Gaming machine

By introducing special game execution, restricted execution, and effect control into the game console, combined with the changing display of rainbow light effects, the problem of insufficient rainbow effects in existing game consoles has been solved, enhancing the entertainment and interactivity of the game.

JP2026084699APending Publication Date: 2026-05-21KYORAKU IND CO LTD
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2026-02-20
Publication Date
2026-05-21

AI Technical Summary

Technical Problem

Existing game consoles have not yet adequately enhanced the gaming experience with their rainbow-like lighting effects.

Method used

By introducing special game execution, restricted execution, effect control, and lighting devices into the game console, the rainbow light effect can be changed, and the display area of ​​the light effect can be adjusted in different game states. Combined with the prompts of special games, the gaming experience can be enhanced.

Benefits of technology

It enhances the game's entertainment value and interactivity, thereby increasing players' interest in the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026084699000001_ABST
    Figure 2026084699000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of games. [Solution] The system has a function to restrict the execution of a predetermined control and can perform a first notification effect that notifies that the execution of a predetermined control may be restricted, and a second notification effect that notifies that the execution of a predetermined control has been restricted. Furthermore, when the rainbow light effect is performed, the display area of ​​the rainbow light effect when the first notification effect is performed is different from the display area of ​​the rainbow light effect when the first notification effect is not performed. In addition, between the start of a predetermined effect and the start of the next variation effect, different types of rainbow light effects can be performed depending on whether the effect symbols are in a first temporary stop display mode or a second temporary stop display mode.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventional gaming machines include those that can赋予游戏价值 to players according to the results of the game.

[0003] Among such gaming machines, there are those that improve the gaming interest by performing a rainbow effect that causes the light-emitting means to emit light in a rainbow color (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, there is room for further improvement in improving the gaming interest in the rainbow effect.

[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the gaming interest.

Means for Solving the Problems

[0007] To solve the above problems, the present invention provides a gaming machine capable of assigning gaming value (gaming medium, gaming medium data) to a player according to the results of the game, comprising: a special gaming execution means (main control board 110) capable of executing a special game (jackpot game) that is advantageous to the player; a restriction means (main control board 110 that executes the acquisition limit device activation determination process) that restricts the execution of a predetermined control when the value of specific information (maximum increase) updated according to the gaming value reaches a specific value (95,000); an effect control means (effect control board 130) capable of executing a variation effect that changes the effect symbols; and a light-emitting means (frame effect lamp 10c, panel LED 5b, image display devices 70-73, LED of movable effect device 77, LED of effect button 17), wherein the effect control means implements a first notification effect (pre-notification) that notifies that the execution of the predetermined control may be restricted, and a second notification effect (acquisition limit device activation) that notifies that the execution of the predetermined control has been restricted. The device is capable of performing a rainbow light emission effect (rainbow display, rainbow emission) in which the light-emitting means emits light in a rainbow pattern with a specific light-emitting color, and when the rainbow light emission effect is performed, the display area of ​​the rainbow light emission effect when the first notification effect is performed is different from the display area of ​​the rainbow light emission effect when the first notification effect is not performed (Figure 215), a predetermined effect (decision effect) that suggests the execution of the special game is performed during the execution of the variation effect is capable of performing a predetermined effect (decision effect) that suggests the execution of the special game, and during the period from when the predetermined effect is started until the next variation effect is started (for example, during the opening of a jackpot game), the device is capable of performing different forms of the rainbow light emission effect depending on whether the effect symbol is in a first temporary stop display mode (for example, when an effect symbol other than the 7 symbol corresponding to special symbol 03 is temporarily stopped) or a second temporary stop display mode (for example, when the effect symbol of the 7 symbol corresponding to special symbol 02 is temporarily stopped) (Figure 213). [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]

[0009] [Figure 1]This is a front view of the gaming machine. [Figure 2] This is a perspective view of a portion of the front side of a gaming machine. [Figure 3] This is a perspective view of the gaming machine, excluding the glass frame. [Figure 4] This is a diagram of the back of the gaming machine. [Figure 5] This is a block diagram of the gaming machine and its peripheral equipment. [Figure 6] This is a block diagram of the gaming machine and its peripheral equipment. [Figure 7] This diagram shows the memory maps of the main control unit and the frame control unit. [Figure 8] This diagram shows the relationship between the gaming area and the information area. [Figure 9] This is a system configuration diagram of a gaming machine and its peripheral equipment. [Figure 10] This diagram specifically explains the flow of information transmission and reception. [Figure 11] This diagram shows the jackpot determination table for special symbols. [Figure 12] This is a diagram showing the special symbol determination table. [Figure 13] This is a diagram showing the special pattern variation determination table. [Figure 14] This figure shows the pre-determination table. [Figure 15] This is a diagram showing a modified example of the specifications of a gaming machine. [Figure 16] This is a diagram showing a modified example of the specifications of a gaming machine. [Figure 17] This diagram shows a list of messages related to communication between the main control board and the frame control board. [Figure 18] This diagram shows the gaming machine installation information transmitted from the main control board to the frame control board. [Figure 19] This diagram shows hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 20] This diagram shows the details of the hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 21]This is a diagram showing details of hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 22] This is a diagram showing details of hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 23] This is a diagram showing a list of functions and implementation areas of the gaming machine. [Figure 24] This is a diagram showing a list of functions and implementation areas of the gaming machine. [Figure 25] This is a diagram showing the communication procedure between the main control board and the frame control board that becomes playable after the gaming machine is started. [Figure 26] This is a diagram showing the communication procedure between the main control board and the frame control board that does not become playable after the gaming machine is started. [Figure 27] This is a diagram showing the communication procedure between the main control board and the frame control board that enters the setting change / setting confirmation state after the gaming machine is started. [Figure 28] This is a diagram showing the communication procedure determined by the main control board as a communication line break. [Figure 29] This is a diagram showing the communication procedure determined by the frame control board as a communication line break. [Figure 30] This is a flowchart showing the main processing of the main control board. [Figure 31] This is a flowchart showing the main processing of the main control board. [Figure 32] This is a flowchart showing the main processing of the main control board. [Figure 33] This is a flowchart showing the setting change processing of the main control board. [Figure 34] This is a flowchart showing the setting change processing of the main control board. [Figure 35] This is a flowchart showing the RWM clear processing of the main control board. [Figure 36] This is a flowchart showing the setting confirmation processing of the main control board. [Figure 37] This is a flowchart showing the timer interrupt processing of the main control board. [Figure 38] This is a flowchart showing the input control processing of the main control board. [Figure 39] This is a flowchart showing the input processing for the first start port detection switch on the main control board. [Figure 40] This is a flowchart showing the special electrical control processing of the main control board. [Figure 41] This flowchart shows the special pattern memory determination process on the main control board. [Figure 42] This flowchart shows the acquisition limit management process of the main control board. [Figure 43] This flowchart shows the process for updating the increment counter on the main control board. [Figure 44] This flowchart shows the activation determination process for the acquisition limit device on the main control board. [Figure 45] This flowchart shows the error control process of the main control board. [Figure 46] This is a flowchart showing the HC / tampering monitoring information management process of the main control board. [Figure 47] This diagram shows a list of messages related to communication between the frame control board and the dedicated unit. [Figure 48] This diagram shows the notification of gaming machine information transmitted from the frame control board to a dedicated unit. [Figure 49] This diagram shows the gaming machine performance information transmitted from the frame control board to a dedicated unit. [Figure 50] This diagram shows the gaming machine installation information transmitted from the frame control board to a dedicated unit. [Figure 51] This diagram shows hall control and fraud monitoring information transmitted from the frame control board to a dedicated unit. [Figure 52] This diagram shows the fraud detection status 2 and 3 of the hall control fraud monitoring information. [Figure 53] This diagram shows gaming information from the hall control system and fraud monitoring system. [Figure 54] This diagram shows the counting notification transmitted from the frame control board to the dedicated unit. [Figure 55] This diagram shows the loan notification transmitted from the dedicated unit to the frame control board. [Figure 56]This figure shows the loan receipt result response transmitted from the frame control board to the dedicated unit. [Figure 57] This diagram shows the basic communication sequence between the frame control board and the dedicated unit. [Figure 58] This figure shows the startup sequence 1 for the frame control board and dedicated unit. [Figure 59] This figure shows the startup sequence 2 for the frame control board and dedicated unit. [Figure 60] This figure shows the amusement machine information notification sequence 1 for the frame control board and dedicated unit. [Figure 61] This figure shows the amusement machine information notification sequence 2 for the frame control board and dedicated unit. [Figure 62] This figure shows the counting notification sequence 1 for the frame control board and dedicated unit. [Figure 63] This figure shows the counting notification sequence 2 for the frame control board and dedicated unit. [Figure 64] This figure shows the loan notification sequence 1 for the frame control board and dedicated unit. [Figure 65] This figure shows the loan notification sequence 2 for the frame control board and dedicated unit. [Figure 66] This diagram shows the recovery sequence when the dedicated PIF wire connecting the frame control board and the dedicated unit is disconnected. [Figure 67] This diagram shows the notification sequence for hall control and fraud monitoring information from the frame control board and dedicated unit. [Figure 68] This is a flowchart showing the main processing of the frame control board. [Figure 69] This flowchart shows the timer interrupt processing for the frame control board. [Figure 70] This flowchart shows the ball removal operation process of the frame control board. [Figure 71] This flowchart shows the process of receiving gaming machine installation information on the frame control board. [Figure 72] This flowchart shows the processing of receiving gaming machine information on the frame control board. [Figure 73]This flowchart shows the process for updating the number of game balls on the frame control board. [Figure 74] This flowchart shows the error control process for the frame control board. [Figure 75] This flowchart shows the severe error notification control process for the frame control board. [Figure 76] This flowchart shows the hardware error notification control process for the frame control board. [Figure 77] This flowchart shows the minor error notification control process for the frame control board. [Figure 78] This diagram shows the display content and display priority of the frame control display when various notification events occur. [Figure 79] This flowchart shows the process for calculating display performance information for the frame control board. [Figure 80] This flowchart shows the process for calculating gaming machine performance information on the frame control board. [Figure 81] This flowchart shows the gaming machine information notification process on the frame control board. [Figure 82] This flowchart shows the game ball counting process on the frame control board. [Figure 83] This is a flowchart showing the game ball dispensing process of the frame control board. [Figure 84] This diagram shows the processing sequence when firing is permitted after a setting change or RWM clear has been performed on the main control board. [Figure 85] This diagram shows the processing sequence when firing is permitted or denied after power is restored on the main control board. [Figure 86] This diagram shows the processing sequence when launch is permitted or denied after the settings have been confirmed on the main control board. [Figure 87] This diagram shows the processing sequence when an irrecoverable error occurs on the main control board and game progress control is not performed. [Figure 88] This diagram shows the processing sequence when the main control board controls the progress of the game or when the control of the game's progress is restricted. [Figure 89]This diagram shows the processing sequence when the acquisition limit device is activated on the main control board. [Figure 90] This diagram shows the processing sequence when error control processing is performed on the main control board. [Figure 91] This diagram shows the processing sequence when the game ball count is not cleared or is cleared after receiving the game machine installation information on the frame control board. [Figure 92] This diagram shows the processing sequence when the frame control board receives gaming machine information. [Figure 93] This diagram shows the processing sequence when the number of game balls is updated and displayed on the frame control board. [Figure 94] This diagram shows the processing sequence when error control processing is performed on the frame control board, resulting in either a firing denial or firing permission. [Figure 95] This diagram shows the processing sequence when display performance information is calculated and displayed on the frame control board. [Figure 96] This diagram shows the processing order when the frame control board calculates the performance information of the gaming machine. [Figure 97] This diagram shows the processing sequence when the frame control board performs amusement machine information notification processing. [Figure 98] This diagram shows the processing sequence when the number of game balls owned by the player is counted on the frame control board or when the counting is completed. [Figure 99] This diagram shows the processing sequence when a loan notification is received by the frame control board and a loan process is initiated, or when a loan process is not initiated. [Figure 100] This is a flowchart showing the main processing of the production control unit. [Figure 101] This flowchart shows the timer interrupt processing for the performance control unit. [Figure 102] This flowchart shows the input control process of the performance control unit. [Figure 103] This diagram illustrates the overview of the custom settings for visual effects. [Figure 104] This flowchart shows the pre-reading process for the performance control unit. [Figure 105]It is a flowchart showing the icon change performance determination process of the performance control unit. [Figure 106] It is a diagram showing the icon final display mode determination table. [Figure 107] It is a diagram showing the continuous notice performance determination process of the performance control unit. [Figure 108] It is a diagram showing an example of the continuous notice type determination table for performance modes A to C (normal game state). [Figure 109] It is a diagram showing an example of the continuous notice type determination table for performance modes D to F (specific game state). [Figure 110] It is a diagram showing an example of the continuous notice performance scenario determination table for performance modes A to C (normal game state). [Figure 111] It is a diagram showing an example of the continuous notice performance scenario determination table for performance modes D to F (specific game state). [Figure 112] It is a diagram showing the variable performance pattern determination table for performance modes A to C. [Figure 113] It is a diagram showing the variable performance pattern determination table for performance modes D to F. [Figure 114] It is a flowchart showing the jackpot notice performance determination process of the performance control unit. [Figure 115] It is a diagram showing an example of the reach before notice determination table for performance modes A to C (normal game state). [Figure 116] It is a diagram showing an example of the reach before notice determination table for performance modes D to F (specific game state). [Figure 117] It is a diagram showing an example of the line announcement pattern determination table. [Figure 118] It is a diagram showing an example of the step-up notice pattern determination table. [Figure 119] It is a diagram showing an example of the pseudo continuous performance pattern determination table. [Figure 120] It is a diagram showing an example of the development performance pattern determination table. [Figure 121] It is a diagram showing an example of the cut-in performance pattern determination table for performance modes A to C (normal game state). [Figure 122] This figure shows an example of a cut-in animation pattern determination table for animation modes D to F (specific game states). [Figure 123] This figure shows an example of a table for determining the final performance pattern. [Figure 124] This figure shows an example of a table for determining the re-draw animation pattern. [Figure 125] This figure shows an example of a table for determining confirmed animation patterns. [Figure 126] This diagram shows the process of updating the performance mode. [Figure 127] This diagram shows examples of display effects for each performance mode. [Figure 128] This figure shows examples of variations for each performance mode. [Figure 129] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 130] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 131] This diagram shows the type of notification event, the priority order of the notification events, and the notification method for the notification events. [Figure 132] This diagram shows the relationship between the notification methods for each event when the game ball count is cleared and when the power is turned on. [Figure 133] This diagram shows the relationship between the notification methods for each event when the game ball count is cleared and when the power is turned on. [Figure 134] This is a time chart showing the relationship between the initial operation of the movable display device when the number of game balls is reset and when the power is restored. [Figure 135] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 136] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 137] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 138] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 139]This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 140] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies). [Figure 141] This diagram shows the relationship between the glass frame (inner frame) opening error and the ball removal operation. [Figure 142] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies, etc.). [Figure 143] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies, etc.). [Figure 144] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies, etc.). [Figure 145] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies, etc.). [Figure 146] This diagram shows the relationship between the notification methods for clearing the game ball count and various events (anomalies, etc.). [Figure 147] This figure shows the information output and notification methods for various events. [Figure 148] This figure shows the information output and notification methods for various events. [Figure 149] This diagram shows the visual effects displayed when various events occur. [Figure 150] This diagram shows the relationship between the value of the increment counter and the pre-announcement type effects. [Figure 151] This diagram shows how the value of the increment counter is notified. [Figure 152] This diagram shows the visual effects displayed when various events occur. [Figure 153] This is a diagram explaining the customer waiting strategy. [Figure 154] This is a diagram (1 / 3) showing the advance notification. [Figure 155] This is a diagram (2 / 3) showing the advance notification. [Figure 156] This is a diagram (3 / 3) showing the advance notification. [Figure 157] This figure shows an example of when the winning limit device is activated during the customer waiting animation. [Figure 158]This figure shows an example of the operation notification mode of the acquisition limit device for each situation. [Figure 159] This figure shows an example of the operation notification mode of the acquisition limit device for each situation. [Figure 160] This figure shows an example of what happens when power is restored while information is being output. [Figure 161] This figure shows an example of the timing of information output for each situation. [Figure 162] This diagram shows what happens when an abnormality occurs after the acquisition limit device has been activated. [Figure 163] This diagram shows what happens when an abnormality occurs after the acquisition limit device has been activated. [Figure 164] This figure shows an example of a presentation where the number of game balls owned by a player is counted while the machine is in a waiting state. [Figure 165] This figure shows an example of a game animation where the number of game balls owned by the player is counted during the animation. [Figure 166] This figure shows an example of a presentation where the number of game balls owned by the player is counted after the acquisition limit device has been activated. [Figure 167] This is a timing chart showing the start of variation effect pattern 5. [Figure 168] This is a timing chart showing the end of variation animation pattern 5. [Figure 169] This is a timing chart showing what happens when the acquisition limit device is activated during the execution of variation performance pattern 5. [Figure 170] This is a timing chart showing what happens when the acquisition limit device is activated during the execution of variation performance pattern 5. [Figure 171] This is a timing chart showing the end of variation effect pattern 8. [Figure 172] This diagram shows an example of the sound effects (sound effects for generating pseudo-symbols) during the variation animation. [Figure 173] This diagram shows an example of the sound effect (temporary stop sound) during a variation effect. [Figure 174] This figure shows an example of an operation notification mode for the acquisition limit device. [Figure 175] This is a timing chart showing the end of variation animation pattern 1. [Figure 176] This diagram shows examples of effects during the fluctuation effect (temporary stop sounds for each effect mode). [Figure 177] This is a timing chart showing what happens when the acquisition limit device is activated during the execution of variation performance pattern 1. [Figure 178] This is a timing chart showing the end of variation effect pattern 6. [Figure 179] This diagram shows an example of a variation in the animation sequence (variation animation pattern 6). [Figure 180] This is a timing chart showing what happens when the acquisition limit device is activated during the execution of variation performance pattern 6. [Figure 181] This figure shows an example of an operation notification mode for the acquisition limit device. [Figure 182] This diagram shows an example of a visual effect during a variation animation (reach line animation). [Figure 183] This diagram shows an example of a visual effect during a variation animation (reach line animation). [Figure 184] This is a timing chart showing everything from the customer waiting sequence to the demo sequence. [Figure 185] This is a timing chart showing the start of a jackpot game from the stop display of the SPSP Reach variation (jackpot). [Figure 186] This is a timing chart showing the beginning and end of a jackpot game. [Figure 187] This is a timing chart showing the time from power restoration to the execution of the customer waiting animation and customer waiting demo animation. [Figure 188] This is a timing chart showing when the acquisition limit device is activated during rainbow illumination. [Figure 189] This is a timing chart showing what happens when the acquisition limit device is activated during an abnormality notification. [Figure 190] This figure shows an example of a performance mode that changes after the pre-activation notification of the acquisition limit device has been given. [Figure 191] This figure shows an example of a performance mode that changes after the pre-activation notification of the acquisition limit device has been given. [Figure 192] This is a diagram showing an example of a production when the production mode changes after the pre-operation notification of the upper limit device is given. [Figure 193] This is a diagram showing an example of a production when the pre-operation notification of the upper limit device starts during the continuous preview production. [Figure 194] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the continuous preview production. [Figure 195] This is a diagram showing an example of a production when the pre-operation notification of the upper limit device starts during the operation valid period of the catchphrase preview production. [Figure 196] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the catchphrase preview production. [Figure 197] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the development production of the SP reach variation production. [Figure 198] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the development production of the SP reach variation production. [Figure 199] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the development production of the SP reach variation production. [Figure 200] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the operation valid period of the cut-in production of the SP reach variation production. [Figure 201] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the operation valid period of the cut-in production of the SP reach variation production. [Figure 202] This is a diagram showing an example of a production when the pre-notification image related to the operation of the upper limit device is updated during the operation valid period of the cut-in production of the SP reach variation production. [Figure 203] This is a diagram showing an example of a production when the pre-operation notification of the upper limit device ends during the operation valid period of the cut-in production of the SP reach variation production. [Figure 204] This is a diagram showing an example of a production when the upper limit device operates during the continuous preview production. [Figure 205] This diagram shows an example of how the acquisition limit device is activated during the dialogue announcement sequence. [Figure 206] This figure shows an example of a cut-in animation when the acquisition limit device is activated during the validity period of the cut-in animation. [Figure 207] This diagram shows the duration of various fluctuation effects for each performance mode. [Figure 208] This is a diagram showing a device that performs rainbow emission. [Figure 209] This is a timing chart showing a comparison of rainbow luminescence. [Figure 210] This is a timing chart showing a comparison of rainbow luminescence. [Figure 211] This diagram shows the details of the rainbow light emission during the fluctuation effect. [Figure 212] This diagram shows the details of the rainbow light emission during a jackpot game. [Figure 213] This diagram shows the details of the rainbow light emission during a jackpot game. [Figure 214] This is an example of information related to gaming media that is displayed in a rainbow pattern and information that is not displayed in a rainbow pattern. [Figure 215] This figure shows an example of a pre-announcement being displayed during a jackpot game. [Figure 216] This is a simplified diagram showing the light-emitting regions of each light-emitting means. [Figure 217] This diagram illustrates the emission colors of different regions in a rainbow emission. [Figure 218] This figure shows an example of rainbow emission (moving emission 1). [Figure 219] This figure shows an example of rainbow emission (moving emission 2). [Figure 220] This figure shows an example of rainbow emission (radiant emission). [Figure 221] This diagram shows the rainbow emission patterns under different conditions. [Modes for carrying out the invention]

[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.

[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 will be explained using Figures 1 to 4. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a part of the front side of the gaming machine 1, Figure 3 is a perspective view of the gaming machine 1 excluding the glass frame 4, and Figure 4 is a rear view of the gaming machine.

[0012] The gaming machine 1 includes an outer frame 2, an inner frame 3 rotatably supported on the front side of the outer frame 2, a glass frame 4 rotatably supported on the front side of the inner frame 3, and a game board 5 in which a game area 5a is formed through which game balls (game media) flow. The game board 5 is made of transparent resin.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).

[0014] The inner frame 3 has a recessed chamber-shaped game board mounting section 25 with an opening at the front for mounting the game board 5 from the front. It is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one end in the horizontal direction (left side in Figure 3), and is rotatably supported with the first hinge mechanism 6 as the pivot point. Therefore, when the inner frame 3 is rotated relative to the outer frame 2 like a door, the back side of the inner frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the inner frame 3.

[0015] The glass frame 4 is detachably connected to the front side of the inner frame 3 via a second hinge mechanism 7 at one end in the horizontal direction (left side in Figure 3) so as to cover the front of the game board mounting portion 25 of the inner frame 3, and is rotatably supported with the second hinge mechanism 7 as the pivot point. Therefore, when the glass frame 4 is rotated relative to the inner frame 3 like a door, the game area 5a of the game board 5 and the front portion of the inner frame 3 can be opened and closed.

[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to close the opening 8 from the rear, allowing the game area 5a of the game board 5, which is attached to the game board mounting section 25 of the inner frame 3, to be visible through this opening 8 and the transparent member 8a. In addition, multiple LEDs 5b, which serve as lighting devices 76 for the game board, are provided on the front and back sides of the game area 5a, making it possible to decorate the game area 5a during variation effects, jackpot games, and customer waiting effects (standby, demo).

[0017] Around the opening 8 of the glass frame 4, there is an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an operation unit 11 equipped with various operating devices (such as the performance button device 16 and selection button device 18 described later), a launching operation device 13 that can be operated to launch game balls, and a third image display device 72 (left sub-display device) and a fourth image display device 73 (right sub-display device) consisting of liquid crystal displays.

[0018] The audio output devices 9 are installed at intervals in two locations on the top and two locations on the bottom of the glass frame 4, and are designed to provide sound effects (music, voice) by outputting BGM (background music), SE (sound effects), etc. In addition, multiple frame lighting devices 10 are installed around the opening 8, and provide lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). The frame lighting devices 10 also include an alert LED 10a that is controlled to light up when the inner frame 3 or glass frame 4 is opened, a top lamp 10b that is controlled to light up when a predetermined effect is performed, etc., and a frame effect lamp 10c that is controlled to light up during variable effects, jackpot games, and customer waiting effects (standby, demo).

[0019] The operation unit 11 has a shape that bulges forward, and a performance button device 16 that can be operated by the player is provided in the central part of the top surface, and a selection button device 18 that can be operated by the player is provided in the left part of the top surface, and a counting button 20 that can be operated by the player is provided between the performance button device 16 and the selection button device 18, and further back than the selection button device 18, and a game ball count indicator 13a for displaying the number of game balls (game value) owned by the player is provided behind the counting button 20.

[0020] Furthermore, an item storage area (placement section) may be provided in the operation unit 11 at a position that does not overlap with the game ball count display 135 (for example, a position slightly to the right on the upper surface of the operation unit) for the player to place items (mobile phone, drinks, cigarettes, etc.) to secure (play) the game machine 1.

[0021] The performance button device 16 is equipped with a performance button 17 that can be pressed by the player, a performance button detection switch 17a (see Figure 5) that detects the pressing operation on the performance button 17, and a button drive device 17b (see Figure 5) for driving the performance button 17, allowing the player to input predetermined information to the gaming machine 1.

[0022] The effect button 17 can perform a lighting effect by illuminating the effect button LED (full color), which is part of the frame lighting device 10 (see Figure 5), in a predetermined light emission pattern (for example, white, red, rainbow). Furthermore, it can move vertically between a standby position (home position) located below and an effect position located above by the driving force of the button drive motor, which is part of the button drive device 17b, and the home position is detected by a button position detection sensor (not shown). In addition, it can perform an effect operation by vibrating in a predetermined vibration pattern by the driving force of the button vibration motor, which is part of the button drive device 17b.

[0023] The selection button device 18 is equipped with a joystick 19 that the player can operate in the up, down, left, and right directions, and a joystick detection switch 19a (see Figure 5) for detecting operations on the joystick 19, allowing the player to input predetermined information to the gaming machine 1.

[0024] The counting button 20 is equipped with a counting button switch 20a for detecting pressing operations on the counting button 20. By operating this switch, the number of game balls (game value) owned by the player, as displayed on the game ball count display 135, can be counted (linked to identification information stored on a storage medium such as a membership card or visitor card inserted into the dedicated unit 170 described later, and stored and settled on the card itself or the hall computer described later).

[0025] The launching device 13 includes a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 5) that detects when the player's hand is touching the launching handle 15, and a launching volume 15b (see Figure 5) which consists of a variable resistor whose resistance value changes depending on the rotation angle of the launching handle 15. It is possible to perform a lighting effect by lighting the launching handle light-emitting device (not shown), which is part of the frame lighting device 10 (see Figure 5), in a predetermined lighting pattern.

[0026] Furthermore, when a launch permission signal is input from both the main control device 110A and the frame control device 120A (described later), when the touch sensor 15a detects that the player's hand is touching the launch handle 15, and when the launch volume 15b detects that the launch handle 15 is being rotated, the ball feeding unit 91 (described later) is driven to send game balls one by one to the launching platform of the launching device 92 (described later), and the launching device 92 launches them into the game area 5a of the game board 5. In this embodiment, the sending of game balls to the launching platform and the subsequent launching of game balls operate as a single set, so even if the player releases their hand from the launch handle 15 at the timing when the game balls are sent to the launching platform (before the game balls are launched), the game balls will still be launched from the launching platform.

[0027] The third image display device 72 and the fourth image display device 73 display various effects and game-related information according to the progress of the game. Specifically, they display volume adjustment images to adjust the volume of game sounds output from the sound output device 9, light intensity adjustment images to adjust the light intensity of various lighting devices and various image displays, and customization images to customize game effects.

[0028] The inner frame 3 is provided with a recessed game board mounting section 25 for mounting the game board 5 through a front opening, a ball circulation mechanism 90 for collecting game balls launched from the launcher 92 into the game area 5a for reuse within the game machine 1 and supplying them back to the launcher 92, a locking mechanism 27 for locking the glass frame 4 in a closed state, a glass frame opening detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4, an inner frame opening detection switch 31b (see Figure 5) for detecting the opening (opening / closing) of the inner frame 3, and a radio wave detection sensor 54a (see Figure 5) for detecting abnormal radio waves.

[0029] The ball circulation mechanism 90 includes a launching device 92 for launching game balls toward the game area 5a, a ball feeding unit 91 for sending game balls one by one to the launching platform of the launching device 92, a lifting and polishing device 95 for lifting the supplied game balls while polishing them, a ball passage unit 94 for allowing game balls that have flowed down the game area 5a to flow down to the entrance of the lifting and polishing device 95, and for allowing game balls lifted by the lifting and polishing device 95 to flow down to the entrance of the ball feeding unit 91, and a foul ball passage unit 93 for allowing game balls that have been launched by the launching device 92 but have returned without flying into the game area 5a (foul balls) to join the ball passage unit 94.

[0030] The ball feeding unit 91 is equipped with a subtraction inlet switch 91b (see Figure 5) for detecting game balls that have flowed down the ball passage unit 94, a subtraction solenoid 91a (see Figure 5) for sending the game balls detected by the subtraction inlet switch 91b to the launching device 92, and a subtraction outlet switch 91c (see Figure 5) for detecting the game balls that have been sent to the launching device 92 by the operation of the subtraction solenoid 91a.

[0031] The launching device 92 is equipped with a launching platform (not shown) where game balls sent from the ball feeding unit 91 are held, a launching platform switch 92a (see Figure 5) for detecting game balls held on the launching platform, and a launching solenoid 92b (see Figure 5) for operating a launching hammer (not shown) for launching game balls held on the launching platform.

[0032] The foul ball passage unit 93 is equipped with a foul ball passage (not shown) for directing game balls that have returned without flying into the game area 5a (foul balls) to the ball passage unit 94, and a foul ball switch 93a (see Figure 5) for detecting game balls flowing down the foul ball passage.

[0033] The rear portion of the ball passage unit 94 is provided with a prize ball passage (not shown) for collecting and flowing down game balls that have entered various prize holes in the game area 5a, a prize ball passage count switch 94a (see Figure 5) for detecting game balls (prize balls) flowing down the prize ball passage, a non-prize ball passage (not shown) for collecting and flowing down game balls that have flowed into the out hole without entering any of the prize holes, a non-prize passage count switch 94b (see Figure 5) for detecting game balls (out balls) flowing down the non-prize ball passage, a confluence passage (not shown) for confluence the game balls that have flowed down the prize passage, the game balls that have flowed down the non-prize ball passage, and the game balls that have flowed down the foul ball passage and supply them to the lifting and polishing device 95, and a lift-down switch 94d (see Figure 5) at the downstream end of the confluence passage for detecting the game balls that are being supplied to the lifting and polishing device 95.

[0034] Furthermore, the front portion of the ball passage unit 94 is provided with a lifting ball passage (not shown) for supplying game balls lifted by the lifting and polishing device 95 to the ball feeding unit 91, a lift-up switch 94c (see Figure 5) at the upstream end of the lifting ball passage for detecting game balls lifted by the lifting and polishing device 95, an excess sensor 94e (see Figure 5) located in the middle section of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of game balls waiting in the lifting ball passage (circulating game balls), an excess sensor 94f (see Figure 5) located in the downstream section of the lifting ball passage (downstream of the excess sensor 94e) for detecting an insufficient (shortage) of game balls waiting in the lifting ball passage (circulating game balls), and a ball removal lever (not shown) for removing game balls from the game machine through a ball removal opening (not shown) located at the downstream end of the lifting ball passage (downstream of the excess sensor 94f).

[0035] The lifting and polishing device 95 is equipped with a lift section (not shown) for lifting game balls using the driving force of a motor, a lift origin switch 95b (not shown) for confirming the origin position of the lift section, an abrasive material (not shown) for polishing the game balls lifted by the lift section, and an abrasive material confirmation switch 95a (not shown) for detecting that the abrasive material is installed.

[0036] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed to the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the inner frame 3 is released, allowing the inner frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.

[0037] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a is formed in the area enclosed by the inner rail 35 and the outer rail 36, through which game balls can flow down. A ball guide path 38 is also formed between the inner rail 35 and the outer rail 36 to guide game balls launched by the launching device 92 to the upstream part of the game area 5a. An out opening 39 is formed at the downstream end of the game area 5a to guide the flowing game balls out of the game area (ball passage unit 94).

[0038] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left game area through which game balls launched with a first launch force flow down, and a right game area through which game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area are connected below the decorative frame 40.

[0039] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow downwards from the decorative frame 40.

[0040] To the lower left of the decorative frame 40, there are three general prize slots 43 spaced apart from each other, into which game balls can be entered at any time. To the lower right of the decorative frame 40, there is one general prize slot 43 into which game balls can be entered at any time. When a game ball that has entered one of these general prize slots 43 is detected by the general prize slot detection switch 43a (see Figure 6), a predetermined number of game balls (for example, 5 balls) are added to the number of game balls owned by the player (game value) as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125, which will be described later, is updated.

[0041] One of the three general prize slots 43 located slightly to the left and below the decorative frame 40 (the leftmost one) also serves as the starting area for the regular symbols. When a game ball that enters this general prize slot 43 is detected by the general prize slot detection switch 43a, the right to determine whether or not to perform the auxiliary game (opening the second starting slot 47, described later) is granted (regular symbol determination information, described later, is stored).

[0042] Below the stage section 42, there is a first start opening 45 (start entry area for the first special symbol) into which game balls can be entered at any time. When a game ball that has entered this first start opening 45 is detected by the first start opening detection switch 45a (see Figure 6), a predetermined number of game balls (for example, 3 balls) are added to the number of game balls owned by the player (game value) as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125, which will be described later, is updated. In addition, the right to make a jackpot determination to determine whether or not to execute a special game (jackpot game) is granted (special symbol determination information, which will be described later, is stored).

[0043] Below the decorative frame 40 and diagonally below and to the right of the first starting opening 45, there is a variable starting unit 46 that can be converted from a closed state in which it is impossible or difficult for the game ball to enter (enter the game) to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of predetermined conditions (winning a prize in the winning determination described later).

[0044] The variable starting unit 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a passage for game balls, and is equipped with a second starting port opening / closing member 48 that is movable in the front-rear direction, a second starting port 47 (starting prize area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 6) that detects game balls that have entered the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 6) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (prize entry restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (prize entry allowable position).

[0045] Then, when a game ball enters the second start port 47, which has been opened during the auxiliary game described later, and is detected by the second start port detection switch 47a (see Figure 6), a predetermined number of game balls (for example, 2) are added to the number of game balls owned by the player as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125 described later is updated. In addition, the right to make a jackpot determination to determine whether or not to execute a special game (jackpot game) is granted (special symbol determination information described later is stored).

[0046] The right-hand game area, located to the right of the decorative frame 40, is provided with a regular symbol gate 44 (starting area for regular symbols) through which game balls can pass at all times. When a game ball that has passed through the regular symbol gate 44 is detected by the gate detection switch 44a (see Figure 6), no prize balls (game bonuses) are awarded, but the player is granted the right to perform a win determination to decide whether or not to execute the auxiliary game (opening the second starting opening 47, described later) (regular symbol determination information, described later, is stored). The regular symbol gate 44 is designed to allow game balls to enter (pass through) more easily than the general prize opening 43, which also serves as the starting area for regular symbols as described above.

[0047] Below the regular gate 44, there is a variable prize entry section 49 (variable prize entry device) that can be converted from a closed state where it is impossible or difficult for game balls to enter (enter the game) to an open state where it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a jackpot has been determined in the jackpot judgment).

[0048] The variable prize section 49 (variable prize device) has an upper surface that slopes downward in the left-right direction (right side in Figure 1) to form a flow path for the game balls, and is equipped with a large prize opening opening member 51 that can move in the front-rear direction, a large prize opening 50 (prize area) that opens upward directly below the large prize opening opening member 51, a large prize opening detection switch 50a (see Figure 6) that detects game balls that have entered the large prize opening 50, and a large prize opening opening solenoid 51b (see Figure 6) that converts the large prize opening 50 to a closed state by moving the large prize opening opening member 51 forward (prize restriction position) and converts the large prize opening 50 to an open state by moving the large prize opening opening member 51 backward (prize allowance position).

[0049] Then, during a jackpot game as described later, when the jackpot opening / closing member 51 moves backward and the jackpot opening 50 changes from a closed state to an open state, when the game balls that were flowing down the upper surface of the jackpot opening / closing member 51 or the game balls that have reached the jackpot opening 50 enter the jackpot opening 50 and are detected by the jackpot opening detection switch 50a, a predetermined number of game balls (for example, 10) are added to the number of game balls owned by the player as prize balls (granting of game benefits), and the number of game balls displayed on the game ball count display 135 and the frame control display 125 described later are updated.

[0050] Furthermore, game balls launched into the left-side game area either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then down through the stage section 42, either entering one of the three general prize slots 43 or the first start slot 45 located below the decorative frame 40, or flowing into the out slot 39. Therefore, they will not enter (pass through) the general gate 44, general prize slots 43, or variable prize slot 49 (large prize slot 50) located in the right-side game area.

[0051] Furthermore, game balls launched into the right-side game area flow down through the channel on the right side of the decorative frame 40, and almost all of them pass through the general gate 44 before either entering one of the general prize entry openings 43, variable start section 46 (second start opening 47), or variable prize entry section 49 (large prize entry opening 50) located in the right-side game area, or flowing into the out opening 39. Therefore, they will not enter the general prize entry opening 43 or the first start opening 45 located in the left-side game area.

[0052] On the back of the game board 5, there is a safe ball channel that receives and flows down safe balls (winning balls) that have entered the general prize entry opening 43, the first start opening 45, the second start opening 47, and the large prize entry opening 50, and then flows into the prize ball channel of the ball channel unit 94. There is also an out ball channel that receives and flows down out balls (non-winning balls) that have entered the out opening 39, and then flows into the non-winning ball channel of the ball channel unit 94. An out ball detection switch 39a (see Figure 6) for detecting out balls is provided at the downstream end of the out ball channel.

[0053] Outside the game area 5a, a main information display device 59 is provided, consisting of a first special symbol indicator 60, a second special symbol indicator 61, a regular symbol indicator 62, a first special symbol hold indicator 63, a second special symbol hold indicator 64, a regular symbol hold indicator 65, a round number indicator 66, a right-hand play indicator 67, a status confirmation indicator 68, and a game status indicator (not shown). This main information display device 59 is composed of multiple LEDs.

[0054] The first special symbol indicator 60 is a variable indicator that displays (notifies) the result of the jackpot determination for the first special symbol, which is performed based on the entry (entry) of a game ball into the first starting opening 45. The second special symbol indicator 61 is a variable indicator that displays (notifies) the result of the jackpot determination for the second special symbol, which is performed based on the entry (entry) of a game ball into the second starting opening 47. The regular symbol indicator 62 is a variable indicator that displays (notifies) the result of the win determination for the regular symbol, which is performed based on the entry (passage, entry) of a game ball into the general entry opening 43 or the regular symbol gate 44, which also serve as the starting area for the regular symbols.

[0055] The jackpot determination refers to the process of acquiring special symbol determination information (random values ​​for jackpot determination, random values ​​for special symbol determination, random values ​​for reach determination, random values ​​for special symbol variation pattern determination, etc.) when a game ball enters the first start opening 45 or the second start opening 47, and then determining whether or not to execute a jackpot game based on the acquired special symbol determination information.

[0056] Then, when a jackpot is determined based on the entry of a game ball into the first starting port 45, the first special symbol indicator 60 displays a changing first special symbol, and after a predetermined time has elapsed, the first special symbol is displayed to indicate the determination result. Similarly, when a jackpot is determined based on the entry of a game ball into the second starting port 47, the second special symbol indicator 61 displays a changing second special symbol, and after a predetermined time has elapsed, the second special symbol is displayed to indicate the determination result.

[0057] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of eight LEDs, and the lighting pattern of the LEDs changes (moving lighting) at a predetermined cycle (32ms) during the display of each special symbol's variation. When a special symbol is displayed in a stopped state, the LEDs light up in a manner that indicates the result of the jackpot determination (jackpot mode, losing mode).

[0058] In this embodiment, "jackpot" refers to the state in which it is determined in the jackpot determination that a jackpot game (special game) will be executed. "Jackpot game" refers to a game state that is advantageous to the player, in which a round game is played for a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, in which the player is more likely to win prize balls.

[0059] In addition, the maximum number of times the large prize slot 50 opens and the maximum opening time for each round of gameplay are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the large prize slot, one round of gameplay ends. Furthermore, in this embodiment, it is possible to execute any of several types of jackpot games (special games) that offer different degrees of advantage to the player.

[0060] The hit determination refers to the process of acquiring normal symbol determination information (random values ​​for hit determination, random values ​​for normal symbol determination, random values ​​for normal symbol variation pattern determination, etc.) based on the entry (passage, entry) of game balls into the general prize entry 43 or normal symbol gate 44, which also serve as the starting area for normal symbols, and determining whether or not to execute an auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays the variation of the normal symbols, and after a predetermined time has elapsed, the normal symbols are displayed to indicate the determination result.

[0061] The regular symbol display unit 62 is composed of three LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or loss).

[0062] In this embodiment, "winning" refers to the state in which it is determined in the auxiliary game determination to execute an auxiliary game (winning game). "Auxiliary game" refers to a game state in which the second start opening 47 is opened in a predetermined manner.

[0063] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in the auxiliary game (winning game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second starting port 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the conditions for starting the variation display of the second special symbol are more likely to be met. In addition, in this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player are provided.

[0064] The first special symbol hold indicator 63 consists of two LEDs and is used to display the number of first hold items (U1), which is the number of special symbol judgment information (first hold items) stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first hold items. Up to four first hold items can be stored, but it may be less than or more than four.

[0065] The second special symbol hold indicator 64 is composed of two LEDs and is used to display the number of second hold items (U2), which is the number of special symbol judgment information (second hold items) stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second hold items. Up to four second hold items can be stored, but it may be less than four, more than four, or the second hold items may not be stored at all.

[0066] The regular symbol hold indicator 65 consists of two LEDs and is used to display the number of regular symbol hold information (regular symbol hold) that is stored when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold information. Up to four regular symbol hold information can be stored, but it may be less than four, more than four, or no regular symbol hold information may be stored at all.

[0067] The first special symbol display unit 60 and / or the second special symbol display unit 61 can be made up of 7-segment LEDs. For example, if a jackpot is determined in the jackpot determination, a number such as "3" or "7" can be stopped and displayed, and if a loss is determined, "-" can be stopped and displayed, and during the variation display, the lights can alternate between off and "-".

[0068] The round number indicator 66 consists of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. The LEDs start lighting up in a predetermined manner to indicate the number of rounds at the start of the jackpot game, remain lit throughout the jackpot game, and turn off at the end of the jackpot game. For example, if the jackpot game has 4 rounds, only the leftmost LED will light up, and if the jackpot game has 10 rounds, all LEDs will light up.

[0069] The right-hand shooting indicator 67 consists of a single LED and is used to provide a right-hand shooting notification that prompts the player to shoot the game ball towards the right-hand game area (so-called right-hand shooting). Basically, the LED does not light up during normal gameplay, but lights up during jackpot mode (special gameplay), during the probability variation gameplay mode described later, and during certain time-saving gameplay modes.

[0070] The status indicator 68 consists of one LED and is used to provide notification that the game is in a time-saving mode. The LED lights up when the time-saving mode starts and turns off when the time-saving mode ends.

[0071] The game status indicator (not shown) consists of one LED and is used to notify that the game is in a probability variation game state or a time reduction game state. When the game machine 1 is powered on, the LED lights up if it is in a probability variation game state or a time reduction game state, and then the LED turns off when the probability variation game state or time reduction game state ends (the game state changes).

[0072] Inside the game area 5a, a sub-information display device 80 is provided, consisting of a sub-first variable indicator, a sub-second variable indicator, a sub-first hold indicator, a sub-second hold indicator, a sub-normal diagram variable indicator, a sub-normal diagram hold indicator, and a sub-right-hand shooting indicator. This sub-information display device 80 is basically composed of LEDs.

[0073] The sub-first variable indicator is used to indicate (notify) whether the first special symbol is currently being displayed in a variable state, and the sub-second variable indicator is used to indicate (notify) whether the second special symbol is currently being displayed in a variable state. Each of these indicators consists of one LED. When the variable state of the corresponding special symbol begins to be displayed, the LED blinks at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), causing the first lamp symbol LZ1 or the second lamp symbol LZ2 to be displayed in a variable state. When the corresponding special symbol is displayed in a stopped state, the LED turns off.

[0074] Additionally, the results of the special symbol jackpot determination may be announced on the sub-first and sub-second variation indicators. In this case, the LED should light up if it is a jackpot and turn off if it is a loss.

[0075] The sub-first hold indicator displays the number of first hold information items (first hold count), which will be described later, and the sub-second hold indicator displays the number of second hold information items (second hold count), which will be described later. Each indicator consists of two LEDs. When the hold count is "0", both the left and right LEDs are off. When the hold count is "1", the left LED lights up and the right LED turns off. When the hold count is "2", both the left and right LEDs light up. When the hold count is "3", the left LED blinks and the right LED lights up. When the hold count is "4", both the left and right LEDs blink.

[0076] The sub-symbol variation indicator is used to display (notify) the result of the winning lottery and consists of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed in a stopped state, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed in a stopped state.

[0077] Furthermore, in the sub-normal symbol variation indicator, it may be configured so that only whether or not a normal symbol variation is being displayed can be determined, by having it blink when a normal symbol variation is being displayed and then light up or turn off when it is stopped.

[0078] The sub-normal-number-of

[0079] The sub-right-hand shooting indicator is designed to encourage players to shoot the game ball towards the right-hand area of ​​the game area 5a (so-called right-hand shooting), and consists of a single LED. The LED lights up during the jackpot state (special game) and the time-saving state, and turns off during all other game states.

[0080] A first image display device 70 (main display device), which is a liquid crystal display, is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71 (central sub-display device), which is a liquid crystal display smaller in size and display area than the first image display device 70, is provided at the lower part of the performance space 40a and in front of the first image display device 70. A movable performance device 77 for executing motion effects is provided at the upper part of the performance space 40a.

[0081] The first image display device 70 and the second image display device 71 display various effects according to the progress of the game. These effects include a demo effect for waiting for the customer, which is performed when the special symbol variation display is not in progress; a variation effect involving the variation display of multiple effect symbols 70a, which is performed when the special symbol variation display is in progress; a variation display (update variation) of the special symbol TZ (the so-called fourth symbol), which is performed when the special symbol variation display is in progress; and a jackpot effect, which is performed when a jackpot game is in progress.

[0082] Furthermore, the second image display device 71 can perform a movement effect by moving with a liquid crystal movable device (not shown) composed of a solenoid, motor, etc., while the first image display device 70 is performing a variation effect.

[0083] Specifically, the movement effect is performed by moving vertically (up and down) between a standby position (lower position) located near the edge of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be set to the left and right or forward and backward directions, or the movement effect may be performed by operating the effect button 17.

[0084] The display section (effective display area) of the first image display device 70 includes a variable display area for displaying three performance symbols 70a (left symbol, middle symbol, and right symbol), and a display area for executing display effects (such as displaying a background image) according to the performance mode related to the execution of the variable performance.

[0085] The performance symbols 70a are composed of symbols representing the numbers "1" through "9," for example, and begin displaying a variation in response to the start of the variation display of special symbols performed by the first special symbol display unit 60 and the second special symbol display unit 61, and display a stop when the variation display of special symbols stops. In addition, the performance symbols 70a are decorated with the numbers "3" and "7" in red, the numbers "1," "5," and "9" in green, and the numbers "2," "4," "6," and "8" in blue. Symbols representing the letters "A" through "F" may also be used as performance symbols 70a.

[0086] The display symbols 70a are set to stop and display for a predetermined time (for example, 0.5 seconds) in a manner that indicates the result of the jackpot determination (miss pattern, jackpot pattern). Jackpot patterns are combinations of the same display symbols 70a, such as "777" or "555", while miss patterns are all other patterns.

[0087] In addition, while the display of the changing symbols 70a is shown as scrolling vertically, it may also scroll horizontally, or it may switch or rotate (rotate) in place.

[0088] Furthermore, during the display of the changing symbols 70a (changing animation), various animation images and movies, such as background images and characters, are displayed on the first image display device 70 and the second image display device 71, depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0089] The first image display device 70 includes a first reserve icon display area 70B for displaying a number of first reserve icons (first reserve information) corresponding to the first reserve number (U1) in a normal game state, a second reserve icon display area 70D for displaying a number of second reserve icons (second reserve information) corresponding to the second reserve number (U2) in a time-saving game state, an icon display area 70C for displaying an icon (execution information) indicating that a variation effect is being executed, a first reserve number display area 70E for displaying the first reserve number (U1) numerically, and a second reserve number display area 70F for displaying the second reserve number (U2) numerically.

[0090] The first hold icon display area 70B is divided into the first display section (first area), the second display section (second area), the third display section (third area), and the fourth display section (fourth area), starting from the side closest to the icon display area 70C. The first to fourth display sections display a number of first hold icons corresponding to the first hold number (U1).

[0091] Specifically, in the first hold icon display area, the first display section of 70B displays the first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed first; the second display section displays the first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed second; the third display section displays the first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed third; and the fourth display section displays the first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed fourth.

[0092] The second hold icon display area 70D is divided into the first display section (first area), the second display section (second area), the third display section (third area), and the fourth display section (fourth area) from left to right, and the number of second hold icons corresponding to the second hold number (U2) are displayed in the first to fourth display sections.

[0093] Specifically, in the second hold icon display area 70D, the first display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed first, the second display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed second, the third display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed third, and the fourth display section displays a second hold icon indicating the second hold memory in which the variation display of the second special symbol will be performed fourth.

[0094] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first reserved icon display area 70B and the second reserved icon display area 70D, and the icon is displayed on or floating above this base image.

[0095] Specifically, as the first special symbol (performance symbol 70a) begins to change, the first reserve icons displayed in the first reserve icon display area 70B move (shift) one by one towards the icon display area 70C. The first reserve icons displayed in the first display section of the first reserve icon display area 70B move (shift) to the icon display area 70C, becoming the icon in question. When the first special symbol (performance symbol 70a) finishes changing, the icon disappears (is erased). In other words, an effect (erasure effect) of the icon disappearing is performed.

[0096] Furthermore, as the second special symbol (performance symbol 70a) begins to change, the second reserve icons displayed in the second reserve icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserve icons displayed in the first display section of the second reserve icon display area 70D move (shift) toward the icon display area 70C, becoming the icon in question. The icon then disappears (is removed) when the change in the second special symbol (performance symbol 70a) ends. Note that the icon may also be removed during the change in the special symbol (performance symbol 70a).

[0097] The movable performance device 77 has a first movable member 77a and a second movable member 77b that can be operated, and it is possible to perform an action performance by making the first movable member 77a and the second movable member 77b perform predetermined actions during a variation performance or a jackpot game performance executed on the first image display device 70. In addition, the first movable member 77a and the second movable member 77b are provided with a panel lighting device 76 having multiple decorative LEDs, and are capable of emitting light in a predetermined manner during the execution of the action performance.

[0098] Specifically, the first movable member 77a moves (up and down) between a standby position located near the edge (up) of the first image display device 70 and an animation position located near the center (down) of the first image display device 70. The second movable member 77b moves between a standby position that covers a portion of the front of the first movable member 77a and an animation position that recedes from the front of the first movable member 77a.

[0099] On the back of the game board 5, there is a main control device 110A which incorporates a main control board 110 that controls the progress of the game, an effect control device 130A which incorporates an effect control board 130 that controls the effects of the game, and a transparent resin upper cover member 23 which covers the rear of the main control device 110A and the effect control device 130A, with the main control device 110A and the effect control device 130A arranged vertically.

[0100] The rear of the performance control device 130A is equipped with a changeover switch 22 for switching to one of several adjustment modes, which set the reference values ​​for the volume of the performance sound output from the sound output device 9 and the light intensity of various light sources (various lighting devices, various display devices). In normal operation, the rear of the device is covered by the upper cover member 23.

[0101] On the back of the inner frame 3, there is a frame control device 120A (value control device) which incorporates a frame control board 120 that controls the number of game balls (game value) owned by the game and controls information communication with the dedicated unit 170, a power supply device 160A which incorporates a power supply board 160, a lending device connection terminal board 100 which has a lending device connection terminal 101 for connecting dedicated wiring for communication with the dedicated unit 170 which is installed in parallel with the game machine 1, and a lower cover member 120B made of transparent resin which covers the upper rear of the frame control device 120A.

[0102] The power supply unit 160A is located near one end of the lower part of the inner frame 3 (right side in Figure 4). On one side (the right side of the inner frame 3, which is the right side in Figure 4, near the pivot axis), there is an outlet for a power cord with a power plug 161 at its end, as well as a power switch 164 that can be turned ON and OFF.

[0103] The frame control device 120A is positioned so that the power cord outlet and power switch of the power supply device 160A are exposed at the rear, and the frame control device 120A is positioned closer to the left or right side of the inner frame 3 (towards the left side of the inner frame 3, which is the free rotation end of the inner frame 3 in Figure 4) and overlaps the rear of the power supply device 160A.

[0104] On the back side of the inner frame 3, above the power switch 164, is a loan device connection terminal board 100 for communicating with the dedicated unit 170. The loan device connection terminal board 100 is equipped with a loan device connection terminal 101 into which a connector provided at the end of a dedicated cable for communicating with the dedicated unit 170 is inserted.

[0105] The frame control board 120, which is built into the frame control device 120A, is equipped with a frame control display 125 for displaying the number of game balls (game value) owned by the player, similar to the game ball count display 135 provided on the glass frame 4. However, the game ball count display 135 and the frame control display 125 are offset from each other in the vertical and horizontal directions of the gaming machine 1. Specifically, the game ball count display 135 is positioned closer to the rotation axis of the glass frame 4, while the frame control display 125 is positioned lower than the game ball count display 135 and closer to the free rotation end of the inner frame 3.

[0106] In this way, by positioning the game ball count indicator 135, which is installed on the front side of the gaming machine, closer to the pivot axis of the glass frame 4, even when a gaming parlor employee opens the inner frame 3 or the glass frame 4, the range of movement of the game ball count indicator 135 is reduced, preventing a drastic decrease in the visibility of the game ball count indicator 135. This improves the convenience for both gaming parlor employees and players when checking the display contents of the game ball count indicator 135.

[0107] Furthermore, since the frame control indicator 125, which is located on the back side of the gaming machine, is positioned closer to the free-rotating end of the inner frame 3, when a gaming store employee opens the inner frame 3 to check the frame control indicator 125, it becomes easier to see the frame control indicator 125 than if it were positioned closer to the rotation axis of the inner frame 3. This improves the convenience for gaming store employees when checking the display contents of the frame control indicator 125.

[0108] Furthermore, the lower cover member 120B covers only the upper side of the frame control device 120A (various female connectors 127a to 127f etc. exposed from the frame control board case 300 described later), and does not cover the various buttons provided on the lower side of the frame control device 120A (the game ball count clear button 121b related to the game ball count clear switch 121 described later, the ball removal button 122b related to the ball removal switch 122, and the error release button 123b related to the error release switch 123). As a result, the various buttons provided on the lower side of the frame control device 120A (the game ball count clear button 121b related to the game ball count clear switch 121 described later, the ball removal button 122b related to the ball removal switch 122, and the error release button 123b related to the error release switch 123) become easier to operate, improving convenience for amusement store staff.

[0109] Furthermore, the lower cover member 120B is designed not to cover the various stickers attached to the frame control device 120A (frame management number sticker 308 and operation guide sticker 309, described later) or the frame control indicator 125 mounted on the frame control board 120. As a result, the lower cover member 120B does not obstruct the visibility of the various stickers or the frame control indicator 125, thereby improving convenience for amusement store staff.

[0110] Furthermore, a payout limit device operation indicator unit may be provided on the front side of the glass frame 4 to display the operating status of the payout limit device, which will be described later. The payout limit device operation indicator unit may be made up of LEDs or 7-segment displays and may light up when the payout limit device is operating. Alternatively, the payout limit device operation indicator unit may be made up of a sliding panel that can be operated by a game store employee (it cannot be operated when the glass frame 4 is closed, but can be operated when the glass frame 4 is open), and the panel may be slid to display the non-operational state when the payout limit device is not operating, and to display the operating state when it is operating.

[0111] (Block diagram of the entire gaming machine) Next, Figures 5 and 6 will be used to describe the block diagrams of the gaming machine 1 and peripheral devices in this embodiment.

[0112] Firstly, in the game machine 1, game balls (game media) used in conventional pachinko game machines are used, but the game balls are not discharged outside the game machine 1 (to the player's hands) and circulate within the game machine, so the player cannot touch the game balls. Therefore, the total number of game balls displayed on the "game ball count display 135" and the "frame control display 125" is information recorded by electromagnetic means (for example, addition due to ball lending and prize balls, subtraction due to launch). In this embodiment, for convenience, the term "dispensing" of game balls is used, but this does not mean dispensing game balls outside the game machine as in conventional pachinko game machines, but rather refers to the addition mentioned above.

[0113] This prevents people from bringing their own game balls into arcades to play games. It also prevents people from obtaining game balls illegally by tampering with them (for example, by attaching strings to them, applying oil, or using game balls of a different size than the standard size).

[0114] Furthermore, the game balls used in the game machine 1 may be the same game balls used in conventional pachinko game machines (game balls that react to magnets), or game balls that do not react to magnets (for example, made of stainless steel). The former reduces the cost of manufacturing new game balls, while the latter makes the game machine more resistant to fraud. In addition, if game balls that do not react to magnets are used, a magnet detection unit may be placed along the ball path to monitor for game balls that react to magnets in order to prevent them from being mixed in.

[0115] The main control board 110 comprehensively controls the progress of the game (basic operation). The main control board 110 is a one-chip microcontroller, comprising a main control unit 110m equipped with a main CPU 110a for arithmetic processing, a main ROM 110b for storing game control programs, etc., and a main RAM 110c which serves as a work area during arithmetic processing, as well as input ports and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area. This allows it to control controlled devices (various solenoids and various displays) and transmit predetermined commands based on the results of the arithmetic processing to the performance control board 130, etc. It also transmits predetermined information (described later) to the frame control board 120.

[0116] In this embodiment, the terms "RAM" and "RWM" may be used interchangeably, but they are synonymous.

[0117] Here, the communication between the main control board 110 and the frame control board 120 is configured to allow bidirectional information transmission, while the communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional information transmission only from the main control board 110 to the performance control board 130.

[0118] Various switches, various sensors, and the frame control board 120 are connected to the input ports of the main control board 110. When detection signals from various switches and sensors are input to the main control board 110 via the input ports, control processing is performed according to the detection signals.

[0119] The various switches include a general prize entry detection switch 43a for detecting game balls that have entered the general prize entry 43, a gate detection switch 44a for detecting game balls that have passed through the general gate 44, a first start entry detection switch 45a for detecting game balls that have entered the first start entry 45, a second start entry detection switch 47a for detecting game balls that have entered the second start entry 47, a large prize entry detection switch 50a for detecting game balls that have entered the large prize entry 50, and a switch for detecting game balls flowing down the downstream end of the out ball flow path. The components include an out ball detection switch 39a for detecting an out ball, an RWM clear switch 111a for inputting a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update a setting value which is a stage of advantage in the game (to make the advantage in the game different), and a setting key switch 112a for inputting a signal to transition to a state in which the setting value can be changed or the setting value can be checked by operation using the setting key. The various sensors are a first magnetic detection sensor 53a and a second magnetic detection sensor 53b for detecting magnets.

[0120] In this embodiment, the number of game balls launched by the player is counted by the out ball detection switch 39a. Alternatively, the detection switch may be provided at the position where the game ball enters the game area 5a (a position where the launched ball will not be a foul ball after detection) to count the number of launched balls, or on the launched ball guide path 38 (a position where the launched ball may become a foul ball after detection) to count the number of launched balls. In the case where the detection switch is provided on the launched ball guide path 38, if a foul ball is detected after the launched ball is detected, the number of launched balls should be increased by 1 and then decreased by 1.

[0121] The output ports of the main control board 110 are connected to the main information display device 59, various solenoids, information display 115, frame control board 120, and performance control board 130, and the main control board 110 transmits drive control signals for controlling the various solenoids, display control signals for controlling the various display devices, and predetermined information to the frame control board 120 via the output ports.

[0122] The various solenoids are the second start port opening / closing solenoid 48b and the big prize port opening / closing solenoid 51b, the main information display device 59 is the special symbol display 60, special symbol display 61, normal symbol display 62, special symbol hold display 63, special symbol hold display 64, normal symbol hold display 65, round number display 66, right-hand play display 67, status confirmation display 68, and the information display 115 is a display (4-digit 7-segment display) for displaying setting values, etc.

[0123] The frame control board 120 includes a frame control unit 120m as a one-chip microcontroller equipped with a frame control CPU 120a for calculation processing, a frame control ROM 120b that stores the operation program for the frame control CPU 120a, and a frame control RAM 120c that serves as a work area during calculation processing, as well as input ports and output ports for frame control. The frame control CPU 120a receives an operating clock from a crystal oscillator, reads the program stored in the frame control ROM 120b, and performs calculation processing related to the game while utilizing the frame control RAM 120c as a work area. This allows it to control controlled devices (various solenoids and various displays), communicate with the main control board 110 via telegrams (described later), and transmit predetermined information (described later) to a dedicated unit 170.

[0124] The input ports of the frame control board 120 include a touch sensor 15a for detecting when the player's hand is touching the launch handle 15, a launch volume 15b consisting of a variable resistor whose resistance changes depending on the rotation angle of the launch handle 15, a ball release switch 122 for detecting when the ball release button 122b is operated, an error release button 123b for detecting when the error release button 123b is operated, a dispensing device connection terminal board 100 for communicating with a dedicated unit 170 installed alongside the gaming machine 1, a launch stand switch 92a for detecting game balls stationary on the launch stand, a subtraction inlet switch 91b for detecting game balls that have flowed down the ball passage unit 94, and a device for detecting game balls sent to the launch device 95 by the operation of the subtraction solenoid 91a. The frame control board 120 is connected to the following: a counting input switch 91c, a counting button switch 20a for detecting when the counting button 20 is operated, a glass frame opening detection switch 31a for detecting when the glass frame 4 is opened (opened or closed), an inner frame opening detection switch 31b for detecting when the inner frame 3 is opened (opened or closed) (indicated as various opening detection switches 31a and 31b in the drawing), a radio wave detection sensor 54a for detecting abnormal radio waves, a lifting and polishing device 95 for lifting the game balls while polishing them, a game ball count clear switch 121 for detecting when the game ball count clear button 121b is operated, and various passage units 93 and 94. When detection signals from various detection switches and various detection sensors are input to the frame control board 120 via the input port, control processing is performed according to the detection signal.

[0125] Furthermore, the glass frame open detection switch 31a, which detects the opening (opening and closing) of the glass frame 4, may be turned ON when the glass frame 4 is open (in this case, an ON input indicates that it is open), or it may be turned ON when the glass frame 4 is closed (in this case, no ON input indicates that it is open). The same applies to the inner frame open detection switch 31b.

[0126] Various passage units 93 and 94 include: a foul ball switch 93a for detecting game balls flowing down the foul ball passage to merge game balls that have returned without entering the game area 5a (foul balls) into the ball passage unit 94; a prize passage count switch 94a for detecting game balls (prizes) flowing down the prize ball passage (not shown) which collects and flows down game balls that have entered the various prize holes provided in the game area 5a; a non-prize passage count switch 94b for detecting game balls (out balls) flowing down the non-prize ball passage (not shown) which collects and flows down game balls that have flowed into the out hole 39 without entering the various prize holes; and a lifting polishing device 95 at the upstream end of the lifting ball passage for detecting game balls that have been lifted up by the lifting polishing device 95. A lift-up switch 94c is provided, a lift-down switch 94d is provided at the downstream end of a confluence passage (not shown) for merging game balls that have flowed down the winning passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage and supplying them to the lifting and polishing device 95 for detecting game balls supplied to the lifting and polishing device 95, an excess sensor 94e is provided in the middle section of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of game balls waiting in the lifting ball passage (circulating game balls), and an excess sensor 94f is provided in the downstream section of the lifting ball passage (downstream of the excess sensor 94e) for detecting an insufficient (shortage) of game balls waiting in the lifting ball passage (circulating game balls).

[0127] The output port of the frame control board 120 is connected to the performance control board 130, the dispensing device connection terminal board 100, the launch solenoid 92b for operating the launch hammer (not shown) for launching game balls stationary on the launching platform, the subtraction solenoid 91a for sending game balls to the launching device 95, the lifting and polishing device 95, the game ball count indicator 135, the frame control indicator 125, etc. Drive control signals for controlling various solenoids and display control signals for controlling various indicators are output via the output port.

[0128] Communication between the frame control board 120 and the performance control board 130 is configured to allow information to be transmitted in only one direction, from the frame control board 120 to the performance control board 130. This allows, for example, if the frame control board 120 detects an error, the performance control board 130 to notify the system of that error. However, communication between the frame control board 120 and the performance control board 130 may also be performed via the main control board 110. In other words, the frame control board 120 and the performance control board 130 do not need to be directly connected.

[0129] The "Game Ball Count Indicator 135" is a display for showing the total number of game balls that a player can shoot (hereinafter simply referred to as "total number of game balls"), and is composed of, for example, a 6-digit 7-segment display. It may also be used as a display for showing the type of error code that occurred in the game machine 1. In this case, when no error occurs, only the total number of game balls should be displayed, and when an error occurs, the total number of game balls and the error code should be displayed alternately. The display of error codes will be described in detail later.

[0130] The "frame control display 125" is a display for showing the total number of game balls, and is composed of, for example, a 6-digit 7-segment display. For example, if the "game ball count display 135" displays "100" as the total number of game balls, the "frame control display 125" will also display "100". In the event that the "game ball count display 135" malfunctions and cannot display the total number of game balls, the player can determine the total number of game balls they possess by checking the total number of game balls displayed on the "frame control display 125" (it serves as a backup display in case of malfunction).

[0131] Furthermore, the display may be used to show an error code indicating the type of error that occurred in the gaming machine 1, or it may be used to show the "display performance information (normal base value)" (see "frame control board display performance information calculation process" below). In this case, when no error occurs, the total number of gaming balls and the "display performance information (normal base value)" should be displayed alternately, and when an error occurs, the total number of gaming balls, the "display performance information (normal base value)" and the error code should be displayed alternately.

[0132] The "counting button 20" is a button used to transmit data on the total number of game balls to a dedicated unit 170. The frame control CPU 120a determines whether the "counting button 20" is pressed for a "short time" or a "long time". Specifically, if the button is pressed for less than 0.5 seconds, it is determined to be a "short time", and if it is pressed for 0.5 seconds or more, it is determined to be a "long time".

[0133] The frame control CPU 120a counts one game ball when it detects a "short press," and counts 250 game balls at counting notification timings every 0.3 seconds when it detects a "long press." If the total number of game balls is less than 250 (for example, 200), all 200 will be counted when a "long press" is detected. A counting-enabled lamp may be provided that lights up when counting is possible and turns off when counting is not possible.

[0134] The "Game Ball Count Clear Button 121b" is a button used to clear the game ball count recorded by electromagnetic means. For example, it is conceivable that the game machine 1 has game balls recorded in it when it is shipped from the manufacturing plant to the arcade, or that after it is installed in the arcade, a player may stop playing when only a small number of game balls (e.g., 1 ball) are recorded. In such cases, a problem arises in that it may be difficult for a new player to start playing (it may give the misconception that the previous player is still playing). To resolve this problem, the recorded game ball count can be cleared by pressing the Game Ball Count Clear Button 121b while turning on the power switch 164.

[0135] Furthermore, the game ball count clearing process may be performed even when no game balls are recorded (0 balls), or the game ball count clearing process may not be performed if no game balls are recorded (0 balls), even if the game ball count clearing button 121b is pressed. Also, if the game ball count clearing process is performed when no game balls are recorded (0 balls), then "HC / fraud monitoring information" indicating that the game balls have been cleared may be transmitted from the gaming machine 1 to the gaming machine information center, or if the game ball count clearing process is not performed if no game balls are recorded (0 balls), even if the game ball count clearing button 121b is pressed, then "HC / fraud monitoring information" indicating that the game balls have been cleared may not be transmitted from the gaming machine 1. If the game ball count clearing process is performed when no game balls are recorded (0 balls), the control related to game ball count clearing can be made uniform regardless of the game ball recording status, thereby reducing the control load. On the other hand, if the number of game balls is not recorded (0 balls), and the game ball count clearing process is not performed (even if the game ball count clear button 121b is pressed), it is possible to prevent the game ball count clearing process from being performed (a meaningless process) even though there are no game balls to clear.

[0136] When the recorded number of game balls is cleared, the system notifies the player that the number of game balls has been cleared through audio output controlled by the audio control unit 148, display control controlled by the image control unit 145, and light emission control controlled by the lamp control unit 150. This notification will be described in detail later.

[0137] Furthermore, "HC / fraud monitoring information," indicating that the game balls have been cleared, is ultimately transmitted from game machine 1 to the game machine information center. This allows the game machine information center to also be aware that the game ball count has been cleared on game machine 1.

[0138] Furthermore, the number of game balls will only be cleared if the game ball count clear button 121b is pressed while the power switch 164 is turned ON. In other words, even if the "game ball count clear button 121b" is pressed while the gaming machine 1 is powered, the number of game balls will not be cleared. In this case, the state of the gaming machine 1 will not change, and no notification will be given by sound, display, or light. For example, even if the "game ball count clear button 121b" is pressed while a variation display is running, the variation display will continue, and the corresponding sound output, display control, and light control will also continue. This prevents players from suffering any disadvantage, for example, if a gaming store employee accidentally presses the "game ball count clear button 121b" while a variation display is running.

[0139] Furthermore, the "game ball count clear button 121b" is a button used to clear the game ball count and has no other functions. For example, it is not possible to clear an error by operating this button, nor is it possible to eject game balls from the game machine 1 (ball removal) by operating this button, nor is it possible to initialize the main RAM 110c and the frame control RAM 120c by operating this button.

[0140] The "ball release button 122b" is a button used to eject game balls from the gaming machine 1. Although the game balls are not touched by the player's hands, periodic inspection, cleaning, or replacement is recommended. In such cases, pressing the ball release button 122b while turning on the power switch 164 will eject the game balls from the gaming machine 1.

[0141] When game balls are being ejected from the game machine 1, the player is notified that the machine is in ball ejection mode by an audible notification controlled by the sound control unit 148 and by a screen notification controlled by the image control unit 145. This notification will be described in detail later.

[0142] Note that the discharge of the game balls outside the gaming machine 1 is only carried out when the power switch 164 is turned on while pressing the ball discharge button 122b. That is, even if the "ball discharge button 122b" is pressed while the gaming machine 1 is powered on, the game balls are not discharged outside the gaming machine 1. In this case, the state of the gaming machine 1 does not change, and no notification by voice or display is made. For example, even if the "ball discharge button 122b" is pressed during the execution of the variable display, the variable display continues, and the voice output, display control, and light emission control corresponding to the variable display continue. Thereby, for example, even if a game store employee accidentally presses the "ball discharge button 122b" during the variable display, it is possible to prevent the player from suffering disadvantages.

[0143] Also, the "ball discharge button 122b" is a button used to discharge the game balls outside the gaming machine 1 and has no other functions. For example, an error cannot be cleared by operating this button, the number of game balls cannot be cleared by operating this button, and the main RAM 110c and the frame control RAM 120c cannot be initialized by operating this button.

[0144] When the glass frame opening detection switch 31a detects the opening of the glass frame 4, the firing of the game balls by operating the firing handle 15 becomes impossible. Similarly, when the inner frame opening detection switch 31b detects the opening of the inner frame 3, the firing of the game balls by operating the firing handle 15 becomes impossible. Thereby, it is possible to prevent the game balls circulating inside the gaming machine from flying out outside the gaming machine, and prevent the player from suffering disadvantages due to the inability to secure the (circulating) game balls necessary for the game. Note that, for example, 45 game balls are installed in the gaming machine 1.

[0145] Note that in order to prevent fraud using game balls smaller than the specified size in order to make it easier for the game balls to win in each winning hole, a small ball detection switch (or sensor) may be provided.

[0146] The dedicated unit 170 includes a U (unit) board 171, a U (unit) control unit 172, a Hall control output unit 173, and a display unit (touch panel) 174.

[0147] The lending device connection terminal board 100 of the U substrate 171 and the frame control substrate 120 is electrically connected by a dedicated PIF wiring, and the U substrate 171 and the frame control substrate 120 can communicate "predetermined information" (described later). The lending device connection terminal board 100 can be commonly used for a pachinko game machine (the game machine 1 of the present embodiment) that uses game balls and a medal-less rotary game machine. For example, when used for a pachinko game machine, the pachinko game machine is selected by operating the changeover switch, and when used for a medal-less rotary game machine, the medal-less rotary game machine is selected by operating the changeover switch.

[0148] When finally transmitting the predetermined information received from the frame control substrate 120 to the game machine information center (described later), the U substrate 171 has a function (security function) of encrypting and transmitting the predetermined information. Also, when finally transmitting the predetermined information received from the game machine information center to the frame control substrate 120, it has a function (security function) of decrypting and transmitting the predetermined information.

[0149] The U control unit 172 has a CPU (not shown), a ROM (not shown) in which programs and control data for operating the CPU are stored, and a RAM (not shown) that functions as a work area.

[0150] The U control unit 172 has a function of reading and storing the card ID of the inserted membership card or visitor card, and has a function of transmitting the stored card ID to the management computer. When receiving the card ID, the management computer transmits the card ID to the card company data center (described later) and the game machine information center.

[0151] During the game played by the player, the U control unit 172 has a function of storing the game balls (held balls) held by the player and displaying the held balls on the display unit (touch panel) 174, and if banknotes are inserted, it has a function of displaying the remaining amount on the display unit (touch panel) 174.

[0152] The display unit (touch panel) 174 can display the number of balls held and the remaining balance, as well as images of a ball dispensing button for dispensing game balls and a return button for returning membership cards and visitor cards. The U control unit 172 can receive operation signals when the ball dispensing button image is operated by the player, and can also receive operation signals when the return button image is operated by the player. When these operation signals are received, the unit performs the corresponding processing (ball dispensing, ball return). The display unit (touch panel) 174 can also display error codes, which will be described later.

[0153] In this configuration, images of the ball dispensing button and the ball return button are displayed on the display unit (touch panel) 174, allowing the player to operate them. However, this is not the only option; for example, the dedicated unit 170 may have ball dispensing buttons and ball return buttons, or the gaming machine 1 may have ball dispensing buttons and ball return buttons.

[0154] The U-control unit 172 is capable of counting and storing the playing time and number of plays (for example, the number of visits to the arcade) while the membership card is inserted. It can also store the number of gaming media stored on the membership card, the amount of money spent on gaming, and the number of gaming media used. This stored information is then transmitted to the gaming machine information center and stored in the addiction countermeasures server of the gaming machine information center (to be used for countermeasures against the player's gaming addiction).

[0155] The U control unit 172 is equipped with a hall computer output unit 173, which outputs hall computer information (for example, information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating that the variable time reduction function is in operation, information indicating the number of balls that have entered each prize slot, etc.) to the hall computer. The hall computer output unit 173 is equipped with an external terminal board pulse output signal terminal 1, an external terminal board pulse output signal terminal 2, an external terminal board pulse output signal terminal 3, and an external terminal board pulse output signal terminal 4.

[0156] The hall computer is a dedicated computer installed in a gaming parlor, which is connected to the gaming machine 1 via relay equipment or the like, and is capable of collecting hall computer information.

[0157] The performance control board 130 is a subordinate control board (subordinate control means) that controls the performances related to the game (performed in the game machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 includes a performance control unit 130m equipped with a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, and a sub-RAM 130c which serves as a work area during calculation processing; an image control unit 145 that controls the first image display device 70 (main LCD), second image display device 71 (sub-LCD), third image display device 72 (left image display device), fourth image display device 73 (right image display device), and sound output device 9 (speaker), etc.; a lamp control unit 150 that controls the frame lighting device 10, button drive device 17b, panel drive device 75, panel lighting device 76, etc.; and input ports and output ports for performance control.

[0158] The sub-CPU 130a receives the operating clock from the crystal oscillator, reads the game program stored in the sub-ROM 130b, and performs calculations related to the effects while utilizing the sub-RAM 130c as a work area. In response to commands received from the main control board 110 and input signals from the effect button detection switch 17a and joystick detection switch 19a, it controls various control units (image control unit 145, lamp control unit 150) to execute various effects (outputting data and commands).

[0159] The input ports of the performance control board 130 are connected to a performance button detection switch 17a, a joystick detection switch 19a, and a button position detection sensor (not shown). When the performance control board 130 receives a performance button detection signal from the performance button detection switch 17a indicating that the performance button 17 has been operated, or a joystick detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) from the joystick detection switch 19a indicating that the joystick 19 has been operated, it performs processing to execute a performance corresponding to the detected signal.

[0160] The image control unit 145 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display predetermined images.

[0161] The audio control unit 148 is connected to the audio output device 9 and controls the audio output device 9 to output audio data and music data (BGM, SE), etc., in accordance with the display on the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), based on various performance data (including commands) transmitted from the performance control unit 130m.

[0162] Furthermore, a central control unit (not shown) is provided between the performance control unit 130m, the image control unit 145, and the sound control unit 148, which comprehensively controls image display and sound output based on the reception of performance control commands from the performance control unit 130m. The image control unit 145 reads a CGROM (not shown) containing image data, etc., based on the reception of display control commands (display list) from the central control unit, and controls the first image display device 70, the second image display device 71, the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). The sound control unit 148 reads a sound ROM containing sound data, etc., based on the reception of sound control commands from the central control unit, and controls the sound output device 9.

[0163] The VRAM (not shown) provided in the image control unit 145 includes a display list storage area for temporarily storing the display list output from the overall control unit (overall CPU), a frame buffer area corresponding to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device).

[0164] This frame buffer area is a memory area for drawing or displaying images, and further comprises a first frame buffer area and a second frame buffer area. The first and second frame buffer areas alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing begins.

[0165] Therefore, based on the instructions (display list) from the overall control unit, the image control unit 145 draws the drawing data stored in the CGROM on the "drawing frame buffer" in the frame buffer area of the VRAM, reads the drawing data from the "display frame buffer" in the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display various images.

[0166] The image control unit 145 is supplied with an operation clock from a crystal oscillator. By dividing this operation clock, a synchronization signal (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) is generated and output to the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). In this embodiment, the frame rate of the VDP is set to 30fps (1 / 30 seconds = approximately 33ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60fps (1 / 60 seconds = approximately 16.6ms) so that drawing (image display) is performed 60 times per second.

[0167] The lamp control unit 150 includes a lamp CPU (not shown) that performs arithmetic processing, a lamp ROM (not shown) in which a lamp control program is stored, a lamp RAM (not shown) that serves as a work area during arithmetic processing, and input / output ports, etc.

[0168] The lamp CPU receives the operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM, and performs calculations related to the effects while utilizing the lamp RAM as a work area. In response to the effects instruction commands received from the effects control unit 130m, it controls the controlled devices such as various lighting devices and various drive devices to perform predetermined effects (outputting data and commands).

[0169] The input / output ports of the lamp control unit are connected to the frame lighting device 10, the button drive unit 17b, the panel drive unit 75, the panel lighting device 76, and the sub-information display device 80. Based on various performance data (including commands) transmitted from the performance control unit 130m (sub-CPU 130a), the lamp control unit controls the lighting of various LEDs in the frame lighting device 10, the panel drive unit 75, the panel lighting device 76, and the sub-information display device 80, as well as controlling the drive sources such as motors and solenoids of the button drive unit 17b and the panel drive unit 75.

[0170] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1 and supplies it to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components). The power supply board 160 includes a power outage detection circuit 162 that detects whether or not a power outage has occurred and outputs a power outage detection signal to the main control board 110 based on the occurrence of a power outage, and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power outage.

[0171] Furthermore, the power supply board 160 is equipped with a power switch 164 that can be operated by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply. When the power switch 164 is turned ON, the supply of main power begins and the gaming machine 1 starts operating. Even when the power switch 164 is OFF, the supply of backup power to the main control board 110 is maintained.

[0172] The power outage detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal reaches a high level, the main CPU 110a becomes operational, and when the power outage detection signal reaches a low level, the main CPU 110a becomes inoperable.

[0173] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110 and the frame control RAM 120c of the frame control board 120. As a result, the contents of the main RAM 110c and frame control RAM 120c are retained even when a power outage occurs, and the control state of the game and the number of game balls owned by the player (game value) can be restored to their state before the power outage after power is restored. In addition, backup power may be supplied to the performance control board 130.

[0174] (Explanation of game state) Next, the game states during gameplay will be described. In this embodiment, there are two states related to special game determination (jackpot determination): "low probability game state" and "high probability game state," and there are two states related to the movable member 48 of the second start port 47: "non-time-saving game state" and "time-saving game state." Therefore, in this embodiment, (1) A "low probability non-time-saving game state" which is a low probability game state and a non-time-saving game state, (2) The "low probability time-saving game state" is a state of low probability gameplay and a state of time-saving gameplay, (3) A "high probability time-saving game state" is provided, which is a state of high probability gameplay and a state of time-saving gameplay.

[0175] The initial game state of the gaming machine 1 is set to a "low probability, non-time-saving game state," which in this embodiment will be referred to as the "normal game state." The game state during a jackpot game is also set to a "low probability, non-time-saving game state," but this is a different game state from the normal game state.

[0176] Here, "low probability game state" refers to a game state in which, for example, when the setting value of the degree of advantage of the game (the probability of winning a jackpot in the jackpot lottery) is "1", the probability of winning a jackpot in the special game judgment (jackpot judgment) which is performed on the condition that a game ball enters the first start opening 45 or the second start opening 47 is set to a low value of approximately 1 / 300.

[0177] In contrast, the "high probability game state" refers to a game state that is more advantageous to the player compared to the low probability game state, where, when the setting value is "1", the probability of winning a jackpot is set to a high value of approximately 1 / 60. The transition from the low probability game state to the high probability game state occurs after the jackpot game ends.

[0178] Furthermore, "non-time-saving game state" refers to a game state in which, in the auxiliary game judgment (win judgment) performed on the condition that a game ball has passed through the regular symbol gate 44, the probability of winning is set low at 1 / 16, the average display time of the regular symbols is set to approximately 30 seconds, and the opening time of the second start gate 47 when a win is achieved is set to 0.2 seconds.

[0179] In contrast, the "time-saving game state" (state with reduced reel spin time function activated) is a game state that is advantageous to the player, as it reduces the consumption of game balls compared to the non-time-saving game state. This is achieved by setting the probability of winning a prize to a high 15 / 16, setting the average display time of the regular symbols to approximately 3 seconds, and setting the opening time of the second start port 47 when a prize is won to 5 seconds. The transition from the non-time-saving game state to the time-saving game state occurs after the jackpot game ends.

[0180] While the "time-saving game state" is set to be more favorable in terms of the average reel spin time of the regular symbols, the opening time of the second start gate 47, and the probability of winning the jackpot lottery compared to the "non-time-saving game state," it is also acceptable to set it so that only one of the above is more favorable.

[0181] Furthermore, while the probability of winning in the auxiliary game judgment during non-time-saving gameplay remains the same regardless of the setting value, it may be made to differ depending on the setting value so that a higher setting value results in a more favorable winning probability. Similarly, while the probability of winning in the auxiliary game judgment during time-saving gameplay remains the same regardless of the setting value, it may be made to differ depending on the setting value so that a higher setting value results in a more favorable winning probability.

[0182] (Memory maps of the main control unit and frame control unit) Figure 7 shows the memory map of the memory area consisting of the main ROM 110b and main RAM 110c of the main control unit 110m, and the memory map of the memory area consisting of the frame control ROM 120b and frame control RAM 120c of the frame control unit 120m.

[0183] The memory area of ​​the main control unit 110m includes a memory area allocated to the main ROM 110b (8000H to FFFFH) and a memory area allocated to the main RAM 110c (0000H to 7FFFH).

[0184] The memory area of ​​the main ROM 110b is arranged in the following order: a game ROM area (8000H~9FFFH) where programs and data related to the progress of the game are stored; an information ROM area (A000H~A52EH) where programs and data related to the game machine's acquisition limit device (described later) are stored; an unused area of ​​16 bytes or more (A52FH~A6FFH) where access is prohibited and "0" is stored; a ROM comment area (A700H~A77FH) where data such as the program title and version are stored; a vector table area (A780H~A7A7H) where the starting address of the timer interrupt processing described later is set; and a hardware parameter area (A7A8H~A7FFFH) where parameters such as the start address and end address of the access prohibited area are set.

[0185] The ROM area for gameplay is arranged in the following order: a gameplay program area (8000H~8BDCH) where programs related to the progress of the game are stored; a first unused area (8BDDH~8FFFH) where access is prohibited and "0" is stored; a gameplay data area (9000H~9976H) where data related to the progress of the game is stored; and a second unused area (9977H~9FFFH) where access is prohibited and "0" is stored.

[0186] The information ROM area consists of an information program area (A000H~A437H) where the program related to the gaming machine's winning limit device is stored, an unused area (A438H~A47FH) where access is prohibited and "0" is stored, and an information data area (A480H~A52EH) where data related to the gaming machine's winning limit device is stored, arranged in that order.

[0187] The memory area of ​​the main RAM 110c is divided into two sections: the RWM area for gameplay (0000H~018FH), which is used as a work area when executing gameplay programs, and the RWM area for information (0190H~01FFH), which is used as a work area when executing information programs.

[0188] The RWM area for gameplay consists of the following areas arranged in order: a gameplay work area (0000H~0128H) used by the gameplay program as work; a first unused area (0129H~0171H) where access is prohibited and "0" is stored; a gameplay stack area (0172H~017FH) for temporarily saving data being processed by the gameplay program; and a second unused area (0180H~018FH) where access is prohibited and "0" is stored.

[0189] The gaming work area contains, in order, a setting value area for storing setting values, a judgment information area for storing judgment information (checksum, described later) for determining abnormalities in the RWM area, and a gaming data area for storing gaming data that changes as the game progresses.

[0190] The RWM area for information is arranged in the following order: the information work area (0190H~01E8H) used by the information program as work, the unused area (01E9H~01EAH) where access is prohibited and "0" is stored, and the information stack area (01EBH~01FFH) for temporarily saving data being processed by the information program.

[0191] The information work area contains, in order, a game medium acquisition information area for storing information related to the maximum acquisition limit of game mediums for the game machine 1, and an error information area for storing information related to various error judgments.

[0192] The memory map of the memory area consisting of the frame control ROM 120b and frame control RAM 120c of the frame control unit 120m is configured similarly, so its explanation is omitted. The main control unit 110m, main ROM 110b, and main RAM 110c can be read as the frame control unit 120m, frame control ROM 120b, and frame control RAM 120c, respectively.

[0193] (Relationship between gaming area and information area) Figure 8 shows the relationship between the game area (game ROM area, game RWM area) which processes based on the game program, and the information area (information ROM area, information RWM area) which processes based on the information program. Note that Figure 8 is common to both the main control unit 110m and the frame control unit 120m.

[0194] As shown in Figure 8(a), when the main CPU 110a performs processing based on a game program, it basically refers to the game data area and also refers to and updates the contents of the game RWM area while using the game RWM area as a workpiece. Similarly, when performing processing based on an information program, it basically refers to the information data area and also refers to and updates the contents of the information RWM area while using the information RWM area as a workpiece.

[0195] However, while processing based on the game program cannot update the contents of the RWM area for information, it is possible to access them.

[0196] As shown in Figure 8(b), when processing based on the information program, the flag register is saved to the game RWM area during processing based on the game program, the information program is called to execute processing based on the information program, and immediately after processing based on the information program is completed and the game program returns, the flag register is restored from the game RWM area.

[0197] Furthermore, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, the stack pointer of the information stack area is set, all registers used by the game program are saved to the information RWM area, and immediately before the end of the information program, all registers used by the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0198] By doing this, data used by the game program can be protected when processing based on the information program, and problems will not occur when switching back from the information program to the game program.

[0199] (system configuration diagram) Figure 9 is a system configuration diagram (overall overview) of the gaming machine 1 and its peripheral devices.

[0200] The amusement parlor is equipped with a combination of a gaming machine 1 and a dedicated unit 170 installed alongside it. The game becomes playable when the gaming machine 1 and the dedicated unit 170 are connected. Additionally, the amusement parlor's office is equipped with a hall computer and a management computer.

[0201] If the gaming machine 1 and the dedicated unit 170 are not connected, or if the gaming machine 1 and the dedicated unit 170 are connected but the power to the dedicated unit 170 is turned off, it will be impossible to count the game balls by operating the counting button 20, and it will be impossible to launch the game balls by operating the launch handle 15.

[0202] The management computer is connected to the card company data center in a communicative manner, and the card company data center is connected to the gaming machine information center in a communicative manner.

[0203] The Gaming Machine Information Center houses a machine history server, a fraud monitoring server, a performance information server, and an addiction prevention server. It is also connected to a union of multiple pachinko machine manufacturers (Japan Amusement Machine Manufacturers Association), an addiction prevention organization, and a credit card company association. Furthermore, the Gaming Machine Information Center is capable of collecting (centrally managing) the following information from all amusement parlors where Gaming Machine 1 is installed.

[0204] Next, we will explain the details and flow of information (the "specified information" mentioned above) and the flow of materials. Of the information transmitted from the gaming machine 1 (main control board 110, frame control board 120), the information transmitted to the gaming machine information center is encrypted by the U board 171. The encrypted information transmitted can only be decrypted by the gaming machine information center. As a result, the "main control chip ID number" and "frame control chip ID number" included in the information transmitted from the gaming machine 1 become information that cannot be known by a third party, making it difficult, for example, to obtain the "main control chip ID number" and "frame control chip ID number" during the transmission process to the gaming machine information center. Consequently, it is possible to prevent the illegal acquisition of the "main control chip ID number" and "frame control chip ID number" and the subsequent installation of such acquired information on an unauthorized main control board 110 or frame control board 120 in a gaming parlor.

[0205] When the game cartridge dispensing button on the dedicated unit 170 is operated, a "ball dispensing signal" is transmitted from the dedicated unit 170 to the dispensing device connection terminal board 100 and then to the frame control board 120 (Figure (1)). Upon receiving the "ball dispensing signal," the frame control board 120 updates the number of game cartridges (game value) owned by the player, which are displayed on the game cartridge display 135 and the frame control display 125.

[0206] When the counting button 20 is operated by a player, "counting information" is transmitted from the frame control board 120 → dispensing device connection terminal board 100 → dedicated unit 170 in order to store the number of game balls (game value) owned by the player, as displayed on the game ball count display 135, into a storage medium such as a membership card or visitor card inserted into the dedicated unit 170 (Figure (2)). When the dedicated unit 170 receives the "counting information," it stores the number of game balls (game value) into the storage medium such as a membership card or visitor card (prepaid card). Alternatively, the number of game balls (game value) may be stored in the hall computer in association with the identification information of the membership card or visitor card.

[0207] When power is supplied to the gaming machine 1 from the power supply board 160, the "gaming machine installation information" is transmitted in the following order: main control board 110 → frame control board 120 → dispensing device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center (Figures (2), (4), and (7)).

[0208] "Gaming machine installation information" refers to a total of six pieces of information: the "main control chip manufacturer code," "main control chip product code," and "main control chip ID number" (serial number) attached to the main control unit 110m, and the "frame control chip manufacturer code," "frame control chip product code," and "frame control chip ID number" (serial number) attached to the frame control unit 120m. Further details about "gaming machine installation information" will be explained later.

[0209] After power is supplied to the gaming machine 1 from the power supply board 160, and the machine becomes ready for play (when all interrupts are permitted in step S33 of the main processing described later), the machine periodically transmits "HC / fraud monitoring information" in the following order: main control board 110 → frame control board 120 → dispensing device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center (Figures (2), (4), (7)).

[0210] "HC / Fraud Monitoring Information (Hall Computer / Fraud Monitoring Information)" is information that mainly indicates the status of gaming machine 1. Examples include information indicating that a jackpot game is in progress, information indicating that a high-probability game state is in progress, information indicating an error occurring in gaming machine 1, information indicating fraud occurring in gaming machine 1, and information indicating that a game ball has entered various prize slots (first start slot 45, second start slot 47, general prize slot 43, big prize slot 50). Further details about "HC / Fraud Monitoring Information" will be explained later.

[0211] After power is supplied to the gaming machine 1 from the power supply board 160, and the machine becomes ready for play (when all interrupts are permitted in step S33 of the main processing described later), the machine periodically transmits "gaming machine performance information" in the following order: frame control board 120 → dispensing device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center (Figures (2), (4), and (7)).

[0212] "Gaming machine performance information" mainly refers to information related to the payout of gaming machine 1. Examples include information indicating the total number of game balls launched, the total number of game balls acquired, the ratio of bonus features, the ratio of consecutive bonus features, and the maximum payout. Further details on "gaming machine performance information" will be explained later.

[0213] When a player inserts their membership card, the dedicated unit 170 → management computer → card company data center → gaming machine information center (addiction prevention server) transmits "player information related to addiction prevention" (Figures (4) and (7)).

[0214] "Player information related to addiction countermeasures" includes player information stored on membership cards, gaming media information stored on membership cards, information indicating gaming time, information indicating the number of times played (for example, the number of visits to the gaming parlor), information indicating the amount of money spent on gaming, and information on the gaming media used. When the gaming machine information center (addiction countermeasure server) receives this information, it updates the player information corresponding to that information. By acquiring and managing "player information related to addiction countermeasures" in this way, it becomes possible to prevent players from becoming too engrossed in gaming.

[0215] The dedicated unit 170 is equipped with an output terminal (not shown) for outputting to the hall computer, and outputs "hall computer information" based on "HC fraud monitoring information" from this output terminal (Figure (3)). "Hall computer information" includes information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating that the variable time reduction function is activated, and information indicating the number of balls that have entered each prize slot.

[0216] When a visitor card (prepaid card) is inserted into the dedicated unit 170, the "prepaid card information" is transmitted through the dedicated unit 170 → management computer → card company data center (Figures (4) and (6)). The card company data center collects the received "prepaid card information" and can, for example, check whether any unregistered visitor cards (prepaid cards) are in circulation.

[0217] The Gaming Machine Information Center stores the received "Gaming Machine Installation Information," "HC / Fraud Monitoring Information," and "Gaming Machine Performance Information" on its server, determines whether there are any abnormalities, and transmits the "Verification / Security Results" in the following flow: Gaming Machine Information Center → Management Computer → Dedicated Unit 170 (Figure (8)(5)).

[0218] The Gaming Machine Information Center has a "Machine History Server," a "Fraud Monitoring Server," a "Performance Information Server," and an "Addiction Countermeasure Server." The "Main Control Chip" and "Frame Control Chip" are supplied to each gaming machine manufacturer by a gaming machine management control chip supplier (Figure (12)). When each gaming machine manufacturer produces a gaming machine (and it becomes ready for shipment), the "Machine History Server" registers the installation information, including the "Main Control Chip Manufacturer Code," "Main Control Chip Product Code," "Main Control Chip ID Number" (serial number), "Frame Control Chip Manufacturer Code," "Frame Control Chip Product Code," and "Frame Control Chip ID Number" (serial number), as well as shipping information such as the shipping date and time (Figure (11)). Once this registration is complete, each gaming machine manufacturer ships the gaming machine to the arcade.

[0219] Similarly, when a U board is manufactured by the U board manufacturer (and becomes ready for shipment), the gaming machine information center registers the manufacturing information of the U board (e.g., serial number registration) and installation information (indicated by (10) in the diagram) with the "fraud monitoring server". Once this registration is complete, the U board is shipped by the U board manufacturer to the dedicated unit manufacturer (indicated by (9) in the diagram).

[0220] As a result, after a gaming machine is installed in a gaming parlor, when "gaming machine installation information" is received, it can be compared with the factory information registered in the "machine history server" to determine whether the "main control chip" and "frame control chip" of the gaming machine installed in the parlor are genuine (determining whether there are any abnormalities).

[0221] Furthermore, the U board 171 can make the gaming machine 1 playable if the "verification and security result" is normal, but can make the gaming machine 1 unplayable if the "verification and security result" is abnormal. This prevents attempts to illegally obtain winnings by replacing the main control board 110 or the frame control board 120 with fraudulent ones.

[0222] The "machine history server" stores not only the installation and shipping information mentioned above, but also information on the movement of used machines between amusement parlors and information on the disposal of amusement machines when they are scrapped. This allows for detailed tracking of amusement machines from the time they are installed in a parlor until they are scrapped. This helps to deter the illegal dumping of amusement machines.

[0223] The "fraud monitoring server" registers the manufacturing and installation information of the U board as described above, generates "security result information" that shows the "verification and security results" as described above, and generates "encryption keys and communication keys" to prevent the "security result information" from being tampered with. This prevents the "security result information" from being tampered with during the process shown in (8) in the figure.

[0224] Furthermore, the "fraud monitoring server" stores fraud and error information that occurs in gaming machine 1. For example, if a magnet detection error occurs in gaming machine 1, the server receives the error code corresponding to the magnet detection error and "HC fraud monitoring information" indicating the fraud detection signal, thereby storing that a magnet error was detected in gaming machine 1.

[0225] The "performance information server" stores "display performance information (normal base value)" calculated by the frame control board 120 of the gaming machine 1 and displayed on the frame control display 125, as well as gaming machine performance information calculated by the frame control board 120 of the gaming machine 1 but not displayed on the frame control display 125.

[0226] Furthermore, the information stored in the "machine history server," "fraud monitoring server," and "performance information server" is transmitted to the Japan Amusement Machine Manufacturers Association (JAMMA), which comprises multiple amusement machine manufacturers. As a result, amusement machine 1 is placed under the management of the Amusement Machine Information Center and JAMMA, and for this reason, it is also called a "managed amusement machine."

[0227] The "addiction prevention server" stores and associates the membership number, playing time, amount spent, and number of plays for each registered player, and the stored information is transmitted to the "addiction prevention organization." It may also be configured so that the game becomes unplayable if any of the playing time, amount spent, or number of plays exceeds a predetermined value.

[0228] Furthermore, in the transmission and reception of the information described above, it is preferable that the transmitting side records the date and time of transmission, and the receiving side is configured to record the date and time of reception. With this configuration, for example, when the gaming machine information center receives a "settings change signal" or an "RWM clear signal" (HC fraud monitoring information), it is possible to check whether the reception time was during or outside of the gaming parlor's business hours, and to monitor whether "settings changes" or "RWM clears" were performed during business hours.

[0229] (Information transmission process) Figure 10 is a diagram that specifically explains the information transmission and reception flow described in Figure 9.

[0230] First, when power is supplied to the gaming machine 1 from the power supply board 160, the "verification phase" begins. In the "verification phase," the main control board 110 transmits the "main control chip ID number" to the frame control board 120, and the frame control board 120 transmits the "main control chip ID number" and the "frame control chip ID number" to the U board 171. The U board 171 then encrypts the information related to the "main control chip ID number" and the "frame control chip ID number".

[0231] Then, the encrypted information relating to the "main control chip ID number" and the "frame control chip ID number" is transmitted to the gaming machine information center via the U control unit 172, the management computer, and the card company data center.

[0232] When the gaming machine information center receives encrypted information related to the "main control chip ID number" and the "frame control chip ID number," it decrypts it and compares it with the installation information stored in the machine history server to determine whether or not there is an abnormality as described above.

[0233] Then, "security result information" indicating the "matching and security result" is generated, encrypted, and transmitted to the U board 171 via the card company data center, management computer, and U control unit 172.

[0234] When the U board 171 receives the "security result information," it decrypts it and checks for the presence or absence of the aforementioned abnormality. If there is no abnormality, it terminates the "verification phase" and moves to the "status communication phase." If there is an abnormality, it does not move to the "status communication phase" and puts the gaming machine 1 into a state where it cannot be played.

[0235] In the "status communication phase," first, when a player sits down to play the game machine 1, inserts a valuable item (banknotes or a membership card with game media stored on it), and operates the dispensing button, the U control unit 172 transmits the number of balls to be dispensed (for example, 125 balls) corresponding to one press of the dispensing button to the U board 171. Furthermore, the U board 171 transmits the number of balls to be dispensed (for example, 125 balls) to the frame control board 120.

[0236] When the frame control board 120 receives the number of balls to be dispensed (for example, 125 balls), it displays the number of balls to be dispensed (for example, 125 balls) on the game ball count display 135. As a result, when the launch handle 15 is rotated, game balls can be launched into the game area 5a.

[0237] When the game is played and the number of game balls is displayed on the game ball count display unit 135, the counting button 20 is operated, and the counted number of balls is transmitted from the frame control board 120 to the U board 171. For example, if the game ball count display unit 135 shows 1000 game balls and the counting button 20 is operated, "1000" is transmitted as the counted number of balls.

[0238] Similarly, the number of balls counted is transmitted from the U board 171 to the U control unit 172. Upon receiving the number of balls counted, the U control unit 172 stores the number of balls counted in the member card or visitor card.

[0239] The U control unit 172 allows the return of the membership card or visitor card to the player once it has finished storing the counted balls on the card. In other words, if the return button image on the display unit 174 is operated after the counted balls have finished storing, the membership card or visitor card can be returned to the player. On the other hand, if the return button image on the display unit 174 is operated before the counted balls have finished storing (during storage or when no data has been stored at all), the membership card or visitor card will not be returned to the player. This prevents players from leaving their seats (or leaving the store) while there are still game balls remaining in the gaming machine 1.

[0240] If the return button image on the display unit 174 is operated before the U control unit 172 has finished storing the number of balls counted, the U control unit 172 displays a notification on the display unit 174 prompting the player to count, for example, a message saying "Please press the count button 20 to perform the count." This makes the operation method easier to understand for players who are unfamiliar with the game.

[0241] Furthermore, notifications prompting counting may be provided not only through displays, but also through sound, lights, or a combination of these. Additionally, the game machine 1 may be configured to provide notifications. This makes the operation method easier to understand.

[0242] The number of game balls (game value) owned by the player, as displayed on the game ball count display 135, is transmitted every 300ms from the frame control board 120 to the U board 171 as "HC / fraud monitoring information," and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to also know the number of game balls held by the player.

[0243] The number of game balls launched in the gaming machine 1 (for example, game balls detected by the out ball detection switch 39a) is transmitted every 300ms from the frame control board 120 to the U board 171 as "HC / fraud monitoring information," and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to also know the number of game balls launched by the player.

[0244] The number of prize balls obtained by entering each prize slot (general prize slot 43, start slots 45 and 47, and large prize slot 50) in the gaming machine 1 is transmitted as "gaming machine information (HC / fraud monitoring information)" from the main control board 110 to the frame control board 120 every 108ms, and further transmitted as "HC / fraud monitoring information" from the frame control board 120 to the U board 171 every 300ms, and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to also grasp the number of prize balls generated in the gaming machine 1.

[0245] The dedicated unit 170 acquires the number of game balls displayed on the game ball count display 135, the number of game balls launched by the game machine 1, and the number of prize balls obtained by entering each prize slot in the game machine 1. For example, even if the number of game balls displayed on the game ball count display 135 is fraudulently manipulated, the dedicated unit 170 can determine that the number of game balls displayed on the game ball count display 135 is not legitimate by using the separately acquired information on the number of game balls launched and the number of prize balls.

[0246] The frame control board 120 periodically transmits "gaming machine information (HC / fraud monitoring information)," while the dedicated unit 170 transmits "hall computer information" based on the "HC / fraud monitoring information." This allows the hall computer to understand the status of gaming machine 1 (during a jackpot game, in high probability game state, with the variable time reduction function activated, and the number of balls entered in each winning slot).

[0247] The frame control board 120 transmits "gaming machine performance information" to the U board 171. Upon receiving the "gaming machine performance information," the U board 171 encrypts it and transmits it to the gaming machine information center via the U control unit 172, the management computer, and the card company data center. This allows the gaming machine information center to obtain information such as the total number of game balls launched, the total number of game balls acquired, the ratio of winning combinations, the ratio of consecutive winning combinations, and the maximum payout.

[0248] When the power to the gaming machine 1 is turned on, the main control board 110 transmits "gaming machine installation information" to the frame control board 120 (installation information notification), and the frame control board 120 transmits "gaming machine installation information" to the U board 171 every 300ms (installation information). The "gaming machine installation information" is then encrypted by the U board 171 and finally transmitted to the gaming machine information center. As a result, the gaming machine information center can also periodically receive "gaming machine installation information" and constantly monitor whether the main control board 110 and frame control board 120 are properly installed.

[0249] The main control board 110 transmits "HC / fraud monitoring information" to the frame control board 120 every 108ms. As will be described later, the "HC / fraud monitoring information" includes "main control state 1," "main control state 2," "game machine error state," and "fraud detection state 1," etc. For example, information related to errors detected by the main control board 110 and errors detected by the frame control board 120 is also transmitted periodically in the "game machine error state" (error notification). The U board 171 encrypts the "HC / fraud monitoring information" (error notification) received from the main control board 110 and the frame control board 120 and finally transmits it to the game machine information center. It also transmits error information to the management computer of the gaming parlor. As a result, the game machine information center can also periodically receive information related to errors that occur in the game machines and can constantly monitor errors that occur in the main control board 110 and the frame control board 120. Furthermore, the management computer can also receive information regarding errors that occur in the gaming machines, allowing the gaming parlor to quickly grasp the information regarding the errors and resolve them promptly. The same process applies to the "fraudulent information" transmitted in "fraud detection state 1".

[0250] Furthermore, in "Main Control State 1" and "Main Control State 2," for example, the status of the gaming machine (e.g., during a jackpot, during a high-probability game state) is transmitted periodically. Then, on the U board 171, the "HC fraud monitoring information" is encrypted and finally transmitted to the gaming machine information center. This allows the gaming machine information center to periodically receive the status of the gaming machine, and can detect the possibility of fraud if, for example, information indicating that a jackpot is in progress is frequently received.

[0251] Next, with reference to Figures 11 to 14, the details of the various tables stored in the main ROM 110b will be explained.

[0252] (Big win determination table) Figure 11(a) is a jackpot determination table for the first special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the first starting port 45 (jackpot determination), and Figure 11(b) is a jackpot determination table for the second special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the second starting port 47 (jackpot determination).

[0253] As shown in Figures 11(a) and 11(b), the jackpot determination table associates the current setting value, the current probability state, the random number used for jackpot determination, and the jackpot determination result (jackpot, miss). For reference, the approximate winning probability in the case of a "jackpot" is listed in the far right column.

[0254] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 11(a) or the jackpot determination table for the second special symbol shown in Figure 11(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random value for jackpot determination.

[0255] For example, according to the jackpot determination table for the first special symbol shown in Figure 11(a), when the setting value is "1" and the game is in a normal state, 200 random numbers for jackpot determination, ranging from "100" to "299", are determined to be "jackpots". Random numbers for jackpot determination that are not determined to be jackpots are determined to be "misses".

[0256] In this embodiment, the jackpot determination table uses four setting levels, but it is not limited to this; six setting levels, two setting levels, one setting level, or even no setting function at all may be used.

[0257] Furthermore, special symbol judgment information acquired based on the entry of a game ball into the first starting port 45 is stored in the first special symbol judgment information reserve memory area of ​​the main RAM 110c, and special symbol judgment information acquired based on the entry of a game ball into the second starting port 47 is stored in the second special symbol judgment information reserve memory area of ​​the main RAM 110c. When a jackpot is determined, the special symbol judgment information stored in the first special symbol judgment information reserve memory area or the second special symbol judgment information reserve memory area is shifted to the corresponding special symbol judgment information memory area of ​​the main RAM 110c, and the jackpot is determined using the shifted special symbol judgment information.

[0258] Furthermore, the first special symbol judgment information hold storage area is divided into four storage units, and the hold icons corresponding to the special symbol judgment information stored in these four storage units are displayed in the first display units 70B1 to 70B4 of the first hold icon display area 70B. The second special symbol judgment information hold storage area is divided into four storage units, and the hold icons corresponding to the special symbol judgment information stored in these four storage units are displayed in the first display units 70D1 to 70D4 of the second hold icon display area 70D.

[0259] (Special Symbol Judgment Table) Figure 12(a) is a special symbol determination table for jackpots, used to determine the type of special symbol when a jackpot is determined, and Figure 12(b) is a special symbol determination table for misses, used to determine the type of special symbol when a miss is determined.

[0260] As shown in Figures 12(a) and 12(b), the special symbol determination table associates the type of special symbol to be displayed as a stop symbol, a random value for special symbol determination, the special symbol determination result, the stop special symbol data corresponding to the determination result, and the special symbol specification command corresponding to the determination result.

[0261] Special symbols "00" and "10" are losing symbols that do not trigger a jackpot game. Special symbols "01" and "04" are jackpot special symbols that trigger the first jackpot game, special symbols "02" and "05" are jackpot symbols that trigger the second jackpot game, and special symbols "03" and "06" are jackpot symbols that trigger the third jackpot game.

[0262] In the "First Jackpot Game," the game is designed to run up to six rounds of rounds in which the large prize slot 50 is opened for a maximum of 29.5 seconds, and then closed for 2 seconds. In the rounds, even before the opening time has elapsed, if a predetermined number of game balls (for example, 10 balls) enter the large prize slot 50, one round of rounds will end. After the First Jackpot Game ends, the game is set to a low-probability, non-time-saving game state (time-saving game state) until the special symbol display changes 100 times.

[0263] In the "Second Jackpot Game," the large prize slot 50 is opened for a maximum of 29.5 seconds, and then closed for 2 seconds in a round game that is performed up to 10 times. After the Second Jackpot Game ends, the game is set to a high-probability time-saving game state (probability-changing game state) until the special symbol display changes 10,000 times. Therefore, given the jackpot winning probability in the high-probability game state, the next jackpot is almost guaranteed.

[0264] In the "Third Big Win Game," the second big prize slot 56 is opened for a maximum of 29.5 seconds, and then the big prize slot is closed for 2 seconds. This round game is performed up to four times. After the Third Big Win Game ends, the game is set to a high-probability time-saving game state (probability-changing game state) until the special symbol display changes 10,000 times. Therefore, given the probability of winning a jackpot in the high-probability game state, the next jackpot is almost guaranteed.

[0265] While each of the first and second special symbols is associated with one losing special symbol, it is also possible to associate at least one of the first or second special symbols with multiple losing special symbols.

[0266] The main CPU 110a refers to the special symbol determination table shown in either Figure 12(a) or (b), and determines the type of special symbol to be stopped and displayed, the random value for special symbol determination, the type of special symbol to stop, and the special symbol specification command, and transmits the special symbol specification command to the performance control board 130.

[0267] The first characteristic of the special symbol determination table shown in Figure 12 is that the types of winning special symbols and losing special symbols remain the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.

[0268] A second characteristic of the special symbol determination table shown in Figure 12 is that the selection ratio of each jackpot special symbol and each losing symbol remains constant regardless of the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing players to play with peace of mind.

[0269] (Special Pattern Variation Determination Table) Figure 13(a) is a special symbol variation pattern determination table for non-time-saving states, used to determine the variation pattern of special symbols in non-time-saving states, and Figure 13(b) is a special symbol variation pattern determination table for time-saving states, used to determine the variation pattern of special symbols in time-saving states.

[0270] As shown in Figure 13, the special symbol variation pattern determination table associates the type of special symbol (starting point) that displays variation, the jackpot determination result, the special symbol determination result (stopped special symbol data), the random value for reach determination, the number of first special symbols held (U1) or second special symbols held (U2), the random value for special symbol variation pattern determination, the special symbol variation pattern as a determination result, the variation time of the special symbol, and the special symbol variation pattern specification command that indicates the special symbol variation pattern.

[0271] Therefore, a "special symbol variation pattern" can be defined as something that allows for the identification of the type of special symbol, the jackpot determination result, the type of special symbol, and the variation time of the special symbol.

[0272] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figure 13 and determines the special symbol variation pattern based on the jackpot determination result, special symbol determination result (stopped special symbol data), random value for reach determination, first special symbol reserve number (U1) or second special symbol reserve number (U2), and random value for special symbol variation pattern determination. It then sends a special symbol variation pattern specification command corresponding to the special symbol variation pattern to the performance control board 130.

[0273] Furthermore, as will be described later, the performance control board 130 determines the content of the variation performance (performance mode) that involves the variation display of the performance symbols 70a, according to the variation pattern specification command (jackpot judgment result, special symbol judgment result, etc.). Therefore, the rightmost column of the special symbol variation pattern judgment table shown in Figure 13 contains, for reference, the performance content that can be executed in the variation performance.

[0274] As shown in the fluctuation pattern determination table in Figure 13, the following effects are indicated: "Normal fluctuation," "Shortened fluctuation," "Super shortened fluctuation," and "Long fluctuation" mean that the three effect symbols 70a fluctuate independently at high speed and stop without resulting in a winning combination.

[0275] Furthermore, "reach" refers to a variation that makes the player expect a jackpot to occur, such as when some of the combination of symbols 70a that signal a jackpot temporarily stop, while the other symbols 70a continue to change. For example, if the combination of symbols 70a that signal a jackpot is set to "777", then "reach" refers to a variation where the same symbols 70a temporarily stop at "7" in the left and right areas, while the remaining symbols 70a in the central area continue to change.

[0276] "Temporary stop" refers to a state in which the performance symbol 70a shakes slightly or deforms slightly, giving the player the impression that the performance symbol 70a is stopped (but is not completely stopped).

[0277] Furthermore, a "normal reach" refers to a reach animation where the same 70a symbols temporarily stop in the left and right areas, and the remaining 70a symbol changes in the central area. This is the reach animation with the lowest probability of winning a jackpot.

[0278] Furthermore, "SP Reach" and "Special SP Reach" are super reach sequences that offer a higher chance of winning than normal reaches. They are performed after a development sequence following a normal reach sequence. For example, two sequence symbols 70a shrink and move to the corner of the first image display device 70, and a special reach sequence is performed using almost the entire display area of ​​the first image display device 70. Note that "Special SP Reach" features a more special sequence than "SP Reach".

[0279] Furthermore, "SPSP Reach" and "SPSP '7' Reach" are special reach sequences that offer a higher chance of winning than a Super Reach, and are performed after a Normal Reach or Super Reach sequence. For example, a development sequence is performed from a Normal Reach sequence, after which three symbols 70a shrink and move to the corner of the first image display device 70, and a special reach sequence is performed using almost the entire display area of ​​the first image display device 70, which is more special than an "SP Reach". Note that in "SPSP Reach", the reach sequence is performed with symbols 70a other than "7", and in "SPSP '7' Reach", the reach sequence is performed with the "7" symbol.

[0280] Furthermore, a "full rotation reach" is a reach that guarantees a jackpot and is performed after a normal reach animation. For example, a development animation is performed after a normal reach animation, and then all three animation symbols 70a are aligned identically and move slowly, and a special reach animation (a reach animation that guarantees a jackpot) is performed using almost the entire display area of ​​the first image display device 70, which is more special than the "SPSP reach" or "SPSP "7" reach".

[0281] The first characteristic of the special symbol variation pattern determination table shown in Figure 13 is that the type of special symbol variation pattern determined remains the same regardless of the setting value. This makes it difficult to discern the setting value from the special symbol variation pattern, thus enabling fair gameplay.

[0282] A second characteristic of the special symbol variation pattern determination table shown in Figure 13 is that the selection ratio of each special symbol variation pattern remains the same regardless of the setting value. This makes it difficult to determine the setting value from the special symbol variation pattern, thus enabling fair gameplay.

[0283] A third feature of the special symbol variation pattern determination table shown in Figure 13 is that when the number of reserved special symbols for the first special symbol increases to 2 or 3 during a non-time-saving state, a shortened variation is more likely to be determined as the variation pattern for the first special symbol. On the other hand, even when the number of reserved special symbols for the second special symbol increases to 2 or 3 during a non-time-saving state, a shortened variation is not determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when shooting to the left compared to when shooting to the right during a non-time-saving state, thereby improving the enjoyment of the game.

[0284] A fourth feature of the special symbol variation pattern determination table shown in Figure 13 is that even if the number of reserved special symbols for the first special symbol increases to 1-3 during the time-saving state, the (super) shortened variation is not determined as the variation pattern for the first special symbol. On the other hand, if the number of reserved special symbols for the second special symbol increases to 1-3 during the time-saving state, the (long) shortened variation is more likely to be determined as the variation pattern for the second special symbol. In this way, the time efficiency (execution efficiency) of the special symbol variation display can be increased when shooting to the right rather than to the left during the time-saving state, making it possible to improve the enjoyment of the game.

[0285] (Pre-determination table) Figure 14(a) is a pre-determination table for the non-time-saving state, used to pre-determine (pre-read) special symbol judgment information acquired based on the entry of a game ball into the first start port 45 during the non-time-saving state, and Figure 14(b) is a pre-determination table for the time-saving state, used to pre-determine (pre-read) special symbol judgment information acquired based on the entry of a game ball into the second start port 47 during the time-saving state.

[0286] As shown in Figure 14, the pre-determination table associates the type of special symbol (starting point), the jackpot determination result, the special symbol determination result, the random value for reach determination, the random value for special symbol variation pattern determination, the planned special symbol variation pattern as a determination result, and the pre-read specification command that indicates the planned special symbol variation pattern.

[0287] Therefore, a "special symbol planned variation pattern" can be defined as something that allows for the identification of the type of special symbol, the result of the jackpot determination, the type of special symbol, and the planned special symbol variation pattern to be executed.

[0288] The main CPU 110a refers to the pre-determination table shown in Figure 14 and determines the planned special symbol variation pattern based on the random values ​​for jackpot determination, special symbol determination, reach determination, and special symbol variation pattern determination, and sends a pre-read specification command corresponding to the planned special symbol variation pattern to the performance control board 130.

[0289] Next, we will explain some modified versions of the specifications of the gaming machine 1 using Figures 15 and 16. In this embodiment, as described in Figures 11 and 12 and in the explanation of the game state, it is a so-called "probability loop type". A "probability loop type" is, for example, when a "jackpot" is determined in the "normal game state (low probability non-time-saving game state)" and special symbols "02" or "03" are determined, after the jackpot game ends, the game enters a "high probability game state (high probability time-saving game state)". Thereafter, in the "high probability game state", if special symbols "05" or "06" are determined without special symbols "04" (or "01") being determined, the "high probability game state" continues.

[0290] Figure 15 shows the so-called "Type 1, Type 2" type. The "Type 1, Type 2" type has two game states: "Normal game state (low probability, non-time-saving game state)" and "Time-saving game state (low probability, time-saving game state)". When a "jackpot" is determined in the "Normal game state" (for example, the jackpot probability is "1 / 199"), as shown in (1), the game transitions to either "Jackpot Game 1 (4 rounds)" or "Jackpot Game 2 (8 rounds)" at a predetermined rate.

[0291] Then, after the "Big Win Game 1 (4 rounds)" is completed, the game transitions to "Shortened Time Game State 1". The maximum number of times this "Shortened Time Game State 1" can be played is "1". However, during "Shortened Time Game State 1", it is possible to enter the second start port 47 and store special symbol judgment information in the first to fourth memory units of the second special symbol judgment information reserve memory area. With the special symbol judgment information obtained by entering the second start port 47, it is possible to perform a maximum of "5" "Big Win Judgments" and "Small Win Judgments".

[0292] On the other hand, once "Big Win Game 2 (8 rounds)" is completed, the game transitions to "Shortened Time Game State 2". The maximum number of times this "Shortened Time Game State 2" can be played is "7". However, during "Shortened Time Game State 2", it is possible to enter the second starting port 47 and store special symbol judgment information in the first to fourth memory units of the second special symbol judgment information retention memory area. With the special symbol judgment information obtained by entering the second starting port 47, a maximum of "11" "Big Win Judgments" and "Small Win Judgments" can be performed.

[0293] While the detailed control flow is omitted here, the process is as follows: If the "Big Win Check" is performed and it is determined to be a "Big Win," the "Minor Win Check" is not performed. If the "Big Win Check" is performed and it is not determined to be a "Big Win," the "Minor Win Check" is performed, and if it is not determined to be a "Minor Win" in that "Minor Win Check," it is considered a "Loss."

[0294] The special symbol judgment information obtained by entering the second starting gate 47 will, for example, determine a "jackpot" with a probability of "1 / 199", and if it does not determine a "jackpot", it will determine a "minor win" with a probability of "1 / 8". In addition, the special symbol judgment information obtained by entering the first starting gate 45 may be set so that it is either impossible to win a "minor win" or it is difficult to win one.

[0295] Between "Shortened Play State 1" and "Shortened Play State 2," "Shortened Play State 2" is more advantageous to the player because it allows for a higher maximum number of plays in the shortened play state. Therefore, the image display device 70, etc., displays "RUSH Acquisition Challenge Mode" when "Shortened Play State 1" is in effect, and "RUSH Mode" when "Shortened Play State 2" is in effect, allowing the player to distinguish between advantageous and disadvantageous states from the display format alone.

[0296] During "RUSH Acquisition Challenge Mode," the game state is "Shortened Time Game State 1" until the end of the first spin display, and "Normal Game State" from the start of the second spin display. Also, during "RUSH Mode," the game state is "Shortened Time Game State 2" until the end of the seventh spin display, and "Normal Game State" from the start of the eighth spin display.

[0297] Then, if a "minor win" is determined during the "RUSH Acquisition Challenge Mode," the game will proceed to "Big Win Game 3 (4 rounds)" as shown in (2). However, the first round of "Big Win Game 3 (4 rounds)" is a minor win game, and if the game ball can be entered into the "specific area" located within the big prize winning area during this minor win game, the big win game (rounds 2 to 4) will be executed. On the other hand, if the game ball cannot be entered into the "specific area" during the minor win game, the big win game (rounds 2 to 4) will not be executed.

[0298] Furthermore, if a "jackpot" is determined during the "RUSH Acquisition Challenge Mode," the game will transition to "Jackpot Game 4 (8 rounds)" as shown in (1). After "Jackpot Game 3 (4 rounds)" and "Jackpot Game 4 (8 rounds)" are completed, the game will transition to "RUSH Mode."

[0299] On the other hand, if neither a "Big Win" nor a "Minor Win" is determined during the "RUSH Acquisition Challenge Mode," the "RUSH Acquisition Challenge Mode" ends and the game returns to "Normal Mode."

[0300] During "RUSH Mode," if a "minor win" is detected, the game transitions to "Big Win Game 3 (4 rounds)" as shown in (2). If a "Big Win" is detected, the game transitions to "Big Win Game 4 (8 rounds)" as shown in (1). After "Big Win Game 3 (4 rounds)" and "Big Win Game 4 (8 rounds)" are completed, the game transitions back to "RUSH Mode."

[0301] On the other hand, if neither a "big win" nor a "minor win" is determined during "RUSH mode," "RUSH mode" ends and the game returns to "normal mode."

[0302] The gaming machine 1 in this embodiment is not limited to the "probability variation loop type" described above, but may also be a "Type 1 and Type 2" type.

[0303] Figure 16 shows a so-called "minor win rush type." A "minor win rush type" has three game states: "normal game state (low probability non-time-saving game state)," "time-saving game state (low probability time-saving game state)," and "high probability game state (high probability time-saving game state)." When a "jackpot" is determined in the "normal game state" (for example, the jackpot probability is "1 / 319"), as shown in (1), the game transitions to either "jackpot game 1 (4 rounds)" or "jackpot game 2 (16 rounds)" at a predetermined rate.

[0304] After completing "Big Win Game 1 (4 rounds)," the game transitions to "Shortened Time Game Mode." The maximum number of times this "Shortened Time Game Mode" can last is, for example, "50." After completing "Big Win Game 2 (16 rounds)," the game transitions to "High Probability Game Mode."

[0305] When a "jackpot" is determined in the "Shortened Play Mode" (for example, if the jackpot probability is "1 / 319"), the game transitions to either "Jackpot Game 4 (2 rounds)" or "Jackpot Game 3 (16 rounds)" at a predetermined rate, as shown in (1). After "Jackpot Game 4 (2 rounds)" is completed, the game transitions to the "Shortened Play Mode," and after "Jackpot Game 3 (16 rounds)" is completed, the game transitions to the "High Probability Play Mode." Also, if 50 spins are displayed without a "jackpot" being determined, the "Shortened Play Mode" ends and the game transitions to the "Normal Play Mode."

[0306] When a "jackpot" is determined in the "high probability game state" (for example, if the jackpot probability is "1 / 77"), the game will transition to "jackpot game 4 (2 rounds)" or "jackpot game 3 (16 rounds)" at a predetermined rate, as shown in (2).

[0307] Furthermore, if a "minor win" is determined in the "high probability game state" (for example, if the probability of a minor win is "1 / 2.5"), the game transitions to a "minor win game" as shown in (3). In this "minor win game," the large prize slot for minor wins is opened for a predetermined time, and for example, in "1" "minor win game," it is possible to enter the large prize slot for minor wins. After the "minor win game" ends, the game transitions back to the "high probability game state."

[0308] For example, the probability of winning a small prize is "1 / 2.5," which means that it is very easy to win. After the "small prize game" ends, the game returns to the "high probability game state." In the "high probability game state," it is advantageous for the player to keep winning small prizes with a probability of "1 / 2.5" rather than winning a big prize with a probability of "1 / 77," as this increases the number of game balls they possess through the "small prize game."

[0309] The gaming machine 1 in this embodiment is not limited to the "probability variation loop type" described above, but may also be a "small win rush type" like this one.

[0310] Furthermore, the gaming machine 1 in this embodiment is not limited to the "probability variation loop type," "type 1 and type 2 type," or "small win rush type," but may also be a so-called "ST probability variation type" in which the upper limit of the "high probability game state (high probability time-saving game state)" is set to, for example, "100" times, or it may be a so-called "probability variation fall type" in which the "high probability game state (high probability time-saving game state)" falls to the "normal game state (low probability non-time-saving game state)" or the "time-saving game state (low probability time-saving game state)" at a predetermined probability.

[0311] Next, we will explain the details of "Gaming Machine Installation Information" and "HC / Fraud Monitoring Information" using Figures 17 to 22.

[0312] Figure 17 shows a list of messages related to communication between the main control board 110 and the frame control board 120. Message No. 1 has the message name "Gaming machine installation information notification", transmission direction "main control board 110 → frame control board 120", command "0x01", and message summary "Notification of gaming machine installation information". Message No. 2 has the message name "Gaming machine installation information response", transmission direction "frame control board 120 → main control board 110", command "0x11", and message summary "Response of gaming machine installation information received". Message No. 3 has the message name "Gaming machine information notification", transmission direction "main control board 110 → frame control board 120", command "0x02", and message summary "Notification of gaming machine information". Note that "gaming machine information" here refers to "HC / fraud monitoring information". Furthermore, message No. 4 has the message name "Game Machine Information Response", transmission direction "Frame Control Board 120 → Main Control Board 110", command "0x12", and message summary "Responding with game machine information received result and frame control status".

[0313] The "Gaming Machine Installation Information" is structured as shown in Figure 18. No. 1 is data named "Message Length" with content "0x19". No. 2 is data named "Command" with content "0x01". No. 3 is data named "Communication Sequence Number" with content "Fixed to 0". No. 4 is data named "Gaming Machine Type" related to gaming machine installation information, the content of which will be described later. No. 5 is data named "Main Control Chip ID Number" related to gaming machine installation information, the content of which will be described later. No. 6 is data named "Main Control Chip Manufacturer Code" related to gaming machine installation information, the content "Manufacturer code written in the management area of ​​the main control chip". No. 7 is data named "Main Control Chip Product Code" related to gaming machine installation information, the content "Product code written in the management area of ​​the main control chip". No. 8 is data named "Checksum" with content "-".

[0314] The data name for No. 4, "Type of Gaming Machine," consists of one byte, as shown in Figure 18. Bits 3 to 0 indicate the type of gaming machine. If Bits 3 to 0 are "0001," it indicates a "pachinko gaming machine." If Bits 3 to 0 are "0010," it indicates a "slot machine." If Bits 3 to 0 are "0011," it indicates an "arrange ball gaming machine." If Bits 3 to 0 are "0100," it indicates a "rock-paper-scissors gaming machine." Any other values ​​are unused.

[0315] Bits 6 through 4 indicate the organizational classification of the association. If Bits 6 through 4 are "000", it indicates "Nikko-gumi" (an organization mainly related to pachinko gaming machines), if Bits 6 through 4 are "001", it indicates "Nidenkyo" (an organization mainly related to slot machines), and all other values ​​are unused.

[0316] Bit7 indicates the management medium; if Bit7 is "0", it indicates a game ball, and if Bit7 is "1", it indicates a game token. For example, if game machine 1 is a pachinko game machine, the data will be 1 byte, with Bit7 being "0", Bits 6 to 4 being "000", and Bits 3 to 0 being "0001".

[0317] The "main control chip ID number" is omitted in the diagram, but the ID for each main control chip manufacturer is transmitted in the message. For example, if the main control chip is from manufacturer A, a total of 9 bytes of data consisting of the chip individual number "23456789" + identification code is transmitted in the message, and if the main control chip is from manufacturer B, a total of 9 bytes of data consisting of the chip individual number "45678912" + identification code is transmitted in the message.

[0318] The "Gaming Machine Installation Information Response" is the response from the frame control board 120 to the main control board 110 after the "Gaming Machine Installation Information" has been transmitted from the main control board 110 to the frame control board 120. No. 1 has the data name "Message Length" and the content "0x05". No. 2 has the data name "Command" and the content "0x11". No. 3 has the data name "Communication Sequence Number" and the content "Fixed to 0". No. 4 has the data name "Gaming Machine Installation Information Receipt Result" and the content "0x00" indicates "Received OK", while "0x01" indicates "Ball Removal State", showing that the frame control board 120 is in a ball removal state. No. 5 has the data name "Checksum" and the content "Result of adding the message length to the data section". Furthermore, the main control board 110 will not enable gameplay until it receives a message of "0x00" (received OK) as "game machine installation information received result" from the frame control board 120. This point will be explained in detail later using a flowchart.

[0319] The "HC / Fraud Monitoring Information" is structured as shown in Figure 19. No. 1 has the data name "Message Length" and content "0x0B~0x15". No. 2 has the data name "Command" and content "0x02". No. 3 has the data name "Communication Serial Number" and content "Sequence Number (0~255)". No. 4 has the data name "Main Control State 1" and content is Bit0 "Big Win 1", Bit1 "Big Win 2", Bit2 "Big Win 3", Bit3 "Game Machine Status Signal 1", Bit4 "Game Machine Status Signal 2", Bit5 "Game Machine Status Signal 3", Bit6 "Game Machine Status Signal 4", and Bit7 "Unused". For example, during the execution of a jackpot game corresponding to "jackpot 1", Bit0 and Bit1 are turned ON ("1"), and the fact that Bit0 and Bit1 of main control state 1 are ON ("1") is ultimately transmitted to the gaming machine information center.

[0320] Furthermore, No. 5 has the data name "Main Control State 2," and its contents are: Bit0 "During Big Win + Short Time Mode or Advantageous State," Bit1 "High Probability Mode," Bit2 "During Short Time Mode or Advantageous State," and Bits 3-7 "Unused." For example, during high probability gameplay, Bit1 is ON ("1"), and the fact that Bit1 of Main Control State 2 is ON ("1") is ultimately transmitted to the gaming machine information center.

[0321] Furthermore, No. 6 is named "Gaming Machine Error Status," and its contents are as follows: Bit0 to Bit5 are "Error Codes," Bit6 is "0 = Frame Control, 1 = Main Control" (0 means an error detected by the frame control board 120, 1 means an error detected by the main control board 110), and Bit7 is "0 = Notification Only, 1 = Notification + Output to Hall Computer" (0 means only an error notification is issued, 1 means both an error notification is issued and output is sent to the hall computer). For example, if an error corresponding to Bit0 occurs, Bit0 will be ON ("1"), and the fact that Bit0 of the gaming machine error status is ON ("1") is ultimately transmitted to the gaming machine information center.

[0322] Furthermore, No. 7 has the data name "Fraud Detection Status 1," and its contents are: Bit0 "Settings Change Signal," Bit1 "Settings Confirmation Signal," Bit2 "RWM Clear Signal," Bit3 "Fraud Detection Signal 1," Bit4 "Fraud Detection Signal 2," Bit5 "Fraud Detection Signal 3," Bit6 "Acquisition Limit Device Activated Signal," and Bit7 "Unused." For example, if the settings are being changed as described later, Bit0 will be ON ("1"), and the fact that Bit0 of Fraud Detection Status 1 is ON ("1") will ultimately be transmitted to the gaming machine information center.

[0323] Furthermore, No. 8 has the data name "Number of balls awarded for mechanism activation" and the content "Number of balls awarded due to mechanism activation" (for example, the number of balls awarded for entering the second starting opening 47). Also, No. 9 has the data name "Number of balls awarded for continuous mechanism activation" and the content "Number of balls awarded due to continuous mechanism activation" (for example, the number of balls awarded for entering the large prize opening 50).

[0324] Furthermore, No. 10 has the data name "Number of Game Information Items" and content "Number of Type Information / Count Information Items (n) (n) = 0 to 5 (variable length)" related to game information. Also, No. 11 has the data name "Type Information 1" and content "Type Information 1" related to game information. Also, No. 12 has the data name "Count Information 1" and content "Count Information 1" related to game information.

[0325] Count information, in the first example, refers to "data indicating the first start opening 45," "data indicating the number of balls entered (1)," and "data indicating the number of prize balls (3)" when one game ball enters the first start opening 45. In the second example, it refers to "data indicating the large prize opening 50," "data indicating the number of balls entered (1)," and "data indicating the number of prize balls (15)" when one game ball enters the large prize opening 50. In the third example, it refers to "data indicating the out ball detection switch 39a" and "data indicating the number of balls passed (1)" when one game ball passes the out ball detection switch 39a. This data is then transmitted to the game machine information center in a message.

[0326] Furthermore, No. 13 is data related to game information, with the name "Type Information n" and content "Type Information n". Also, No. 14 is data related to game information, with the name "Count Information n" and content "Count Information n". Furthermore, No. 15 is data named "Checksum" and content "Result of summing from message length to data section".

[0327] Figure 20 is a diagram illustrating the details of the "Main Control State 1," "Main Control State 2," and "Intrusion Detection State 1" described above.

[0328] "Main Control State 1" is defined as follows: Bit0 is named "Big Win 1", details "Big Win 1 Information: Set to 1 during a Big Win to be announced", Bit1 is named "Big Win 2", details "Big Win 2 Information: Set to 1 during all Big Wins", Bit2 is named "Big Win 3", details "Big Win 3 Information: Set to 1 during states such as Small Win RUSH or Special Time Shortening", Bit3 is named "Game Machine Status Signal 1", details "Game Machine Status Signal: Set to 1 when Game Machine Status Signal 1 is ON", Bit4 is named "Game Machine Status Signal 2", details "Game Machine Status Signal: Set to 1 when Game Machine Status Signal 2 is ON", Bit5 is named "Game Machine Status Signal 3", details "Game Machine Status Signal: Set to 1 when Game Machine Status Signal 3 is ON", Bit6 is named "Game Machine Status Signal 4", details "Game Machine Status Signal The game machine status signal 4 is ON and set to 1, and the name of Bit7 is "Unused" and the details are "Fixed to 0".

[0329] "Game machine status signal 1" corresponds to pulse output signal terminal 1 on the external terminal board of the hall control output unit 173, "Game machine status signal 2" corresponds to pulse output signal terminal 2 on the external terminal board of the hall control output unit 173, "Game machine status signal 3" corresponds to pulse output signal terminal 3 on the external terminal board of the hall control output unit 173, and "Game machine status signal 4" corresponds to pulse output signal terminal 4 on the external terminal board of the hall control output unit 173.

[0330] The small win rush is as described in Figure 16. Special time-saving features include, for example, a time-saving game state that is activated as a rescue measure when the low-probability game state is played for a specified number of times (for example, 1000 spins) after the end of a big win game (so-called ceiling time-saving feature), and a time-saving game state that is activated at a predetermined probability when the big win judgment is determined to be a miss (so-called symbol time-saving feature).

[0331] "Main control state 2" has the following characteristics: Bit0 is named "Big win + time reduction or advantageous state" and details "Game state information: Set to 1 during big win and time reduction or advantageous state"; Bit1 is named "High probability" and details "Game state information: Set to 1 during high probability"; Bit2 is named "Time reduction or advantageous state" and details "Game state information: Set to 1 during time reduction or advantageous state"; and Bits 3 to 7 are named "Unused" and details "Fixed to 0".

[0332] "Fraud detection state 1" is defined as follows: Bit0 is named "Settings being changed signal", details "0=normal, 1=settings being changed"; Bit1 is named "Settings being checked signal", details "0=normal, 1=settings being checked"; Bit2 is named "RWM clear signal", details "0=normal, 1=RWM clear (RWM initialization) occurred"; Bit3 is named "Fraud detection signal 1", details "Emergency: weak 0=normal, 1=abnormal occurrence"; Bit4 is named "Fraud detection signal 2", details "Emergency: medium 0=normal, 1=abnormal occurrence"; Bit5 is named "Fraud detection signal 3", details "Emergency: strong 0=normal, 1=abnormal occurrence"; Bit6 is named "Acquisition limit device operating signal", details "0=not operating, 1=operating"; and Bit7 is named "unused", details "fixed at 0".

[0333] Figure 21 is a diagram illustrating the details of the "game information" mentioned above.

[0334] The "game information" consists of two bytes: "type information (1 byte)" and "count information (1 byte)". Furthermore, the "type information (1 byte)" is composed of "data type (Bit4~Bit7)" and "data number (Bit0~Bit3)".

[0335] "Data Type (Bit4~Bit7)" means, for example, Bit4~Bit7 "0000" is type name "Unused" and content "-", Bit4~Bit7 "0001" is type name "Starting Gate Entry" and content "Notification of Entry into Starting Gate", Bit4~Bit7 "0010" is type name "Grand Prize Gate Entry via Special Electric Mechanism Activation" and content "Notification of Entry into Grand Prize Gate", and Bit4~Bit7 "0011" is type name "Prize Gate Entry" and content "Prize "Notification of winning in the mouth," and Bit4~Bit7 "0100" has the type name "Winning in all starting mouths," and the content is "Notification of passing through the starting mouth or normal gate related to the game," and Bit4~Bit7 "0101," "0110," "0111," and "1000" have the type name "Unused," and the content is "-," and Bit4~Bit7 "1001" has the type name "Number of times symbols are confirmed," and the content is "Notification of the number of times symbols related to the game are changed," and Bit4~Bit7 "1010" has the type name " The "Number of Big Wins" option has the content "Notifies that the continuous mechanism operation device has been activated," Bit4~Bit7 "1011" has the type name "Unused" and the content "-," and Bit4~Bit7 "1100" has the type name "Number of Mechanism Activations (Number of Big Prize Openings)" and the content "Notifies of the opening of the big prize opening when the continuous mechanism operation device is not activated, in cases where you want to use the number of times the big prize opening has been opened during a minor win as the starting number" (For the first round of "Big Win Game 3 (4 Rounds)" in Figure 15, refer to the minor win game). Bits 4-7 "1101" is of the type name "Specific Area Passage" and has the content "Notification that a specific area has been passed" (see "Specific Area" in Figure 15), Bits 4-7 "1110" is of the type name "External Terminal Board Pulse Output" and has the content "Instructs the dedicated unit (Hall Control Output Unit 173) to output a pulse", and Bits 4-7 "1111" is of the type name "Performance Information Status Notification" and has the content "Notification of the status necessary to calculate performance information".

[0336] If the "Data Type (Bit4~Bit7)" is "Starting Gate Entry", then the "Data Number (Bit0~Bit3)" will send one of the following as the content (starting gate number): Bit0~Bit3 "0001" (entry into starting gate 1), "0010" (entry into starting gate 2), or "0011" (entry into starting gate 3) (anything else is unused). For example, if a game ball enters the first starting gate 45, then type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "0001" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0337] If the "Data Type (Bit4~Bit7)" is "Winning in the Grand Prize Pool due to Special Electric Mechanism Activation", then either "0001" (winning in Grand Prize Pool 1) or "0010" (winning in Grand Prize Pool 2) will be sent as the content (Grand Prize Pool Number) in Bit0~Bit3 (other values ​​will not be used). For example, if a game ball enters Grand Prize Pool 50, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "0010" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0338] If the "Data Type (Bit4~Bit7)" is "Winning in Prize Pit", then one of the following will be sent as the content (prize pit number): Bit0~Bit3 "0001" (winning in prize pit 1), "0010" (winning in prize pit 2)... "1111" (winning in prize pit 15) ("0000" is unused). For example, if a game ball enters the general prize pit 43 located at the lower right of the decorative frame 40, then type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "0011" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0339] If the "Data Type (Bit4~Bit7)" is "All Start Entrances Win," then the content will be Bit0~Bit3 "0001" (win or pass) (others are unused). For example, if a game ball enters the first start entrance 45, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "0100" and "Data Number (Bit0~Bit3)" being "0001" will be sent. If a game ball passes through the general gate 44, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "0100" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0340] If "Data Type (Bit4~Bit7)" is "Number of Symbol Confirmations", then the content will be Bit0~Bit3 "0001" (the number of times symbols related to the game (special symbols, regular symbols) have been confirmed) and this will be sent (others are unused). For example, if the first special symbol stops and is displayed, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "1001" and "Data Number (Bit0~Bit3)" being "0001" will be sent, and the same type information will be sent if the second special symbol stops and is displayed. The same type information will also be sent if a regular symbol stops and is displayed.

[0341] If the "Data Type (Bit4~Bit7)" is "Number of Jackpots", then the content will be "0001" (the continuous mechanism operation device is activated) in Bit0~Bit3 (others are unused). For example, when the first jackpot (see Figure 12) is achieved, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "1010" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0342] If "Data Type (Bit4~Bit7)" is "Number of Bonus Feature Counts (Number of Times the Big Prize Opening)", then the content will be "0001" (Bonus Feature 1) in Bit0~Bit3 (others are unused). For example, if "Big Win Game 3" as explained in Figure 15 is executed, then type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "1100" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0343] If the "Data Type (Bit4~Bit7)" is "Passing through a specific area", then the content will be "0001" (Specific Area 1) in Bit0~Bit3 (others are unused). For example, when "Big Win Game 3" as explained in Figure 15 is executed and the game ball passes through a specific area, type information (1 byte) consisting of "Data Type (Bit4~Bit7)" being "1101" and "Data Number (Bit0~Bit3)" being "0001" will be sent.

[0344] Furthermore, regarding the count information in the case of "passing through a specific area," as shown in Figure 22, if Bit4 to Bit7 are "unused" and "fixed at 0," and Bit0 to Bit3 are "0001," then it is sent that "the number of times the specific area has been passed is 1" (the others are unused). In other words, as shown in Example 1) in Figure 22, when a game ball passes through specific area 1 once, the game information "0xD101" is sent, which consists of type information (1 byte) consisting of "data type (Bit4 to Bit7)" being "1101" and "data number (Bit0 to Bit3)" being "0001," and count information (1 byte) consisting of "unused (Bit4 to Bit7)" being "0000" and "number of times passed (Bit0 to Bit3)" being "0001" (1 time).

[0345] If the "Data Type (Bit4~Bit7)" is "External Terminal Board Pulse Output," the content indicates that a pulse output will be generated from a dedicated unit (Hall Control Output Unit 173). If "Data Type (Bit4~Bit7)" is "Performance Information Status Notification," the content will send the status (fixed at 1) necessary for calculating performance information (others are unused).

[0346] Regarding the count information in the case of "Performance Information Status Notification," as shown in Figure 22, Bits 4 to 7 are "fixed at 0." Bit 0 indicates the "base," where "0" indicates "low base" (e.g., low probability non-time-saving game state) and "1" indicates "high base" (e.g., low probability time-saving game state, high probability time-saving game state). Bit 1 indicates "jackpot," where "0" indicates "normal" (e.g., low probability non-time-saving game state) and "1" indicates "jackpot." Bit 2 indicates "high probability," where "0" indicates "low probability" (e.g., low probability non-time-saving game state, low probability time-saving game state) and "1" indicates "high probability" (e.g., high probability time-saving game state). Bit 3 is unused.

[0347] As shown in Example 2) of Figure 22, when the state changes to high base, the game information "0xF101" is transmitted, which consists of type information (1 byte) consisting of "data type (Bit4~Bit7)" being "1111" and "data number (Bit0~Bit3)" being "0001", and count information (1 byte) consisting of "unused (Bit4~Bit7)" being "0000" and "state flag" Bit0 being "1" (Bits 1~3 are "0").

[0348] The "HC / Fraud Monitoring Information Response" in Figure 22 is the response from the frame control board 120 to the main control board 110 after the "HC / Fraud Monitoring Information" has been transmitted from the main control board 110 to the frame control board 120. No. 1 is data named "Message Length" with content "0x05". No. 2 is data named "Command" with content "0x12". No. 3 is data named "Communication Sequence Number" with content "Communication Sequence Number (0~255)". No. 4 is data named "HC / Fraud Monitoring Information Receipt Result" with content "0x00", indicating "Receipt OK". No. 5 is data named "Checksum" with content "Result of adding the message length to the data section". The main control board 110 will not enable gameplay unless it receives "HC / Fraud Monitoring Information Receipt Result" with content "0x00" (Receipt OK) from the frame control board 120. This point will be explained in detail later using a flowchart.

[0349] Next, Figures 23 and 24 will be used to explain the list of functions and implementation areas of the gaming machine. "Usage area" refers to the "gaming area" described in Figures 7 and 8, while "outside the usage area" refers to the "information area" described in Figures 7 and 8. In the diagram, "◎" indicates an implementation area, "○" indicates an implementation area, and "×" indicates an implementation area that is not possible.

[0350] Regarding No. 1, "Function to control the execution of the game," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed in the "used area" of the "main control unit 110m," and the "function to control the execution of the game" corresponds to, for example, the processing executed in the "main control board timer interrupt processing" described later.

[0351] Regarding No. 2, "Controlling the game state," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "controlling the game state" refers to the function that controls the "normal game state," "time-saving game state," and "high-probability game state" as described above.

[0352] Regarding No. 3, "Control related to launch," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "control related to launch" refers to the control for launching the game ball into the game area 5a.

[0353] Regarding No. 4, "Generation of Random Numbers for Internal Drawing," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are all marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "Generation of Random Numbers for Internal Drawing" refers to the generation of random numbers used in each process executed in the "main control board timer interrupt processing" described later.

[0354] Regarding No. 5, "Detection of game ball entry and payout of prize balls," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "Detection of game ball entry and payout of prize balls" corresponds to steps S200 and S500 of the "main control board timer interrupt processing" described later.

[0355] Regarding No. 6, "Control related to the special pattern display device," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed in the "used area" of the "main control unit 110m," and "control related to the special pattern display device" corresponds to steps S700 and S750 of the "main control board timer interrupt processing" described later.

[0356] Regarding No. 7, "Control related to special electric features," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are all marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "control related to special electric features" corresponds to step S340 of the "special feature electric control processing" described later.

[0357] Regarding No. 8, "Control related to the ordinary pattern display device," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed in the "used area" of the "main control unit 110m," and "control related to the ordinary pattern display device" corresponds to steps S700 and S750 of the "main control board timer interrupt processing" described later.

[0358] Regarding No. 9, "Control related to ordinary electric mechanism," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are all marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and "control related to ordinary electric mechanism" corresponds to step S250 of the "input control processing" described later.

[0359] Regarding No. 10, "Other control related to the execution of games," the "used area" of the "main control unit 110m" is marked with "◎," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are all marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m."

[0360] Regarding No. 11, "Function to control the game ball count display device," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and the "function to control the game ball count display device" corresponds to steps W650 and W700 of the "frame control board timer interrupt processing" described later.

[0361] Regarding No. 12, "Electromagnetically recording the number of game balls," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "electromagnetically recording the number of game balls" corresponds to the "frame control board game ball count update process" described later.

[0362] Regarding No. 13 "Display the number of game balls", the "used area" of the "frame control unit 120m" is "◎", while the "used area", "outside the used area" of the "main control unit 110m", and the "outside the used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "frame control unit 120m", and "Display the number of game balls" corresponds to steps W650 and W700 of the "frame control board timer interrupt processing" described later.

[0363] Regarding No. 14, "Adding the number of borrowed game balls," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "adding the number of borrowed game balls" corresponds to the "frame control board game ball lending process" described later.

[0364] Regarding No. 15, "Subtracting the number of counted game balls," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "Subtracting the number of counted game balls" corresponds to the "frame control board game ball counting process" described later.

[0365] Regarding No. 16, "Subtract the number of launched game balls," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "Subtract the number of launched game balls" corresponds to steps W301 and W302 of the "frame control board game ball count update processing" described later.

[0366] Regarding No. 17, "Adding the number of game balls that returned without being launched onto the board (foul balls)," the "used area" of the "frame control unit 120m" is "◎," while the "used area," "outside the used area" of the "main control unit 110m," and the "outside the used area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "adding the number of game balls that returned without being launched onto the board (foul balls)" corresponds to steps W303 and W304 of the "frame control board game ball count update processing" described later.

[0367] Regarding No. 18, "Adding the number of game balls dispensed," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "adding the number of game balls dispensed" corresponds to steps W305 to W311 of the "frame control board game ball count update processing" described later.

[0368] Regarding No. 19, "Initializing the number of game balls by pressing the game ball count clear button," the "used area" of the "frame control unit 120m" is "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are all "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "Initializing the number of game balls by pressing the game ball count clear button" corresponds to the process in which the frame control unit 120m clears the number of game balls when input is received from the game ball count clear sw121 when power is supplied.

[0369] Regarding No. 20, "Function to control communication with the game ball dispensing device," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and the "function to control communication with the game ball dispensing device" corresponds to the control related to communication with the dedicated unit 170.

[0370] Regarding No. 21 "VL Power Supply Monitoring," the "used area" of the "frame control unit 120m" is marked "○," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and "frame control unit 120m" are marked "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "VL Power Supply Monitoring" refers to the connection confirmation power input from the dedicated unit 170.

[0371] Regarding No. 22 "Communication control, communication timer management," the "used area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed within the "used area" of the "frame control unit 120m," and "communication control, communication timer management" refers to time management related to communication with the dedicated unit 170.

[0372] Regarding the generation and transmission of the message No. 23 "Gaming Machine Information Notification (Gaming Machine Performance Information)", the "used area" of the "frame control unit 120m" is "◎", while the "used area", "outside the used area" of the "main control unit 110m", and the "outside the used area" of the "frame control unit 120m" are all "×". In this embodiment, the function is executed in the "used area" of the "frame control unit 120m", and the generation and transmission of the "Gaming Machine Information Notification (Gaming Machine Performance Information)" message corresponds to the processing in step W507 of the "frame control board gaming machine information notification processing" described later.

[0373] Regarding the generation and transmission of the message No. 24 "Gaming Machine Information Notification (Gaming Machine Installation Information)", the "used area" of the "frame control unit 120m" is "◎", while the "used area", "outside the used area" of the "main control unit 110m", and the "outside the used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "frame control unit 120m", and the generation and transmission of the message "Gaming Machine Information Notification (Gaming Machine Installation Information)" corresponds to the processing in steps W505 and W509 of the "frame control board gaming machine information notification processing" described later.

[0374] Regarding the generation and transmission of the message No. 25 "Gaming Machine Information Notification (HC / Fraud Monitoring Information)", the "used area" of the "frame control unit 120m" is "◎", while the "used area", "outside the used area" of the "main control unit 110m", and the "outside the used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "frame control unit 120m", and the generation and transmission of the "Gaming Machine Information Notification (HC / Fraud Monitoring Information)" message corresponds to the processing in step W513 of the "frame control board gaming machine information notification processing" described later.

[0375] Regarding No. 26 "Counting Notification Message Generation and Transmission", the "used area" of the "frame control unit 120m" is "◎", while the "used area", "outside the used area" of the "main control unit 110m", and the "outside the used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "frame control unit 120m", and "Counting Notification Message Generation and Transmission" corresponds to step W567 of the "frame control board game ball counting processing" described later.

[0376] Regarding No. 27 "Loan Notification Reception," the "Usage Area" of the "Frame Control Unit 120m" is "◎," while the "Usage Area," "Outside the Usage Area" of the "Main Control Unit 110m," and the "Outside the Usage Area" of the "Frame Control Unit 120m" are all "×." In this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m," and "Loan Notification Reception" corresponds to step W601 of the "Frame Control Board Game Ball Loan Processing" described later.

[0377] Regarding No. 28 "Generating and transmitting a response message for loan receipt result," the "used area" of the "frame control unit 120m" is "◎," while the "used area," "outside the used area," and "outside the used area" of the "main control unit 110m" and "frame control unit 120m" are all "×." In this embodiment, the function is executed in the "used area" of the "frame control unit 120m," and "Generating and transmitting a response message for loan receipt result" corresponds to steps W609 and W610 of the "frame control board game ball lending process" described later.

[0378] Regarding No. 29 "Communication control between main control unit and frame control unit", the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "◎", while the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×". In this embodiment, the function is executed in the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m", and this corresponds to the general processing related to communication between the main control unit 110m and the frame control unit 120m (for example, the "notification of game machine installation information" and "response of game machine installation information" in the "main processing of the main control board").

[0379] Regarding No. 30, "Aggregation of Gaming Machine Performance Information," the "Outside of Use Area" of the "Frame Control Unit 120m" is marked with "◎," while the "Use Area," "Outside of Use Area," and "Use Area" of the "Main Control Unit 110m," as well as the "Use Area" of the "Frame Control Unit 120m," are marked with "×." In this embodiment, the function is executed in the "Outside of Use Area" of the "Frame Control Unit 120m," and "Aggregation of Gaming Machine Performance Information" corresponds to the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0380] Note that data No. 30 to No. 38 represent one day's worth of data from when the gaming machine 1 is powered on until it is powered off. Data collection begins when the power is turned on and is cleared when the power is turned off. In other words, these values ​​are different from the values ​​calculated in the "Frame Control Board Display Performance Information Calculation Process" described later. Furthermore, this aggregated data is not displayed on a display unit (for example, a frame control display unit 125), but is transmitted to the Gaming Machine Information Center and shared and managed together with the Japan Amusement Machine Manufacturers Association.

[0381] Regarding No. 31 "Total number of game balls launched", the "Outside of the usage area" of the "Frame control unit 120m" is marked with "◎", while the "Usage area", "Outside of the usage area" of the "Main control unit 110m", and the "Usage area" of the "Frame control unit 120m" are marked with "×". In this embodiment, the function is executed in the "Outside of the usage area" of the "Frame control unit 120m", and "Total number of game balls launched" corresponds to step W451 of the "Frame control board game machine performance information calculation process" described later.

[0382] Regarding No. 32 "Total number of game balls acquired", the "Outside the usage area" of the "Frame control unit 120m" is marked with "◎", while the "Usage area", "Outside the usage area" of the "Main control unit 110m", and the "Usage area" of the "Frame control unit 120m" are marked with "×". In this embodiment, the function is executed in the "Outside the usage area" of the "Frame control unit 120m", and "Total number of game balls acquired" corresponds to step W452 of the "Frame control board game machine performance information calculation process" described later.

[0383] Regarding No. 33 "Payout Rate," the "Outside the Usage Area" of the "Frame Control Unit 120m" is marked with "◎," while the "Usage Area," "Outside the Usage Area" of the "Main Control Unit 110m," and the "Usage Area" of the "Frame Control Unit 120m" are marked with "×." In this embodiment, the function is executed in the "Outside the Usage Area" of the "Frame Control Unit 120m," and the "Payout Rate" corresponds to step W453 of the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0384] Regarding No. 34 "Number of game balls acquired per minute (low base)", the "outside the usage area" of the "frame control unit 120m" is marked with "◎", while the "used area", "outside the usage area" of the "main control unit 110m", and the "used area" of the "frame control unit 120m" are marked with "×". In this embodiment, the function is executed in the "outside the usage area" of the "frame control unit 120m", and "Number of game balls acquired per minute (low base)" corresponds to step W454 of the "frame control board game machine performance information calculation process" described later.

[0385] Regarding No. 35 "Ratio of Prize Items", the "Outside of Use Area" of the "Frame Control Unit 120m" is marked with "◎", while the "Use Area", "Outside of Use Area", and "Use Area" of the "Main Control Unit 110m", as well as the "Use Area" of the "Frame Control Unit 120m", are marked with "×". In this embodiment, the function is executed in the "Outside of Use Area" of the "Frame Control Unit 120m", and the "Ratio of Prize Items" corresponds to step W455 of the "Frame Control Board Gaming Machine Performance Information Calculation Processing" described later.

[0386] Regarding No. 36 "Continuous Prize Ratio," the "Outside the Usage Area" of the "Frame Control Unit 120m" is marked with "◎," while the "Usage Area," "Outside the Usage Area" of the "Main Control Unit 110m," and the "Usage Area" of the "Frame Control Unit 120m" are marked with "×." In this embodiment, the function is executed in the "Outside the Usage Area" of the "Frame Control Unit 120m," and the "Continuous Prize Ratio" corresponds to step W456 of the "Frame Control Board Gaming Machine Performance Information Calculation Processing" described later.

[0387] Regarding No. 37, "Number of times the continuous mechanism operation device is activated," the "outside the usage area" of the "frame control unit 120m" is marked with "◎," while the "used area," "outside the usage area" of the "main control unit 110m," and the "used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed outside the "used area" of the "frame control unit 120m," and the "number of times the continuous mechanism operation device is activated" corresponds to step W457 of the "frame control board gaming machine performance information calculation process" described later.

[0388] Regarding No. 38 "Maximum Payout," the "Outside the Usable Area" of the "Frame Control Unit 120m" is marked with "◎," while the "Usable Area," "Outside the Usable Area," and "Usable Area" of the "Main Control Unit 110m," as well as the "Usable Area" of the "Frame Control Unit 120m," are marked with "×." In this embodiment, the function is executed outside the "Usable Area" of the "Frame Control Unit 120m," and "Maximum Payout" corresponds to step W458 of the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0389] Regarding No. 39, "Generation of Gaming Machine Installation Information," the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m," and the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" are all marked with "○." In this embodiment, the function is executed in the "Used Area" of the "Main Control Unit 110m" and the "Used Area" of the "Frame Control Unit 120m." Specifically, the information No. 40 to No. 42 below is generated in the "Used Area" of the "Main Control Unit 110m," and the information No. 43 to No. 45 below is generated in the "Used Area" of the "Frame Control Unit 120m." The "Frame Control Unit 120m" then transmits a total of six pieces of information—the information No. 40 to No. 42 received from the "Main Control Unit 110m" and the information No. 43 to No. 45 that it generated—to the U board 171 (ultimately the Gaming Machine Information Center). In other words, "generation of gaming machine installation information" corresponds to step S5 of the "main control board processing" described later, and steps W505 and W509 of the "frame control board gaming machine information notification processing" described later.

[0390] Regarding No. 40, "Main Control Chip ID Number," the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m" are marked "○," while the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" are marked "× (Excluded)." In this embodiment, the function is executed in the "Used Area" of the "Main Control Unit 110m." The "Main Control Chip ID Number" will be described later in Figure 18.

[0391] Regarding No. 41, "Main Control Chip Manufacturer Code," the "Usage Area" and "Outside Usage Area" of the "Main Control Unit 110m" are marked "○," while the "Usage Area" and "Outside Usage Area" of the "Frame Control Unit 120m" are marked "× (Excluded)." In this embodiment, the function is executed within the "Usage Area" of the "Main Control Unit 110m." The "Main Control Chip Manufacturer Code" will be described later in Figure 18.

[0392] Regarding No. 42 "Main Control Chip Product Code," the "Usage Area" and "Outside Usage Area" of the "Main Control Unit 110m" are marked "○," while the "Usage Area" and "Outside Usage Area" of the "Frame Control Unit 120m" are marked "× (Excluded)." In this embodiment, the function is executed in the "Usage Area" of the "Main Control Unit 110m." The "Main Control Chip Product Code" will be described later in Figure 18.

[0393] Regarding No. 43 "Frame Control Chip ID Number," the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" are marked "○," while the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m" are marked "× (Excluded)." In this embodiment, the function is executed in the "Used Area" of the "Frame Control Unit 120m." The "Frame Control Chip ID Number" will be described later in Figure 50.

[0394] Regarding No. 44, "Frame Control Chip Manufacturer Code," the "Usage Area" and "Outside Usage Area" of the "Frame Control Unit 120m" are marked "○," while the "Usage Area" and "Outside Usage Area" of the "Main Control Unit 110m" are marked "× (Excluded)." In this embodiment, the function is executed within the "Usage Area" of the "Frame Control Unit 120m." The "Frame Control Chip Manufacturer Code" will be described later in Figure 50.

[0395] Regarding No. 45 "Frame Control Chip Product Code," the "Usage Area" and "Outside Usage Area" of the "Frame Control Unit 120m" are marked "○," while the "Usage Area" and "Outside Usage Area" of the "Main Control Unit 110m" are marked "× (Excluded)." In this embodiment, the function is executed within the "Usage Area" of the "Frame Control Unit 120m." The "Frame Control Chip Product Code" will be described later in Figure 50.

[0396] Regarding No. 46, "Generation of HC / Fraud Monitoring Information," both the "used area" and "outside the used area" of the "main control unit 110m," and both the "used area" and "outside the used area" of the "frame control unit 120m" are marked with "○." In this embodiment, the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are used. A detailed explanation follows below.

[0397] Regarding No. 47 "Number of Game Balls," the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "○," while the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." "Number of game balls" refers to the "number of balls" held by the player, and in this embodiment, this function is executed in the "used area" of the "frame control unit 120m." For example, the "frame control board game ball count update process" described later corresponds to this. On the other hand, in this embodiment, the function is not executed in the "usage area" of the implementable "main control unit 110m". Of course, the function could be executed in the "usage area" of the "main control unit 110m", but since this would be achieved by transmitting information related to the "number of game balls" from the "frame control unit 120m" to the "main control unit 110m", it can be said that it is more efficient to execute the function in the "usage area" of the "frame control unit 120m" considering the control load.

[0398] Regarding No. 48 "Number of Balls Launched," the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m" are marked with "○," while the "Outside the Usage Area" of the "Main Control Unit 110m" and the "Outside the Usage Area" of the "Frame Control Unit 120m" are marked with "×." "Number of Balls Launched" refers to the number of game balls launched by the player, and in this embodiment, this function is executed in the "Usage Area" of the "Frame Control Unit 120m." For example, the "Frame Control Board Game Ball Count Update Processing" described later corresponds to this. On the other hand, in this embodiment, the function is not executed in the "usage area" of the implementable "main control unit 110m". Of course, the function could be executed in the "usage area" of the "main control unit 110m", but since this would involve transmitting information related to the "number of balls launched" from the "frame control unit 120m" to the "main control unit 110m", it can be said that executing the function in the "usage area" of the "frame control unit 120m" is more efficient considering the control load.

[0399] Regarding No. 49 "Total Prize Ball Count," the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "○," while the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." "Total Prize Ball Count" refers to the total number of prize balls dispensed to the player, and in this embodiment, this function is executed in the "used area" of the "frame control unit 120m." For example, the "frame control board game ball count update process" described later corresponds to this. On the other hand, in this embodiment, the function is not executed in the "usage area" of the implementable "main control unit 110m". Of course, the function could be executed in the "usage area" of the "main control unit 110m", but since this would be achieved by transmitting information related to the "total number of prize balls" from the "frame control unit 120m" to the "main control unit 110m", it can be said that it is more efficient to execute the function in the "usage area" of the "frame control unit 120m" considering the control load.

[0400] For No. 50 "Main Control State 1" (see Figure 19), the "Used Area" of the "Main Control Unit 110m" is "○", while the "Outside the Used Area" of the "Main Control Unit 110m", the "Used Area" of the "Frame Control Unit 120m", and the "Outside the Used Area" are all "×". In this embodiment, the relevant functions (processing to turn each bit of Main Control State 1 ON / OFF, processing related to message generation and transmission of Main Control State 1) are executed in the "Used Area" of the "Main Control Unit 110m".

[0401] Regarding No. 51 "Main Control State 2", the "Used Area" of the "Main Control Unit 110m" is "○", while the "Outside the Used Area" of the "Main Control Unit 110m", the "Used Area" of the "Frame Control Unit 120m", and the "Outside the Used Area" are all "×". In this embodiment, the relevant functions (processing to turn each bit of Main Control State 2 ON / OFF, processing related to message generation and transmission of Main Control State 2) are executed in the "Used Area" of the "Main Control Unit 110m".

[0402] Regarding No. 52 "Gaming machine error state," both the "used area" and "outside the used area" of the "main control unit 110m," and both the "used area" and "outside the used area" of the "frame control unit 120m" are marked with "○." The "gaming machine error state" refers to, for example, a communication abnormality between the main control board 110 and the frame control board 120, or a communication abnormality between the frame control board 120 and the dedicated unit 170. In this embodiment, the above-mentioned communication abnormality is monitored in the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m," and the above-mentioned communication abnormality is not monitored in the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m." However, the above-mentioned communication abnormality may be monitored in the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m."

[0403] Regarding No. 53 "Fraud Detection State 1", the "used area" and "outside the used area" of the "main control unit 110m" are marked "○", while the "used area" and "outside the used area" of the "frame control unit 120m" are marked "×". In this embodiment, for example, in "Fraud Detection State 1" (Figure 19), the "setting change", "setting confirmation", and "RWM clear" processes of Bit0 to Bit2 are executed in the "used area" of the "main control unit 110m", while the "fraud detection" of Bit3 to Bit5 and the "acquisition limit device" process of Bit6 (counting game balls, etc.) are executed in the "outside the used area" of the "main control unit 110m". Furthermore, the generation of the 8-bit message "Fraud Detection State 1" is executed in the "used area" of the "main control unit 110m". This allows for efficient use of the "used area" and "outside the used area" of the "main control unit 110m", preventing processing from concentrating in only one area.

[0404] Note that the use of "used area" and "outside used area" for "fraud detection state 1" is merely an example and may be changed as appropriate. For example, processes that are currently running in the "used area" may be run outside the "used area," or processes that are currently running outside the "used area" may be run in the "used area." Alternatively, all processes may be run in the "used area," or all processes may be run outside the "used area." Furthermore, processes may be executed in the "used area" and "outside used area" of the "frame control unit 120m." For example, the processes of the "acquisition limit device" (such as counting game balls) may be executed in the "used area" and "outside used area" of the "frame control unit 120m."

[0405] Regarding No. 54 "Fraud Detection State 2 (Frame Control)", the "Used Area" and "Outside of Used Area" of the "Frame Control Unit 120m" are "○", while the "Used Area" and "Outside of Used Area" of the "Main Control Unit 110m" are "×". In this embodiment, for example, in "Fraud Detection State 2" (see Figure 51), the processing of Bit0 to Bit2, "Glass Frame Opening", "Inner Frame Opening", and "Fraudulent Radio Wave Detection", and the processing of Bit4 to Bit5, "Abnormal Number of Awarded Balls Notification" and "Abnormal Number of Launched Balls Notification", are executed in the "Outside of Used Area" of the "Frame Control Unit 120m", while the processing of Bit3, "Game Ball Count Clear Detection", is executed in the "Used Area" of the "Frame Control Unit 120m". In addition, the generation of the 8-bit message "Fraud Detection State 2" is executed in the "Outside of Used Area" of the "Frame Control Unit 120m". Furthermore, message generation outside the "used area" of the "frame control unit 120m" is achieved, for example, by having a program outside the "used area" refer to the RWM in the "used area" and generate the message outside the "used area". This allows for efficient use of both the "used area" and the "outside the used area" of the "frame control unit 120m", preventing processing from becoming concentrated in one area or the other.

[0406] Note that the use of "Used Area" and "Outside Used Area" for "Infraction Detection Status 2" is merely an example and may be changed as appropriate. For example, processes currently running in the "Used Area" may be moved to run outside the "Used Area," or processes currently running outside the "Used Area" may be moved to run in the "Used Area." Alternatively, all processes may be run in the "Used Area," or all processes may be run outside the "Used Area."

[0407] Regarding No. 55 "Fraud Detection State 3 (Frame Control)", the "Used Area" and "Outside of Used Area" of the "Frame Control Unit 120m" are marked "○", while the "Used Area" and "Outside of Used Area" of the "Main Control Unit 110m" are marked "×". In this embodiment, for example, in "Fraud Detection State 3" (see Figure 51), the processing of "Small Ball Detection" and "Iron Ball Detection" for Bit0 to Bit1 is performed in the "Outside of Used Area" of the "Frame Control Unit 120m", and the generation of the 8-bit message "Fraud Detection State 3" is performed in the "Outside of Used Area" of the "Frame Control Unit 120m". This allows for efficient use of the "Used Area" and "Outside of Used Area" of the "Frame Control Unit 120m", preventing processing from becoming concentrated in one area or the other.

[0408] Note that the use of "Used Area" and "Outside Used Area" for "Infraction Detection Status 3" is merely an example and may be changed as appropriate. For example, processes currently running in the "Used Area" may be moved to run outside the "Used Area," or processes currently running outside the "Used Area" may be moved to run in the "Used Area." Alternatively, all processes may be run in the "Used Area," or all processes may be run outside the "Used Area."

[0409] Regarding No. 56, "Function to control the setting change device," the "used area" of the "main control unit 110m" is marked with "○," while the "outside the used area" of the "main control unit 110m," the "used area" of the "frame control unit 120m," and the "outside the used area" are marked with "×." In this embodiment, the function is executed within the "used area" of the "main control unit 110m," and the "function to control the setting change device" corresponds to the "setting change process" and "setting confirmation process" described later.

[0410] Regarding No. 57, "Function to transmit information related to performance to peripheral boards," the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "○," while the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function to transmit information to the performance control board 130 is performed in the "used area" of the "main control unit 110m," and the function to transmit information to the performance control board 130 is performed in the "used area" of the "frame control unit 120m." For example, the "main control unit 110m" transmits a "special symbol variation pattern specification command" to the performance control board 130, and the performance control board 130 determines the variation performance pattern (game performance) based on the received "special symbol variation pattern specification command." Also, the "main control unit 110m" transmits information regarding an "error" detected by the "main control unit 110m" to the performance control board 130, and the performance control board 130 performs notification corresponding to the received information regarding the "error." Similarly, the "frame control unit 120m" transmits information regarding the "error" detected by the "frame control unit 120m" to the performance control board 130, and the performance control board 130 performs notification corresponding to the received information regarding the "error".

[0411] Regarding No. 58, "Function to transmit gaming machine information to peripheral boards," the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked "○," while the "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked "×." Note that since No. 58 is the same as No. 57 mentioned above, the explanation is omitted.

[0412] Regarding No. 59 "Fraud Monitoring (excluding Nos. 60 and 61)", the "used area" and "outside the used area" of the "main control unit 110m" are marked "○", while the "used area" and "outside the used area" of the "frame control unit 120m" are marked "×". "Fraud Monitoring (excluding Nos. 60 and 61)" refers to monitoring fraudulent activities such as installing counterfeit wiring or illegal parts to illegally obtain jackpot random numbers, etc., in the so-called "hanging" fraud. In this embodiment, this monitoring is performed outside the "used area" of the "main control unit 110m". Alternatively, this monitoring may be performed within the "used area" of the "main control unit 110m".

[0413] Regarding No. 60, "Irregular monitoring related to the payout of game balls," both the "used area" and "outside the used area" of the "main control unit 110m," and both the "used area" and "outside the used area" of the "frame control unit 120m" are marked with "○." In this embodiment, the monitoring is performed in the "used area" and "outside the used area" of the "frame control unit 120m." It should be noted that, instead of the two-chip configuration of "main control unit 110m" and "frame control unit 120m" as in this embodiment, it is also possible to configure the game machine 1 with a single-chip configuration, for example, with only the "main control unit 110m." In the case of a single-chip configuration, the monitoring should be performed in the "used area" and "outside the used area" of the "main control unit 110m."

[0414] Regarding No. 61, "Irregular monitoring related to the lending of game balls," both the "used area" and "outside the used area" of the "main control unit 110m," and both the "used area" and "outside the used area" of the "frame control unit 120m" are marked with "○." Note that since No. 61 is the same as No. 60 mentioned above, the explanation is omitted.

[0415] Regarding No. 62 "Error Handling (Game Stop)", the "Used Area" of the "Main Control Unit 110m" is "○", while the "Outside the Used Area" of the "Main Control Unit 110m", the "Used Area" of the "Frame Control Unit 120m", and the "Outside the Used Area" are all "×". In this embodiment, the processing is performed in the "Used Area" of the "Main Control Unit 110m". For example, "Error Handling (Game Stop)" occurs after the processing of step S9 in Figure 30, after the processing of step S10 in Figure 30, after the irreversible error processing of step S17 in Figure 31, after the processing of step S27 in Figure 31, and after the processing of step S600-6 in Figure 46.

[0416] Regarding No. 63 "Error Handling (Notification Only)", both the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m", and both the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" are marked with "○". Details of "Error Handling (Notification Only)" will be explained in detail in "Error Code Display Priority" (Figure 78) below.

[0417] Regarding No. 64, "Function to control the display of the performance display monitor," the "used area" and "outside the used area" of the "main control unit 110m" and the "outside the used area" of the "frame control unit 120m" are marked with "○," while the "used area" of the "frame control unit 120m" is marked with "×." The "Function to control the display of the performance display monitor" corresponds to the "frame control board display performance information calculation process" (Figure 79) described later, and in this embodiment, both the process itself and the process of displaying it on the frame control display unit 125 are executed in the "outside the used area" of the "frame control unit 120m."

[0418] Regarding No. 65, "Function to generate signals necessary for testing the gaming machine," both the "used area" and "outside the used area" of the "main control unit 110m," and both the "used area" and "outside the used area" of the "frame control unit 120m" are marked with "○." In this embodiment, the "main control unit 110m" performs the function outside the "used area," while the "frame control unit 120m" performs the function using both the "used area" and "outside the used area."

[0419] Regarding items No. 1 to No. 65 above, the parts marked with "×" are considered impossible to implement, but it is also possible to make the parts marked with "×" implementable (perform various processes in the areas marked with "×"). Furthermore, processes that are executed in the "used area" or "outside the used area" of the main control unit 110m may be executed in the "frame control unit 120m", and processes that are executed in the "used area" or "outside the used area" of the "frame control unit 120m" may be executed in the "used area" or "outside the used area" of the main control unit 110m.

[0420] (Communication procedure between the main control board and the frame control board that enables gameplay after the gaming machine is started up) Using Figure 25, we will explain the communication procedure between the main control board 110 and the frame control board 120 after the gaming machine is started up and ready for play (in the case where the frame control board 120 is not in the ball removal state). Note that "gaming machine information" in Figure 25 corresponds to the "HC / fraud monitoring information" described in Figures 19 to 22.

[0421] First, when the power to the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start up, with the frame control board 120 completing its startup before the main control board 110. Then, after the main control board 110 has completed its startup within a maximum of 3 minutes, the main control board 110 sends a gaming machine installation information notification (communication sequence number = 0) to the frame control board 120 as the first message. Within 10ms thereafter, the frame control board 120 sends a gaming machine installation information response (communication sequence number = 0, reception result = received OK) to the main control board 110 as the second message, and the main control board 110 confirms the reception result of the gaming machine installation information. Here, since the reception result is received OK, the main control board 110 authorizes the launch of game balls and the machine becomes ready for play.

[0422] Then, 108ms after the transmission of the first gaming machine installation information notification, the third message, a gaming machine information notification (communication sequence number = 1), is transmitted from the main control board 110 to the frame control board 120. Within 10ms thereafter, the fourth message, a gaming machine information response (communication sequence number = 1, reception result = received OK), is transmitted from the frame control board 120 to the main control board 110, at which point the main control board 110 confirms the reception result of the gaming machine installation information. After that, the communication sequence of sending and receiving messages in the order of gaming machine information notification and gaming machine information response is repeated at 108ms intervals.

[0423] Furthermore, if the frame control board 120 fails to receive gaming machine installation information within 3 minutes of startup, it will notify the system of an error by displaying an error code on the frame control display 125 or by sending an error specification command to the performance control board 130, indicating a communication line abnormality. If the gaming machine installation information notification is successfully received after the communication line abnormality has occurred, the system will terminate the error notification.

[0424] (Communication procedure between the main control board and the frame control board when the gaming machine is not playable after startup) Using Figure 26, we will explain the communication procedure between the main control board 110 and the frame control board 120, which are not playable after the gaming machine has been started (in the case where the frame control board 120 is in a ball-removal state).

[0425] First, when the power to the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start up. The frame control board 120 finishes starting up before the main control board 110, and the ball removal operation begins, resulting in the machine being in a ball removal state. After that, once the main control board 110 has finished starting up (within a maximum of 3 minutes), the main control board 110 sends a gaming machine installation information notification (communication sequence number = 0) to the frame control board 120 as the first message. Within 10ms thereafter, the frame control board 120 sends a gaming machine installation information response (communication sequence number = 0, reception result = ball removal state) to the main control board 110 as the second message, and the main control board 110 confirms the reception result of the gaming machine installation information. Here, since the reception result is ball removal state, the main control board 110 permits the launch of the game balls, but instead of making the machine playable, it performs an infinite loop process.

[0426] Furthermore, after the main control board 110 and the frame control board 120 have transmitted and received the game machine installation information response indicating the received result = ball removal status, they do not communicate with each other, and the frame control board 120 continues the ball removal operation until the power to the game machine 1 is turned off.

[0427] (Communication procedure between the main control board and the frame control board when the gaming machine enters a settings change / settings confirmation state after startup) Using Figure 27, the communication procedure between the main control board 110 and the frame control board 120, which enter a setting change / setting confirmation state after the gaming machine is started (in the case where the frame control board 120 is not in a ball removal state), will be explained.

[0428] First, when the power to the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start up, with the frame control board 120 completing its startup before the main control board 110. Then, once the main control board 110 has completed its startup within a maximum of 3 minutes, the main control board 110 sends a gaming machine installation information notification (communication sequence number = 0) to the frame control board 120 as the first message. Within 10ms thereafter, the frame control board 120 sends a gaming machine installation information response (communication sequence number = 0, receipt result = received OK) to the main control board 110 as the second message, and the main control board 110 confirms the gaming machine installation information receipt result.

[0429] At this point, if the main control board 110 detects that both the RWM clear switch 111a and the setting key switch 112a are operated, or that only the setting key switch 112a is operated, it transitions to a setting change state (setting change mode) or a setting confirmation state (setting confirmation mode), and the setting value is displayed on the information display 115 mounted on the main control board 110.

[0430] Then, after the settings have been changed or confirmed, and 108ms have elapsed since the transmission of the first gaming machine installation information notification, the main control board 110 sends a gaming machine information notification (communication sequence number = 1) as the third message to the frame control board 120. Within 10ms thereafter, the frame control board 120 sends a gaming machine information response (communication sequence number = 1) as the fourth message to the main control board 110, at which point the main control board 110 confirms that the gaming machine installation information has been received. After that, regardless of whether the settings have been changed or confirmed, the communication sequence of sending and receiving messages in the order of gaming machine information notification and gaming machine information response is repeated every 108ms.

[0431] Then, when the setting key switch 112a is operated and the setting change state or setting confirmation state is completed, the main control board 110 permits the launch of game balls and the machine becomes playable because the reception result of the previously received game machine installation information response was OK. After that, the communication sequence of sending and receiving messages in the order of game machine information notification and game machine information response is repeated at 108ms cycles.

[0432] (Communication procedure that the main control board uses to determine if the communication line is broken) Using Figure 28, the communication procedure by which the main control board 110 determines that the communication line has been disconnected will be explained.

[0433] First, when a notification message (game machine installation information notification, game machine information notification) is sent from the main control board 110 to the frame control board 120, a response message (game machine installation information response, game machine information response) should be sent from the frame control board 120 within 10ms. However, a situation occurs where the main control board 110 is unable to receive the response message.

[0434] This marks the first instance, and at 108m intervals, the main control board 110 sends a notification message to the frame control board 120. However, if the frame control board 120 fails to receive a response message 10 times in a row, the main control board 110 will notify the system of an error, such as by sending an error designation command to the performance control board 130, indicating that a communication line failure has occurred. After that, the system recovers from the communication line failure by turning the power of the gaming machine 1 off and on again.

[0435] (Communication procedure that the frame control board uses to determine if the communication line is broken) Using Figure 29, the communication procedure by which the frame control board 120 determines that the communication line has been disconnected will be explained.

[0436] First, when a notification message (game machine installation information notification, game machine information notification) is sent from the main control board 110 to the frame control board 120, a response message (game machine installation information response, game machine information response) is sent from the frame control board 120 within 10ms. Subsequently, when it is time to send a notification message, which occurs every 108ms, the main control board 110 sends a notification message to the frame control board 120, but a state occurs where the frame control board 120 is unable to receive the notification message.

[0437] Subsequently, notification messages are sent from the main control board 110 to the frame control board 120 at 108ms intervals. However, if the frame control board 120 fails to receive notification messages for 1000ms after receiving the last notification message, the frame control board 120 will notify the system of an error, such as by displaying an error code on the frame control display 125 or by sending an error specification command to the performance control board 130, indicating that a communication line failure has occurred. After that, if the system successfully receives a notification message from the main control board 110, the error notification will be terminated.

[0438] Furthermore, if the gaming machine 1 is in a ball-removal state, information indicating that it is in a ball-removal state may be transmitted to the dedicated unit 170 and the gaming machine information center.

[0439] (Main processing on the main control board) The main processing of the main control board 110 will be explained using Figure 30. Figure 30 is a flowchart of the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0440] First, in step S1, the main CPU 110a disables all interrupts, in step S2 it performs initial CPU settings such as configuring internal registers, and in step S3 it waits for other boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the frame control board 120 and the performance control board 130 to start up. In step S4 it also allows access to the RWM area of ​​the main RAM 110c.

[0441] In step S5, the main CPU 110a notifies the gaming machine installation information. Specifically, it transmits "gaming machine installation information" (see Figure 18) to the frame control board 120. That is, when power voltage is supplied from the power supply board 160, the main control board 110 transmits "gaming machine installation information" to the frame control board 120.

[0442] In step S6, the main CPU 110a increments the "notification counter" in the main RAM 110c by "+1". Then, in step S7, it determines whether or not it has responded with a response regarding the receipt of the gaming machine installation information notification. If it has responded with a response regarding the receipt of the gaming machine installation information notification, it proceeds to step S10; if it has not responded with a response regarding the receipt of the gaming machine installation information notification, it proceeds to step S8. In other words, it determines whether it has sent "gaming machine installation information" to the frame control board 120 and received a response (received) from the frame control board 120.

[0443] In step S8, the main CPU 110a determines whether the value of the "notification counter" is "10". If it determines that the value of the "notification counter" is "10", it proceeds to step S9. If it determines that the value of the "notification counter" is not "10" (less than 10), it proceeds to step S5.

[0444] In step S9, the main CPU 110a performs processing to notify an error. Specifically, it determines that there is an abnormality in communication between the main control board 110 and the frame control board 120 (for example, a broken wire), sends a "game machine communication abnormality start designation command" to the performance control board 130, and the performance control board 130 controls the notification of a "game machine communication abnormality error" (see Figure 131). It then waits until the power supply voltage is completely cut off. In other words, if the frame control board 120 is notified of "game machine installation information" 10 times but does not receive a response regarding the receipt of the game machine installation information notification, it is determined that there may be a broken wire or other issue (communication abnormality) between the main control board 110 and the frame control board 120, and an error notification is issued, preventing the game from being played. This prevents the game from being played even though there is a broken wire or other issue (communication abnormality) between the main control board 110 and the frame control board 120.

[0445] Furthermore, as in this process, a process is sometimes performed to determine whether or not there is an abnormality (e.g., a broken wire) in the communication between the main control board 110 and the frame control board 120. However, the control program (main control program) that determines that it could not receive a response from the frame control board 120 can also be said to be a detection means for detecting whether or not there is an abnormality (e.g., a broken wire) in the communication between the main control board 110 and the frame control board 120.

[0446] In step S10, the main CPU 110a determines whether or not the machine is in a ball-removal state. Specifically, it refers to the result of receiving the gaming machine installation information notification, and if it is "0x00", it determines that "receipt OK", and if it is "0x01", it determines that the machine is in a "ball-removal state" (see Figure 18). If the machine is in a "ball-removal state", it waits until the power supply voltage is completely cut off.

[0447] If the ball is removed, after completing the process in step S10, the system will wait until the power supply is completely cut off, so the processes from step S11 onwards will not be executed (the power restoration process will not be executed, and the system will not return to the control state before the power outage). In other words, the "power restoration specification command" will not be sent to the performance control board 130 in step S24, so the "power restoration" (described later) audio, screen, and lighting notifications will not be executed. In this case, the "ball removal in progress" (described later) audio and screen notifications will be executed. This prevents the system from becoming distracted from the ball removal process due to the execution of "power restoration" notifications or the execution of the initial operations described later while the ball is being removed. On the other hand, if the process in step S10 is denied (the system is not in a ball removal state), the system proceeds to step S24 and the "power restoration specification command" is sent to the performance control board 130, so the "power restoration" (described later) audio, screen, and lighting notifications will be executed.

[0448] Similarly, if the ball is removed, even if the RWM clear switch 111a is pressed and the power switch sw164 is turned ON, the process does not proceed to the "RWM clear process" in step S19. Therefore, the "RWM clear process" is not executed, and the "RWM clear specification command" is not sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "power on (RWM clear)" (described later) are not executed. In this case, the audio and screen notifications for "ball removal operation in progress" (described later) will be executed. Thus, it is possible to prevent the "power on (RWM clear)" notifications from being executed while the ball is removed, which would otherwise make it difficult to concentrate on the ball removal work. On the other hand, if the process in step S10 is denied (i.e., the ball is not removed), the process proceeds to the "RWM clear process" in step S19, the "RWM clear process" is executed, and the "RWM clear specification command" is sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "power on (RWM clear)" (described later) are executed.

[0449] Similarly, if the ball is removed, even if the power switch sw164 is turned ON after performing the setting change operation described later, the process does not proceed to the "setting change process" in step S14. Therefore, the "setting change process" is not executed, and the "setting change specification command" is not sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "setting change" (described later) are not executed. In this case, the audio and screen notifications for "ball removal operation" (described later) will be executed. Thus, it is possible to prevent the notification of "setting change" from being executed while the ball is removed, which would otherwise make it difficult to concentrate on the ball removal work. On the other hand, if the process in step S10 is denied (i.e., the ball is not removed), the process proceeds to the "setting change process" in step S14, the "setting change process" is executed, and the "setting change specification command" is sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "setting change" (described later) are executed.

[0450] Similarly, if the ball is removed, even if the power switch sw164 is turned ON after the setting confirmation operation described later, the process does not proceed to the "setting confirmation process" in step S22. Therefore, the "setting confirmation process" is not executed, and the "setting confirmation specification command" is not sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "setting confirmation" (described later) are not executed. In this case, the audio and screen notifications for "ball removal operation" (described later) will be executed. Thus, it is possible to prevent the notification of "setting confirmation" from being executed while the ball is removed, which would otherwise make it difficult to concentrate on the ball removal work. On the other hand, if the process in step S10 is rejected (i.e., the ball is not removed), the process proceeds to the "setting confirmation process" in step S22, the "setting confirmation process" is executed, and the "setting confirmation specification command" is sent to the performance control board 130. As a result, the audio, screen, and lighting notifications for "setting confirmation" (described later) are executed.

[0451] Similarly, if the machine is in a ball-removal state, it does not proceed to step S33, "Allow all interrupts," and therefore does not become playable. This prevents the machine from becoming playable despite being in a ball-removal state, thus preventing delays in the ball-removal process. For example, if the machine becomes playable while game balls are being ejected from the machine during the ball-removal state, game balls may be launched into the game area 5a, and the ball-removal process cannot be completed until those game balls return to a position where they can be ejected again (a position where ball removal is possible). This situation can be prevented. On the other hand, if the process in step S10 is rejected (i.e., the machine is not in a ball-removal state), "Allow all interrupts" is executed in step S33, and the machine becomes playable.

[0452] Similarly, if the ball is removed, the process does not proceed to "Enable All Interrupts" in step S33, nor to "Error Control Processing" of the main interrupt process. Therefore, "Error Control Processing" is not executed, and for example, "Magnet Detection" and "Abnormal Prize Detection" are not executed. As a result, the audio, screen, and illuminated notifications for "Illegibility Detection 1 (Magnet Detection Error)" and "Illegibility Detection 2 (Abnormal Prize Error)" (both described later) are not executed. In this case, the audio and screen notifications for "Ball Removal Operation" (described later) will be executed. Thus, it is possible to prevent the notification for "Illegibility Detection 1 (Magnet Detection Error)" and "Illegibility Detection 2 (Abnormal Prize Error)" from being executed while the ball is removed, which would otherwise prevent the user from concentrating on the ball removal operation. On the other hand, if the process in step S10 is denied (i.e., the ball is not removed), "Enable All Interrupts" is executed in step S33, making the "Error Control Processing" of the main interrupt process executable, and thus "Magnet Detection" and "Abnormal Prize Detection" can also be executed.

[0453] Furthermore, even if the ball is removed, the process may proceed to steps S11 and beyond. In other words, "power restoration," "power on (RWM clear)," "setting change," "setting confirmation," and "all interrupts enabled" are processes executed on the main control board 110, and the control related to the "ball removal state" is a process executed on the frame control board 120. Therefore, "power restoration," "power on (RWM clear)," "setting change," "setting confirmation," and "all interrupts enabled" may be performed while the ball is removed. Furthermore, if these events occur simultaneously, the performance control board 130 may notify the event with the higher priority according to the priority order shown in Figures 129 and 130, or it may notify both events regardless of priority, or it may always prioritize notifying the ball removal state.

[0454] In step S11, the main CPU 110a determines whether a backup flag indicating power restoration is saved in the game RWM area of ​​the main RAM 110c. If the backup flag is saved, the process moves to step S12 as it is power restoration; if the backup flag is not saved, the process moves to step S13 as it is the first power-on.

[0455] In step S12, the main CPU 110a calculates the checksum (abnormality detection data) of the game RWM area (excluding the setting value area) of the main RAM 110c.

[0456] In step S13, the main CPU 110a determines whether or not a setting change operation has occurred. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has occurred, the process moves to step S14 to transition to the setting change mode; if no setting change operation has occurred, the process moves to step S15.

[0457] In step S14, the main CPU 110a performs a setting change process. Specifically, based on the operation of the RWM clear switch 111a, it performs a process to change (update) the setting value of the level of advantage in the game (the probability of winning a jackpot in the jackpot lottery). Details of the setting change process will be described later using Figure 33. After this process is completed, the process moves to step S19.

[0458] In step S15, the main CPU 110a determines whether the checksum is normal or not. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S12. If the checksum is normal (there are no abnormalities in the data in the game RWM area), the process moves to step S16. If the checksum is not normal (there are abnormalities in the data in the game RWM area), the process moves to step S17. Note that if the backup flag is not saved, i.e., in the case of the first power-on, the checksum is determined to be abnormal.

[0459] In step S16, the main CPU 110a determines whether the set value in the set value (during gameplay) area is within the appropriate range (in this case, 1 to 4). If it is determined that the set value in the set value (during gameplay) area is within the appropriate range, the process moves to step S18. If it is determined that the set value in the set value (during gameplay) area is not within the appropriate range, the process moves to step S17.

[0460] In step S17, the main CPU 110a performs recovery-impossible error processing as an RWM abnormality. Specifically, it sets Bit 5 of "Invalid Detection State 1" (see Figure 19) to "1" and performs processing to send "HC Invalid Monitoring Information" with Bit 5 of "Invalid Detection State 1" set to "1" to the frame control board 120. It also displays error information "E" indicating a recovery-impossible error on the information display 115, sends a recovery-impossible error designation command to the performance control board 130 indicating that a recovery-impossible error has occurred, sets interrupt disable to disable timer interrupts, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to announce the recovery-impossible error.

[0461] An "unrecoverable error" is an error state in which game control is lost (the game control process is not initiated), and it will not be resolved unless a setting change process is performed. Therefore, if an unrecoverable error occurs, even if the power switch on the power supply board 160 is turned OFF and then ON without performing a setting change operation, the error will not be resolved. The power switch must be turned ON after performing a setting change operation. During an unrecoverable error, the system does not monitor the presence or absence of signals from various input devices (various switches, various sensors). Previously, the "unrecoverable error" was only resolved when a configuration change process was performed. However, it may be possible to also resolve it when an RWM clear is performed without any configuration change process.

[0462] In step S18, the main CPU 110a determines whether or not an RWM clear operation has occurred. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has occurred, the process moves to step S19 to execute the RWM clear; if no RWM clear operation has occurred, the process moves to step S21.

[0463] In step S19, the main CPU 110a performs RWM clearing. Specifically, it performs processing to initialize the game control state (initializing everything except the set value area of ​​the game RWM area). Details of the RWM clearing process will be described later using Figure 35. After this process is completed, the process moves to step S20.

[0464] In step S20, the main CPU 110a sends a power-on command to the performance control board 130 indicating that the RWM clear process has been executed (that is, power-on which initializes the game control state). As a result, the performance control board 130 performs the process necessary to announce the power-on.

[0465] "Power-on notification" is a notification to recognize that the control state of the game has been initialized. This notification may include displaying the initial screen (background image and initial display symbols "123") on the first image display device 70, fully illuminating the frame lighting device 10 and the panel lighting device 76 in a predetermined color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, when powering on, instead of displaying the initial screen on the first image display device 70, the first image display device 70 may display a message indicating that the RWM has been cleared.

[0466] In step S21, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process moves to step S22 to transition to the setting confirmation mode. If no setting confirmation operation has been performed, the process moves to step S23 to restore the game control state to the state before the power was cut off.

[0467] In step S22, the main CPU 110a performs a setting confirmation process. Specifically, it performs a process to display the setting values ​​saved in the setting value (during gameplay) area of ​​the game RWM area on the information display 115. Details of the setting confirmation process will be described later using Figure 36.

[0468] In step S23, the main CPU 110a clears (sets to 0) the backup flag and checksum saved in the game RWM area and sets the game RWM area for power restoration. This restores the game progress (control state) to the state before the power outage, making it possible to resume gameplay from the state before the power outage.

[0469] In step S24, the main CPU 110a sends a power restoration command to the performance control board 130 indicating that the game control state has been restored and that the game state was the same as before the power outage (that the RWM clear process has not been executed). As a result, the performance control board 130 terminates the setting confirmation notification and other processes described later and performs the power restoration notification.

[0470] A "power restoration notification" is a notification to recognize that the control state of the game has returned to the state it was in before the power outage. This notification may include displaying the initial screen (background image and initial animation symbols "123") on the first image display device 70, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (for example, blue) for a predetermined period (for example, 60 seconds), or outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the sound output device 9 for a predetermined period (for example, 30 seconds) to indicate that power has been restored (from a power outage). In addition, when notifying the power restoration, instead of displaying the initial screen on the first image display device 70, the first image display device 70 may display a message indicating that power has been restored.

[0471] In step S25, the main CPU 110a sends other commands (such as the special symbol memory specification command and the normal symbol memory specification command, which will be described later) to the performance control board 130. This allows the performance control board 130 to determine the number of special symbols held, and also initiates processing to display the first and second held icons on the first image display device 70.

[0472] In step S26, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. Note that this setting value specification command may also be sent at times other than in step S26, such as each time the special symbol variation display starts or each time a jackpot game starts.

[0473] In step S27, the main CPU 110a determines whether the acquisition limit device activation flag is ON or OFF. Specifically, it refers to the main RAM 110c to determine whether the acquisition limit device activation flag is ON (for example, 0=OFF, 1=ON). If the acquisition limit device activation flag is OFF (for example, 0), the process proceeds to step S28; if the acquisition limit device activation flag is ON (for example, 1), the process proceeds to step S29.

[0474] The "Acquisition Limit Device Activation Flag" is a flag that is turned ON in the "Acquisition Limit Activation Determination Process" described later when it is determined that the maximum increase (also called "Maximum MY") has reached a predetermined value (for example, 95,000). In other words, the "Acquisition Limit Device" is a device that activates when it is determined that the maximum increase has reached a predetermined value (for example, 95,000) (it activates after the jackpot ends during a jackpot). When this device is activated, it becomes impossible to play on the machine (gameplay stops), and after the arcade closes, the main RAM 110c of the machine is initialized, making it virtually impossible to play on the machine until the arcade opens the next day. Note that "the maximum increase has reached a predetermined value (for example, 95,000)" means, for example, that it has reached 95,000 or more. Depending on the situation, it may be determined that the predetermined value (for example, 95,000) has been reached at exactly "95,000", or it may be determined that the predetermined value (for example, 95,000) has been reached at "95,005".

[0475] In step S28, the main CPU 110a outputs a launch permission signal that allows the main control board 110 to launch game balls. This enables the launcher to launch game balls when the launch permission signal from the frame control board 120 is output. Alternatively, the frame control board 120 may not output a launch permission signal, and the main control board 110 may output the launch permission signal, enabling the launcher to launch game balls when the main control board 110 outputs the launch permission signal.

[0476] In step S29, the main CPU 110a sends a command indicating that the "acquisition limit device" has been activated to the performance control board 130. This causes the performance control board 130 to perform processing to notify that the acquisition limit device has been activated. After sending the command indicating that the acquisition limit device has been activated to the performance control board 130, the process moves on to step S30.

[0477] "Notification that the winning limit device has been activated" is a notification intended to make the player aware that it is no longer possible to continue playing, and involves displaying on the first image display device 70, for example, in white text on a black background, "Winning limit device activated. Playing ends for today."

[0478] As an example of how the "acquisition limit device" works, as described above, if the maximum increase in prize balls (also called "maximum MY") generated by game balls entering the large prize slot 50 or general prize slot 43 during a jackpot reaches a predetermined value (for example, 95,000), the acquisition limit device will activate after the jackpot ends. For example, in a jackpot that grants 10 rounds, if the maximum increase reaches a predetermined value (for example, 95,000) in the 5th round, the jackpot can be played until the 10th round, but the acquisition limit device will activate after the 10th round is completed and the jackpot ending is finished. This prevents the jackpot from ending prematurely and causing dissatisfaction to players, while still providing a healthy gaming experience.

[0479] Another example of the "acquisition limit device" operation is that, regardless of the game state, if the maximum increase in prize balls generated by entering the first start slot 45, the second start slot 47, or the general prize slot 43 reaches a predetermined value (for example, 95,000) while the game is in a variable display state or in a waiting state (or during a waiting demo performance), the acquisition limit device will activate immediately.

[0480] Another example of the "acquisition limit device" operation is that, in the case of the "minor win rush type" described above, if the maximum increase in the number of prize balls generated by entering the large prize slot for minor wins through "minor win gameplay" (see Figure 16) reaches a predetermined value (for example, 95,000), the acquisition limit device will activate after the "minor win gameplay" ends. This prevents the minor win game from ending prematurely and causing dissatisfaction to the player, while still providing a healthy gaming experience.

[0481] Another example of the operation of the "acquisition limit device" is that, in the case of the "Type 1 and Type 2" described above, for example, in the minor win game of the first round of "Big Win Game 3 (4 rounds)", if the maximum increase in prize balls generated by entering the "specific area" provided in the large prize pocket reaches a predetermined value (for example, 95,000), the acquisition limit device will activate after the end of the big win game (rounds 2 to 4) that was activated by entering the "specific area". On the other hand, in the minor win game of the first round of "Big Win Game 3 (4 rounds)", if the game ball is not able to enter the "specific area" provided in the large prize pocket and enters a "non-specific area", and the maximum increase in prize balls generated by entering the "non-specific area" reaches a predetermined value (for example, 95,000), the acquisition limit device will activate ...

Claims

[Claim 1] In a gaming machine that can assign game value to the player according to the outcome of the game, A special game execution method that enables the execution of special games that are advantageous to the player, When the value of specific information, which is updated according to the aforementioned game value, satisfies a specific value, a limiting means is provided to restrict the execution of a predetermined control, A performance control means capable of executing a variable performance that changes the performance symbols, A means capable of emitting light, The aforementioned performance control means is A first notification effect that indicates that the execution of the aforementioned predetermined control may be restricted, A second notification effect is possible, which notifies that the execution of the predetermined control has been restricted. The aforementioned light-emitting means can perform a rainbow-like light emission effect by emitting light in a specific color in a rainbow pattern. When the aforementioned rainbow light effect is performed, The display area of ​​the rainbow light effect when the first notification effect is being performed is different from the display area of ​​the rainbow light effect when the first notification effect is not being performed. During the execution of the aforementioned variation effect, a predetermined effect that suggests the execution of the aforementioned special game can be performed. The gaming machine is characterized in that, during the period from the start of the predetermined performance until the start of the next variation performance, it is possible to perform the rainbow light emission performance in different forms depending on whether the performance symbols are in a first temporary stop display form or a second temporary stop display form.