequent times after power recovery to the frame control board 200.

[0210] In addition, in the managed gaming machine P according to this embodiment, when a power interruption occurs while a command is stored in the ring buffer and the power is restored, the frame control transmission area storage process and the frame control output process, which are executed first after the power interruption, transmit a game status command indicating the game status at the time of power restoration to the frame control board 200 before the command stored in the ring buffer at the time of the power interruption. This makes it possible to reliably transmit the game status at the time of power restoration to the frame control board 200.

[0211] For example, if a prize ball designation command that occurred before the special game state was entered and a game state command indicating that the special game state has been set are stored in the ring buffer, and a power outage occurs before these commands are sent to the frame control board 200, when the power is restored from the power outage, the special game state is entered at the time of power restoration, and after the game state command indicating that the special game state is entered is sent to the frame control board 200, the above-mentioned prize ball designation command is sent to the frame control board 200. Then, even though the prize ball designation command occurred before the special game state was entered, the prize ball corresponding to the prize ball designation command will be counted as having occurred during the special game state. Also, for example, if a prize ball designation command generated during a special game state and a game state command indicating that a time-saving game state has been set are stored in the ring buffer, and a power outage occurs before these commands are sent to the frame control board 200, when the power is restored from the power outage, the game state is in the time-saving game state at the time of power restoration, so after a game state command indicating that the game is in the time-saving game state is sent to the frame control board 200, the above-mentioned prize ball designation command is sent to the frame control board 200. Then, even though the ball sending designation command occurred during the special game state, the prize ball corresponding to the prize ball designation command will be counted as having occurred during the time-saving game state. In the managed gaming machine P according to this embodiment, when the power is restored, the game state command indicating the game state at the time of restoration from the power interruption is transmitted to the frame control board 200 before the command stored in the ring buffer, so in the above case, the number of winning balls will be counted in a game state different from the game state in which the winning ball was generated. However, since these are extremely rare cases, the managed gaming machine P according to this embodiment does not take any special measures.

[0212] In addition, in the managed gaming machine P according to this embodiment, when the call button 7a for calling a parlor clerk is pressed in any of the main control states (playable state, setting confirmation state, setting change state, and game stop state), a call command indicating that the call button 7a has been pressed is transmitted to the frame control board 200. This makes it possible to call a parlor clerk at any time, improving the convenience of the call button 7a (call switch 7).

[0213] In addition, in the managed game machine P according to this embodiment, the call command is transmitted to the frame control board 200 only when no command is stored in the ring buffer. This prevents, for example, the call button 7a from being pressed excessively, causing the call command to be transmitted to the frame control board 200 multiple times, thereby preventing or delaying the transmission of the generated prize ball designation command or game state command to the frame control board 200.

[0214] (Display of low base value (game performance information)) In the frame control RAM 203 in this embodiment, as described above, the total number of outs, the total number of outs not in time-saving mode, the total number of winning balls not in time-saving mode, the total number of outs in special games, and the total number of winning balls in special games are counted during a predetermined calculation period. In addition, using these count values, a low base value (game performance information) and a special game base value are calculated, and the calculated low base value is displayed on the frame control display device 210. The calculation and display of the low base value will be described below.

[0215] Specifically, although not specifically shown, the frame control RAM 203 in this embodiment is provided with a first area which counts the number of outs during all game states (non-time-saving game states, time-saving game states, special game states) during a specified calculation period and stores the total number of outs, a second area which counts the number of outs during non-time-saving game states during the calculation period and stores the total number of non-time-saving outs, a third area which counts the number of prize balls based on the entry of game balls into each winning port during non-time-saving game states during the calculation period and stores the total number of non-time-saving prize balls, a fourth area which calculates and stores a low base value for the calculation period based on the total number of non-time-saving outs stored in the second area and the total number of non-time-saving prize balls stored in the third area, and a fifth area which can store the low base value (hereinafter also referred to as the final low base value) stored at the end of the calculation period for up to N calculation periods (for example, 3). During a specified calculation period, the total number of outs stored in the first area is updated each time the number of outs is counted during all game states (non-time-saving game states, time-saving game states, special game states), the non-time-saving total number of outs stored in the second area is updated each time the number of outs is counted during a non-time-saving game state, and the non-time-saving total number of winning balls stored in the third area is updated each time the number of winning balls is counted during a non-time-saving game state. In addition, during a predetermined calculation period, the low base value stored in the fourth area is updated every time the number of outs is counted during a non-time-saving game state or the number of winning balls is counted during a non-time-saving game state. That is, during a predetermined calculation period, every time the total number of non-time-saving outs or the total number of winning balls is updated, the low base value stored in the fourth area is also updated. As described above, the low base value is the ratio of the total non-time-saving winning balls to the total non-time-saving outs, and is a decimal value calculated by the total non-time-saving winning balls / total non-time-saving outs. However, instead of storing the decimal value as it is in the fourth and fifth areas, the decimal value is converted to a percentage and the value rounded off to the nearest tenth is stored in the fourth and fifth areas. In addition, in the managed gaming machine P according to this embodiment, when the rounded value exceeds "100", "99" is stored as the low base value in the fourth and fifth areas. Therefore, the low base value stored in the fourth and fifth areas is an integer value in the range of "0 to 99".

[0216] The calculation period in this embodiment is the period from when counting the total number of outs in the first area begins until the total number of outs reaches a predetermined reference number (60,000 in this embodiment). In the managed gaming machine P of this embodiment, a calculation preparation period begins after the first power-on after shipping from the factory, and during this calculation preparation period, the total number of outs is counted in the first area, but the total number of non-time-saving outs is not counted in the second area, the total number of non-time-saving winning balls is not counted in the third area, and the low base value is not calculated in the fourth area. Then, when the total number of outs stored in the first area reaches the number at the end of the preparation period (for example, 200 balls), the calculation preparation period ends. When the calculation preparation period ends, the first area, second area, third area, and fourth area are all cleared (initialized), and the first calculation period begins. When a calculation period starts, the counting of the total number of outs in the first area, the counting of the total number of non-time-saving outs in the second area, the counting of the total number of non-time-saving winning balls in the third area, and the calculation of the low base value in the fourth area are started, and when the total number of outs stored in the first area reaches a reference number, the calculation period ends. When the calculation period ends, the low base value (final low base value) stored in the fourth area at that time is stored in the fifth area, and the first, second, third, and fourth areas are all cleared, and the next calculation period begins. Furthermore, in the managed gaming machine P of this embodiment, even if the RAM is cleared, the first area, second area, third area, fourth area, and fifth area of ​​the frame control RAM 203 are not cleared, and only the ball memory area in which the number of balls held is stored is cleared. In this specification, the calculation period in which the total number of outs, the total number of non-time-saving outs, the total number of non-time-saving winning balls are currently counted, and the low base value is calculated, is also referred to as the "current calculation period."

[0217] Moreover, the fifth area in this embodiment is composed of a total of three storage sections, namely, the first storage section to the third storage section, and is capable of storing the final low base values ​​of up to three calculation periods. Specifically, each time a calculation period ends (i.e., each time the total number of outs stored in the first area reaches the reference number), the final low base value stored in the first and second storage areas of the fifth area is shifted to a storage area with a larger number by one, and the low base value stored in the fourth area at that time is stored in the first storage area of ​​the fifth area. In other words, each time a calculation period ends, the final low base value stored in the third storage area is updated to the final low base value stored in the second storage area, the final low base value stored in the second storage area is updated to the final low base value stored in the first storage area, and the final low base value stored in the first storage area is updated to the low base value stored in the fourth area at the end of the calculation period. As a result, the first storage unit in the fifth area stores the final low base value for the calculation period one calculation period before the current calculation period, the second storage unit in the fifth area stores the final low base value for the calculation period two calculation periods before the current calculation period, and the third storage unit in the fifth area stores the final low base value for the calculation period three calculation periods before the current calculation period. That is, the fifth area always stores the final low base values ​​for the most recent three calculation periods in order starting from the first storage unit.

[0218] More specifically, for example, when the first calculation period (hereinafter also referred to as the first calculation period) that starts after the calculation preparation period ends, the low base value (hereinafter also referred to as the first final low base value) stored in the fourth area at the end of the calculation period is stored in the first storage unit in the fifth area. Note that at the time of the first power-on, the final low base value is not stored in any of the first storage unit, the second storage unit, and the third storage unit. Therefore, when the first calculation period ends, the above-mentioned shift is performed, but the final low base value is not yet stored in the second storage unit and the third storage unit. Therefore, during the calculation period (hereinafter also referred to as the second calculation period) that starts after the end of the first calculation period, the first final low base value is stored in the first storage unit, and the final low base value is not stored in the second storage unit and the third storage unit.

[0219] When the second calculation period ends, the first final low base value stored in the first storage unit in the fifth area is shifted to the second storage unit, and the low base value stored in the fourth area at the end of the second calculation period (hereinafter also referred to as the second final low base value) is stored in the first storage unit in the fifth area. As described above, the final low base value is not yet stored in the third storage unit. Therefore, during the calculation period (hereinafter also referred to as the third calculation period) that starts after the end of the second calculation period, the second final low base value is stored in the first storage unit, the first final low base value is stored in the second storage unit, and the final low base value is not stored in the third storage unit.

[0220] When the third calculation period ends, the first final low base value stored in the second storage unit of the fifth area is shifted to the third storage unit, the second final low base value stored in the first storage unit of the fifth area is shifted to the second storage unit, and the low base value stored in the fourth area at the end of the third calculation period (hereinafter also referred to as the third final low base value) is stored in the first storage unit of the fifth area. Therefore, during the calculation period (hereinafter also referred to as the fourth calculation period) that starts after the end of the third calculation period, the third final low base value is stored in the first storage unit, the second final low base value is stored in the second storage unit, and the first final low base value is stored in the third storage unit.

[0221] When the fourth calculation period ends, the second final low base value stored in the second storage unit of the fifth area is shifted to the third storage unit, the third final low base value stored in the first storage unit of the fifth area is shifted to the second storage unit, and the low base value stored in the fourth area at this end (hereinafter also referred to as the fourth final low base value) is stored in the first storage unit of the fifth area. The first final low base value stored in the third storage unit is erased as the above-mentioned shift is performed. Therefore, during the calculation period (hereinafter also referred to as the fifth calculation period) that starts after the end of the fourth calculation period, the fourth final low base value is stored in the first storage unit, the third final low base value is stored in the second storage unit, and the second final low base value is stored in the third storage unit.

[0222] Similarly, when a calculation period ends, the final low base value stored in the third storage unit is erased, the final low base value stored in the second storage unit is shifted to the third storage unit, the final low base value stored in the first storage unit is shifted to the second storage unit, and the low base value stored in the fourth area at the end of the calculation period is stored in the first storage unit. Therefore, during a calculation period from the fourth calculation period onwards, the first storage unit stores the final low base value for the calculation period one period before that calculation period, the second storage unit stores the final low base value for the calculation period two periods before that calculation period, and the third storage unit stores the final low base value for the calculation period three periods before that calculation period.

[0223] Then, at every predetermined switching time (5 seconds in this embodiment), the frame control CPU 201 sequentially switches between the low base value stored in the fourth area (i.e., the low base value for the current calculation period), the final low base value stored in the first memory section of the fifth area (i.e., the final low base value for the calculation period one calculation period before the current calculation period), the final low base value stored in the second memory section of the fifth area (i.e., the final low base value for the calculation period two calculation periods before the current calculation period), and the final low base value stored in the third memory section of the fifth area (i.e., the final low base value for the calculation period three calculation periods before the current calculation period), and causes the frame control display device 210 to display them.

[0224] In the managed gaming machine P of this embodiment, of the six 7-segment displays that constitute the frame control display device 210, the third display 210c, the fourth display 210d, the fifth display 210e, and the sixth display 210f display the above-mentioned low base value and final low base value. Specifically, the fifth display 210e and the sixth display 210f display the target low base value or the final low base value. As described above, the low base value and the final low base value during the current calculation period stored in the fourth and fifth areas are integer values ​​in the range of 0 to 99, and the fifth display 210e displays the tens digit value of the target low base value or the final low base value, and the sixth display 210f displays the units digit value of the target low base value or the final low base value. Furthermore, the third display 210c and the fourth display 210d display the type of calculation period corresponding to the low base value being displayed or the final low base value. In the managed gaming machine P of this embodiment, the letter "bL" is displayed to indicate the current calculation period (the letter "b" is displayed on the third display 210c and the letter "L" is displayed on the fourth display 210d), the letter "b1" is displayed to indicate the calculation period one period before the current calculation period (the letter "b" is displayed on the third display 210c and the letter "1" is displayed on the fourth display 210d), the letter "b2" is displayed to indicate the calculation period two periods before the current calculation period (the letter "b" is displayed on the third display 210c and the letter "2" is displayed on the fourth display 210d), and the letter "b3" is displayed to indicate the calculation period three periods before the current calculation period (the letter "b" is displayed on the third display 210c and the letter "3" is displayed on the fourth display 210d). Note that the display indicating the type of accounting period is not limited to these, so long as it is in a form that allows each accounting period to be identified.

[0225] For example, if the low base value during the current calculation period (the low base value stored in the fourth area) is "75," the characters "bL75" are lit on the frame control display device 210. That is, the third display 210c lights up the character "b," the fourth display 210d lights up the character "L," the fifth display 210e lights up the character "7," and the sixth display 210f lights up the character "5." Also, for example, if the final low base value (the final low base value stored in the first storage unit in the fifth area) in the calculation period one calculation period before the current calculation period is "82," the characters "b182" are lit up on the frame control display device 210. That is, the third display 210c lights up the character "b," the fourth display 210d lights up the character "1," the fifth display 210e lights up the character "8," and the sixth display 210f lights up the character "2." Also, for example, if the final low base value (the final low base value stored in the second storage unit in the fifth area) in the calculation period two calculation periods before the current calculation period is "5," the characters "b205" are lit up on the frame control display device 210. That is, the third display 210c lights up the character "b," the fourth display 210d lights up the character "2," the fifth display 210e lights up the character "0," and the sixth display 210f lights up the character "5." Also, for example, if the final low base value in the calculation period three calculation periods before the current calculation period (the final low base value stored in the third storage unit in the fifth area) is "0," the characters "b300" are lit up on the frame control display device 210. That is, the third display 210c lights up the character "b," the fourth display 210d lights up the character "3," the fifth display 210e lights up the character "0," and the sixth display 210f lights up the character "0."

[0226] The display of the low base value and the final low base value in this embodiment will be described more specifically below. In the managed gaming machine P according to this embodiment, when the calculation preparation period starts after the first power-on after shipping from the factory, the frame control display device 210 starts displaying. As described above, during the calculation preparation period, the count of the total number of non-time-reduction outs, the count of the total number of non-time-reduction winning balls, and the calculation of the low base value are not performed, and since the calculation period has not started, the low base value during the current calculation period is not stored in the fourth area, and the final low base value during the calculation period one period before the current calculation period, the final low base value during the calculation period two periods before the current calculation period, and the final low base value during the calculation period three periods before the current calculation period are not stored in the fifth area. Therefore, during this calculation preparation period, a display is made indicating that each low base value is not stored.

[0227] Specifically, when the calculation preparation period begins, the frame control display device 210 begins displaying an unstored indication P1 (for example, a display in which the letter "b" flashes on the third display 210c, the letter "L" flashes on the fourth display 210d, and the letter "-" is lit on both the fifth display 210e and the sixth display 210f) indicating that the low base value for the current calculation period has not been stored, and thereafter, each time the above-mentioned switching time elapses, an unstored indication P2 (for example, a display in which the letter "b" flashes on the third display 210c, the letter "1" flashes on the fourth display 210d, and the letter "-" is lit on both the fifth display 210e and the sixth display 210f) indicating that the final low base value for the calculation period one period before the current calculation period has not been stored is displayed. The display switches sequentially from the first display P1 to the second display P2 (e.g., a display in which the third display 210c flashes the letter "b", the fourth display 210d flashes the letter "2", and the fifth display 210e and the sixth display 210f flash the letter "-") to an unstored display P4 (e.g., a display in which the third display 210c flashes the letter "b", the fourth display 210d flashes the letter "3", and the fifth display 210e and the sixth display 210f flash the letter "-") to an unstored display P5 (e.g., a display in which the third display 210c flashes the letter "b", the fourth display 210d flashes the letter "3", and the fifth display 210e and the sixth display 210f flash the letter "-"). After the unstored display P4 is performed, the display returns to the unstored display P1. These displays are executed repeatedly until the calculation preparation period ends. In this way, during the calculation preparation period, the frame control display device 210 is constantly cyclically displaying unmemorized display P1 for 5 seconds → unmemorized display P2 for 5 seconds → unmemorized display P3 for 5 seconds → unmemorized display P4 for 5 seconds → unmemorized display P1 for 5 seconds →...

[0228] Thereafter, when the calculation preparation period ends and the calculation period begins, a display is displayed indicating that the low base values ​​for the calculation preparation period described above have not been stored, followed by a display of the low base value and final low base value for the current calculation period. Specifically, when the calculation period starts, the frame control display device 210 starts displaying C1 of the low base value for the current calculation period (for example, the third display 210c lights up the letter "b", the fourth display 210d lights up the letter "L", the fifth display 210e lights up the tens digit of the low base value stored in the fourth area, and the fifth display 210e lights up the ones digit of the low base value stored in the fourth area). Thereafter, each time the above-mentioned switching time elapses, the display C2 of the final low base value in the calculation period one calculation period before the current calculation period (for example, the letter "b" is lit on the third display 210c, the letter "1" is lit on the fourth display 210d, the tens digit of the low base value stored in the first storage unit of the fifth area is lit on the fifth display 210e, and the ones digit of the low base value stored in the first storage unit of the fifth area is lit on the fifth display 210e) is changed to the value C1 of the final low base value in the calculation period one calculation period before the current calculation period. display C3 of the final low base value for the calculation period two calculation periods before the current calculation period (for example, a display in a manner in which the letter "b" is lit on the third display 210c, the letter "2" is lit on the fourth display 210d, the tens digit of the low base value stored in the second storage unit of the fifth area is lit on the fifth display 210e, and the ones digit of the low base value stored in the second storage unit of the fifth area is lit on the fifth display 210e) ) → display C4 of the final low base value for the calculation period three calculation periods before the current calculation period (for example, a display in which the letter "b" is lit on the third display 210c, the letter "2" is lit on the fourth display 210d, the tens digit of the low base value stored in the third memory unit of the fifth area is lit on the fifth display 210e, and the units digit of the low base value stored in the third memory unit of the fifth area is lit on the fifth display 210e). After display C4 is performed, the display returns to C1. These displays are executed repeatedly after the start of the calculation period. In this way, after the calculation period begins, the frame control display device 210 constantly cyclically displays the following: 5-second display C1 → 5-second display C2 → 5-second display C3 → 5-second display C4 → 5-second display C1 →...

[0229] Also, during the first calculation period after the calculation preparation period ends, the final low base value for the calculation period one period before the current calculation period, the final low base value for the calculation period two periods before the current calculation period, and the final low base value for the calculation period three periods before the current calculation period have not yet been stored. Therefore, during this calculation period, display C2, display C3, and display C4 are not displayed, and instead unstored display P2, unstored display P3, and unstored display P4 are displayed. Furthermore, during the second calculation period after the calculation preparation period ends, the final low base value for the calculation period two periods before the current calculation period and the final low base value for the calculation period three periods before the current calculation period have not yet been stored. Therefore, during this calculation period, display C3 and display C4 are not displayed, and instead unstored display P3 and unstored display P4 are displayed. In addition, during the third calculation period after the calculation preparation period ends, the final low base value for the calculation period three periods before the current calculation period has not yet been stored. Therefore, during this calculation period, display C4 is not displayed, and instead, unstored display P4 is displayed.

[0230] Note that, instead of always displaying the above-mentioned displays C1, C2, C3, and C4 during each calculation period, the display mode may be different depending on the total number of outs since the start of each calculation period. For example, until the total number of outs since the start of each calculation period reaches a predetermined switching number (e.g., 6000), the third display 210c and the fourth display 210d may display blinking characters, and after the switching number is reached, the third display 210c and the fourth display 210d may display lit characters. In this case, the display on the frame control display device 210 makes it possible to understand whether the total number of outs has not been reached during each calculation period, or whether the total number of outs has been reached.

[0231] In addition, the game performance information calculated and stored in the frame control RAM 203 and displayed on the frame control display device 210 is not limited to a low base value, but may be calculated, stored and displayed, for example, the above-mentioned special game base value, special electric device ratio, device ratio, etc.

[0232] (Summary of frame control status error indication) In the managed game machine P according to this embodiment, when a frame control management error managed by the frame control board 200 occurs, the frame control CPU 201 displays an error code corresponding to the frame control management error that has occurred on the frame control display device 210, thereby performing a frame control status error indication that indicates that the frame control management error is occurring. This frame control status error indication starts when a start condition corresponding to each error is established (when a corresponding frame control management error occurs) and ends when a termination condition corresponding to each error is established.

[0233] Specifically, there are 21 types of frame control management errors: frame control RAM abnormality error, frame control backup abnormality error, main control inconsistency error, communication abnormality error within the managed gaming machine, radio wave detection error, winning abnormality error, rectifier outlet abnormality error, rectifier solenoid abnormality error, rectifier inlet abnormality error, pumping abnormality error, out sensor abnormality error, out passage ball jam error, foul passage ball jam error, game ball circulation abnormality error, excessive number of circulating balls error, insufficient number of circulating balls error, main control unconnected error, dedicated unit unconnected error, game ball number clear error, outer frame open error, and inner frame open error.When the start condition for each error is met, a frame control management error suggestion is executed, indicating the occurrence of the error in question.

[0234] 16A, the frame control ROM 202 in this embodiment is provided with a frame control management error suggestion table ET that defines control data such as an error code, a start condition, an end condition, and a priority order (to be described later) to be displayed on the frame control display device 210 for each frame control management error that may occur. The frame control CPU 201 refers to this frame control management error suggestion table ET to control the execution of the frame control management error suggestion. Below, an overview of each slot control management error will be described, and control data suggesting a slot control management error corresponding to each slot control management error will be specifically described with reference to FIG. 16A.

[0235] (1) Frame control RAM abnormal error The frame control RAM abnormality error is an error indicating that it is impossible to read or write data from the frame control RAM 203. For example, a frame control RAM abnormality error occurs when it is impossible to read or write data from the frame control RAM 203 at a predetermined judgment point in time (for example, when power is restored after a power outage or when reading or writing is performed from the frame control RAM 203) due to damage to a component mounted on the frame control board 200. When a frame control RAM abnormality error occurs, power supply to the lifting motor 532, power supply to the rectifier solenoid 521, and power supply to the launch motor 503 are stopped. In the frame control management error suggestion table ET, the occurrence of a frame control RAM abnormality error is defined as the start condition corresponding to the frame control management error suggestion of the error, and power re-applying (recovery from power outage) is defined as the end condition corresponding to the frame control management error suggestion of the error. In other words, when a frame control RAM abnormality error occurs, the corresponding frame control management error suggestion is started, and when the power is re-applied (the power is turned off and on to recover from power outage), the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the frame control RAM abnormal error (for example, the letters "H02" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "0" is displayed lit on the fifth display 210e, and the number "2" is displayed lit on the sixth display 210f)). In addition, the priority of the frame control RAM abnormality error is "1" (the highest priority).

[0236] (2) Frame control backup abnormal error The frame control backup abnormality error is an error indicating that an inconsistency occurs regarding the data stored in the frame control RAM 203 when power is restored. In the managed gaming machine P according to this embodiment, a backup process is executed to back up the data stored in the frame control RAM 203 when power is restored. Then, when power is restored, if there is an inconsistency between the data backed up in the frame control RAM 203 when power is restored and the data backed up in the frame control RAM 203 when power is restored, a frame control backup abnormality error occurs. Also, when the power is turned on for the first time after shipping from the factory, the backup process is not executed and there is no backed up data in the frame control RAM 203, so a frame control backup abnormality error occurs. When a frame control backup abnormality error occurs, the power supply to the lifting motor 532, the power supply to the rectifier solenoid 521, and the power supply to the launch motor 503 are stopped. In the frame control management error suggestion table ET, the occurrence of a frame control backup abnormal error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the turning on of error reset switch 220 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a frame control backup abnormal error occurs, the corresponding frame control management error suggestion is started, and when error reset button 220a is pressed and error reset switch 220 is turned on, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the frame control backup abnormality error (for example, the characters "H01" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "0" is displayed lit on the fifth display 210e, and the number "1" is displayed lit on the sixth display 210f)). In addition, the priority of the frame control backup abnormal error is "2nd" (second highest priority).

[0237] (3) Master control mismatch error The main control mismatch error is an error indicating that the gaming machine identification code received from the main control board 100 does not match the gaming machine identification code stored in the frame control ROM 202 of the frame control board 200. In the managed gaming machine P according to this embodiment, at a predetermined transmission time (for example, when power is restored after a power outage, etc.), the main CPU 101 of the main control board 100 transmits the gaming machine identification code stored in the main ROM 102 to the frame control board 200. If the gaming machine identification code received from the main control board 100 does not match the gaming machine identification code stored in the frame control ROM 202, a main control mismatch error occurs. In the slot control management error suggestion table ET, the occurrence of a main control mismatch error is defined as a start condition corresponding to the slot control management error suggestion of the error, and the passage of a predetermined automatic cancellation time (e.g., 3 seconds) is defined as an end condition corresponding to the slot control management error suggestion of the error. In other words, when a main control mismatch error occurs, the corresponding slot control management error suggestion is started, and when the above-mentioned automatic cancellation time has elapsed, the slot control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the main control inconsistency error (for example, the characters "H08" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "0" is displayed lit on the fifth display 210e, and the number "8" is displayed lit on the sixth display 210f)). In addition, the priority of the main control mismatch error is "3" (third priority).

[0238] (4) Communication error within the managed gaming machine The managed gaming machine internal communication abnormality error is an error indicating that an abnormality has occurred in communication with the main control board 100. As described above, the main control board 100 and the frame control board 200 are connected to be able to communicate in both directions, but if an abnormality occurs in the transmission of data or commands to the main control board 100 or in the reception of data or commands from the main control board 100, a managed gaming machine internal communication abnormality error occurs. In the frame control management error suggestion table ET, the occurrence of a communication abnormality error within the managed gaming machine is defined as a start condition corresponding to the frame control management error suggestion of the error, and the turning on of the error release switch 220 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a communication abnormality error within the managed gaming machine occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to a communication abnormality error within the managed gaming machine (for example, the letters "H06" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "0" is displayed lit on the fifth display 210e, and the number "6" is displayed lit on the sixth display 210f)). In addition, the priority of communication abnormality errors within the managed gaming machine is "4th" (fourth highest priority).

[0239] (5) Radio wave detection error The radio wave detection error is an error indicating that radio waves have been irradiated to the managed gaming machine P. When a radio wave detection signal based on the detection of radio waves by the radio wave detection sensor 35 is received, or when a break in the cable connecting the radio wave detection sensor 35 and the frame control board 200 is detected for a predetermined break detection time (for example, 100 milliseconds), a radio wave detection error occurs. In the slot control management error indication table ET, the occurrence of a radio wave detection error is defined as a start condition corresponding to the slot control management error indication of the error, and the end condition corresponding to the slot control management error indication of the error is defined as the reception of a radio wave detection signal stops (i.e., radio waves are no longer detected) or the above-mentioned disconnection is not detected for a predetermined disconnection release time (e.g., 60 milliseconds). In other words, when a radio wave detection error occurs, the corresponding slot control management error indication is initiated, and when the reception of a radio wave detection signal stops or the above-mentioned disconnection is not detected for the above-mentioned disconnection release time, the slot control management error indication is terminated. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the radio wave detection error (for example, the characters "H66" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "6" is displayed lit on the fifth display 210e, and the number "6" is displayed lit on the sixth display 210f)). In addition, the priority of radio wave detection errors is "5th" (the fifth highest priority).

[0240] (6) Winning Abnormal Error The winning abnormality error is an error indicating that the number of game balls detected by the out sensor 601 is excessive compared to the number of game balls shot (i.e., that winning balls have been generated that are not based on the shooting of game balls). When the number of game balls detected by the out sensor 601 (the number of times the out signal is output) minus the number of game balls shot (the number of times the rectifier outlet sensor 523 has changed from on to off) becomes equal to or exceeds a predetermined abnormality detection number (e.g., 100 balls), a winning abnormality error occurs. In the frame control management error suggestion table ET, the occurrence of a winning abnormal error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the turning on of the error release switch 220 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a winning abnormal error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the winning abnormality error (for example, the letters "H69" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "6" is displayed lit on the fifth display 210e, and the number "9" is displayed lit on the sixth display 210f)). In addition, the priority for winning abnormal errors is "6th" (sixth priority).

[0241] (7) Rectifier outlet abnormal error The rectifier outlet abnormality error is an error indicating that game balls are stuck at the outlet of the rectifier 520 (i.e., game balls are jammed). When the rectifier outlet sensor 523 detects game balls for a predetermined outlet abnormality detection time (e.g., 500 milliseconds), that is, when the rectifier outlet sensor 523 turns on (a rectifier outlet detection signal is output) for the predetermined outlet abnormality detection time, a rectifier outlet abnormality error occurs. When a rectifier outlet abnormality error occurs, the power supply to the lifting motor 532 and the power supply to the rectifier solenoid 521 are stopped. In the frame control management error suggestion table ET, the occurrence of a rectifier outlet abnormality error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the end condition corresponding to the frame control management error suggestion of the error is defined as the failure to detect a gaming ball by the rectifier outlet sensor 523 for a predetermined outlet abnormality release time (e.g., 500 milliseconds). That is, when a rectifier outlet abnormality error occurs, the corresponding frame control management error suggestion is started, and when the rectifier outlet sensor 523 does not detect a gaming ball for the above-mentioned outlet abnormality release time, the frame control management error suggestion is ended. In addition, in response to this frame control management error indication, the frame control display device 210 displays a code corresponding to the rectifier outlet abnormality error (for example, the characters "H32" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "3" is displayed lit on the fifth display 210e, and the number "2" is displayed lit on the sixth display 210f)). In addition, the priority of the rectifier outlet abnormality error is "7" (seventh priority).

[0242] (8) Rectifier solenoid abnormality error The rectifier solenoid abnormality error is an error indicating that an abnormality has occurred in the rectifier solenoid 521. When the outer frame 3 is closed and the rectifier inlet sensor 522 remains on for a predetermined judgment start time (e.g., 1.5 seconds) or more even though the rectifier solenoid 521 is not energized, if the rectifier inlet sensor 522 changes from on to off (when the output of the rectifier inlet detection signal stops), a rectifier solenoid abnormality error occurs. When the outer frame 3 is open, a rectifier solenoid abnormality error does not occur even if the above-mentioned conditions are satisfied. Furthermore, when a rectifier solenoid abnormality error occurs, energization to the lifting motor 532 is stopped. In addition, in the managed gaming machine P of this embodiment, a predetermined timer provided on the frame control board 200 measures the time that the rectifier inlet sensor 522 is on, making it possible to determine that the rectifier inlet sensor 522 has been on continuously for a predetermined judgment start time or longer. In the frame control management error suggestion table ET, the occurrence of a rectifier solenoid abnormality error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the turning on of the error release switch 220 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a rectifier solenoid abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion is ended. In addition, in response to this frame control management error indication, the frame control display device 210 displays a code corresponding to a rectifier solenoid abnormality error (for example, the letters "H14" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "1" is displayed lit on the fifth display 210e, and the number "4" is displayed lit on the sixth display 210f)). In addition, the priority of the rectifier solenoid abnormality error is "8" (eighth priority).

[0243] (9) Rectifier inlet abnormality error The rectifier inlet abnormality error is an error indicating that game balls are stuck at the inlet of the rectifier 520 (game balls are jammed). If the rectifier inlet sensor 522 continues to detect game balls for a predetermined inlet abnormality detection time (for example, 1 second) even though the rectifier solenoid 521 is energized, that is, if the rectifier inlet sensor 522 remains on (the rectifier inlet detection signal remains output), a rectifier inlet abnormality error occurs. In the frame control management error suggestion table ET, the occurrence of a rectifier inlet abnormality error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the turning on of the error release switch 220 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a rectifier solenoid abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. In addition, in response to this frame control management error indication, the frame control display device 210 displays a code corresponding to the rectifier inlet abnormality error (for example, the letters "H15" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "1" is displayed lit on the fifth display 210e, and the number "5" is displayed lit on the sixth display 210f)). In addition, the priority of the rectifier inlet abnormality error is "9" (9th priority).

[0244] (10) Abnormal transport error The lifting abnormality error is an error indicating that an abnormality has occurred in the lifting motor 532. If the rotation detection sensor 533 does not detect the rotation of the screw conveyor 531 even though the lifting motor 532 is energized, that is, if the rotation detection sensor 533 does not turn on (no rotation detection signal is output), a lifting abnormality error occurs. Note that when a lifting abnormality error occurs, energization of the lifting motor 532 and energization of the rectifier solenoid 521 are stopped. In the slot control management error suggestion table ET, the occurrence of a lifting abnormality error is defined as a start condition corresponding to the slot control management error suggestion of the error, and the turning on of the error release switch 220 is defined as an end condition corresponding to the slot control management error suggestion of the error. In other words, when a lifting abnormality error occurs, the corresponding slot control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the slot control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the abnormal lifting error (for example, the letters "H17" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "1" is displayed lit on the fifth display 210e, and the number "7" is displayed lit on the sixth display 210f)). In addition, the priority of the pumping abnormality error is "10th" (the 10th priority).

[0245] (11) Out sensor abnormality error The out sensor abnormality error is an error indicating that the cable connecting the out sensor 601 and the frame control board 200 is broken. If a break in the cable is detected for a predetermined out sensor break detection time (e.g., 100 milliseconds), an out sensor abnormality error occurs. When an out sensor abnormality error occurs, power supply to the lifting motor 532 is stopped. In the frame control management error indication table ET, the occurrence of an out sensor abnormality error is defined as a start condition corresponding to the frame control management error indication of the error, and the end condition corresponding to the frame control management error indication of the error is defined as the above-mentioned disconnection is not detected for a predetermined out sensor disconnection release time (e.g., 100 milliseconds). In other words, when an out sensor abnormality error occurs, the corresponding frame control management error indication is initiated, and when the above-mentioned disconnection is not detected for the above-mentioned out sensor disconnection release time, the frame control management error indication is terminated. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the out sensor abnormality error (for example, the letters "H26" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "2" is displayed lit on the fifth display 210e, and the number "6" is displayed lit on the sixth display 210f)). In addition, the priority of the out sensor abnormality error is "11th" (the 11th priority).

[0246] (12) Out passage ball jam error The out passage ball jam error is an error indicating that a game ball is stuck in the out passage 600 (a game ball jam has occurred). When the out sensor 601 detects a game ball for a predetermined out passage jam time (for example, 500 milliseconds), that is, when the out sensor 601 turns on (an out signal is output) for the predetermined out passage jam time, an out passage ball jam error occurs. When an out passage ball jam error occurs, power to the lifting motor 532 is stopped. In the frame control management error suggestion table ET, the occurrence of an out passage ball jam error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the end condition corresponding to the frame control management error suggestion of the error is defined as the out sensor 601 not detecting a game ball for a predetermined out passage clogging release time (for example, 500 milliseconds). In other words, when an out passage ball jam error occurs, the corresponding frame control management error suggestion is started, and when the out sensor 601 does not detect a game ball for the above-mentioned out passage clogging release time, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays the code corresponding to the out aisle ball jam error (for example, the letters "H30" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "3" is displayed lit on the fifth display 210e, and the number "0" is displayed lit on the sixth display 210f)). In addition, the priority for errors involving ball clogging in the out aisle is "12th" (the 12th priority).

[0247] (13) Foul passage ball jamming error The foul passage ball jam error is an error indicating that a game ball is stuck in the foul passage 610 (a game ball jam has occurred). When the foul ball sensor 611 detects a game ball for a predetermined foul passage jamming time (for example, 222 milliseconds), that is, when the foul ball sensor 611 turns on (a foul signal is output) for the predetermined foul passage jamming time, a foul passage ball jam error occurs. When a foul passage ball jamming error occurs, the power supply to the lifting motor 532 is stopped. In the frame control management error suggestion table ET, the occurrence of a foul passage ball jam error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the end condition corresponding to the frame control management error suggestion of the error is defined as the failure to detect a game ball by the foul ball sensor 611 for a predetermined foul passage clogging release time (for example, 222 milliseconds). In other words, when a foul passage ball jam error occurs, the corresponding frame control management error suggestion is started, and when the foul ball sensor 611 does not detect a game ball for the above-mentioned foul passage clogging release time, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays the code corresponding to the foul passage ball jam error (for example, the letters "H31" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "3" is displayed lit on the fifth display 210e, and the number "1" is displayed lit on the sixth display 210f)). In addition, the priority for foul aisle ball jamming errors is "13th" (the 13th priority).

[0248] (14) Ball circulation error The game ball circulation abnormality error is an error indicating that the game ball has not reached the entrance of the rectifier 520 (the game ball is not positioned at the entrance of the rectifier 520). If the rectifier entrance sensor 522 does not detect the game ball for a predetermined circulation abnormality time (for example, 1.5 seconds, 1 second while the outer frame 3 is open), that is, if the rectifier entrance sensor 522 is off (the rectifier entrance detection signal is not output) for the predetermined circulation abnormality time, a game ball circulation abnormality error occurs. Note that when a game ball circulation abnormality error occurs, the power supply to the rectifier solenoid 521 is stopped. In the frame control management error suggestion table ET, the occurrence of a game ball circulation abnormality error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the detection of a game ball by the rectifier inlet sensor 522 is defined as an end condition corresponding to the frame control management error suggestion of the error. That is, when a game ball circulation abnormality error occurs, the corresponding frame control management error suggestion is started, and when a game ball is detected by the rectifier inlet sensor 522, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to the game ball circulation abnormality error (for example, the letters "H21" (for example, the letter "H" is lit on the fourth display 210d, the number "2" is lit on the fifth display 210e, and the number "1" is lit on the sixth display 210f)). In addition, the priority of abnormal ball circulation errors is "14th" (the 14th priority).

[0249] (15) Circulating cell count error The circulating ball excess error is an error indicating that there are too many game balls contained in the managed game machine P. When the outer frame 3 is open and control to lift the game balls is not being performed, or when the circulating ball excess sensor 511 detects game balls for a predetermined excess detection time (e.g., 1 second) during the period from when the outer frame 3 is closed until a predetermined circulating ball number judgment time (e.g., 10 seconds) has elapsed, that is, when the circulating ball excess sensor 511 turns on (outputs an excess detection signal) for the predetermined excess detection time, an circulating ball excess error occurs. In the frame control management error suggestion table ET, the occurrence of an excessive circulating ball count error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the end condition corresponding to the frame control management error suggestion of the error is defined as the failure to detect a game ball by the excessive circulating ball count sensor 511 for a predetermined excess release time (for example, 1 second). In other words, when an excessive circulating ball count error occurs, the corresponding frame control management error suggestion is started, and when the excessive circulating ball count sensor 511 does not detect a game ball for the above-mentioned excess release time, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to an excessive circulating ball count error (for example, the letters "H25" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "2" is displayed lit on the fifth display 210e, and the number "5" is displayed lit on the sixth display 210f)). In addition, the priority for excessive circulating ball count errors is "15th" (the 15th priority).

[0250] (16) Circulating cell count error The circulating ball count insufficient error is an error indicating that the number of game balls contained in the managed game machine P is too low. When the outer frame 3 is open and control to pump the game balls is not being performed, or when the circulating ball count insufficient sensor 512 does not detect game balls for a predetermined insufficient detection time (e.g., 1 second) between the time the outer frame 3 is closed and the above-mentioned circulating ball count judgment time (10 seconds) has elapsed, that is, when the circulating ball count insufficient sensor 51 is turned off (output of the insufficient detection signal stops) for the predetermined insufficient detection time, an insufficient circulating ball count error occurs. In the frame control management error suggestion table ET, the occurrence of an insufficient number of circulating balls error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the end condition corresponding to the frame control management error suggestion of the error is defined as the detection of game balls by the insufficient number of circulating balls sensor 512 for a predetermined insufficient release time (for example, 1 second). In other words, when an insufficient number of circulating balls error occurs, the corresponding frame control management error suggestion is started, and when the detection of game balls by the insufficient number of circulating balls sensor 512 is performed for the above-mentioned insufficient release time, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to an insufficient circulating ball count error (for example, the letters "H24" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "2" is displayed lit on the fifth display 210e, and the number "4" is displayed lit on the sixth display 210f)). In addition, the priority of a low circulating ball count error is "16th" (the 16th priority).

[0251] (17) Main control not connected error The main control unconnected error is an error indicating that the main control board 100 and the frame control board 200 are not connected. In the managed gaming machine P according to this embodiment, when the main control startup process performed in the main control board 100 is completed upon power recovery, a main command permission signal indicating that the main control board 100 can receive commands from the frame control board 200 is transmitted from the main control board 100 to the frame control board 200. If the main command permission signal is not received by the frame control board 200 for a predetermined unreceived judgment time (for example, 100 ms), a main control unconnected error occurs. In the frame control management error suggestion table ET, the occurrence of a main control unconnected error is defined as a start condition corresponding to the frame control management error suggestion of the error, and the reception of the above-mentioned main command permission signal from the main control board 100 is defined as an end condition corresponding to the frame control management error suggestion of the error. In other words, when a main control unconnected error occurs, the corresponding frame control management error suggestion is started, and when the above-mentioned main command permission signal is received from the main control board 100, the frame control management error suggestion is ended. In addition, when this frame control management error indication occurs, the frame control display device 210 displays a code corresponding to a main control unconnected error (for example, the letters "H07" (for example, the letter "H" is displayed lit on the fourth display 210d, the number "0" is displayed lit on the fifth display 210e, and the number "7" is displayed lit on the sixth display 210f)). In addition, the priority of the main control unconnected error is "17th" (17th priority).

[0252] (18) Dedicated unit not connected error The dedicated unit unconnected error is an error indicating that the dedicated u...

Claims

1. An operation means capable of executing a specific operation; a control means capable of storing a game value used in a game and executing a counting process for transmitting the stored game value to an outside of the gaming machine based on the execution of a specific operation; A suggestion means capable of executing a predetermined suggestion based on the execution of the counting process, The specific operation can be performed by a first operation mode or a second operation mode, The suggestion means are A gaming machine characterized in that the same specific suggestion can be executed in both cases where a counting process is executed based on the execution of a specific operation by a first operation mode, and where a specific operation by a second operation mode is executed a predetermined number of times or more in succession with an execution interval within a predetermined period, and a counting process is executed based on the execution of a specific operation by the second operation mode.

2. A specific control means is provided, the specific control means being capable of controlling the suggestion means and receiving a command indicating that the counting process has been performed by performing a specific operation; The gaming machine described in claim 1, characterized in that the specific control means is capable of receiving the same command both when a specific operation is performed in a first operation mode and when a specific operation is performed in a second operation mode.

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