Gaming machine

The gaming machine uses profit-based transition and notification systems to inform players of events and errors during gameplay stops, ensuring reliable communication and preventing sudden halts, enhancing player experience.

JP2026012228APending Publication Date: 2026-01-23HEIWA CORP
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2025179493
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-10-24
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative features for reliably notifying players of events and errors during gameplay, particularly when the game is stopped, and fail to maintain communication and control functions during a stop state, leading to potential disadvantages for players.

Method used

The gaming machine incorporates a transition mechanism based on profit information to enter a stop state, with alert and notification systems to inform players of events, error detection, and maintains communication with external devices during stop states, ensuring seamless gameplay and player awareness.

Benefits of technology

The solution enables reliable event notification and error detection during gameplay stops, minimizes communication disruptions, and prevents sudden game halts, providing an innovative and player-friendly gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026012228000001_ABST
    Figure 2026012228000001_ABST
Patent Text Reader

Abstract

To provide a novel game machine.SOLUTION: When a game machine state flag is "00H: a game possible state designating value" or "07H: a closing functional operation state designating value", a put-out command can be transmitted from a main control board to a frame control board (put-out control board). On the other hand, when the gaming machine state flag is a value other than the above (01H to 06H, 09H), even if there is a payout command that has not been transmitted, it is not transmitted. When the game machine state flag is "02H: setting confirming state designating values", the game machine state flag can be shifted to "00H: game possible state designating values" without being accompanied by RAM clearing, so that the put-out command can be transmitted after shifting to the game possible state.SELECTED DRAWING: Figure 44
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Patent document 1 discloses a technology in which the difference in the number of sheets starts to be counted after the power is turned on, and when the value of the difference in the number of sheets counter exceeds 14,500, the main control circuit determines that the stop condition has been met and generates a stop state (forced cut-off). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-81211 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, many similar gaming machines have been proposed, and there is a demand for innovative gaming machines.

[0005] Therefore, an object of the present invention is to provide a novel gaming machine. [Means for solving the problem]

[0006] The present invention employs the following solutions to solve the above-mentioned problems. Note that the solutions and the wording in parentheses below are merely examples, and the present invention is not limited thereto. The present invention can be an invention that includes at least one of the invention-specifying matters shown in the solutions below. Furthermore, each invention-specifying matter shown in the solutions below can be made into a subordinate concept by adding an element that limits the invention-specifying matter, or can be made into a superordinate concept by removing an element that limits the invention-specifying matter.

[0007] [First technical feature: Implementation of door open error while stop function is activated] Solution A1: The gaming machine of this solution is a gaming machine equipped with a transition means that enables transition to a gaming stop state based on specified information regarding profits, and an alert means that enables alerting of the occurrence of a specified event when the specified event occurs in the gaming stop state.

[0008] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium). (2) When a predetermined event occurs while the game is stopped, the device is equipped with a notification means (performance control board) that can notify the occurrence of the predetermined event.

[0009] According to this solution, even when gaming is stopped, it is possible to reliably notify the player that a predetermined event has occurred, and as a result, it is possible to provide an innovative gaming machine.

[0010] Solution A2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the notification means, when the specified event and a special event different from the specified event occur in the game-stopped state, can notify the occurrence of the specified event but cannot notify the occurrence of the special event, and, when the specified event and the special event occur in a playable state other than the game-stopped state, can notify the occurrence of the specified event but cannot notify the occurrence of the special event.

[0011] The present solution adds the following features: (1) When a predetermined event (first event) and a special event (second event) different from the predetermined event occur while the game is stopped, the notification means is capable of notifying the occurrence of the predetermined event but is unable to notify the occurrence of the special event. (2) When a specified event and a special event occur in a playable state other than a game-stop state, the notification means makes it possible to notify the occurrence of a special event while making it impossible to notify the occurrence of the specified event.

[0012] According to this solution, the events to be notified can be changed depending on whether the game is stopped or playable.

[0013] Solution A3: The gaming machine of this solution is any of the solutions described above, and is equipped with a main control means and a presentation control means capable of communicating with the main control means, and when the specified event occurs in the game-stopped state, the main control means sends a specified command to the presentation control means, and the presentation control means is capable of notifying the occurrence of the specified event based on the specified command, and when the specified event occurs in the game-playable state, the main control means sends a specific command different from the specified command to the presentation control means, and the presentation control means is capable of notifying the occurrence of the specified event based on the specific command.

[0014] The present solution adds the following features: (1) Equipped with a main control means (main control board). (2) Equipped with a performance control means (performance control board) capable of communicating with the main control means.

[0015] (3) When a predetermined event occurs while the game is stopped, the main control means transmits a predetermined command (first command) to the presentation control means, and the presentation control means is able to notify the occurrence of the predetermined event based on the predetermined command. (4) When a predetermined event occurs in a playable state, the main control means transmits a specific command (second command) different from the predetermined command to the presentation control means, and the presentation control means is able to notify the occurrence of the predetermined event based on the specific command.

[0016] According to this solution, different commands can be sent depending on whether a specified event occurs when the game is stopped or when the specified event occurs when the game is playable, and the presentation control means can accurately determine in which state the specified event occurred.

[0017] [Second technical feature: Notification of RWM abnormal error after the striking stop function is activated] Solution B1: The gaming machine of this solution is a gaming machine equipped with a transition means that can transition to a game stop state based on specified information regarding profits, a determination means that can determine whether an error has occurred in the game stop state, and a notification means that can notify the occurrence of the error when the determination means determines that the error has occurred in the game stop state.

[0018] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium). (2) It is equipped with a determination means (main control board) that can determine whether an error has occurred when the game is stopped. (3) When the determination means determines that an error has occurred while the game is stopped, the device is equipped with a notification means (performance control board) that can notify the occurrence of the error.

[0019] According to this solution, even when the game is stopped, it is possible to reliably notify the player that an error has occurred, and as a result, it is possible to provide an innovative gaming machine.

[0020] Solution B2: The gaming machine of this solution is characterized in that, in any of the solutions described above, when power is restored in the game-stopped state and a predetermined condition is met at the time of power restoration, the transition means maintains the game-stopped state, and the notification means does not notify that the game is in the game-stopped state but is capable of notifying that the predetermined condition has been met.

[0021] The present solution adds the following features: (1) If the power is restored during a game-stopped state and a predetermined condition is met when the power is restored, the transition means maintains the game-stopped state. (2) When power is restored while the game is stopped and a specified condition is met when power is restored, the notification means is capable of notifying that the game is stopped but that the specified condition has been met.

[0022] According to this solution, if a predetermined condition is met when power is restored after an interruption, the fact that the predetermined condition has been met can be given priority over the fact that play has been stopped.

[0023] [Third technical feature: Test signal output before the ball difference limiter is activated] Solution C1: The gaming machine of this solution is a gaming machine equipped with a transition means that enables transition to a gaming stop state based on specified information regarding profits, and a test signal processing means that has processing that enables output of a specific test signal to an external device when the value indicated by the specified information reaches a specified value before transitioning to the gaming stop state.

[0024] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium).

[0025] (2) A test signal processing means is provided that has (makes executable) a process that enables a specific test signal to be output to an external device when the value indicated by the predetermined information reaches a predetermined value before the transition to a gaming stop state. Note that the specific test signal may be generated without actually being output.

[0026] According to this solution, a specific test signal can be output before the game stops, so that the game stops can be predicted by the specific test signal, and a situation in which the game suddenly stops during testing can be avoided, and as a result, an innovative gaming machine can be provided.

[0027] Solution C2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, it is equipped with an alarm means that can alarm information regarding the specified information when the specific test signal is output.

[0028] This solution includes a notification means (performance control board) that can notify information relating to predetermined information when a specific test signal is output.

[0029] According to this solution, not only can a specific test signal be output, but information regarding specified information can also be notified, so that a gaming stop state can be notified in two ways: signal output and information notification.

[0030] Solution C3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the specific test signal can be output under conditions other than when the value indicated by the specified information reaches the specified value.

[0031] In this solution, the specific test signal can be output under conditions other than when the value indicated by the predetermined information reaches a predetermined value (when another error occurs).

[0032] According to this solution, a specific test signal can be given multiple roles, and the specific test signal can be used effectively.

[0033] [Fourth technical feature: Maintains communication with the frame control means while the stop function is in operation] Solution D1: The gaming machine of this solution comprises a first control means and a second control means capable of communicating with the first control means and an external device, wherein the first control means is capable of transitioning to a gaming stop state based on predetermined information regarding profits, and is capable of continuing communication with the second control means in the gaming stop state, and the second control means is capable of continuing communication with the external device in the gaming stop state.

[0034] The gaming machine of this solution has the following configuration. (1) The device is provided with a first control means (main control board). (2) It is provided with a second control means (frame control board) that can communicate with the first control means and an external device (dedicated unit). (3) The first control means can transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when a profit is obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium), and can continue communication with the second control means in the game stop state. (4) The second control means can continue communication with the external device when the game is stopped.

[0035] According to this solution, the first control means, the second control means, and the external device can continue communication even when play is stopped. By continuing necessary communication even when play is stopped, it is possible to prevent players from suffering any disadvantages due to the game being stopped, and as a result, it is possible to provide an innovative gaming machine.

[0036] Solution D2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the first control means is capable of transmitting first information to the second control means, the second control means is capable of transmitting second information based on the first information to the external device, and when communication between the first control means and the second control means is interrupted, the second control means is capable of transmitting the second information before communication was interrupted to the external device.

[0037] The present solution adds the following features: (1) The first control means is capable of transmitting the first information to the second control means. (2) The second control means is capable of transmitting second information based on the first information to the external device. (3) When communication between the first control means and the second control means is interrupted, the second control means is capable of transmitting the second information before the communication was interrupted to the external device.

[0038] According to this solution, even if communication between the first control means and the second control means is interrupted, communication between the second control means and the external device continues, so that the disadvantages caused by communication interruption can be minimized.

[0039] [Fifth Technical Feature: Hold display and lamp display during jackpot in gaming machines with ball difference limiting devices] Solution E1: The gaming machine of this solution is a gaming machine equipped with a transition means that enables transition to a game stop state based on specified information regarding profits, a notification means that enables execution of a notification that the game will be transitioned to the game stop state when the value indicated by the specified information is equal to or greater than a specified value and satisfies specified conditions, and a reduction means that enables reduction of the visibility of a specific display related to the memory of lottery elements based on the execution of the notification.

[0040] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium). (2) It is equipped with a warning means (presentation control board) that can execute a warning that the game will be stopped when the value indicated by the specified information is equal to or greater than a specified value and meets the specified conditions. (3) It is equipped with a reduction means (performance control board) that can reduce the visibility of specific displays related to the memory of lottery elements based on the execution of the notice.

[0041] According to this solution, the visibility of specific displays relating to the storage of lottery elements can be reduced based on the execution of the notice, so that it is possible to suggest that the presentation relating to the lottery elements will not be executed after the transition to a game stop state, and as a result, an innovative gaming machine can be provided.

[0042] Solution E2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, it is equipped with a signal processing means that has processing that enables a specific signal to be output to an external device before executing the notice.

[0043] In this solution, a signal processing means (main control board) is provided which has (executes) a process that enables a specific signal to be output to an external device before the notice is executed. Note that the specific signal may be merely generated without actually being output.

[0044] According to this solution, a specific signal can be output before the warning is executed, so that the specific signal can be used to warn of a game stop state, thereby avoiding a situation where the game suddenly stops during testing or while playing.

[0045] [Sixth technical feature: Conditions for clearing the reference value counter (monitoring the door open / close status)] Solution F1: The gaming machine of this solution is a gaming machine equipped with a transition means that enables transition to a gaming stop state based on specified information regarding profits, and a specified information control means that enables initialization of the specified information when power is cut off without a special condition being met, and enables not initialization of the specified information when power is cut off because the special condition is met.

[0046] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium). (2) It is equipped with a specified information control means that allows the specified information to be initialized when power is cut off because special conditions are not met, and that allows the specified information not to be initialized when power is cut off because special conditions are met.

[0047] According to this solution, whether or not to initialize the specified information can be determined based on whether or not a special condition is met, thereby making it possible to avoid initializing the specified information at an undesirable time, and as a result, it is possible to provide an innovative gaming machine.

[0048] [Seventh Technical Feature: Payout Command Output Control Based on Gaming Machine Status Flag] Solution G1: The gaming machine of this solution is a gaming machine equipped with a transition means that can transition to a game stop state based on specified information regarding profits, and a payout management means that can execute a payout based on winning when the game is stopped and not in a special state, and can restrict a payout based on winning when the game is stopped and in a special state.

[0049] The gaming machine of this solution has the following configuration. (1) It is equipped with a transition means (main control board) that enables transition to a game stop state based on predetermined information regarding profits (predetermined information that is at least updated when profits are obtained, and differential information regarding the difference (difference balls) from the reference value (0) of the game medium). (2) It is equipped with a payout management means (main control board, frame control board, payout control board) that allows payouts based on winnings to be executed when the game is stopped and not in a special state, and that allows payouts based on winnings to be restricted when the game is stopped and in a special state.

[0050] According to this solution, payouts can be made according to the situation when the game is stopped, and as a result, an innovative gaming machine can be provided.

[0051] Solution G2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the payout management means is capable of sending a payout command from the first control means to the second control means when the game is stopped and not in the special state, and is capable of restricting the sending of the payout command from the first control means to the second control means when the game is stopped and in the special state.

[0052] In this solution, the payout management means can send a payout command from the first control means (control means that controls the game) to the second control means (control means that controls the prize balls and payout) when the game is stopped and there is no special state, and can restrict the sending of a payout command from the first control means to the second control means when the game is stopped and there is a special state.

[0053] According to this solution, when the game is stopped, whether or not a payout is made can be controlled by a simple process of whether or not to send a payout command.

[0054] Solution G3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the special state is a setting confirmation state, and the payout management means is capable of restricting the unexecuted payout when the game stops and the setting confirmation state is entered while there is an unexecuted payout, and thereafter, when the setting confirmation state ends, the unexecuted payout can be executed even in the game stops state.

[0055] The present solution adds the following features: (1) The special state is the setting confirmation state. (2) When a state in which there are unexecuted payouts is entered into when the game is stopped and the state is changed to a setting confirmation state, the payout management means can restrict the unexecuted payouts, and thereafter, when the setting confirmation state ends, the unexecuted payouts can be executed even in the game stopped state.

[0056] According to this solution, payouts are restricted when the game is stopped and the setting confirmation state is in effect, but when the setting confirmation state ends from that state, unexecuted payouts can be executed promptly even if the game stop state has not been resolved. [Effects of the Invention]

[0057] According to the present invention, a novel gaming machine can be provided. [Brief explanation of the drawings]

[0058] [Figure 1] FIG. 2 is a block diagram of a managed gaming machine. [Figure 2] This is a sequence diagram showing the processing flow of the main control board, frame control board, and performance control board. [Figure 3] A flowchart showing an example procedure for prize ball number management processing. [Figure 4]10 is a flowchart showing an example of the procedure for managing a ball difference limiting device. [Figure 5] 10 is a flowchart showing an example of a procedure for a performance command management process. [Figure 6] 10 is a flowchart showing an example of a procedure for a ball difference management process. [Figure 7] 10 is a flowchart showing an example of a procedure for a ball difference calculation process. [Figure 8] A diagram showing the relationship between the ``actual difference ball,'' ``calculation difference ball,'' and ``transmission difference ball.'' [Figure 9] 10 is a flowchart showing an example of the procedure for processing the effect management related to the ball difference limiting device. [Figure 10] A figure showing examples of the first, second and third effects. [Figure 11] 10 is a flowchart illustrating an example of a procedure for processing when a door open error occurs. [Figure 12] 10 is a flowchart showing an example of a procedure for processing when a door open error is resolved. [Figure 13] 10 is a flowchart showing an example of a procedure for processing when a stopping function is activated. [Figure 14] FIG. 10 is a diagram illustrating an example of a procedure for error notification processing. [Figure 15] This is a diagram (1 / 5) explaining the error processing details regarding fraud, etc. [Figure 16] This is a diagram (2 / 5) explaining the error processing details regarding fraud, etc. [Figure 17] This is a diagram (3 / 5) explaining the error processing details regarding fraud, etc. [Figure 18] This is a diagram (4 / 5) explaining the error processing related to fraud, etc. [Figure 19] This is a diagram (5 / 5) explaining the error processing details regarding fraud, etc. [Figure 20] 10 is a flowchart illustrating an example of a procedure for CPU initialization processing. [Figure 21] FIG. 10 is a diagram showing the contents of gaming machine status flags. [Figure 22] 10 is a flowchart illustrating an example of a procedure for timer interrupt processing. [Figure 23] 10 is a flowchart showing an example of a procedure for a gaming machine status flag setting process. [Figure 24] FIG. 10 is a diagram showing the contents of the stop function activation management phase. [Figure 25] 10 is a flowchart showing an example of a procedure for outputting a gaming machine error state signal from the main control board. [Figure 26] 10 is a flowchart showing an example of a procedure for outputting a gaming machine error state signal from a frame control board. [Figure 27] This is a sequence diagram showing the processing flow of the main control board (main control CPU), frame control board (frame control CPU), and dedicated unit (CM board). [Figure 28] This is a sequence diagram showing the processing flow when communication between the main control board (main control CPU) and the frame control board (frame control CPU) is interrupted. [Figure 29] 10 is a flowchart illustrating an example of a procedure for a main command permission signal management process. [Figure 30] 10 is a flowchart illustrating an example of a procedure for a frame command permission signal management process. [Figure 31] 10 is a flowchart illustrating an example of a procedure for a unit transmission command management process. [Figure 32] 10 is a flowchart illustrating an example of a procedure for VL signal management processing. [Figure 33] 10 is a flowchart showing an example of a procedure for card return processing. [Figure 34] A diagram showing an example of the presentation during a jackpot. [Figure 35] A diagram showing an example of the presentation during a jackpot. [Figure 36] A diagram showing an example of the presentation during a jackpot. [Figure 37] A diagram showing an example of the presentation during a jackpot. [Figure 38] 10 is a flowchart showing an example of the procedure of a first performance execution process. [Figure 39] 10 is a flowchart showing an example of the procedure for the second performance execution process. [Figure 40]10 is a flowchart showing an example of a procedure for a ball difference calculation process. [Figure 41] This is a diagram that explains the comparison between the case where the inner frame is open and the case where the inner frame is closed. [Figure 42] FIG. 10 is a diagram showing the initialization conditions for the calculation difference ball (reference value counter). [Figure 43] FIG. 10 is a diagram showing a program for slot control management processing. [Figure 44] 10 is a flowchart illustrating an example of a procedure for a slot control management process. [Figure 45] FIG. 10 is a diagram showing the contents of gaming machine status flags. [Figure 46] FIG. 10 is a diagram illustrating a first control example. [Figure 47] FIG. 10 is a diagram illustrating a second control example. [Figure 48] FIG. 10 is a diagram illustrating a third control example. [Figure 49] FIG. 10 is a diagram illustrating a fourth control example. [Figure 50] FIG. 10 is a diagram illustrating a fifth control example. DETAILED DESCRIPTION OF THE INVENTION

[0059] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a block diagram of a controlled gaming machine. The managed gaming machine 100 is equipped with a managed gaming machine game board 10 and a managed gaming machine frame 20, and is an enclosed gaming machine that circulates a certain number of gaming balls within the machine alone, eliminating the need for gaming balls to be used in games or for directly paying out gaming balls to players. The managed gaming machine 100 can be played by connecting it to a dedicated unit (IC card unit) dedicated to managed gaming machines.

[0060] The managed gaming machine game board 10 is equipped with a game board (acrylic board), pattern display devices (special pattern display devices, normal pattern display devices), winning / ball passing detection mechanisms (various switches), windmills, game nails, other performance devices (performance movable bodies, LCD displays, information display devices, speakers, lamps), winning display devices, devices that change the direction of the ball falling (movable members, cover members), etc.

[0061] The managed gaming machine frame 20 is equipped with gaming balls, a launching device, a power supply, a ball polishing device, a gaming ball circulation device, a display device for the number of gaming balls, etc., a glass plate, a nighttime monitoring device, other performance devices, an iron ball detection device, a front decoration, a counting switch, etc.

[0062] In the controlled gaming machine 100, the front ornament of the controlled gaming machine frame 20 can be set to an open state. When the front ornament is set to an open state, the front ornament and the glass plate are opened, and the controlled gaming machine game board 10 arranged behind the glass plate is exposed.

[0063] A dedicated unit 200 is connected to the managed gaming machine 100. The CM board 201 (SC board) of the dedicated unit 200 and the frame control board 50 can communicate with each other. The managed gaming machine 100 can transmit information to the hall computer through the dedicated unit 200 (CM board 201).

[0064] [Overview of managed gaming machines] The overview of the managed gaming machines is as follows: (1) The managed gaming machine 100 belongs to the same category as a pachinko machine, and a player plays by shooting game balls onto the surface of the managed gaming machine game board 10. (2) The controlled gaming machine 100 is structurally devoid of an upper tray and a lower tray, and the player cannot directly touch the gaming balls. (3) The managed gaming machine 100 circulates the minimum number of gaming balls required for launching within the managed gaming machine 100, and a launching device, a ball polishing device, and a gaming ball circulating device are provided along the circulation path. (4) The launching device has the same launching capabilities as current gaming machines and may be bottom-launching or top-launching. (5) The ball polishing device contains a cassette containing polishing cloths for removing dirt from game balls, which are replaced at regular intervals. (6) The number of game balls and the number of acquired game balls are managed and displayed as numerical data by the management gaming machine 100 (frame control board 50). (7) When the game is over, the number of game balls managed by the management gaming machine 100 (frame control board 50) can be transferred to a dedicated unit and managed by pressing the counting switch 53 (counting button).

[0065] The managed gaming machine game board 10 includes a main control board 30 (first control means) and a performance control board 40 (performance control means). The main control board 30 controls the details related to the progress of the game. The presentation control board 40 controls the details related to the presentation of the game. The main control board 30 can communicate with the presentation control board 40 and the frame control board 50. The presentation control board 40 can communicate with the main control board 30, but this communication is only one-way, from the main control board 30 to the presentation control board 40, and bidirectional communication is not possible.

[0066] The main control board 30 is connected to a prize opening switch 31, an out switch 32, and a door open detection switch 33. The prize opening switch 31 includes switches for prize openings corresponding to normal and special symbols, a large prize opening, a normal prize opening (general prize opening), and the like. The out switch 32 is located in the out passage. A game ball shot into the game area (board surface) flows down the game area and enters either a prize opening or an out passage. In either case, it is guided to the out passage and detected by the out switch 32. The door open detection switch 33 is a switch that detects the opening of a door (glass door or inner frame). For example, if the glass door is open, the door open detection switch 33 detects the opening of the glass door, and if the inner frame is open, it detects the opening of the inner frame. The door open detection switch 33 may be configured with two switches, one for the glass door and one for the inner frame, or it may be configured with one switch that serves both the glass door and the inner frame.

[0067] The performance control board 40 is connected to a liquid crystal display 41, a speaker 42, and a lamp 43. The performance control board 40 receives commands sent from the main control board 30, determines the content of the performance based on the received commands, and executes the performance using the liquid crystal display 41, the speaker 42, and the lamp 43.

[0068] The managed gaming machine frame 20 is equipped with a frame control board 50 (second control means). The frame control board 50 controls the details related to the number of game balls. The frame control board 50 is capable of communicating with the main control board 30. A subtraction sensor 51, a foul ball sensor 52, a counting switch 53, a game ball number display device 54, a game ball number clear switch 55, and a ball removal switch 56 are connected to the frame control board 50.

[0069] When the frame control board 50 receives a prize ball number command (a request for the number of acquired game balls) from the main control board 30, it adds the number of prize balls included in the prize ball number command to the number of game balls and displays it on the game ball number display device 54. When the subtraction sensor 51 detects the launch of a game ball, the frame control board 50 subtracts 1 from the number of game balls and displays it on the game ball number display device 54. When the foul ball sensor 52 detects the passage of a game ball, the frame control board 50 adds 1 to the number of game balls and displays it on the game ball number display device 54. When the counting switch 53 is pressed, the frame control board 50 transmits the counted ball number to a dedicated unit, subtracts the counted ball number from the number of game balls, and displays the subtracted number of game balls on the game ball number display device 54. When the frame control board 50 receives information on the number of loaned balls from the dedicated unit, it adds up the number of game balls and displays the sum of that information and the number of game balls as the number of game balls on the game ball number display device 54. Note that a foul ball (returned ball) is a game ball that has been launched by the launching device but has returned without reaching the game area. The number of game balls can be cleared by turning on the power with the game ball number clear switch 55 pressed. When the frame control board 50 is started up with the number of game balls at 0 and the ball removal switch 56 pressed, or when the frame control board 50 is started up with both the game ball number clear switch 55 and the ball removal switch 56 pressed, it transitions to the ball removal state (ball removal mode).

[0070] FIG. 2 is a sequence diagram showing the processing flow of the main control board, frame control board, and performance control board. The main control board 30 executes a process for acquiring the number of winning balls (S1). When the main control board 30 acquires the number of prize balls, it transmits a prize ball number command to the frame control board 50 (S2).

[0071] The frame control board 50 executes a process to acquire the number of shot balls (S3). The frame control board 50 executes a process to acquire the number of foul balls (S4). The frame control board 50 executes a process of calculating the difference (difference) (S5). The frame control board 50 transmits a difference ball command (difference information) to the main control board 30 (S6).

[0072] The main control board 30 executes the operation determination of the difference ball limiting device (S7). The main control board 30 executes a transition determination to a gaming stop state (S8). The main control board 30 determines whether to send the first performance command (S9), and if the determination result is positive, it sends the first performance command to the performance control board 40 (S10). If the performance control board 40 receives the first performance command, it executes the first performance (S11).

[0073] The main control board 30 determines whether to send the second performance command (S12), and if the determination result is positive, it sends the second performance command to the performance control board 40 (S13). If the performance control board 40 receives the second performance command, it executes the second performance (S14).

[0074] The main control board 30 determines whether to send the third performance command (S15), and if the determination result is positive, it sends the third performance command to the performance control board 40 (S16). If the performance control board 40 receives the third performance command, it executes the third performance (S17).

[0075] 3 is a flowchart showing an example of the procedure for the prize ball count management process. This process is executed by the main control board 30 (main control CPU). Note that each flowchart shown below shows the process called in a predetermined loop process. Step S100: The main control board 30 executes the process of acquiring the number of prize balls. Specifically, the main control board 30 checks the signal from the winning slot switch 31. For example, if a signal is input from the switch corresponding to the start winning slot of the special symbol, the number of prize balls is set to "3," if a signal is input from the switch corresponding to the large winning slot, the number of prize balls is set to "10," and if a signal is input from the switch corresponding to the normal winning slot, the number of prize balls is set to "5." If multiple signals are input, the total number of prize balls is set.

[0076] Step S101: The main control board 30 executes a prize ball number command generation process. Specifically, the main control board 30 generates a prize ball number command that includes the number of prize balls set in the process of step S100. The generated command is sent to the frame control board 50 in a command sending process (not shown). Note that if the number of prize balls is "0", this process can be prevented from being executed. Once the above processing is completed, the program returns to the caller.

[0077] By executing such processing, the main control board 30 can transmit the number of prize balls (first information) required to calculate the difference balls (the difference from the reference value (0) of the gaming medium) to the frame control board 50.

[0078] 4 is a flowchart showing an example of the procedure for the margin ball limiting device management process. This process is executed by the main control board 30 (main control CPU). Step S110: The main control board 30 executes a process to check whether or not a difference shot command has been received. The difference shot command is sent from the frame control board 50 to the main control board 30.

[0079] As a result, if it is confirmed that the difference ball command has been received (Yes), the main control board 30 executes step S111. On the other hand, if it is not confirmed that the difference ball command has been received (No), the main control board 30 executes step S112.

[0080] Step S111: The main control board 30 executes a process of storing the value of the difference ball to be transmitted in the difference ball storage counter. The value of the difference ball to be transmitted is included in the difference ball command.

[0081] Step S112: The main control board 30 executes a process to check whether the value of the difference ball saving counter is 5FH or more. Note that "5FH" means that the difference ball has reached 95,000.

[0082] As a result, if it is confirmed that the value of the difference ball saving counter is 5FH or more (Yes), the main control board 30 executes step S113. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 5FH or more (No), the main control board 30 executes step S115.

[0083] Step S113: The main control board 30 executes a process to check whether the game status is a big win or a small win. The game status can be checked by the game status flag (0: normal state, 1: big win, 2: small win). The main control board 30 sets the value of the game status flag according to the game status.

[0084] As a result, if it is confirmed that the game state is a big win or a small win (Yes), the main control board 30 executes step S115. On the other hand, if it is not confirmed that the game state is a big win or a small win (No), the main control board 30 executes step S114.

[0085] Step S114: The main control board 30 executes a process to activate the ball difference limiting device. The ball difference limiting device is not a physical device but a control flag. Specifically, the main control board 30 executes a process to turn on the ball difference limiting device flag.

[0086] Here, if the game state is during a big win or a small win (step S113: Yes), the difference ball limiting device does not operate, but the big win or small win will eventually end, and the difference ball limiting device will operate at that point. In other words, by executing the processing of steps S113 and S114, if the game state is during a big win or a small win, the difference ball limiting device can be operated after the big win or small win ends. Note that in the case of a game that leads from a small win to a big win (a game that becomes a big win by passing through a specific area during a small win), the difference ball limiting device can be operated after the big win ends, not after the small win ends. The ball difference limiting device flag will not be turned off by simply turning the power back on after a power outage, but can be turned off by clearing the RAM.

[0087] Step S115: The main control board 30 executes a process to check whether the difference ball limiting device is operating. If the difference ball limiting device flag is on, it can be determined that the difference ball limiting device is operating, and if the difference ball limiting device flag is off, it can be determined that the difference ball limiting device is not operating.

[0088] As a result, if it is confirmed that the difference ball limiting device is in operation (Yes), the main control board 30 executes step S116. On the other hand, if it is not confirmed that the difference ball limiting device is in operation (No), the main control board 30 returns to the caller and continues processing.

[0089] Step S116: The main control board 30 executes a process to transition to a gaming stop state. The game will stop when the game transitions to the game stop state. In the game stop state, the game will stop (the pattern will not change, the reserved balls will not be consumed, and the winning balls will not be played) and the launch will stop (the game balls cannot be launched). Once the above processing is completed, the program returns to the caller.

[0090] By executing such processing, the main control board 30 can receive a difference ball command (difference information) and transition to a game stop state based on the received difference ball command (difference information).

[0091] 5 is a flowchart showing an example of the procedure for the performance command management process. This process is executed by the main control board 30 (main control CPU). Step S120: The main control board 30 executes a process to check whether the value of the differential ball saving counter is 5AH. Note that "5AH" means that the differential ball has reached 90,000.

[0092] As a result, if it is confirmed that the value of the difference ball saving counter is 5AH (Yes), the main control board 30 executes step S121. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 5AH (No), the main control board 30 executes step S122.

[0093] Step S121: The main control board 30 executes a first performance command generation process. The generated first performance command (stop function activation warning designation command) is sent to the performance control board 40 in a command sending process (not shown).

[0094] Step S122: The main control board 30 executes a process to check whether the value of the difference ball saving counter is 5FH or more and whether the game state is a big win or a small win.

[0095] As a result, if it is confirmed that the value of the difference ball saving counter is 5FH or more and that the game state is in a big win or small win (Yes), the main control board 30 executes step S123. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 5FH or more and that the game state is in a big win or small win (No), the main control board 30 executes step S124.

[0096] Step S123: The main control board 30 executes a second performance command generation process. The generated second performance command (play stop function activation notice designation command) is sent to the performance control board 40 in a command sending process (not shown).

[0097] Step S124: The main control board 30 executes a process to check whether the value of the difference ball saving counter is 5FH or more and whether the game state is normal. Note that the normal state is a state other than during a big win or a small win.

[0098] As a result, if it is confirmed that the value of the difference ball saving counter is 5FH or more and the game state is normal (Yes), the main control board 30 executes step S125. On the other hand, if it is not confirmed that the value of the difference ball saving counter is 5FH or more and the game state is normal (No), the main control board 30 returns to the caller and continues processing.

[0099] Step S125: The main control board 30 executes a third performance command generation process. The generated third performance command (play stop function activation designation command) is sent to the performance control board 40 in a command sending process (not shown). Once the above processing is completed, the program returns to the caller.

[0100] 6 is a flowchart showing an example of the procedure for the difference ball management process. This process is executed by the frame control board 50 (frame control CPU). Step S200: The frame control board 50 executes a process to check whether or not a prize ball number command has been received.

[0101] As a result, if it is confirmed that the prize ball number command has been received (Yes), the frame control board 50 executes step S201. On the other hand, if it is not confirmed that the prize ball number command has been received (No), the frame control board 50 executes step S202. Step S201: The frame control board 50 executes a process of storing the number of prize balls in the prize ball number counter. The number of prize balls is included in the prize ball number command.

[0102] Step S202: The frame control board 50 executes a process to check whether or not there are any shot balls (whether or not a signal has been received from the subtraction sensor 51).

[0103] As a result, if it is confirmed that there are balls to be fired (Yes), the frame control board 50 executes step S203. On the other hand, if it is not confirmed that there are balls to be fired (No), the frame control board 50 executes step S204.

[0104] Step S203: The frame control board 50 executes a process of storing the number of shot balls in the shot ball counter. For example, if one shot is detected, the shot ball counter stores "1," and if two shots are detected, the shot ball counter stores "2."

[0105] Step S204: The frame control board 50 executes a process to check whether or not there are any foul balls (whether or not a signal has been received from the foul ball sensor 52).

[0106] As a result, if it is confirmed that there are foul balls (Yes), the frame control board 50 executes step S205. On the other hand, if it is not confirmed that there are foul balls (No), the frame control board 50 executes step S206.

[0107] Step S205: The frame control board 50 executes a process of storing the number of foul balls in the foul ball counter. For example, if one foul ball is detected, the foul ball counter stores "1," and if two foul balls are detected, the foul ball counter stores "2."

[0108] Step S206: The frame control board 50 executes a ball difference calculation process. The ball difference calculation process is a process for calculating a ball difference based on the number of winning balls, the number of shot balls, the number of foul balls, etc. The ball difference calculation process will be described in detail later. Once the above processing is completed, the program returns to the caller.

[0109] 7 is a flowchart showing an example of the procedure for the ball difference calculation process. This process is executed by the frame control board 50 (frame control CPU). Step S210: The frame control board 50 executes a process to check whether or not this is the first process since power-on. Whether or not this is the first process since power-on can be checked by the power-on flag. The power-on flag is turned off when power is turned on, and turns on once this process has been executed once.

[0110] As a result, if it is confirmed that this is the first processing since power-on (Yes), the frame control board 50 executes steps S211 and S212. On the other hand, if it is not confirmed that this is the first processing since power-on (No), the frame control board 50 executes step S213.

[0111] Step S211: The frame control board 50 executes a process to store "100,000 (100,000 shots)" in the calculation difference ball. The reason why the calculation difference ball is set to "100,000 (100,000 shots)" instead of "0" is that the game starts with the shot, so if "0" is set, it becomes a negative number, which complicates the program processing. Step S212: The frame control board 50 executes a process of storing "0" in the previous value.

[0112] Step S213: The frame control board 50 executes a process of calculating the calculation difference ball by the following first calculation formula. (First calculation formula) Calculation difference ball = Calculation difference ball + Prize ball counter - Shot ball counter + Foul ball counter For example, if the "calculation difference ball" is "100000", the "prize ball number counter" is "10", the "shot ball number counter" is "1", and the "foul ball number counter" is "2", the calculated "calculation difference ball" will be "100011 (= 100000 + 10 - 1 + 2)".

[0113] Step S214: The frame control board 50 executes a process of calculating the transmission difference ball by the following second arithmetic expression. (2nd calculation formula) Transmission difference ball = (calculation difference ball - 100000) ÷ 1000 For example, if the "calculation difference" is "100011", the calculated "transmission difference" will be "0 (=100011-100000) ÷ 1000". If the result of the calculation is 0 or less, it will be set to 0, and the decimal point will be rounded down. Division can also be performed using a shift operation.

[0114] Step S215: The frame control board 50 executes a process to check whether the value of the difference ball to be sent is different from the previous value. The previous value is saved in step S218, which will be described later. For example, if the value of the difference ball to be sent is "0" and the previous value is "0," this process judges it as negative (No). Also, if the value of the difference ball to be sent is "1" and the previous value is "0," this process judges it as positive (Yes).

[0115] As a result, if it is confirmed that the value of the difference ball for transmission is different from the previous value (Yes), the frame control board 50 executes step S216. On the other hand, if it is not confirmed that the value of the difference ball for transmission is different from the previous value (No), the frame control board 50 executes step S218.

[0116] Step S216: The frame control board 50 executes a process to check whether the value of the difference ball for transmission is "previous value - 1". For example, if the value of the difference ball for transmission is "2" and the previous value is "2", this process judges it as negative (No). Also, if the value of the difference ball for transmission is "2" and the previous value is "3", this process judges it as positive (Yes).

[0117] As a result, if it is confirmed that the value of the difference ball for transmission is the value of "previous value - 1" (Yes), the frame control board 50 executes step S218. On the other hand, if it is not confirmed that the value of the difference ball for transmission is the value of "previous value - 1" (No), the frame control board 50 executes step S217.

[0118] Step S217: The frame control board 50 executes a difference ball command generation process. The preceding value of the difference ball command stores information identifying the difference ball command, and the subsequent value of the difference ball command stores the value of the difference ball to be sent. The generated command is sent to the main control board 30 in a command sending process (not shown). Once the above processing is completed, the program returns to the caller.

[0119] By performing such processing, the frame control board 50 receives the number of prize balls (first information) required to calculate the difference in balls, calculates the difference in balls based on the received number of prize balls (first information), the number of shot balls (second information) and the number of foul balls (second information), which are information required to calculate the difference in balls and are different from the number of prize balls (first information), and transmits a difference in ball command (difference information) regarding the calculated difference in balls to the main control board 30.

[0120] Furthermore, by executing the processing of steps S215 to S217, the frame control board 50 can send a difference ball command (difference information) when the difference ball value (difference value) satisfies a specific condition (when the value of the difference ball to be sent is different from the previous value, or when the value of the difference ball to be sent is not the value of "previous value - 1"), and can not send a difference ball command (difference information) when the difference ball value (difference value) does not satisfy a specific condition.

[0121] FIG. 8 is a diagram showing the relationship between the "actual ball difference," the "calculation ball difference," and the "transmission ball difference." If the "actual ball difference" is "0 balls", the "calculation ball difference" will be "100,000 balls" and the "transmission ball difference" will be "00H". If the "actual ball difference" is "1000 balls", the "calculation ball difference" will be "101000 balls" and the "transmission ball difference" will be "01H".

[0122] If the "actual ball difference" is "2000 balls," the "calculation ball difference" will be "102000 balls" and the "transmission ball difference" will be "02H." If the "actual ball difference" is "3000 balls", the "calculation ball difference" will be "103000 balls" and the "transmission ball difference" will be "03H".

[0123] If the "actual ball difference" is "10,000 balls," the "calculation ball difference" will be "110,000 balls" and the "transmission ball difference" will be "0AH." If the "actual ball difference" is "90,000 balls," the "calculation ball difference" will be "190,000 balls" and the "transmission ball difference" will be "5AH."

[0124] If the "actual ball difference" is "95,000 balls," the "calculation ball difference" will be "195,000 balls" and the "transmission ball difference" will be "5FH." If the "actual ball difference" is "100,000 balls," the "calculation ball difference" will be "200,000 balls" and the "transmission ball difference" will be "64H." In addition, the minimum value of the "difference ball for calculation" may be set to "0" so that the value does not become negative even if the number of out balls occurs.

[0125] Here, the "difference in balls" is the value obtained by subtracting the "out balls (the number of balls used by shooting, etc.)" from the "safe balls (the number of balls won by winning balls, etc.)." The "difference in balls" can also be the value obtained by subtracting the "safe balls" from the "out balls," but the positive and negative values ​​are simply reversed; the value of the difference in balls itself does not change.

[0126] In this way, the difference in balls is calculated based on the relationship between "safe balls" and "out balls," so even if you have hit 95,000 balls, you may not stop playing. For example, if you have already hit 5,000 balls at the beginning of the game, you will stop playing when you have hit 100,000 balls (95,000 difference in balls = -5,000 + 100,000).

[0127] 9 is a flowchart showing an example of the procedure for the ball margin limiting device-related effect management process. This process is executed by the effect control board 40 (effect control CPU). Step S300: The performance control board 40 executes a process to check whether or not the first performance command has been received.

[0128] As a result, if it is confirmed that the first performance command has been received (Yes), the performance control board 40 executes step S301. On the other hand, if it is not confirmed that the first performance command has been received (No), the performance control board 40 executes step S302.

[0129] Step S301: The performance control board 40 executes a process for executing a first performance (first performance execution process). The first performance is, for example, the performance shown in FIG.

[0130] Step S302: The performance control board 40 executes a process to check whether or not the second performance command has been received.

[0131] As a result, if it is confirmed that the second performance command has been received (Yes), the performance control board 40 executes step S303. On the other hand, if it is not confirmed that the second performance command has been received (No), the performance control board 40 executes step S304.

[0132] Step S303: The performance control board 40 executes a process for executing a second performance (second performance execution process). The second performance is, for example, the performance shown in FIG.

[0133] Step S304: The performance control board 40 executes a process to check whether or not the third performance command has been received.

[0134] As a result, if it is confirmed that the third performance command has been received (Yes), the performance control board 40 executes step S305. On the other hand, if it is not confirmed that the third performance command has been received (No), the performance control board 40 returns to the caller and continues processing.

[0135] Step S305: The performance control board 40 executes a process for executing a third performance (third performance execution process). The third performance is, for example, the performance shown in FIG. Once the above processing is completed, the program returns to the caller.

[0136] FIG. 10 is a diagram showing examples of the first effect, the second effect, and the third effect. In Figure 10(A), the first round of effects during a jackpot is being executed. The screen displays text information for the "Fireworks Bonus" that indicates the name of the jackpot game, as well as text information for "Right Hit" and an arrow image encouraging the player to hit the ball to the right. At this point, the difference in balls has reached 90,000. In this case, the first effect is executed.

[0137] As shown in Figure 10(A), the first effect is an effect in which a first image E1 is displayed at the top of the display screen of the liquid crystal display 41. The first image E1 is an image containing text information such as "Approximately 5000 shots remaining until the shot stop function is activated."

[0138] In Figure 10(B), the fifth round of the jackpot is being played. Note that this fifth round is not the fifth round following that of Figure 10(A), but the fifth round of a different jackpot. The screen displays text information for the fireworks bonus, indicating the name of the jackpot game, as well as text information and an arrow image encouraging the player to play right. At this point, the difference in balls reaches 95,000. In this case, the second effect is played.

[0139] As shown in Fig. 10(B), the second effect is an effect in which a second image E2 is displayed on the display screen of the liquid crystal display 41. The second image E2 is an image including text information such as "After the win, the stop function will be activated and the game will stop."

[0140] In Figure 10(C), the normal state effect is displayed. At this point, the difference in balls reaches 95,000, or the difference in balls reaches 95,000 during the jackpot, the jackpot game ends, and the game transitions to the normal state. In this case, the third effect is executed.

[0141] As shown in FIG. 10(C), the third effect is an effect in which a third image E3 is displayed on the display screen of the liquid crystal display 41. The third image E3 is an image containing text information such as "Play Stop Function Activated. Daily Payout Limit Reached. Game Stopped. Please Call an Attendant." The display screen of the liquid crystal display 41 displays the left effect symbol, the center effect symbol, and the right effect symbol ("1"-"2"-"3"). However, since game play is stopped, the symbols (special symbol, normal symbol, effect symbol) do not change. In addition, the fourth symbols Z1 and Z2 are also displayed in a stopped state.

[0142] Furthermore, the reserved indicators M1 and M2, which indicate the number of memories (reserved) of the first special symbol and the second special symbol displayed in the pre-change display area X1, are not consumed. Therefore, the reserved indicators M1 and M2 are not moved to the changing display area X2 and displayed. Furthermore, if the difference in balls reaches 95,000 while the pattern is changing, the change can be forcibly ended at that point and the game can be stopped.

[0143] Regarding Figure 10(C), a specific image (premium image) when the play stop function is activated may be displayed in a layer above the image of the performance pattern, the image of the mini pattern, and the image of the hold display, and the image of the performance pattern, the image of the mini pattern, and the image of the hold display may be configured so that they are not displayed on the LCD.

[0144] The first, second and third effects can not only display an image on the liquid crystal display 41, but can also output a warning sound from the speaker 42 or light up the lamp 43. The first image E1 and the second image E2 are images that are displayed during play, and therefore are displayed in a small size so as not to interfere with play, but the third image E3 is an image that is displayed when play stops, and therefore is displayed in a larger size than the first image E1 and the second image E2.

[0145] As described above, this embodiment has the following advantages. (1) According to this embodiment, the frame control board 50 calculates the difference in balls, so the processing load on the main control board 30 can be reduced.

[0146] (2) According to this embodiment, the frame control board 50 only sends a difference ball command (difference information) when the difference ball value meets certain conditions, thereby avoiding situations in which difference ball commands are sent frequently and reducing the processing burden on the main control board 30 and the frame control board 50.

[0147] (3) [Example problem] Establish appropriate control content when a ball difference limiting device is installed. [Summary] The frame control board 50 manages the difference balls. The difference balls are calculated from the number of winning balls sent from the main control board 30 and the number of shot balls and foul balls managed by the frame control board 50. The frame control board 50 sends the difference balls as a command to the main control board 30. The difference balls are divided by 1000 and sent as a command to the main control (sent as a value between 00 and 96). 96 is assumed to be the case when the conditions for activating the difference ball limiting device are met during a big win or small win, but the difference balls exceed 96,000 after the end of the big win or small win. The frame control board 50 does not back up the difference balls.

[0148] The main control board 30 manages the operation of the difference ball limiting device. When the value of the command received from the frame control board 50 reaches a specified value (95), the difference ball limiting device is activated. In addition, during a big win or a small win, the difference ball limiting device is activated after the big win or small win ends. When the difference ball limiting device is activated, the main control board 30 stops the game (transitions to a game stop state).

[0149] The main control board 30 transmits a first performance command to the performance control board 40 when the command received from the frame control board 50 is 90 (difference in balls 90000). The main control board 30 transmits the second performance command and the third performance command to the performance control board 40 when the command received from the frame control board 50 is 95 (difference in balls 95000). The main control board 30 backs up the operating status of the ball difference limiting device (ball difference limiting device flag). Therefore, if the ball difference limiting device is in an operating state, the ball difference limiting device can be returned to an inactive state (normal state) by clearing the RWM (RAM).

[0150] The effect control board 40 manages the notification of information related to the ball difference limiting device. The effect control board 40 issues a warning to activate the ball difference limiting device when the ball difference is 90,000 (first effect), and issues a notification that the ball difference limiting device is activated when the ball difference is 95,000 (second effect, third effect).

[0151] [Example effect] The difference ball limiting device can be appropriately installed while reducing the processing burden on the main control board 30, frame control board 50, and performance control board 40.

[0152] [Specific configuration] The following steps (1) to (3) will be carried out. (1) Ball difference limiter activation warning: 90,000 shots, 5,000 shots remaining warning (first effect) (2) Ball difference limit device activation notice: Notice during big hits and small hits of 95,000 or more (second performance) (3) Difference ball limiting device activation: After the big hit / small hit operation is completed, the difference ball limiting device is activated, and the game and launch are stopped (third effect) It is preferable to adopt the following specifications to reduce the load of sending commands from the main control board 30 to the performance control board 40 and analyzing the commands on the performance control board 40.

[0153] [Frame control board] The frame control board 50 calculates the difference in balls and transmits the value of the "difference in balls to be sent" in Fig. 8 to the main control board 30. The maximum value of the "difference in balls to be sent" is 64H. Once the power is turned on, subsequent values ​​(value of the difference ball to be transmitted) are not transmitted again unless they are reduced by 1,000 balls from the maximum value. For example, after transmitting 5AH, if the value is between 59H and 5AH, no command is transmitted, but from 58H onwards, both increases and decreases are transmitted. In other words, if the "difference ball to be transmitted" reaches a certain value, a command is not transmitted if it is reduced by just 1 from the specified value, but a command is transmitted if it is reduced by 2. The reason for adopting this type of control is that when the "difference ball to be transmitted" transitions to a new value, the difference ball may frequently increase or decrease due to the launch of game balls, and in such situations, the same command is not transmitted multiple times to avoid transmitting the same command multiple times. The difference ball value is cleared each time the power is turned on.

[0154] [Main control board] The main control board 30 refers to the command value of the difference ball command sent from the frame control board 50 and determines whether to send a command to the performance control board 40. If the command value of the difference ball command is 5AH, the first performance command is sent to the performance control board 40. When the command value of the difference ball command is 5FH and the game is in a big win or a small win, the second performance command is transmitted to the performance control board 40. If the command value of the difference ball command is 5FH and the machine is not in the middle of a big win or small win (after the winning action has ended), the third performance command is sent to the performance control board 40. The command value is cleared each time the power is turned on. After the second performance, the machine transitions to the third performance. Even if the game ball is released after the second performance and the difference ball decreases, the machine does not return to the first performance.

[0155] [Other configurations] It is preferable that the first effect be ended after a certain period of time (for example, 30 seconds). The reason for ending the first effect after a certain period of time is as follows. (1) If the game is not completed within a certain time, it may be misleading to the player, i.e., it may be difficult to judge how many shots are left before the game ends. (2) If the error priority of the first effect is set lower than other error notifications (such as a door open error), the display of the first effect will disappear if another error occurs. (3) It is possible to set the error priority of the first effect to be high and continue to display it, but in that case, a display cancellation command would also be required, which would increase the capacity of the main control board 30. The second effect continues to run until the big win or small win ends, and the third effect continues to run until the power is turned off.

[0156] The above-described embodiment and the technical features to be described later can be modified as follows. (1) Although the calculation of the difference in balls has been described as being performed by the frame control board 50, it may also be performed by the main control board 30. In this case, the frame control board 50 transmits information on the number of shot balls and the number of foul balls to the main control board 30, and the main control board 30 calculates the difference in balls based on the number of winning balls, the number of shot balls, and the number of foul balls.

[0157] (2) In the case of a normal gaming machine that is not a controlled gaming machine, the frame control board 50 does not exist, but a payout control board does. However, since the payout control board is already on the market, it is difficult to change the control content. In addition, in a gaming machine equipped with a main control board and a payout control board, if a difference ball limiting device is implemented, the difference balls can be calculated based on the number of winning balls based on the winning slot switch and the number of shot balls based on the out switch. The payout control board may also calculate the difference in balls as in the above-described embodiment. In this case, the payout control board may calculate the difference in balls by appropriately referring to either the command information (number of out balls / number of prize balls) sent from the main control board or the information detected by the payout control board (number of out balls information / number of payout balls information).

[0158] (3) At least one of the processes in steps S215 and S216 in FIG. 7 may not be executed.

[0159] [Test signal] (4) The following configurations can be adopted for the test signal. (a) When a jig is attached externally to the first control means (main control board) or the second control means (frame control board, payout control board, medal count control board), a test signal configuration may be provided that outputs a signal indicating the status of the gaming machine through the jig. In this case, the first control means or the second control means may store a program for the test signal output configuration.

[0160] (b) As a test signal, multiple output pins output the game status (normal state, time-saving state, etc.) and the special symbol fluctuation state (fluctuating / stopped), etc. A configuration may be provided in which some of these multiple output pins output a specific signal when the differential ball count reaches a specific number of balls (a specific value that is the number before the game is stopped). With this configuration, for example, it is possible to accurately notify through a jig that the game stop condition is about to be met before the differential ball count reaches the game stop condition.

[0161] (c) When actually operating a gaming machine to test the ball output rate, if the difference in balls becomes too large, gameplay will stop, making the test impossible. In such cases, if a specific test signal is output, turning the power to the gaming machine off and then back on (power-on without clearing the RAM) will clear the difference in balls count while maintaining the main control game state (variable / variable-stopped state, memory of acquired pending games, game state such as normal / time-saving / probable-change mode, and memory of whether a jackpot is in progress), allowing the test to resume from the state before the power was cut off. This prevents the game machine from stopping gameplay in the middle of testing the ball output rate, making it impossible to determine the accurate ball output rate.

[0162] (d) The program that executes the above configuration may be configured to be executed only when the jig is attached, or may be configured to be executed as a process even when the jig is not attached. In either case, it is sufficient that the program is configured to be able to output a specific signal during testing when the jig is attached.

[0163] (e) The LCD display screen may be configured to display suggestive or informative effects related to the ball difference limiting device during the timing of outputting the specific signal. For example, by configuring the LCD display screen to display or output audio messages such as "The ball difference will soon reach its upper limit," "When the ball difference reaches its upper limit, game play will be stopped," or "A ball difference limiting device is installed" simultaneously with the output of the specific signal, more accurate notifications can be provided during testing. In this case, the output period of the specific signal may be different from the execution period of suggestive or informative effects related to the ball difference limiting device. Alternatively, the output period of the specific signal may be set to be between 90,000 and 95,000 balls, and the suggestive or informative effects may be executed when the ball difference reaches 95,000 balls, so that the specific signal and the suggestive or informative effects are displayed in stages.

[0164] (5) The present invention can also be applied to slot machines. That is, the present invention can also be applied to slot machines that have a main control board that controls the execution and stopping of games and a medal count control board that controls the payout of medals. In this case, the main control board transmits information on the number of medals consumed in a game and information on the number of medals won in a game to the medal count control board, which calculates the difference in the number of medals.The medal count control board then transmits the calculated difference in the number of medals information to the main control board, and the main control board may set a game stop state based on the received difference in the number of medals information. The main control board may transmit information on the number of medals won in a game to the medal count control board, and the medal count control board may calculate the difference in number based on the information on the number of medals won in a game and the information on the number of medals consumed in a game. The medal count control board may then transmit the calculated difference in number information to the main control board, and the main control board may set a game stop state based on the received difference in number information.

[0165] (6) The second control means was explained using the example of a frame control board, but it may be a payout control board or a medal count control board. The gaming medium was explained using the example of gaming balls, but it may be gaming medals, or electronic data corresponding to gaming balls or gaming medals. The difference was explained using the example of difference in balls, but it may also be difference in sheets. The difference in sheets can be calculated by "difference in sheets = number of medals won - number of medals consumed." Furthermore, the difference may be based on addition information (number of balls dispensed, number of medals won) of only the number of prize balls and number of medals won, or may be based on subtraction information (number of medals consumed) of only the number of balls fired and number of medals consumed.

[0166] The controlled gaming machine may include at least one of the seven technical features listed below. The first technical feature is the implementation of a door open error during the stop function. The second technical feature is the notification of an RWM abnormal error after the stop function is activated. The third technical feature is the output of a test signal before the ball difference limiter is activated.

[0167] The fourth technical feature is "maintaining communication with the slot control means while the stop function is operating." The fifth technical feature is "hold display and lamp display during a jackpot in a gaming machine with a ball difference limiting device." The sixth technical feature is "conditions for clearing the reference value counter (monitoring the door open / close state)." The seventh technical feature is "payout command output control based on the gaming machine status flag."

[0168] Furthermore, for each technical feature described below, the content described in each technical feature can be used alone or in combination. Furthermore, the content described in each technical feature can also be used in combination with the basic technical features described above. If the content of one technical feature differs from the content of another technical feature, the content of either technical feature can be adopted. If the content of each technical feature is insufficient, the content can be supplemented by the content of another technical feature or the explanation of the basic technical feature described above. Below, we will explain each technical feature in order. Note that some explanations that are less relevant to each technical feature will be simplified or omitted.

[0169] [First technical feature: Implementation of door open error while stop function is activated] The first technical feature is to change the door open error command depending on the operating status of the stop function. FIG. 11 is a flowchart showing an example of the procedure for processing when a door open error occurs. This processing is executed by the main control board 30 (main control CPU). This processing is called when the door (glass door or inner frame) is opened (when the door open detection switch changes from off to on, or while the door open detection switch is on). This processing can also be executed once every predetermined time (for example, 100 ms).

[0170] Step S400: The main control board 30 executes a process to check whether the stop function has been activated. If the difference ball limiting device flag is on, the main control board 30 can determine that the stop function has been activated. As a result, if it is confirmed that the stopping function has been activated (Yes), the main control board 30 executes step S402. On the other hand, if it is not confirmed that the stopping function has been activated (No), the main control board 30 executes step S401.

[0171] Step S401: The main control board 30 executes a process to send a door open error occurrence designation command to the performance control board 40. The performance control board 40 executes a first notification performance corresponding to the door open error occurrence designation command. Step S402: The main control board 30 executes a process to send a command to designate the occurrence of a door opening error while the stop function is activated to the performance control board 40. The performance control board 40 executes a second notification performance corresponding to the command to designate the occurrence of a door opening error while the stop function is activated. The first notification performance and the second notification performance may be different performances or may be the same performance. When the processing of step S401 or step S402 is completed, the main control board 30 returns to the caller.

[0172] 12 is a flowchart showing an example of the procedure for processing when a door open error is cleared. This processing is executed by the main control board 30 (main control CPU). This processing is called when the door (glass door or inner frame) is closed (when the door open detection switch changes from on to off).

[0173] Step S410: The main control board 30 executes a process to check whether the stop function has been activated. If the difference ball limiting device flag is on, the main control board 30 can determine that the stop function has been activated. As a result, if it is confirmed that the stopping function has been activated (Yes), the main control board 30 executes step S412. On the other hand, if it is not confirmed that the stopping function has been activated (No), the main control board 30 executes step S411.

[0174] Step S411: The main control board 30 executes a process to send a door open error cancellation designation command to the performance control board 40. The performance control board 40 ends the first notification designation corresponding to the door open error occurrence designation command. Step S412: The main control board 30 executes a process to send a command to cancel the door open error during the operation of the stop function to the performance control board 40. The performance control board 40 ends the second notification performance corresponding to the command to cancel the door open error during the operation of the stop function. After completing the processing of step S411 or step S412, the main control board 30 returns to the caller.

[0175] 13 is a flowchart showing an example of the procedure for processing when the stop function is activated. This processing is executed by the main control board 30 (main control CPU). This processing is called when the stop function is activated (when the ball difference limiting device flag is on).

[0176] Step S420: The main control board 30 executes a process to check whether or not a door open error is occurring (whether or not a door open error has occurred). If the door open detection switch is on, the main control board 30 can determine that a door open error is occurring. As a result, if it is confirmed that a door opening error is occurring (Yes), the main control board 30 executes step S421. On the other hand, if it is not confirmed that a door opening error is occurring (No), the main control board 30 returns to the caller.

[0177] Step S421: The main control board 30 executes a process to send a command to designate the occurrence of a door opening error during operation of the stop function to the performance control board 40. The performance control board 40 executes a second notification performance corresponding to the command to designate the occurrence of a door opening error during operation of the stop function. After completing the processing of step S421, the main control board 30 returns to the caller.

[0178] 14 is a diagram showing an example of the procedure for error notification processing. This processing is executed by the performance control board 40 (performance control CPU). Step S430: The performance control board 40 executes a process to check whether an error has occurred. The occurrence of an error can be checked using an error command, etc. Furthermore, the performance control board 40 can determine that an error has occurred if any of the events with priorities 1 to 25 shown in Figures 15 to 19 has occurred. As a result, if it is confirmed that an error has occurred (Yes), the performance control board 40 executes step S431. On the other hand, if it is not confirmed that an error has occurred (No), the performance control board 40 returns to the caller.

[0179] Step S431: The performance control board 40 executes a process to check whether multiple errors have occurred. As a result, if it is confirmed that multiple errors have occurred (Yes), the performance control board 40 executes step S432. On the other hand, if it is not confirmed that multiple errors have occurred (No), the performance control board 40 executes step S433.

[0180] Step S432: The performance control board 40 executes the notification process for the error with the higher priority. For example, if a "door open error while the stop function is activated (priority 8 in FIG. 16)" and a "stop function activated (priority 9 in FIG. 16)" occur, the error notification process corresponding to the "door open error while the stop function is activated (priority 8 in FIG. 16)" with the higher priority is executed, and the error notification process corresponding to the "stop function activated (priority 9 in FIG. 16)" with the lower priority is not executed. Note that if three or more errors occur, the error notification process corresponding to the error with the highest priority is executed.

[0181] Step S433: The performance control board 40 executes notification processing for the error that has occurred. For example, if only the "door open error while the stop function is activated (priority 8 in FIG. 16)" has occurred, the error notification processing corresponding to the "door open error while the stop function is activated (priority 8 in FIG. 16)" is executed. Also, if only the "door open error (priority 21 in FIG. 19)" has occurred, the error notification processing corresponding to the "door open error (priority 21 in FIG. 19)" is executed. After completing the above processing, the performance control board 40 returns to the caller.

[0182] [Error handling for fraud, etc.] 15 to 19 are diagrams for explaining the error processing related to fraud and the like. In this embodiment, the main control board, frame control board, or performance control board executes the error processing described in these figures. Note that some of the error processing described may not be executed depending on the compatible model, and some processing may not be an error. Errors that occur on the main control board are notified to the performance control board by an error command, etc. Errors that occur on the frame control board are notified to the performance control board by an error command, etc. via the main control board. Errors that occur on the performance control board can be identified by the performance control board.

[0183] First, the "priority" in the upper row of the diagram indicates the priority when announcing an error. The effect control board only executes one error notification. For this reason, if, for example, "SATA preparation in progress," which has the highest priority, and "ball removal state," which has the second highest priority, occur simultaneously, the effect control board executes the notification process (lamp lighting, audio notification, LCD notification) for "SATA preparation in progress," which has the higher priority. However, processes other than notification processes (such as command transmission) can also be executed in parallel regardless of priority. Priority is assigned to those that are most likely to affect the progress of the game.

[0184] "Error Name" indicates the name of the error. "Glass Frame Center Left Error Notification LED" corresponds to the one LED located in the center left of the multiple LEDs included in the glass door. "Glass frame decorative LEDs" refer to the multiple LEDs included in the glass door that are located on the top, left, bottom, right, etc. "G-panel decorative LED" refers to the LED of the panel lamp included in the gaming panel of a managed gaming machine.

[0185] "Audio notification" refers to the content of the voice or warning sound output from the speaker. "LCD notification" refers to the content of the text information displayed on the LCD display. "Error management" indicates which control board (main control board, frame control board, or performance control board) manages errors. However, errors may be managed by multiple control boards.

[0186] The "error occurrence condition" indicates the condition that must be met for the error to occur. The "error cancellation condition" indicates the condition that must be met for the error that has occurred to be cancelled.

[0187] "Hall computer output" represents the content of the signal transmitted to the outside of the managed gaming machine 100. "Game Stop" indicates whether or not to stop the game when the error in question occurs. The details of each error will be explained below in order of priority.

[0188] [Preparing for SATA] Priority: 1 Error notification LED in the center left of the glass frame: - (A hyphen indicates that the item will not be executed. The same applies below.) Glass frame decorative LED: Full color white flashing G-display decorative LED: All lights off Voice notification: None LCD notification: "Screen preparation in progress" Error management: Production control board Error occurrence condition: Initial startup Error release condition: After SATA is ready Hall computer output:- Game stop:- Note: SATA preparation is the waiting time until the screen is ready at initial startup. No operation will be performed until this error is resolved. SATA is a CGROM (NAND type SATA (Serial ATA) standard ROM) used in the performance control board.

[0189] [During ball removal state] Priority: 2 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Caution sound + "Ball removal in progress" LCD notification: "Ball removal in progress" Error management: Frame control board Error condition: The number of game balls is 0 and the power is turned on while pressing the ball removal switch. Error release condition: Until power is turned off Hall computer output:- Stop playing: Stop playing Note: If there are any game balls remaining, you can switch to the ball removal state by turning on the power while simultaneously pressing the game ball count clear switch and the ball removal switch.

[0190] [Change settings] Priority: 3 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: Weak warning sound + "Settings are being changed" LCD notification: "Settings are being changed" Error Management: Main Control Board Error occurrence condition: When changing settings (while changing settings) Error cancellation condition: When setting changes are completed Hall computer output: Output during setting change (for example, until 30 seconds have passed since firing or counting) Stop playing: Stop playing Note: After the setting change is complete, a RAM clear notification will be sent for the specified time (31 seconds). If other errors occur, notifications will be sent in order of priority after the RAM clear notification.

[0191] [Main board abnormality error] Priority: 4 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: Weak warning sound + "Main board abnormality error" LCD message: "Main board abnormality error. Please call an attendant." Error Management: Main Control Board Error occurrence conditions: RWM (RAM) abnormality, setting value abnormality Error cancellation condition: When the setting is changed and the RAM setting value returns to normal Hall computer output: Error detection output Stop playing: Stop playing Note: A setting change is required to resolve the error.

[0192] [Backup abnormal error] Priority: 5 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: Weak warning sound + "Backup abnormal error" LCD message: "Backup abnormal error. Please call an attendant." Error Management: Main Control Board Error occurrence condition: Backup abnormal error Error cancellation condition: When the setting is changed and the RWM setting value returns to normal Hall computer output: Error detection output Stop playing: Stop playing Note: A setting change is required to resolve the error.

[0193] [RAM Clear] Priority: 6 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: "Memory cleared" (can be a model-dependent voice) LCD notification: "None" (default screen (normal game screen) display) Error Management: Main Control Board Error occurrence condition: When RAM is cleared Error release condition: 31 seconds Hall computer output: Until 30 seconds have passed since firing or counting Stop playing: Stop playing

[0194] [Check settings] Priority: 7 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: Weak warning sound + "Checking settings" LCD notification: "Checking settings" Error Management: Main Control Board Error occurrence condition: When checking settings (checking settings) Error cancellation condition: Setting confirmation completed Hall computer output: Output during setting confirmation (until 30 seconds have passed since firing or counting) Game stop:-(game not stopped) Note: If 31 seconds have not elapsed when the setting check is complete, only the LCD will return to normal and the sound and lamp will continue to inform. After the setting check is complete, a power outage recovery notification will be issued. If other errors occur in combination, notifications will be issued in order of priority.

[0195] [Door open error while stop function is activated] Priority: 8 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound and "Door is open" (alerts for approximately 15 seconds after the door is opened) LCD notification: "Door is open" Error Management: Main Control Board Error condition: When the door is open Error cancellation condition: When the door is closed Hall computer output: Door open output Game stop:- Note: After the door is closed, the door open error LED notification pattern is maintained for 30 seconds. Note that at least some of the notification content may be different depending on whether the glass door is open or the inner frame is open (the same applies to door open errors).

[0196] [Stop function activated] Priority: 9 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: "You have reached the daily payout limit. Play will be stopped." LCD message: "Play stop function activated. Daily payout limit reached. Play will be stopped. Please call an attendant." Error Management: Main Control Board Error occurrence condition: When the difference in balls is 95,000 or more Error release condition: Until power is turned off Hall computer output: Error detection output Stop playing: Stop playing Note: The condition for recovery from the stop function is to clear the RAM, and the alarm will be issued again when the power is restored. The difference ball (calculation difference ball) will be cleared (returned to the initial value) when the power is restored. If the door is opened while the stop function is activated, a door open error will be issued (see priority 8).

[0197] [Attachment connection error] Priority: 10 Glass frame center left error notification LED: off Glass frame decorative LED: All frames turned off G-display decorative LED: All lights off Voice notification: None LCD message: "Attachment connection error. Please call an attendant." Error management: Production control board Error conditions: Upper or lower attachment connection error (not connected, incorrect connection, serial communication error) Error release conditions: Until power is turned off or connection error is resolved Hall computer output:- Game stop:- An attachment is a part that can be attached to and detached from the managed gaming machine frame.

[0198] [Unauthorized Prize Winning Error] Priority: 11 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Fraudulent entry detected" LCD notification: "Fraudulent winnings detected" Error Management: Main Control Board Error occurrence conditions: (A) When five or more game balls enter the big prize slot other than when the special electric device is in operation, or (B) When five or more game balls enter the regular electric device other than when the regular electric device is in operation. Error release condition: 60 seconds Hall computer output: Output for at least X seconds (e.g. 0.3 seconds) Stop playing:-. However, it may be stopped. Note: If a win occurs other than with a normal electric device, the hall computer will output the win and the win will be invalidated regardless of the error count. If the error count reaches the limit, an alert such as an LED, LCD screen, or sound can be used.

[0199] [Abnormal winning frequency error] Priority: 12 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Anomalous winning frequency detected" LCD message: "An abnormality in the winning frequency has been detected. Please call an attendant." Error management: Production control board Error occurrence condition: Detecting more than the specified number of game balls entering each winning slot within 60 seconds Error release condition: 60 seconds Hall computer output:- Game stop:- Note: The LCD notification can be a display that identifies the winning slot where the error occurred.

[0200] [Over-entry error at the main prize slot] Priority: 13 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Excessive winnings detected" LCD notification: "Excessive winnings detected" Error management: Production control board Error occurrence condition: When two or more wins of "prescribed number of wins + prescribed number" occur in one round during one big role (during a jackpot game) Error release condition: 60 seconds Hall computer output:- Game stop:-

[0201] [Abnormal ejection error at the main prize slot] Priority: 14 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Abnormal discharge detected" LCD notification: "Abnormal discharge from the main prize outlet detected" Error management: Production control board Error occurrence condition: When a game ball is detected passing through a specific area or outlet even though it has not won a large prize in a specific area. Error release condition: 60 seconds Hall computer output:- Game stop:-

[0202] [Radio wave error] Priority: 15 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Radio wave detected" LCD message: "Radio waves detected. Please call an attendant." Error Management: Main Control Board Error conditions: When radio waves are detected or when a radio wave sensor disconnection is detected Error cancellation condition: 60 seconds after the radio wave error is cleared Hall computer output: Output for at least X seconds (e.g. 0.3 seconds) Game stop:- Note: The LCD display can be made to indicate where the radio wave error occurred. The error notification will continue for 60 seconds after the error is resolved.

[0203] [Magnetic error] Priority: 16 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Magnet detected" LCD message: "Magnet detected. Please call an attendant." Error Management: Main Control Board Error conditions: When magnetic field is detected or when a magnetic sensor break is detected Error release condition: Until power is turned off Hall computer output: Error detection output Stop playing: Stop playing Note: The LCD alarm can be configured to display the location where the magnetic error occurred so that it can be identified.

[0204] [Abnormal winning ball error] Priority: 17 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "A winning ball abnormality has been detected" LCD message: "Anomalous winning ball detected. Please call an attendant." Error management: Frame control board Error condition: The difference between the out switch and the number of shots detected is 100 or more. Error release condition: Until the error release switch is pressed Hall computer output:- Game stop:-

[0205] [Specific area abnormal passage error] Priority: 18 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Voice notification: None LCD message: "An abnormal passage through a specific area has been detected. Please call an attendant." Error Management: Main Control Board Error occurrence condition: When a game ball is detected passing through a specific area during a short opening round of a large prize opening in a specific area. Error release condition: Until power is turned off Hall computer output: Error detection output Game stop:-

[0206] [Vibration error] Priority: 19 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Vibration detected" LCD notification: "Vibration detected" Error Management: Main Control Board Error occurrence condition: When a vibration error occurs Error release condition: 60 seconds Hall computer output: Output for at least X seconds (0.3 seconds) Stop playing:-. However, it may be stopped.

[0207] [Number of game balls cleared] Priority: 20 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Weak warning sound + "The game ball has been cleared" LCD notification: "The game ball has been cleared." Error management: Frame control board Error conditions: The game ball count clear switch is on when the power is turned on, or the power is turned back on before the game ball count clear switch is turned off. Error cancellation condition: When the number of game balls is cleared Hall computer output: Up to 30 seconds after firing or counting Game stop:-

[0208] [Door open error] Priority: 21 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part red light G-display decorative LED: All lights off Audio notification: Warning sound + "Door is open" (alerts for approximately 15 seconds after the door is opened) LCD notification: "Door is open" Error Management: Main Control Board Error condition: When the door is open Error cancellation condition: When the door is closed Hall computer output: Door open output Game stop:- Note: After the door is closed, the door open error LED notification pattern will be maintained for 30 seconds.

[0209] [Stop function activation notice] Priority: 22 Glass frame center left error notification LED: Blue Glass frame decorative LED: Full color section flashes red (full color section lights up red, full color section flashes white, or full color section lights up white is also acceptable) G-board decoration LED: As per normal gameplay Voice notification: "After the win, the stop function will be activated and the game will stop." LCD notification: "After the win, the stop function will be activated and the game will stop." Error Management: Main Control Board Error occurrence conditions: During a big hit where the difference in balls reaches 95,000 or more, or during a small hit Error release condition: Until power is turned off Hall computer output:- Game stop:- Note: The "stop function" will always be activated after a jackpot.

[0210] [Stop function activation warning] Priority: 23 Glass frame center left error notification LED: Blue Glass frame decorative LED: Full color section flashes red (full color section lights up red, full color section flashes white, or full color section lights up white is also acceptable) G-board decoration LED: As per normal gameplay Voice announcement: "5000 rounds remaining until firing stop function is activated" LCD message: "Approximately 5000 shots remaining until the firing stop function is activated" Error Management: Main Control Board Error occurrence condition: When the difference in balls is 90,000 or more Error release condition: 60 seconds Hall computer output:- Game stop:- Note: The difference ball will be cleared when the power is restored.

[0211] [Specific area not passed error] Priority: 24 Glass frame center left error notification LED: Blue Glass frame decorative LED: Full color section lit green G-display decorative LED:- Voice notification: None LCD notification: None Error management: Production control board Error occurrence condition: When the passage of the game ball into a specific area is not detected during the long open round of a large prize entrance with a specific area. Error release conditions: Until the next condition device is activated or power is turned off Hall computer output:- Game stop:- Note: An announcement can be made at the end of the major ending.

[0212] [Power outage recovery] Priority: 25 Glass frame center left error notification LED: Blue Glass frame decorative LED: full color part lit blue G-display decorative LED: All lights off Voice notification: None LCD notification: None (default screen display) Error Management: Main Control Board Error occurrence condition: When power is restored Error release conditions: When the initial operation of the moving body for the performance is completed, if the moving body for the performance is not installed, it will be released in 3 seconds Hall computer output:- Game stop:-

[0213] [Issues of the first technical feature] If the stop function is activated, the game will be stopped, but if an error notification is not issued in this case, there is a possibility that someone could open the door and bend the nails, etc. Therefore, if an error (for example, an open door) is detected while the stop function is activated, a dedicated error notification is issued.

[0214] [Specific configuration of the first technical feature] As shown below, commands are sent to the performance control board depending on the situation when the door is opened. (1) Door open stop function activated: A command is sent to specify that a door open error occurs while the stop function is activated. (2) Door open stop function not activated: Door open error occurs. Send a command to specify this. (3) Door closing stop function activated: Send a command to cancel the door open error while the stop function is activated. (4) Door closing stop function not working: Send a command to cancel the door open error. (5) Door open stop function activated: A command is sent to specify that a door open error has occurred while the stop function is activated.

[0215] The priority of error notification is "Stop function activated (priority 9 in Figure 16)" > "Door open error (priority 21 in Figure 19)", so even if the door is opened while the stop function is activated, the "Door open error (priority 21 in Figure 19)" cannot be notified. Therefore, a new "Door open error while stop function is activated (priority 8 in Figure 16)" has been added, which has a higher priority than "Stop function activated (priority 9 in Figure 16)", so that door opening can be notified even while the stop function is activated.

[0216] [Effect of the first technical feature] Errors (such as door opening) that occur after the stop function is activated can be properly reported.

[0217] [Summary of the first technical feature] A gaming machine including the first technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) When a predetermined event (door opening) occurs while the game is stopped, the device is equipped with an alarm means (performance control board) that can notify the occurrence of the predetermined event (can notify a door opening error) (Figures 11 to 13, 14, and 16). The predetermined event is not limited to the door being opened, but may be an event other than the door being opened (for example, an event corresponding to priority levels 1 to 7).

[0218] With this configuration, even when gaming is stopped, it is possible to reliably notify the player that a predetermined event (door opening) has occurred, and as a result, it is possible to provide an innovative gaming machine.

[0219] The following configuration can be added to a gaming machine including the first technical feature. (1) When a predetermined event (door opening) or a special event different from the predetermined event (for example, an illegal winning error with priority 11 in Figure 17) occurs while the game is stopped, the notification means is capable of notifying the occurrence of the predetermined event (a door opening error while the play stopping function is activated with priority 8 in Figure 16) but is unable to notify the occurrence of the special event (an illegal winning error with priority 11 in Figure 17 cannot be notified). (2) When a specified event (door opening) and a special event occur in a playable state other than a game stop state, the notification means is unable to notify the occurrence of the specified event (a door opening error with priority 21 in Figure 19 cannot be notified), but is able to notify the occurrence of a special event (an illegal winning error with priority 11 in Figure 17 can be notified).

[0220] With this configuration, the events to be notified can be changed depending on whether the game is stopped or playable (whether the stop function is in operation or not).

[0221] The following configuration can be added to a gaming machine including the first technical feature. (1) Equipped with a main control means (main control board). (2) Equipped with a performance control means (performance control board) capable of communicating with the main control means.

[0222] (3) When a specified event (door opening) occurs while the game is stopped, the main control means sends a specified command (a command specifying the occurrence of a door opening error while the play stop function is operating) to the presentation control means, and the presentation control means is able to notify the occurrence of the specified event based on the specified command (priority 8 in Figures 14 and 16). (4) When a predetermined event occurs in a playable state, the main control means sends a specific command (a command to specify the occurrence of a door opening error, a command to specify the occurrence of a door opening error while the stop function is not activated) different from the predetermined command to the presentation control means, and the presentation control means is able to notify the occurrence of the predetermined event based on the specific command (priority 21 in Figures 14 and 19).

[0223] With this configuration, different commands can be sent depending on whether a specified event occurs when play is stopped (when the door opens while the play stop function is activated) or when a specified event occurs when play is enabled (when the door opens while the play stop function is not activated), and the presentation control means can accurately determine in which state the specified event occurred.

[0224] [Second technical feature: Notification of RWM abnormal error after the striking stop function is activated] 20 is a flowchart showing an example of the procedure for CPU initialization processing, which is executed by the main control board 30 (main control CPU). Step S440: The main control board 30 executes a process to check whether the read / write check is normal (whether there is an RWM abnormality) during the RAM clear or work area initialization process when a backup abnormality occurs. This process can be performed by a read / write check that writes 0 or 1 to the RWM.

[0225] As a result, if it is confirmed that the read / write check is normal in the work area initialization process when RAM is cleared or a backup abnormality occurs, i.e., if there is no RWM abnormality (Yes), the main control board executes step S442. On the other hand, if it is not confirmed that the read / write check is normal in the work area initialization process when RAM is cleared or a backup abnormality occurs, i.e., if there is an RWM abnormality (No), the main control board executes step S441.

[0226] Step S441: The main control board 30 executes a process to set the gaming machine status flag to the RWM abnormal state designated value. Specifically, a value (04H) corresponding to the RWM abnormal state designated value is written to the gaming machine status flag. If the gaming machine status flag is the RWM abnormal state designated value (if the lowest byte of the gaming machine status flag is 4H), an error command corresponding to the RWM abnormality is sent to the performance control board 40. Even if the main control board 30 determines that there is an RWM abnormality, it does not release the gaming stop state (play stop function activated state).

[0227] Step S442: The main control board 30 executes other processes. These other processes are processes necessary for initialization. After completing the processing of step S442, the main control board 30 returns to the caller.

[0228] FIG. 21 is a diagram showing the contents of the gaming machine status flags. The "gaming machine status flag" is a flag that indicates the status of the gaming machine. "00H" corresponds to the "playable state designation value." The "playable state designation value" is set when the game is in a playable state. "01H" corresponds to the "setting switching state specified value." The "setting switching state specified value" is set when the setting is in the switching state. "02H" corresponds to the "setting confirmation state designation value." The "setting confirmation state designation value" is set when the setting confirmation state is in effect. "03H" corresponds to the "setting abnormal state designated value." The "setting abnormal state designated value" is set when the setting is in an abnormal state. "04H" corresponds to the "RWM abnormal state designation value." The "RWM abnormal state designation value" is set when the RWM is in an abnormal state. "05H" corresponds to the "Backup abnormal state designation value." The "Backup abnormal state designation value" is set when the backup is in an abnormal state. "06H" corresponds to the "Fraud detection status designation value." The "Fraud detection status designation value" is set when a fraud detection status exists. "07H" corresponds to the "stop function operating state designation value." The "stop function operating state designation value" is set when the stop function is in the operating state.

[0229] "10H" corresponds to the "frame command standby state 1 designated value." The "frame command standby state 1 designated value" is set when the frame command standby state is 1. "11H" corresponds to the "frame command standby state 2 designated value." The "frame command standby state 2 designated value" is set when the frame command standby state is 2. "12H" corresponds to the "frame command standby state 3 designated value." The "frame command standby state 3 designated value" is set when the frame command standby state is 3. "13H" corresponds to the "frame command standby state 4 designated value." The "frame command standby state 4 designated value" is set when the frame command standby state is 4. "14H" corresponds to the "Frame Command Waiting State 5 Specified Value." The "Frame Command Waiting State 5 Specified Value" is set when the frame command is in waiting state 5 (waiting state and RWM abnormal state). "15H" corresponds to the "frame command standby state 6 designated value." The "frame command standby state 6 designated value" is set when the frame command standby state is 6. "17H" corresponds to the "Frame Command Standby State 7 Designated Value." The "Frame Command Standby State 7 Designated Value" is set when the frame command is in frame command standby state 7 (standby state and stop function activated).

[0230] "20H" corresponds to the "ball removal state 1 designated value." The "ball removal state 1 designated value" is set when the ball removal state is 1. "21H" corresponds to the "ball removal state 2 designated value." The "ball removal state 2 designated value" is set when the ball removal state is 2. "22H" corresponds to the "ball removal state 3 designated value." The "ball removal state 3 designated value" is set when the ball removal state is 3. "23H" corresponds to the "ball removal state 4 designated value." The "ball removal state 4 designated value" is set when the ball removal state is 4. "24H" corresponds to the "ball removal state 5 specified value." The "ball removal state 5 specified value" is set when the ball removal state is 5 (ball removal state and RWM abnormal state). "25H" corresponds to the "ball removal state 6 designated value." The "ball removal state 6 designated value" is set when the ball removal state is 6. "27H" corresponds to the "ball removal state 7 designated value." The "ball removal state 7 designated value" is set when the ball is removed and the shot stop function is activated.

[0231] In the shaded area in the figure, the lowest byte of the gaming machine status flag is "4." When the lowest byte of the gaming machine status flag is "4," it indicates that there is an RWM abnormality. The gaming machine status flag "04H" indicates only the RWM abnormal state, the gaming machine status flag "14H" indicates the standby state and the RWM abnormal state, and the gaming machine status flag "24H" indicates the ball removal state and the RWM abnormal state. The value of the second lowest byte of the gaming machine status flag is set when transitioning to the standby state or the ball removal state.

[0232] [Timer interrupt processing] 22 is a flowchart showing an example of the procedure for timer interrupt processing. This processing is executed by the main control board 30 (main control CPU). This processing is also executed when a timer interrupt occurs in the main loop processing to which the process shifts after the CPU initialization processing is completed.

[0233] Step S500: The main control board 30 saves the values ​​of the AF register (a pair of accumulator and flag register) and the BC, DE, and HL registers (a pair of general-purpose registers) that were used during the main loop processing to a save area in RAM. After the values ​​are saved, a different value can be written to each register during the timer interrupt processing.

[0234] Step S501: The main control board 30 executes an interrupt flag initialization process. In this process, the timer interrupt flag is cleared (to 0). The timer interrupt flag is cleared because a timer interrupt occurs at a predetermined timer interrupt period (for example, 4 ms), and the timer interrupt flag is set (to 1) at the predetermined timer interrupt period.

[0235] Step S501a: The main control board 30 executes an interrupt permission process. By permitting an interrupt here, it becomes possible for another interrupt to occur while the next step of the timer interrupt process and subsequent steps are being executed.

[0236] Step S502: The main control board 30 executes dynamic port output processing. In this processing, port output is performed on a common-by-common basis to control the lighting of each lamp mounted on the display (main display, performance display monitor, etc.) connected to the main control board 30 using a dynamic lighting method.

[0237] Step S503: The main control board 30 executes port input processing. In this processing, in order to accurately obtain the latest switch status based on the input port information, the main control board 30 stores in the input port on detection flag the logical product of the input value of various switch signals from the parallel I / O port and the inverted value of the previous input value. As a result, the value (ON / OFF) of the input port on detection flag makes it possible to grasp the accurate input status based on the changes in various switch signals since the previous time. The various switch signals include a passage detection signal from the gate switch, a winning detection signal from the start prize opening switch, the large prize opening switch, and the normal prize opening switch, and a detection signal from a fraud detection switch (not shown) (such as a magnetic detection switch, a radio wave detection switch, or a vibration detection switch).

[0238] Step S504: The main control board 30 executes a timer update process. In this process, the main control board 30 executes a process (subtraction process, etc.) to update counters of various timers used in games (timers that manage the variation and stop times of symbols and the opening and closing times of electric roles), as well as various timers for external information, security signal timers, etc.

[0239] Step S505: The main control board 30 executes an initial value random number update process. In this process, the main control board 30 executes a process to update various initial values. Step S506: The main control board 30 executes a winning symbol random number update process. In this process, the main control board 30 updates the counter values ​​for generating various random numbers for the lottery of special symbols and normal symbols. The values ​​of each counter are incremented in the counter area of ​​RAM, and each loops within a specified range. The various random numbers include, for example, a jackpot symbol random number.

[0240] Step S506a: The main control board 30 checks whether the setting is being changed or confirmed. This check is performed based on the gaming machine status flag. If the gaming machine status flag is "01H", the setting is being changed, and if the gaming machine status flag is "02H", the setting is being confirmed.

[0241] As a result, if it is confirmed that the setting is being changed or confirmed (Yes), the main control CPU 72 executes step S506b. On the other hand, if it is not confirmed that the setting is being changed or confirmed (No), the main control board 30 executes step S507. The reason for executing such a determination process is to prevent normal game-related processing from being executed when the setting is being changed or confirmed.

[0242] Step S506b: The main control board 30 executes a setting change process. By executing this process, the main control board 30 can execute setting-related processes including at least one of a setting change process executed when changing a setting and a setting reference process executed when referencing a setting (setting means). Then, after completing the setting change process, the main control CPU 72 executes step S517a.

[0243] Step S507: The main control board 30 executes a switch management process. In this process, an event that occurred during a game is determined based on the signal input in the previous port input process (step S503), and a process corresponding to the event that occurred is executed.

[0244] In this embodiment, when a winning detection signal (ON) is input from the start winning port switch, the main control board 30 determines that an event has occurred that will trigger an internal lottery (lottery trigger) corresponding to the special symbol. Also, when a passing detection signal (ON) is input from the gate switch, the main control board 30 determines that an event has occurred that will trigger a lottery corresponding to the normal symbol.

[0245] Step S508: The main control board 30 executes an addition number calculation process. In this process, the main control board 30 checks the game status and the state of each switch, and executes a process for base calculation. Specifically, the main control CPU 72 executes a process to determine the values ​​of the number of shot balls A (normal out addition number), the number of shot balls B (total out addition number), and the number of acquired balls (normal prize ball addition number).

[0246] Step S509, Step S510: The main control board 30 executes a special game management process and a normal game management process. These processes are for specifically progressing the game in the managed gaming machine 100.

[0247] In the special game management process (step S509), the main control board 30 controls the execution of an internal lottery corresponding to the first special pattern or the second special pattern, determines the variable display and stop display by the first special pattern display device and the second special pattern display device, and controls the operation of the first variable winning device (special electric device) and the second variable winning device (special electric device) according to the display results.

[0248] In addition, in the normal game management processing (step S510), the main control board 30 determines the variable display and stop display by the normal pattern display device, and controls the operation of the variable start winning device (normal electric device) according to the display results.

[0249] Step S511: The main control board 30 executes a status management process. In this process, the main control CPU 72 checks whether an error state, such as an abnormality in the winning frequency or a base abnormality, has occurred. If an error state is detected, the main control board 30 notifies the gaming center's hall computer of the abnormality by outputting a security signal and by sending a predetermined error command to the performance control board 40. Note that in this process, the main control board 30 may also execute error processing related to door opening and fraud detection (magnet, radio waves, vibration, etc.).

[0250] Step S512: The main control board 30 executes the winning port switch process. In this process, if the input port on detection flag stored based on the winning detection signal input from the various switches in the previous port input process (step S503) is ON, the corresponding prize ball control counter is updated by adding 1.

[0251] Step S513: The main control board 30 executes a frame control management process. In this process, the main control board 30 executes a process related to a command (such as information on the number of winning balls) to be sent to the frame control board.

[0252] Step S515: The main control board 30 executes a test signal management process. This process can be an out-of-area process. In this process, the main control board 30 generates various test signals that indicate the internal state (e.g., normal symbol game management state, special symbol game management state, launch position designation state, jackpot, small jackpot, probability fluctuation function in operation, time reduction function in operation, gaming machine error state signal, etc.) and stores these in the port output request buffer. These test signals allow the internal state of the managed gaming machine 100 to be checked, for example, from outside the managed gaming machine 100.

[0253] Step S516: The main control board 30 executes an LED display setting process. In this process, the main control board 30 executes a process to generate common output data for controlling the lighting of the LEDs included in the main display. Note that the process related to the performance display monitor is executed in the performance display monitor control process.

[0254] More specifically, the main control board 30 generates drive signals as common output data for lighting each lamp in a corresponding manner based on the display of changing or stopping patterns, the number of operation memories, the game status display, etc. determined in the special game management process (step S509) or the normal game management process (step S510).

[0255] Step S517: The main control board 30 executes a solenoid data setting process. In this process, the main control board 30 combines (synthesizes) the drive signals, test signals, etc. of each electric role generated in the special game management process (step S509) and the normal game management process (step S510) and stores them in the port output buffer. After this, the main control board 30 executes a solenoid data port output process. In this process, the main control board 30 checks whether a value is stored in each output buffer (port output buffer), and if a value is stored, outputs the value to the port.

[0256] Step S517a: The main control board 30 executes external information management processing. In this processing, the main control board 30 stores external information (e.g., winning ball information, door opening information, symbol determination count information, jackpot information, start gate information, security signals, etc.) in the port output request buffer to send to the hall computer of the gaming center via the frame control board 50. The external information management processing is also executed when "settings are being changed or settings are being confirmed." The main control board 30 issues an output instruction for the external information, which is output to the hall computer (external device) via the frame control board 50 and the dedicated unit 200.

[0257] Step S517b: The main control board 30 executes a gaming machine status flag setting process. This process enables the value of the gaming machine status flag to be updated.

[0258] Step S518: The main control board 30 executes an interrupt prohibition process. Step S518a: The main control board 30 executes a register save process.

[0259] Step S519: The main control board 30 executes a performance display monitor control process. In this process, the main control board 30 executes processes such as switching the display content of the performance display monitor, and generates a drive signal for displaying the base value on the performance display monitor as common output data.

[0260] Step S519a: The main control board 30 executes a register restoration process, thereby restoring the register values ​​that were saved in the process of step S518a.

[0261] Step S520: The main control board 30 executes the interrupt permission process. By permitting interrupts here, other interrupts can occur while the next step of the timer interrupt process is being executed. In this way, multiple interrupts are permitted in the timer interrupt process.

[0262] Step S521: The main control board 30 executes a launch position management process. In this process, the main control board 30 executes a process to determine the launch position of the game ball according to the progress of the game (launch position determination means). This process may be executed in the special game management process.

[0263] Step S522: The main control board 30 restores the values ​​of the HL, DE, BC, and AF registers that were saved in step S500 to each register, ends the timer interrupt process, and returns to the main loop process of the CPU initialization process.

[0264] FIG. 23 is a flowchart showing an example of the procedure for the gaming machine status flag setting process. Step S530: The main control board 30 executes a process of loading the gaming machine status flag.

[0265] Step S531: The main control board 30 executes a process to check whether the value of the gaming machine status flag is the RWM abnormality designated value ("04H"; see Figure 21). After loading, the gaming machine status flag is masked with 0 except for the lowest byte, so that only the lowest byte of the gaming machine status flag is referenced in the process after loading. For this reason, the values ​​that are judged as affirmative (Yes) in this process are "04H", "14H", and "24H" in the shaded areas of Figure 21.

[0266] As a result, if it is confirmed that the value of the gaming machine status flag is the RWM abnormality designated value (Yes), the main control board 30 returns to the caller. On the other hand, if it is not confirmed that the value of the gaming machine status flag is the RWM abnormality designated value (Yes), the main control board 30 executes step S532.

[0267] By executing this process, if an RWM abnormal error occurs, the program returns to the caller and the game status flag is not updated by checking the operation of the stop function, which is the following process. This makes it possible to determine and notify the RWM abnormal error regardless of whether the stop function is activated.

[0268] Step S532: The main control board 30 executes a process of loading the stop function activation management phase.

[0269] Step S533: The main control board 30 executes a process to confirm whether the value of the stop function activation management phase matches the stop function activation state designation value (03H; see Figure 24) (whether the value of the stop function activation management phase is 03H). As a result, if it is confirmed that the value of the stop function operation management phase matches the stop function operation state designated value (Yes), step S534 is executed. On the other hand, if it is not confirmed that the value of the stop function operation management phase matches the stop function operation state designated value (Yes), the main control board 30 returns to the caller.

[0270] Step S534: The main control board 30 executes a process of performing a logical sum of the gaming machine status flag and the stop function operating state designation value. The stop function operating state designation value here is not the value (03H) in FIG. 24, but the value (07H) in FIG. 21. For example, if the gaming machine status flag is "01 to 03, 05 to 07H", the logical sum results in the gaming machine status flag being "07H". Also, if the gaming machine status flag is "11 to 13, 15, 17H", the logical sum results in the gaming machine status flag being "17H". Furthermore, if the gaming machine status flag is "21 to 23, 25, 27H", the logical sum results in the gaming machine status flag being "27H". After completing the above process, the main control board 30 returns to the caller.

[0271] FIG. 24 is a diagram showing the contents of the stop function activation management phase. "00H" corresponds to the "pre-warning state designation value for the stop function activation warning." The "pre-warning state designation value for the stop function activation warning" is set when the difference ball information (the difference ball value based on the difference ball command) is less than 90,000 shots. "01H" corresponds to the "stop function activation warning state designation value." The "stop function activation warning state designation value" is set when the ball difference information is 90,000 or more. "02H" corresponds to the "stop function activation notice state designation value." The "stop function activation notice state designation value" is set when the ball difference information is 95,000 or more. "03H" corresponds to the "stop function activation state designation value." The "stop function activation state designation value" is set when the stop function activation notice state designation value is not set during a small hit or a big hit.

[0272] [Issues related to the second technical feature] If an RWM abnormality occurs after the stop function is activated, you want to be able to properly notify the RWM abnormality.

[0273] [Specific configuration of the second technical feature] Even after the stop function is activated, the error determination process is executed, and if an RWM abnormality error occurs, a command is sent to the performance control board to give priority to reporting the RWM abnormality over the activation of the stop function. (1) When power is restored during operation of the stop function (normal return) A command is sent from the main control board to the performance control board to notify that the stop function is in operation. (2) When power is restored while the striking / stopping function is in operation (when an RWM abnormality is detected) The main control board sends an error command indicating an RWM abnormality to the performance control board. It also sends a command to notify that the stop function is in operation.

[0274] [Effect of the second technical feature] If an RWM abnormality error occurs after the stop function is activated, the RWM abnormality can be notified in priority over the activation of the stop function. This makes it possible to identify the occurrence of a main board abnormality error (priority 4 in Figure 15) even after the stop function is activated.

[0275] [Summary of the second technical feature] A gaming machine including the second technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) A determination means (main control board) is provided that can determine whether an error (RWM abnormality error) has occurred in the game stop state (FIG. 20, step S440). The error may be an error other than the RWM abnormality error. (3) When the determination means determines that an error has occurred while the game is stopped, the device is provided with a notification means (performance control board) that can notify the occurrence of the error (step S441 in FIG. 20, FIG. 15).

[0276] With this configuration, even when the game is stopped, it is possible to reliably notify the player that an error (RWM abnormality) has occurred, and as a result, it is possible to provide an innovative gaming machine.

[0277] The following configuration can be added to a gaming machine including the second technical feature. (1) If the power is restored during a game-stopped state and a predetermined condition is met when the power is restored (if there is an RWM abnormality), the transition means maintains the game-stopped state (in Figure 20, the game-stopped state is not released even if there is an RWM abnormality). (2) If the power is restored when the game is stopped and a specified condition is met when the power is restored (if there is an RWM abnormality), the notification means will not notify that the game is stopped, but will be able to notify that the specified condition has been met (it will not notify that the play stop function, which has priority 9 in Figure 16, is activated, but will be able to notify that a main board abnormality error, which has priority 4 in Figure 15, is activated).

[0278] With this configuration, if a predetermined condition is met when power is restored, it is possible to give priority to reporting that the predetermined condition has been met (a main board abnormality error, an RWM abnormality) rather than that game play has been stopped (rather than the play stop function being activated).

[0279] [Third technical feature: Test signal output before the ball difference limiter is activated] Figure 25 is a flowchart showing an example of the procedure for outputting a gaming machine error status signal from the main control board. This process shows the flow of processing when a test signal terminal is provided on the main control board. Note that range A in the figure is processing performed by the frame control board, and range B in the figure is processing performed by the main control board. Step S550: The frame control board 50 executes a process of outputting difference ball information (difference ball command) to the main control board 30.

[0280] Step S551: The main control board 30 executes a process to check whether the difference in balls is 90,000 or more based on the difference in balls information. As a result, if it is confirmed that the difference in balls is 90,000 or more (Yes), the main control board 30 executes step S552. On the other hand, if it is not confirmed that the difference in balls is 90,000 or more (No), the main control board 30 ends the processing. Note that, if the processing ends, the processing is executed again from the initial processing (START) (same below).

[0281] Step S552: The main control board 30 executes a process to check whether the difference in balls is less than 95,000 based on the difference in balls information. As a result, if it is confirmed that the difference in balls is less than 95,000 (Yes), the main control board 30 executes step S553. On the other hand, if it is not confirmed that the difference in balls is less than 95,000 (No), the main control board 30 ends the process.

[0282] Step S553: ​​The main control board 30 executes a process to output a gaming machine error state signal (test signal). The gaming machine error state signal continues to be output when the difference in balls is 90,000 or more and less than 95,000. The gaming machine error state signal is output, for example, in the test signal management process of FIG.

[0283] When conducting a live firing test, a test device (such as a jig) is connected to the test signal terminal of the controlled gaming machine to conduct the test. The test signal terminal includes a gaming machine test signal terminal used for the gaming machine and a symbol control signal terminal used for the symbol. The gaming machine error state signal is output using one of the pins of the test signal terminal. The pin used may be a pin dedicated to the gaming machine error state signal, or it may be a pin shared with a pin used in the event of any error.

[0284] Figure 26 is a flowchart showing an example of the procedure for outputting a gaming machine error status signal from the frame control board. This process shows the flow of processing when a test signal terminal is provided on the frame control board. Note that range A in the figure is processing performed by the frame control board, and range B in the figure is processing performed by the main control board. Step S560: The frame control board 50 executes a process of outputting the difference ball information (difference ball command) to the main control board 30.

[0285] Step S561: The main control board 30 executes a process to check whether the difference in balls is 90,000 or more based on the difference in balls information. As a result, if it is confirmed that the difference in balls is 90,000 or more (Yes), the main control board 30 executes step S562. On the other hand, if it is not confirmed that the difference in balls is 90,000 or more (No), the main control board 30 ends the process.

[0286] Step S562: The main control board 30 executes a process to check whether the difference in balls is less than 95,000 based on the difference in balls information. As a result, if it is confirmed that the difference in balls is less than 95,000 (Yes), the main control board 30 executes step S563. On the other hand, if it is not confirmed that the difference in balls is less than 95,000 (No), the main control board 30 ends the process.

[0287] Step S563: The main control board 30 executes a process of outputting a frame command (information including a command to instruct the frame control board to output a gaming machine error state signal). Step S564: The frame control board 50 executes a process to output a gaming machine error state signal (test signal). The gaming machine error state signal can be output by, for example, the frame control board 50 executing the contents of the test signal management process in Figure 22. Note that when the frame control board 50 executes the test signal management process, the main control board 30 can be configured not to execute the test signal management process.

[0288] [Issues related to the third technical feature] To provide countermeasures in the event that game play is stopped during live firing tests. Problems encountered during the live-fire tests include the following: (1) If the difference in balls reaches 95,000 during the 10-hour test, the difference in balls limiting device will be activated and play will be stopped, making it impossible to complete the 10-hour test. (2) If the tester can detect the operation of the ball difference limiting device before it is activated, he / she can suspend the test (the test device has a suspend function), turn the power of the controlled gaming machine OFF and ON, clear the count of the ball difference limiting device, and then resume the test. Note that resuming the test after clearing the count of the ball difference limiting device is permitted.

[0289] [Specific configuration of the third technical feature] If the difference in balls is 90,000 or more and less than 95,000, a "gaming machine error state signal (test signal)" is output. When the "game machine error status signal" is output, "the lamp on the test island lights up" and "an error message is displayed on the test device's computer." Since the "gaming machine error status signal" is a signal that is output when there is a problem with the payout system (frame control board, payout control board) or the main control system (main control board), it is necessary to be able to distinguish whether it is a signal that is output when there is a problem or a signal that is output as a pre-warning before the ball difference limiting device is activated.

[0290] [Examples for distinction] (1) The output signal when there is a problem with the payout system or main control system (for example, the output signal for a backup abnormality when the power is turned on or an RWM abnormality) and the “game machine error status signal” that is an advance warning before the ball difference limiting device is activated are distinguished by being output on different pins. (2) When the output signal in the event of a problem with the payout system or main control system and the “game machine error status signal” for advance warning before the ball difference limiting device is activated are output from a common pin, a display to notify that the ball difference of 90,000 shots has been reached before the ball difference limiting device is activated is executed on the display control board 40, so that it is possible to distinguish which triggered the signal output.

[0291] The "gaming machine error status signal" is output in one of the following configurations. (1) When the main control board outputs a gaming machine error status signal A gaming machine error status signal is output from the current backup signal (currently unused signal (pin)) on the main control board. (2) When the frame control board outputs a gaming machine error status signal In response to instructions from the main control board, the frame control board outputs a gaming machine error status signal. (3) When the payout control board outputs a gaming machine error status signal In response to instructions from the main control board, the payout control board outputs a gaming machine error status signal.

[0292] [Effect of the third technical feature] The difference ball limiting device can be tested in live firing without any problems.

[0293] [Summary of the third technical feature] A gaming machine including the third technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) When the value indicated by the predetermined information reaches a predetermined value (difference in balls = 90,000) before transitioning to a game stop state (difference in balls = 95,000), a test signal processing means (main control board, frame control board, payout control board) is provided that has a process that enables outputting a specific test signal (game machine error state signal) to an external device (test device) (FIG. 25 step S553, FIG. 26 step S564). The predetermined value is not limited to 90,000, but may be a value less than 90,000, or may be any value between 90,001 and 94,999.

[0294] According to this configuration, a specific test signal (gaming machine error state signal) can be output before the game stops, so that the specific test signal can warn of the game stop state, and it is possible to avoid a situation where the game suddenly stops during testing, and as a result, it is possible to provide an innovative gaming machine.

[0295] A gaming machine including the third technical feature is equipped with a notification means (performance control board) that can notify information regarding specified information when a specific test signal (gaming machine error state signal) is output ((A) in Figure 10, priority 23 in Figure 19).

[0296] With this configuration, not only can a specific test signal (gaming machine error state signal) be output, but information regarding specified information can also be notified, making it possible to warn of a gaming stop state in two ways: signal output and information notification.

[0297] A gaming machine including the third technical feature can output a specific test signal (gaming machine error state signal) under conditions other than when the value indicated by the specified information reaches a specified value (for example, when a backup abnormality occurs when the power is turned on, or when an RWM abnormality occurs) (the "gaming machine error state signal" can be output from a common pin).

[0298] According to such a configuration, a specific test signal (gaming machine error state signal) can be given multiple roles, and the specific test signal can be used effectively.

[0299] [Fourth technical feature: Maintains communication with the frame control means while the stop function is in operation] FIG. 27 is a sequence diagram showing the flow of processing in the main control board (main control CPU), frame control board (frame control CPU), and dedicated unit (CM board). First, the controlled gaming machine is powered on (S20). The power is turned on using a power switch provided on the controlled gaming machine. When the controlled gaming machine is powered on, power is supplied to the main control board 30 and the frame control board 50. Then, the main control board 30 executes a startup process (S21) and turns on the main command permission signal (S22). By turning on the main command permission signal, the main control board 30 becomes ready to receive frame commands transmitted from the frame control board 50.

[0300] The frame control board 50 also executes a startup process (S23) and turns on the frame command permission signal (S24). By turning on the frame command permission signal, the frame control board 50 is ready to receive main commands transmitted from the main control board 30.

[0301] The main control board 30 sends an initial main command to the frame control board 50 (S25). The initial main command includes chip information of the main control CPU, startup information indicating that the main control board has started up, and the like. The frame control board 50 transmits an initial frame command to the main control board 30 (S26). The initial frame command includes information such as the state in which the frame control board was started up.

[0302] [Playable state] When the main control board 30 receives the frame command from the frame control board 50, the managed gaming machine enters a playable state (S27). In the playable state, the main control board 30 and the frame control board 50 repeatedly send and receive main commands and frame commands. The main commands and frame commands from here include information necessary for the progress of the game.

[0303] On the other hand, the dedicated unit 200 is powered on by a power switch provided on the dedicated unit 200. When the dedicated unit 200 is powered on, power is supplied to the dedicated unit 200. Then, the dedicated unit 200 executes a startup process (S28) and turns on the VL signal (S29). By turning on the VL signal, communication between the frame control board 50 and the dedicated unit 200 becomes possible.

[0304] The frame control board 50 transmits a unit transmission command to the dedicated unit 200 (S30). The unit transmission command includes information on the number of game balls and the like. The dedicated unit 200 transmits a unit reception command to the frame control board 50 (S31). The unit reception command includes information on the response to the unit transmission command. In addition, since the startup process of the dedicated unit 200 may take longer than the startup process of the main control board 30 and the frame control board 50, the frame control board 50 sends the initial unit transmission command in anticipation of this time.

[0305] In the playable state (S27), the frame control board 50 and the dedicated unit 200 repeatedly transmit and receive unit transmission commands and unit reception commands.

[0306] [Game play stopped (play stop function activated)] Here, it is assumed that the stop function is activated and the game is stopped (S32). In this case, communication between the main control board 30 and the frame control board 50 continues, and the main control board 30 and the frame control board 50 repeatedly send and receive main commands and frame commands (S33, S34). Furthermore, communication between the frame control board 50 and the dedicated unit 200 continues, and the frame control board 50 and the dedicated unit 200 repeatedly transmit and receive unit transmission commands and unit reception commands (S35, S36).

[0307] [Power cut off] Here, it is assumed that a power outage occurs (S37). In this case, the main control board 30 turns off the main command permission signal, the frame control board 50 turns off the frame command permission signal, and the dedicated unit 200 turns off the VL signal. In this case, communication between the main control board 30 and the frame control board 50 becomes impossible, and communication between the frame control board 50 and the dedicated unit 200 becomes impossible. As a result, the main command, frame command, unit send command and unit receive command cannot be sent (S38, S39, S40, S41).

[0308] [After power is restored] Here, it is assumed that the power supply has been restored (S42). The power supply restoration here is a power supply restoration without RAM clearing. In this case, the stop function remains activated and the game transitions to a stop state. When the power is restored, the main control board 30, the frame control board 50, and the dedicated unit execute the above-described power-on processing.

[0309] In this case, communication between the main control board 30 and the frame control board 50 is resumed, and the main control board 30 and the frame control board 50 repeatedly send and receive main commands and frame commands (S43, S44). Furthermore, communication between the frame control board 50 and the dedicated unit 200 is also resumed, and transmission and reception of unit transmission commands and unit reception commands are repeatedly executed between the frame control board 50 and the dedicated unit 200 (S45, S46). Note that the dedicated unit 200 may require a recovery operation using a dedicated remote control when power is restored.

[0310] FIG. 28 is a sequence diagram showing the flow of processing when communication between the main control board (main control CPU) and the frame control board (frame control CPU) is interrupted. For example, in a playable state or a play-stop state, the main control board 30 and the frame control board 50 repeatedly send and receive main commands and frame commands (S50, S51), and the frame control board 50 and the dedicated unit 200 repeatedly send and receive unit transmission commands and unit reception commands (S52, S53).

[0311] Here, it is assumed that some kind of trouble occurs and communication is interrupted between the main control board 30 and the frame control board 50. In this case, the main command and the frame command cannot be transmitted (S54, S55). Meanwhile, communication between the frame control board 50 and the dedicated unit 200 continues. In this case, the frame control board 50 transmits a unit transmission command to the dedicated unit 200 (S56). The unit transmission command to be transmitted is the unit transmission command transmitted previously (previous value). In addition, the dedicated unit 200 transmits a unit reception command to the frame control board 50 (S57). In this way, even if communication between the main control board 30 and the frame control board 50 is interrupted, communication between the frame control board 50 and the dedicated unit 200 can continue.

[0312] 29 is a flowchart showing an example of the procedure for the main command permission signal management process, which is executed by the main control board 30 (main control CPU). Step S600: The main control board 30 executes a process to check whether or not this is the first process since power-on. Whether or not this is the first process since power-on can be checked by the first management flag. The first management flag is turned off when power is turned on, and turns on once this process has been executed once.

[0313] As a result, if it is confirmed that this is the first processing since power-on (Yes), the main control board 30 executes step S601. On the other hand, if it is not confirmed that this is the first processing since power-on (No), the main control board 30 executes step S602.

[0314] Step S601: The main control board 30 executes a process to turn on the main command permission signal, thereby enabling the main control board 30 to receive a frame command.

[0315] Step S602: The main control board 30 executes a process to check whether a power interruption has occurred. The main control board 30 monitors the drive voltage supplied from a power supply control unit (not shown), and can determine that a power interruption has occurred if the voltage level falls below a reference voltage.

[0316] As a result, if it is confirmed that a power outage has occurred (Yes), the main control board 30 executes step S603. On the other hand, if it is not confirmed that a power outage has occurred (No), the main control board 30 returns to the caller and continues processing.

[0317] Step S603: The main control board 30 executes a process to turn off the main command permission signal, thereby making the main control board 30 unable to receive main commands. Once the above processing is completed, the program returns to the caller.

[0318] 30 is a flowchart showing an example of the procedure for the frame command permission signal management process, which is executed by the frame control board 50 (frame control CPU). Step S610: The frame control board 50 executes a process to check whether or not this is the first process since power-on. Whether or not this is the first process since power-on can be checked by the second management flag. The second management flag is off when power is turned on, and turns on once this process has been executed once.

[0319] As a result, if it is confirmed that this is the first processing since power-on (Yes), the frame control board 50 executes step S611. On the other hand, if it is not confirmed that this is the first processing since power-on (No), the frame control board 50 executes step S612.

[0320] Step S611: The frame control board 50 executes a process to turn on the frame command permission signal, thereby making the frame control board 50 ready to receive a primary command.

[0321] Step S612: The frame control board 50 executes a process to check whether a power interruption has occurred. The frame control board 50 monitors the drive voltage supplied from a power supply control unit (not shown), and can determine that a power interruption has occurred if the voltage level falls below a reference voltage.

[0322] As a result, if it is confirmed that a power outage has occurred (Yes), the frame control board 50 executes step S613. On the other hand, if it is not confirmed that a power outage has occurred (No), the frame control board 50 returns to the caller and continues processing.

[0323] Step S613: The frame control board 50 executes a process to turn off the frame command permission signal, thereby making the frame control board 50 unable to receive the main command. Once the above processing is completed, the program returns to the caller.

[0324] 31 is a flowchart showing an example of the procedure for the unit transmission command management process. This process is executed by the frame control board 50 (frame control CPU). Step S615: The frame control board 50 executes a process to check whether it is communicating with the main control board 30. For example, if a main command has been received, the frame control board 50 can determine that it is communicating with the main control board 30.

[0325] As a result, if it is confirmed that communication with the main control board 30 is in progress (Yes), the frame control board 50 executes step S616. On the other hand, if it is not confirmed that communication with the main control board 30 is in progress (No), the frame control board 50 executes step S618.

[0326] Step S616: The frame control board 50 executes a process of transmitting a unit transmission command based on the main command to the dedicated unit 200. Step S617: The frame control board 50 executes a process of saving the unit transmission command.

[0327] Step S618: The frame control board 50 executes a process to check whether communication with the main control board 30 has been interrupted. For example, if a main command has not been received for a certain period of time, the frame control board 50 can determine that communication with the main control board 30 has been interrupted.

[0328] As a result, if it is confirmed that communication with the main control board 30 has been interrupted (Yes), the frame control board 50 executes step S619. On the other hand, if it is not confirmed that communication with the main control board 30 has been interrupted (No), the frame control board 50 returns to the caller and continues processing.

[0329] Step S619: The frame control board 50 executes a process of transmitting the stored unit transmission command to the dedicated unit 200. Once the above processing is completed, the program returns to the caller.

[0330] 32 is a flowchart showing an example of the procedure for VL signal management processing, which is executed by the dedicated unit 200 (CM board). Step S620: The dedicated unit 200 executes a process to check whether or not this is the first process since power-on. Whether or not this is the first process since power-on can be checked by the third management flag. The third management flag is off when power is turned on, and is turned on once this process has been executed.

[0331] As a result, if it is confirmed that this is the first process since power-on (Yes), the dedicated unit 200 executes step S621. On the other hand, if it is not confirmed that this is the first process since power-on (No), the dedicated unit 200 executes step S622.

[0332] Step S621: The dedicated unit 200 executes a process to turn on the VL signal, thereby making the dedicated unit 200 ready to receive a unit transmission command and ready to transmit a unit reception command.

[0333] Step S622: The dedicated unit 200 executes a process to check whether a power interruption has occurred. The dedicated unit 200 monitors the drive voltage supplied from a power supply control unit (a unit separate from the managed gaming machine) not shown, and can determine that a power interruption has occurred if the voltage level falls below a reference voltage.

[0334] As a result, if it is confirmed that a power outage has occurred (Yes), the dedicated unit 200 executes step S623. On the other hand, if it is not confirmed that a power outage has occurred (No), the dedicated unit 200 returns to the caller and continues processing.

[0335] Step S623: The dedicated unit 200 executes a process to turn off the VL signal, thereby making the dedicated unit 200 unable to receive a unit transmission command and unable to transmit a unit reception command. Once the above processing is completed, the program returns to the caller.

[0336] 33 is a flowchart showing an example of the procedure for card return processing, which is executed by the dedicated unit 200 (CM board). Step S630: The dedicated unit 200 executes a process to check whether the card return button has been pressed. The card return button is provided as a button represented by an image on the liquid crystal display screen of the dedicated unit 200, or as a physical button.

[0337] As a result, if it is confirmed that the card return button has been pressed (Yes), the dedicated unit 200 executes step S631. On the other hand, if it is not confirmed that the card return button has been pressed (No), the dedicated unit 200 returns to the caller and continues processing.

[0338] Step S631: The dedicated unit 200 executes a process to check whether or not it is communicating with the frame control board 50. For example, if a unit transmission command has been received, the dedicated unit 200 can determine that it is communicating with the frame control board 50. On the other hand, if a unit transmission command has not been received for a certain period of time, the dedicated unit 200 can determine that it is not communicating with the frame control board 50.

[0339] As a result, if it is confirmed that communication with the frame control board 50 is in progress (Yes), the dedicated unit 200 executes step S632. On the other hand, if it is not confirmed that communication with the frame control board 50 is in progress (No), the dedicated unit 200 returns to the caller and continues processing.

[0340] Step S632: The dedicated unit 200 executes a card return process. Specifically, the dedicated unit 200 operates a card return mechanism to eject the card (IC card) inserted into the dedicated unit 200 to the outside. Once the above processing is completed, the program returns to the caller.

[0341] [Issues regarding the fourth technical feature] To prevent a card from being impossible to return even when a stop function is in operation.

[0342] [Specific configuration of the fourth technical feature] (1) It is a gaming machine equipped with a stop function. (2) When the game is stopped by activating the stop function and communication with the dedicated unit 200 is stopped, the dedicated unit 200 also stops, and the card cannot be returned. (3) Therefore, even while the stopping function is operating, the main control board 30 continues to communicate with the frame control board 50, and the frame control board 50 continues to communicate with the dedicated unit 200.

[0343] [Effect of the fourth technical feature] It is possible to prevent the card from being unable to be returned even if the stopping function is activated.

[0344] [Summary of the fourth technical feature] A gaming machine including the fourth technical feature has the following configuration. (1) It is equipped with a first control means (main control board) (Figure 1). (2) It is equipped with a second control means (frame control board) that can communicate with the first control means and an external device (dedicated unit) (Figure 1). (3) The first control means can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (gained profits, ball difference), and can continue communication with the second control means in the game stop state (steps S32 and S42 of Figure 27). (4) The second control means can continue communication with the external device in the game stop state (steps S32 and S42 in FIG. 27).

[0345] According to this configuration, the first control means, the second control means and the external device can continue communication even when play is stopped. By continuing necessary communication even when play is stopped, it is possible to prevent the player from suffering any disadvantages due to the game being stopped (such as not being able to remove cards), and as a result, it is possible to provide an innovative gaming machine.

[0346] The following configuration can be added to a gaming machine including the fourth technical feature. (1) The first control means is capable of transmitting the first information (main command) to the second control means (FIG. 28). (2) The second control means enables transmission of second information (unit transmission command) based on the first information to the external device (FIG. 28). (3) When communication between the first control means and the second control means is interrupted, the second control means is enabled to transmit the second information (unit transmission command (previous value)) before communication was interrupted to the external device (step S56 in FIG. 28).

[0347] With this configuration, even if communication between the first control means and the second control means is interrupted, communication between the second control means and the external device continues, thereby minimizing the disadvantages caused by communication interruption (such as the inability to remove the card).

[0348] [Fifth Technical Feature: Hold display and lamp display during jackpot in gaming machines with ball difference limiting devices] 34 to 37 are diagrams showing examples of effects during a big win. The gaming machine 100A shown in FIG. 34 is a drum-type gaming machine (drum machine). Figure 34 shows an example of the operation of the hold display and the lamp in a machine in which the hold display is displayed on an LED unit 43a (lamp 43) rather than on an LCD display 41, when an announcement is made during a jackpot that the ball difference limiting device will be activated after the jackpot.

[0349] During a jackpot in a gaming machine 100A having a drum unit 44, when a hold display is being performed by an LED unit 43a during the jackpot, if an announcement that a ball difference limiting device will be activated after the jackpot is made using the drum unit 44, an illumination array, a voice, or the like, the hold display of the LED unit 43a is turned off (LED is turned off) and the lamp effect is changed to a flashing warning announcement at the same time as the announcement.

[0350] Specifically, as shown in Figure 34(A), the three hold indicators are lit in the LED unit 43a, but when the difference in balls reaches 95,000 during a jackpot, the three hold indicators go out as shown in Figure 34(B). In Fig. 34(A), the glass frame lamp 43b (lamp 43) performs a lamp effect in accordance with the big win effect, but in Fig. 34(B), the glass frame lamp 43b performs a lamp effect by flashing a warning announcement. The glass frame lamp 43b includes a glass frame left-center error notification LED and a glass frame decoration LED. Furthermore, in FIG. 34(B), a second image E2 (an image including text information saying "After the win ends, the play stop function will be activated and the game will be stopped") is displayed on the display screen of the liquid crystal display 41.

[0351] The gaming machine 100B shown in FIG. 35 is a gaming machine having a liquid crystal display 41 (liquid crystal machine). Figure 35 shows an example of the operation of the hold display and the lamp in a machine in which the hold display is displayed on the screen of the liquid crystal display 41, when "during a jackpot, an announcement is made that the ball difference limiting device will be activated after the jackpot."

[0352] During a jackpot in a gaming machine 100B having a liquid crystal display 41, when a hold display is being displayed on the display screen of the liquid crystal display 41 during the jackpot, if an announcement that a ball difference limiting device will be activated after the jackpot is made using the liquid crystal display 41, an illumination array, a voice, etc., the hold display on the liquid crystal display 41 is turned off (the hold display is made non-displayed) at the same time as the announcement, and the lamp effect is changed to a flashing warning announcement.

[0353] Specifically, as shown in Figure 35(A), one hold display M1 is displayed on the LCD display 41, but when the difference in balls reaches 95,000 during a jackpot, the hold display M1 is hidden as shown in Figure 35(B). Also, in Figure 35(A), the glass frame lamp 43b executes a lamp effect that matches the big win effect, but in Figure 35(B), the glass frame lamp 43b executes a lamp effect that flashes a warning announcement. Furthermore, in FIG. 35(B), a second image E2 (an image including text information saying "After the win ends, the play stop function will be activated and the game will stop") is displayed on the display screen of the liquid crystal display 41.

[0354] 36, a hold consecutive effect is being executed on the liquid crystal display 41 of the gaming machine 100A. The hold consecutive effect is an effect that suggests that a jackpot will occur based on the lottery elements that have already been stored after the jackpot game ends. When the reserved consecutive performance is executed, as shown in Figure 36 (A), the reserved consecutive suggestion image E4 of an animal holding a V icon is displayed on the liquid crystal display 41. In this state, it is assumed that the difference in balls reaches 95,000.

[0355] In this case, as shown in Figure 36 (B), the second image E2 (an image containing text information such as "After the win, the stop function will be activated and the game will stop") is displayed on the display screen of the liquid crystal display 41. Here, the second image E2 is an image in which text information is displayed within a square white frame. By displaying the second image E2, the pending consecutive suggestion image E4 becomes invisible (visibility is reduced). Note that other effects (effects to erase the pending display and lamp effects) are the same as the example in Figure 34.

[0356] In FIG. 37, a continuous reserved effect is being executed on the liquid crystal display 41 of the gaming machine 100B. When the reserved consecutive performance is executed, as shown in Figure 37 (A), the reserved consecutive suggestion image E4 of an animal holding a V icon is displayed on the liquid crystal display 41. In this state, it is assumed that the difference balls reaches 90,000.

[0357] In this case, as shown in Figure 37 (B), the first image E1 (an image containing text information such as "Approximately 5000 shots remaining until the shot stop function is activated") is displayed on the display screen of the liquid crystal display 41. Here, the first image E1 is an image in which text information is displayed within a square white frame. By displaying the first image E1, the pending consecutive suggestion image E4 and pending display M1 become invisible (visibility is reduced). Note that other effects (lamp effects) are the same as those in the example of Figure 35.

[0358] Furthermore, if the difference in balls reaches 90,000, the game can be continued after that, so the hold display M1 may be hidden in the lower layer of the hold consecutive suggestion image E4, or may continue to be displayed without being hidden. Note that the gaming machine 100A and the gaming machine 100B may be normal gaming machines that are not managed gaming machines, or may be managed gaming machines, but if they are managed gaming machines, there are no upper or lower trays.

[0359] 38 is a flowchart showing an example of the procedure for the first performance execution process. This process is executed by the performance control board 40 (performance control CPU). This process can also be executed as a specific example of step S301 in FIG. Step S640: The performance control board 40 executes the lamp notification process. Specifically, the performance control board 40 executes the performance related to the glass frame left center error notification LED and the glass frame decoration LED of the "stop function activation warning (priority 23 in FIG. 19)".

[0360] Step S641: The performance control board 40 executes audio notification processing. Specifically, the performance control board 40 executes performance related to the audio notification of "play stop function activation warning (priority 23 in FIG. 19)."

[0361] Step S642: The performance control board 40 executes the LCD notification process. Specifically, the performance control board 40 executes the LCD notification of the "play stop function activation warning (priority 23 in FIG. 19)." In this case, the first image E1 can be simply displayed (FIG. 10(A)), or the first image E1 can hide the hold consecutive suggestion image E4 and the hold display M1 (FIG. 37(B)). Once the above processing is completed, the program returns to the caller.

[0362] 39 is a flowchart showing an example of the procedure for the second performance execution process. This process is executed by the performance control board 40 (performance control CPU). This process can also be executed as a specific example of step S303 in FIG. Step S645: The performance control board 40 executes a process to reduce the visibility of the hold display. For example, in the case of the gaming machine 100A that displays the hold display using the LED unit 43a, the process to turn off the hold display (hold lamp) of the LED unit 43a (turn off the LED) is executed. On the other hand, in the case of the gaming machine 100B that displays the hold display on the screen of the liquid crystal display 41, a process is executed to turn off the hold display on the liquid crystal display 41 (to make the hold display non-display).

[0363] Step S646: The performance control board 40 executes the lamp notification process. Specifically, the performance control board 40 executes the performance related to the glass frame left center error notification LED and the glass frame decoration LED of the "stop function activation notice (priority 22 in FIG. 19)".

[0364] Step S642: The performance control board 40 executes the audio notification process. Specifically, the performance control board 40 executes the performance related to the audio notification of the "play stop function activation notice (priority 22 in FIG. 19)".

[0365] Step S643: The performance control board 40 executes the LCD notification process. Specifically, the performance control board 40 executes the LCD notification of the "stop function activation notice (priority 22 in FIG. 19)." In this case, the second image E2 can be simply displayed (FIG. 34(B), FIG. 35(B)), or the second image E2 can hide the pending consecutive suggestion image E4 (FIG. 36(B)). Once the above processing is completed, the program returns to the caller.

[0366] [Issues regarding the fifth technical feature] When a "difference ball limiting device" is installed, it becomes difficult for a player to determine whether or not he or she can continue playing after a jackpot, so this is taken care of.

[0367] [Specific configuration of the fifth technical feature] In a gaming machine equipped with a ball difference limiting device, the following processing is executed when "during a jackpot, it is known that the ball difference limiting device will be activated after the jackpot." (1) Turn off the hold display. In a gaming machine that uses an LED unit 43a to display the hold, turn off the hold display (hold lamp) of the LED unit 43a. In a gaming machine that uses a liquid crystal display to display the hold, turn off the hold display on the liquid crystal display. (2) The lamp that lights up during a jackpot will be changed to a flashing warning announcement.

[0368] [Effect of the fifth technical feature] (1) By turning off the hold display on the LED unit or hiding the hold display on the LCD display, it is possible to make it clear that there will be no further changes. (2) By changing the state of the glass frame lamp 43b to a flashing warning announcement, it is possible to clearly indicate that the game is ending.

[0369] [Summary of the fifth technical feature] A gaming machine including the fifth technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) When the value indicated by the specified information is equal to or greater than the specified value (difference in balls = 95,000) and meets the specified conditions (when a big hit or a small hit occurs, or when the presentation control board 40 determines that a presentation corresponding to the stop function activation notice should be executed), a warning means (presentation control board) is provided that makes it possible to execute a warning that the game will transition to a stopped state (stop warning, a presentation corresponding to the stop function activation notice). (3) It is equipped with a reduction means (performance control board) that can reduce the visibility of specific displays (hold displays, hold consecutive indication images) related to the memory of lottery elements (random numbers for winning lottery) based on the execution of the notice.

[0370] "Making visibility lower" includes making something that is displayed invisible, turning off something that is lit, displaying something else on top of something that is displayed, making part of something that is displayed invisible, etc.

[0371] According to this configuration, the visibility of the specific display related to the storage of lottery elements can be reduced based on the execution of the advance notice, so that it is possible to suggest that the presentation related to the lottery elements will not be executed (the patterns related to the specific display will not change) after the transition to the game stop state, and as a result, an innovative gaming machine can be provided.

[0372] A gaming machine including the fifth technical feature is equipped with signal processing means (main control board, frame control board, payout control board) that has (makes executable) a process that enables a specific signal (specific test signal, gaming machine error state signal) to be output to an external device (test device) before executing a notice (stop notice) (when the difference in balls becomes 90,000) (FIG. 25 step S553, FIG. 26 step S564). Note that the specific signal may only be generated without actually being output.

[0373] According to this configuration, a specific signal (gaming machine error state signal) can be output before the warning is executed, so that the specific signal can warn of a game stop state, thereby avoiding a situation where the game suddenly stops during testing or while playing, etc.

[0374] [Sixth technical feature: Conditions for clearing the reference value counter (monitoring the door open / close status)] Figure 40 is a flowchart showing an example of the procedure for the ball difference calculation process. This process is executed by the frame control board 50 (frame control CPU). Note that this process is a modified version of the ball difference calculation process of Figure 7, and differs from the ball difference calculation process of Figure 7 in that step S210a has been added. Therefore, explanations that overlap with the ball difference calculation process of Figure 7 will be omitted.

[0375] Step S210: The frame control board 50 executes a process to check whether or not this is the first process since power-on.

[0376] As a result, if it is confirmed that this is the first processing since power-on (Yes), the frame control board 50 executes step S210a. On the other hand, if it is not confirmed that this is the first processing since power-on (No), the frame control board 50 executes step S213.

[0377] Step S210a: The frame control board 50 executes a process to check whether the inner frame is open. If the door open detection switch corresponding to the inner frame is on, the frame control board 50 can determine that the inner frame is open.

[0378] As a result, if it is confirmed that the inner frame is open (Yes), the frame control board 50 executes step S213. On the other hand, if it is not confirmed that the inner frame is open (No), that is, if the inner frame is closed, the frame control board 50 executes steps S211 and S212.

[0379] Step S211: The frame control board 50 executes a process of storing "100000 (100,000 shots)" in the calculation difference ball. Step S212: The frame control board 50 executes a process of storing "0" in the previous value. The processing from step S213 onwards is the same as the processing in FIG. 7, and therefore the description thereof will be omitted.

[0380] By performing such processing, the frame control board 50 does not initialize (clear) the calculation difference ball when the inner frame is open (step S210a: Yes), and can initialize (clear) the calculation difference ball when the inner frame is not open (inner frame is closed) (step S210a: No). The ball difference for calculation and previous value are information that is backed up when the power is interrupted, and the values ​​are not cleared simply because a power interruption occurs.

[0381] Figure 41 is a diagram illustrating the comparison between the case where the inner frame is open and the case where the inner frame is closed. Figure 41(A) shows the case where the inner frame is open, and Figure 41(B) shows the case where the inner frame is closed.

[0382] [When the inner frame is open] It is assumed that some kind of trouble (for example, a magnetic error (priority 16 in FIG. 18)) has occurred (S60). The magnetic error has a condition for clearing the error "until the power is turned off," so in order to clear the magnetic error, a hall attendant must turn off the power to the gaming machine. The power switch is located in a position where it cannot be operated unless the inner frame is opened, so the hall attendant opens the inner frame to operate the power switch (S61). Then, a hall attendant operates the power switch to turn off and on the power (S62). This will clear the magnetic error and resolve the problem (S63). In this case, since the inner frame is open, initialization of the calculation difference ball (reference value counter) is not executed (S64).

[0383] [In case of inner frame closure] The inner frame is closed (S70). The hall attendant turns off and restores power to the gaming machines by operating the power switch of the island equipment on which the gaming machines are installed, rather than the power switch of the gaming machines themselves (S71). Multiple gaming machines are installed on an island equipment, and by using the power switch of the island equipment, it is possible to turn off and restore power to multiple gaming machines all at once. When using the power switch of the island equipment, it is not necessary to open the inner frame of the gaming machines. In this case, since the inner frame is not open, the calculation difference ball (reference value counter) is initialized (S72).

[0384] FIG. 42 is a diagram showing the initialization conditions for the calculation difference ball (reference value counter). The initialization condition for the calculation difference ball can be at least one of the following conditions (1) to (4).

[0385] (1) Power interruption and restoration If the inner frame is open when the power is cut off or restored, the difference ball used for calculation will not be initialized. If the inner frame is closed when the power is cut off and restored, the difference ball for calculation will be initialized.

[0386] [(2) Error] If a specific error occurs (for example, an error that can be cleared by power outage), the calculation difference ball will not be initialized. If a non-specific error occurs (for example, an error that cannot be cleared by power outage), the calculation difference ball is initialized.

[0387] [(3) Calculation difference ball] If the difference ball for calculation is equal to or greater than a special value (for example, difference ball = 90000), the difference ball for calculation is not initialized. If the calculation difference ball is less than the special value, the calculation difference ball is initialized.

[0388] (4) Switch If a specific switch (a dip switch or other switch on the main control board) is on (power interruption / restart accompanied by the ON of a specific switch), the calculation difference ball will not be initialized. When the specific switch is off, the calculation difference ball is initialized.

[0389] [Issues related to the sixth technical feature] To prevent the calculation difference ball (reference value counter) from being cleared when a problem occurs that is dealt with by cutting off the power.

[0390] [Specific configuration of the sixth technical feature] The condition for clearing the calculation difference ball (reference value counter) (when the power is turned off / on) has been added that the inner frame (door) must be closed. When turning the power off / on during business hours due to a problem (such as disabling magnetic false detection or magnetic error), the inner frame is open, so the calculation difference ball will not be cleared.

[0391] [Effect of the sixth technical feature] By adding a condition that prevents the calculation difference ball from being cleared when the power is cut or restored, it is possible to prevent the calculation difference ball from being cleared at an undesirable time.

[0392] [Summary of the sixth technical feature] A gaming machine including the sixth technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) A predetermined information control means is provided that allows predetermined information (calculation difference ball, reference value counter) to be initialized (the process of step S211 in FIG. 40 can be executed) when the power is cut off without a special condition (the condition that the inner frame is open) being met (when the power is cut off and restored while the inner frame is closed, step S210a in FIG. 40: No), and allows predetermined information not to be initialized (the process of step S211 in FIG. 40 cannot be executed) when the power is cut off due to a special condition being met (when the power is cut off and restored while the inner frame is open, step S210a in FIG. 40: Yes). Initialization means setting an initial value to a predetermined variable. The initial value may be 0 or a value other than 0.

[0393] With this configuration, whether or not to initialize the specified information can be determined based on whether or not a special condition is met (for example, whether or not the inner frame is open), thereby making it possible to avoid initializing the specified information at an undesirable time (simple maintenance or other error-clearing operation), and as a result, it is possible to provide an innovative gaming machine.

[0394] [Seventh Technical Feature: Payout Command Output Control Based on Gaming Machine Status Flag] 43 is a diagram showing a program for slot control management processing, which shows a part of the program for slot control management processing. The program (code) for the slot control management process is as follows:

[0395] "JCPQ Z, (LOW R_YU G_CND), @YUG_SAF_ACT, WAK_PRC_51" is a process that branches to WAK_PRC_51 if the stopping function is activated.

[0396] [Gaming Machine Status Flag Confirmation Process] "JTQ NZ, (LOW R_YUG_CND), WAK_PRC_60" is a process that branches to WAK_PRC_60 if the game is not in a playable state (if the gaming machine state flag is other than 0).

[0397] "WAK_PRC_51:" is a label indicating an address in the middle of the frame control management process.

[0398] [Game Information Setting Process Other Than Performance Information] "LDF HL,D_YGJ_DAT_1" is a process for setting the address of the game information table 1. The game information table 1 is a table showing the types of winning slots (for example, start winning slots 1 and 2, big winning slots 1 and 2, normal winning slots 1 to 4, etc.). "LDQ DE,LOW R_PAY_INB_1" is a process that sets the address of the prize ball control counter 1. The prize ball control counter 1 is a table that indicates the number of prize balls for each winning slot.

[0399] [Loop count setting process] "LD B,@D_YGJ_DAT_LOP" is a process that sets the number of pieces of information to be checked. The number of pieces of information to be checked is predetermined based on the number of winning slots installed in the gaming machine. The number of pieces of information to be checked set by the loop count setting process is used for the gaming information table 1 and the prize ball control counter 1, so that a payout command corresponding to the winning can be set.

[0400] "WAK_PRC_60:" is a label indicating an address in the middle of the frame control management process. Although the subsequent processing is omitted, ultimately the process does not return to the caller but continues directly to the frame command setting processing.

[0401] Fig. 44 is a flowchart showing an example of the procedure for slot control management processing. This flowchart corresponds to the program in Fig. 43. This processing is executed by the main control board (main control CPU).

[0402] Step S650: The main control board executes a process to check whether the stop function is activated. The gaming machine status flag consists of two bytes. If the lower byte (the byte on the right) of the gaming machine status flag is 7 or 9, or if the lower byte of the gaming machine status flag is 7 or greater, the main control board can determine that the stop function is activated. As a result, if it is confirmed that the stopping function is in operation (Yes), the main control board executes step S652. On the other hand, if it is not confirmed that the stopping function is in operation (No), the main control board executes step S651.

[0403] Step S651: The main control board executes a process to check whether the game is ready to be played. If the game machine status flag is "00H", the main control board can determine that the game is ready to be played. In this process, the determination may be branched depending on whether the game is not ready to be played. As a result, if it is confirmed that the game is ready to be played (Yes), the main control board executes step S652. On the other hand, if it is not confirmed that the game is ready to be played (No), the main control board proceeds to the frame command setting process.

[0404] Step S652: The main control board executes a process to set a payout command (number of prize balls command). Here, the set payout command is sent to the frame control board in a separate process, and the frame control board executes a process based on the payout command (a process to add the number of prize balls to the number of game balls). Note that if a payout control board is installed instead of a frame control board, the set payout command is sent to the payout control board in a separate process, and the payout control board executes a process based on the payout command (a process to pay out game balls).

[0405] After completing step S652, the main control board moves to the frame command setting process. When the frame control management process calls the frame command setting process, it may call it as a child module or continue processing as is (perform fall-through processing) (the last part of the code), but the example shown in the figure shows the case where processing continues as is.

[0406] Figure 45 is a diagram showing the contents of the gaming machine status flag. The detailed contents are as described in Figure 21 and its explanation. The gaming machine status flag is updated by the main control board when the status changes. The gaming machine status flag can be a backed-up flag (a flag whose value is maintained even if a power outage occurs). The gaming machine status flag is initialized by clearing the RAM. If the setting confirmation state is set, the "gaming machine state flag" becomes "02H (setting confirmation state designated value)." Also, when the stop function is activated, the "game machine status flag" becomes "07H (designated value for stop function activation status)." Furthermore, when the setting confirmation state and the stop function activation state are in effect, the "game machine state flag" becomes "09H (setting confirmation state and stop function activation state designated value)" by adding (logically ORing) "02H (setting confirmation state designated value)" and "07H (stop function activation state designated value)."

[0407] Next, five typical control examples will be explained. These control examples are executed by the main control board, the frame control board, and the payout control board. A gaming machine can execute at least one of the control examples shown below. The gaming machine may be a controlled gaming machine (a gaming machine having a main control board and a frame control board), or may be a normal gaming machine that is not a controlled gaming machine (a gaming machine having a main control board and a payout control board).

[0408] FIG. 46 is a diagram illustrating a first control example. In the playable state, the gaming machine state flag becomes "00H (playable state designated value)" (F10). Here, let's assume that the difference in balls has reached 95,000 (F11). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F12). In this situation, a payout command is sent, so that the game balls can be paid out (F13).

[0409] FIG. 47 is a diagram illustrating a second control example. When the stop function is activated, the gaming machine status flag becomes "07H (designated value for the stop function activation status)" (F20). Here, it is assumed that power interruption and restoration occurs (F21). In this case, the stop function is activated (the stop function is activated again), and in the stop function activation state, the gaming machine state flag becomes "07H (stop function activation state designated value)" (F22). In this situation, a payout command is sent, so that the game balls can be paid out (F23).

[0410] FIG. 48 is a diagram illustrating a third control example. In the playable state, the gaming machine state flag becomes "00H (playable state designated value)" (F30). Here, it is assumed that a win has occurred (F31), but no payout has been made for this win. Here, it is assumed that the difference in balls has reached 95,000 (F32) based on the winning combination before the immediately preceding winning combination (F31). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F33).

[0411] Here, it is assumed that a power interruption and restoration has occurred (S34). When the power is restored, the power is started up in a manner that transitions to a setting confirmation state. In this case, the setting confirmation state and the play stop function activation state are entered, and in the setting confirmation state and the play stop function activation state, the gaming machine state flag becomes "09H (setting confirmation state and play stop function activation state designated value)" (F35). In this situation, the payout command is not sent, and therefore the game balls cannot be paid out (F36).

[0412] Here, it is assumed that the setting confirmation state has ended (F37). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F38). In this situation, a payout command is sent, so that the game balls can be paid out (F39).

[0413] FIG. 49 is a diagram illustrating a fourth control example. In the playable state, the gaming machine state flag becomes "00H (playable state designated value)" (F40). Here, assume that a full tank error has occurred (F41). A full tank error occurs in the following circumstances: A full tank error occurs in gaming machines with upper and lower trays. If a gaming machine has upper and lower trays, a full tank switch is installed inside the lower tray, for example. Prize balls (game balls) are released into the upper tray, but when the upper tray is full of game balls, any game balls paid out beyond that flow into the lower tray. When the lower tray is full of game balls, the full tank switch is turned on, and a full tank detection signal is input to the payout control board. In response to this, the payout control board temporarily suspends further payout operations even if it receives a payout command from the main control board, and stores the number of remaining prize balls that have not been paid out in RAM. Note that RAM memory can be backed up even when the power is turned off, so information on the number of remaining prize balls that have not been paid out will not be lost even if a power outage (including a momentary power outage) occurs during game play. If a full tank error occurs, a payout command is sent, but the payout of game balls is not possible (F42).

[0414] Here, let's assume that the difference in balls reaches 95,000 (F43). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F44). In this situation, the payout control board stops the payout of game balls, so that the payout of game balls is not possible (F45).

[0415] Here, it is assumed that the full tank error has been cleared (F46). In this case, the stop function operation state continues, and in the stop function operation state, the gaming machine state flag becomes "07H (stop function operation state designated value)" (F47). In this situation, the payout control board releases the stop on the payout of game balls, so that the payout of game balls is possible (F48).

[0416] FIG. 50 is a diagram illustrating a fifth control example. In the playable state, the gaming machine state flag becomes "00H (playable state designated value)" (F50). Here, it is assumed that a full tank error has occurred (F51). If a full tank error occurs, a payout command is sent, but the payout of game balls is not possible (F52).

[0417] Here, let's assume that the difference in balls has reached 95,000 (F53). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F54). In this situation, the payout control board stops the payout of game balls, so that the payout of game balls is not possible (F55).

[0418] Here, it is assumed that a power outage and recovery has occurred (F56). When the power is restored, the power is started up in a manner that transitions to the setting confirmation state. In this case, the setting is confirmed and the stop function is activated (+ full tank error state), and in the setting is confirmed and the stop function is activated (+ full tank error state), the gaming machine status flag becomes "09H (designated value for setting confirmation and stop function activation state) or other value (e.g., 0AH)" (F57). In this situation, the payout control board stops the payout of game balls, so that the payout of game balls is not possible (F58).

[0419] Here, it is assumed that the full tank error has been cleared (F59). In this case, the setting confirmation state and the play stop function activation state are entered, and in the setting confirmation state and the play stop function activation state, the gaming machine state flag becomes "09H (setting confirmation state and play stop function activation state designated value)" (F60). In this situation, the payout control board releases the stop on the payout of game balls, but the payout command is not sent, so the payout of game balls is not possible (F61). Note that in this situation, if a payout command has already been sent, the payout of game balls may be performed based on the release of the payout stop.

[0420] Here, it is assumed that the setting confirmation state has ended (F62). In this case, the stop function is activated, and in the stop function activated state, the gaming machine state flag becomes "07H (stop function activated state designated value)" (F63). In this situation, a payout command is sent, so payout of game balls is possible (F64).

[0421] [Issues regarding the seventh technical feature] To prevent a player from suffering any disadvantage when a betting stop function is activated.

[0422] [Specific configuration of the seventh technical feature] When the gaming machine status flag is "00H: playable state designated value" or "07H: stop function operating state designated value", the payout command can be sent from the main control board to the frame control board (payout control board). On the other hand, when the gaming machine status flag is a value other than the above (01H to 06H, 09H), even if there is an unsent payout command, it will not be sent.

[0423] When the gaming machine status flag is "02H: setting confirmation status designated value", it can be transitioned to "00H: playable status designated value" without clearing the RAM, so a payout command can be sent after transitioning to the playable status. In addition, if the gaming machine status flag is "09H: setting confirmation status and play stop function activation status designated value," it can transition to "00H: playable status designated value" via "02H: setting confirmation status designated value" without clearing the RAM, so a payout command can be sent after transitioning to the playable status.

[0424] For example, when the state transitions from "playable state" to "stop function activated state", the payout command can always be output. Also, when the state transitions from "stop function activated state" to "stop function activated state" via "power outage and restoration", the payout command can be output even while the stop function is activated after the power outage is restored.

[0425] [Effect of the seventh technical feature] Since a payout command can be output even when the stop function is activated, no disadvantage occurs to the player even when the stop function is activated.

[0426] [Summary of the seventh technical feature] A gaming machine including the seventh technical feature has the following configuration. (1) It is equipped with a transition means (main control board) that can transition to a game stop state (play stop function in operation) based on predetermined information (actual ball difference, ball difference for calculation, ball difference for transmission, ball difference command) regarding profits (earned profits, ball difference) (Figure 4, step S116). (2) It is equipped with a payout management means (main control board, frame control board, payout control board) that allows payouts based on winnings to be executed when the game is stopped and not in a special state (setting confirmation state), and that allows payouts based on winnings to be restricted when the game is stopped and in a special state.

[0427] With this configuration, when the game is stopped, a payout can be made according to the situation (whether or not to make a payout can be determined depending on whether or not the setting confirmation state is in effect), and as a result, an innovative gaming machine can be provided.

[0428] In a gaming machine including the seventh technical feature, the payout management means is capable of sending a payout command from the first control means (main control board) to the second control means (frame control board, payout control board) when game play is stopped and there is no special state, and is capable of restricting the sending of a payout command from the first control means to the second control means (making it impossible to send) when game play is stopped and there is a special state.

[0429] With this configuration, when the game is stopped, whether or not a payout is made can be controlled by a simple process of whether or not to send a payout command (whether or not to send a payout command to the frame control board or the payout control board).

[0430] The following configuration may be added to a gaming machine including the seventh technical feature. (1) The special state is the setting confirmation state. (2) When the payout management means transitions to a game stop state and a setting confirmation state while there are unexecuted payouts, it can restrict the unexecuted payouts (makes it impossible to send payout commands), and then, when the setting confirmation state ends, it can execute the unexecuted payouts (makes it possible to send payout commands) even when the game is stopped.

[0431] According to this configuration, when the game is stopped and the setting confirmation state is in effect, payouts are restricted (not executed), but when the setting confirmation state ends from that state, any unexecuted payouts can be executed promptly even if the game stop state has not been resolved.

[0432] [Modifications] The basic technical features and each technical feature described above can be modified as follows. (1) The notification means may be implemented on at least one of the main control board, the frame control board, the performance control board, and the payout control board. (2) The determination means may be implemented on at least one of the main control board, the frame control board, the performance control board, and the payout control board. (3) The test signal processing means may be implemented on at least one of the main control board, the frame control board, and the dispensing control board.

[0433] (4) The test signal processing means does not need to output a test signal except during testing. (5) The “gaming machine error status signal (test signal)” has been explained as an example in which it continues to be output when the difference in balls is between 90,000 and 95,000, but it may also be configured to be output only once when the difference in balls is 90,000 or more. (6) The present invention is also applicable to gaming machines other than managed gaming machines (for example, gaming machines having at least a main control board and a payout control board).

[0434] (7) Although the example has been described in which the stop function is activated based on the difference in balls, the stop function may be activated based only on the number of winning balls generated regardless of the difference in balls, or may be activated based on the number of winning balls generated per predetermined unit time. The purpose of the stop function is to prevent the number of winning balls from becoming too large, so the activation conditions of the stop function may be set appropriately within the scope of that purpose.

[0435] (8) When the stop function is activated, all main indicators (main segments) managed by the main control board are turned off, but the notification LEDs (right hit lamp, reserved number lamp, normal symbol fluctuation lamp, special symbol fluctuation lamp) managed by the performance control board may be maintained in the state they were in before the stop function was activated. For example, if the stop function is activated in the following state: "right hit lamp: lit, reserved number lamp: lit in a mode indicating one, normal symbol fluctuation lamp: off in a mode indicating a loss, and special symbol fluctuation lamp: flashing during fluctuation," the notification state can be maintained in this state even while the stop function is activated. In addition, the special symbol fluctuation lamp is displayed in one of three patterns: a loss stop mode, a win stop mode, or a flashing mode indicating a fluctuation, and may be maintained in any of these modes even while the stop function is activated. As a result, although the LCD screen switches to the screen during the stop function activation while the stop function is activated, the status immediately before (before the stop function was activated) can be understood by checking the notification LEDs.

[0436] (9) If the stop function is activated while a moving body (e.g., a moving body for a performance) is in operation, an operation may be performed to return the moving body to its initial position. This returns any moving body that overlaps the LCD screen to its initial position, preventing the notification of the stop function activation on the LCD screen from being obstructed. In this case, if a series of initial operations (processes to return the moving body to its initial position) were performed on all moving bodies, this would actually obstruct the notification, so it is preferable to perform the operation to return only moving bodies (e.g., moving bodies whose origin has not been detected when the stop function is activated) or a predetermined portion of moving bodies to their initial positions.

[0437] (10) Although the configuration is such that the difference ball count (difference ball, difference ball for calculation) is cleared when the power is cut off, this is not limited to this. For example, if any of the following specific conditions (a) to (c) is satisfied, the difference ball count may not be cleared even when the power is cut off. (a) When the power is cut off while the inner frame or glass door is open When working in a hall with the inner frame open, there is a possibility of maintenance being performed, so the ball difference counter is made to not be cleared each time maintenance is performed. (b) When the power is cut off when the difference ball count reaches a predetermined number (for example, 90,000 or more but less than 95,000, preferably 92,000). If the difference ball count is cleared after a certain number of difference balls have been counted, the number of balls that can actually be won increases significantly, so this can be prevented. (c) When a power outage occurs during a specific error (e.g., a magnetic error) This can prevent a problem in which the ball difference count is also cleared when a player forces an error and the hall staff turns off the power to cancel the error.

[0438] (11) Although the error notification is configured to execute only one type of error (if multiple types of errors have occurred, the error with the highest priority among the errors that have occurred) in the above example, this is not limited to this. For example, if multiple types of errors have occurred, multiple types of error notifications can be executed together, or each error notification can be executed sequentially. Depending on the type of error and the notification mode, it may not be possible to execute multiple types of error notifications together. In such a case, for example, a lamp notification (LED notification) or audio notification corresponding to one type of error may be executed, and multiple types of error notifications may be displayed simultaneously on the LCD screen. In this case, the higher-level error notifications may overlap on the LCD screen, partially obscuring the visibility of the lower-level error notifications, or the display area on the LCD screen may be divided into multiple areas to display multiple types of error notifications.

[0439] (12) The specific signal is not limited to a test signal, but may be other signals (external signals or signals output to other devices). The specific test signal may be a specific signal. The test signal processing means may be a signal processing means.

[0440] (13) The special state has been explained using the example of a setting confirmation state, but it may also be a setting change state, an error state, a specific error state, etc. The control content of the frame control board can be executed by the payout control board. The frame control board does not pay out game balls, but the payout control board does pay out game balls. The first control means may be any of the main control board, frame control board, and payout control board. The second control means may be any of the main control board, frame control board, and payout control board.

[0441] (14) In the example explained above, when the setting confirmation state and the stop function activation state are in effect, the "game machine status flag" becomes "09H (setting confirmation state and stop function activation state designated value)" by adding (logical summing) "02H (setting confirmation state designated value)" and "07H (stop function activation state designated value)." However, it is also possible to set priorities for the game machine status flags, and maintain the value of the game machine status flag with the higher priority.

[0442] In this case, for example, the following control example can be adopted. (a) The priority of the gaming machine status flag when two statuses are combined is set in advance to "02H>07H." (b) If the power is cut off at "07H (designated value for the stop function operation status)" and restored (power is turned on) in the setting confirmation state, the game status flag is overwritten with "02H (designated value for the setting confirmation status)." (c) In this case, information that the stop function activation state has also occurred (information "07H (stop function activation state designated value)") is stored in a separate memory area, and when the setting confirmation state ends, the game status flag is set to "07H (stop function activation state designated value)". In this way, the two states can be efficiently controlled using only the two pieces of information, "02H (setting confirmation state designated value)" and "07H (stop function operation state designated value)," without using the information "09H (setting confirmation state and stop function operation state designated value)." [Explanation of symbols]

[0443] 10 Management gaming machine game board 20 Managed gaming machine slots 30 Main control board 31 Winning Port Switch 32 Out Switch 40 Performance control board 41 LCD display 42 Speaker 43 Lamp 50 frame control board 51 Subtraction sensor 52 Foul ball sensor 53 Counting switch 54 Game ball count display device 100 managed gaming machines E1 First image E2 2nd image E3 3rd image

Claims

[Claim 1] A transition means for transitioning to a gaming suspension state based on predetermined information regarding profits; A test signal processing means having a process for outputting a specific test signal to a test device when the value indicated by the predetermined information reaches a predetermined value before transitioning to the game stop state; a notice means for issuing a notice to the effect that the game will be stopped when the value indicated by the predetermined information is equal to or greater than a specified value and satisfies a specified condition; a reduction means for reducing the visibility of a specific display relating to the memory of the lottery element based on the execution of the notice; A gaming machine equipped with:

Citation Information

Patent Citations

  • Game machine

    JP2011050597A

  • Game machine

    JP2017055924A

  • Game machine

    JP2017080049A

  • Game machine

    JP2019042062A

  • Game machine

    JP2020081211A