Gaming machine
The gaming machine manages game balls as numerical data, using a dedicated unit and advanced control methods to enhance security and efficiency, addressing fraudulent activities and staff workload challenges.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- HEIWA CORP
- Filing Date
- 2025-01-16
- Publication Date
- 2026-07-29
AI Technical Summary
Existing gaming machines face challenges in managing game balls and prize distribution efficiently, particularly in preventing fraudulent activities and reducing staff workload, while ensuring appropriate command transmission and processing methods for diverse circuit board interactions.
A gaming machine design that manages game balls as numerical data, uses a dedicated unit for lending and counting commands, and incorporates advanced control methods for game value assignment and sound output, with features like a launching device, cleaning unit, and integrated control boards for managing game states and sound operations.
Enhances security against cheating, reduces staff workload, and provides efficient game management through numerical data handling and advanced command processing, ensuring secure and effective gameplay.
Smart Images

Figure 2026122759000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as this type of gaming machine, a lottery is performed based on the entry of a game ball into a start winning opening provided in a game area, and when a predetermined lottery result is derived by the lottery, a large winning opening into which a game ball can enter is opened. There are known gaming machines that can execute small winning games and special games. In such a gaming machine, a predetermined number of prize balls are paid out based on the entry of a game ball into the start winning opening or the large winning opening. In recent years, different from conventional gaming machines, the number of balls held by a player is managed as numerical data in each gaming machine, and games can be played without directly lending out game balls or paying out prize balls to the player. A new type of gaming machine has been devised (see Patent Documents 1 and 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
[0005] Therefore, the present invention has been made in accordance with the circumstances described above, and aims to provide a gaming machine that can provide new processing methods and control methods for sending commands. [Means for solving the problem]
[0006] To achieve the above-mentioned objectives, the present invention is configured as follows.
[0007] (1) The present invention relates to a gaming machine comprising: a first control means capable of controlling the progress of a game; a second control means communicably connected to the first control means and capable of controlling the assignment of game value used in the game; and a detection means capable of detecting the entry of a game ball into a predetermined entry area, wherein the game value can be assigned based on detection by at least the detection means, and a special game advantageous to the player can be executed, and the player may remain in any of a plurality of game states, including a special game state in which the special game is executed, during the progress of the game, wherein the first control means, upon detection by the detection means, transmits a first command indicating the special game state to the second control means, and then transmits a second command indicating the game value assigned based on the detection to the second control means. Here, "game value" refers to not only physical game media such as game balls and game tokens, but also numerical data that has a value equivalent to that of the game media, and which stores a value corresponding to the number of game media. Furthermore, "assigning game value" refers to not only actually dispensing a predetermined amount of game media such as game balls and game tokens (performing the physical dispensing of game media), but also adding a predetermined amount to the aforementioned numerical data. Based on the above, the gaming machine according to the present invention includes not only a gaming machine that provides gaming value by actually dispensing a predetermined amount of gaming balls or gaming tokens (performing the physical dispensing of gaming media), but also a gaming machine that has numerical data that has the same value as gaming media and stores a value equivalent to the number of gaming media, and instead of dispensing gaming media, provides gaming value by adding a predetermined amount to the above-mentioned numerical data. (2) The gaming machine according to the present invention may also be capable of externally connecting a sound output device capable of outputting sound, and may be capable of outputting sound from the externally connected sound output device, and may be capable of disabling the operation of the sound output device. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a gaming machine that can offer new processing methods and control methods related to the transmission of commands. [Brief explanation of the drawing]
[0009] [Figure 1] This is a perspective view of the exterior of a managed gaming machine. [Figure 2] This is a perspective view of the gaming machine with its outer frame open. [Figure 3] This is a schematic front view of the game board of a managed gaming machine. [Figure 4] This is an enlarged view of the second start prize entry point and movable piece of a controlled gaming machine. [Figure 5] This is a schematic front view of the inside of the attacker device of a controlled gaming machine. [Figure 6] This is a perspective view of the lower unit of a managed gaming machine. [Figure 7] This is a perspective view of the lower unit of a managed gaming machine. [Figure 8] This is a schematic diagram of the back of the game board of a managed gaming machine. [Figure 9] This is a perspective view of the main control board of a managed gaming machine. [Figure 10] This is a schematic front view of the frame control board of a managed gaming machine. [Figure 11]It is a block diagram showing the electrical configuration of a gaming machine. [Figure 12] It is an example of a command stored in the ring buffer of a gaming machine. [Figure 13] It is an example of a command stored in the ring buffer of a gaming machine. [Figure 14] It is an example of a command stored in the ring buffer of a gaming machine. [Figure 15] It is an example of a command stored in the ring buffer of a gaming machine. [Figure 16] It is an explanatory diagram of the frame control management error suggestion table of a gaming machine. [Figure 17] It is a flowchart showing the outline of the power-off recovery process in the main control board of a gaming machine. [Figure 18] It is a flowchart showing the outline of the difference ball control reset process in the main control board of a gaming machine. [Figure 19] It is a flowchart showing the outline of the timer interrupt process in the main control board of a gaming machine. [Figure 20] It is a flowchart showing the outline of the process when a call switch is detected in the main control board of a gaming machine. [Figure 21] It is a flowchart showing the outline of the process when a specific area detection sensor is detected in the main control board of a gaming machine. [Figure 22] It is a flowchart showing the outline of the process when a winning-related sensor is detected in the main control board of a gaming machine. [Figure 23] It is a flowchart showing the outline of the frame control transmission area storage process in the main control board of a gaming machine. [Figure 24] It is a flowchart showing the outline of the difference ball-related command set process in the main control board of a gaming machine. [Figure 25] It is a flowchart showing the outline of the difference ball determination control process in the main control board of a gaming machine. [Figure 26] It is a flowchart showing the outline of the calculation preparation period start process in the frame control board of a gaming machine. [Figure 27] This flowchart shows an overview of the frame control timer interrupt processing in the frame control board of a managed gaming machine. [Figure 28] This flowchart outlines the lending and counting control processing in the frame control board of a managed gaming machine. [Figure 29] This flowchart shows an overview of the out count processing in the frame control board of a managed gaming machine. [Figure 30] This flowchart shows an overview of the prize ball counting process in the frame control board of a managed gaming machine. [Figure 31] This flowchart outlines the period control process in the frame control board of a managed gaming machine. [Figure 32] This flowchart outlines the display flag control process in the frame control board of a managed gaming machine. [Figure 33] This flowchart outlines the error indication flag control process in the frame control board of a managed gaming machine. [Figure 34] This flowchart outlines the control process for the frame control display device in the frame control board of a managed gaming machine. [Figure 35] This flowchart shows an overview of the processing performed when a specific area detection sensor is detected in the main control board of a modified gaming machine. [Modes for carrying out the invention]
[0010] The embodiments of the present invention will be described below with reference to the drawings. (Overview of managed gaming machine P) The gaming machine in this configuration is a managed gaming machine P. A managed gaming machine P is a new type of gaming machine designed to strengthen countermeasures against fraudulent activities (so-called cheating) and reduce the workload of hall staff. In this form of managed gaming machine P, like conventional pachinko machines, the game is played by launching game balls as the game medium. However, a predetermined number of game balls (45 in this form) are circulated within each managed gaming machine P, and these game balls are used for gameplay. This allows the game to be played without directly lending game balls or paying out prize balls to the players (i.e., without the players directly touching the game balls). Furthermore, the number of game balls owned by the players (so-called number of balls held, hereinafter also referred to as the number of balls held) is managed as numerical data within each managed gaming machine P.
[0011] Furthermore, the managed gaming machine P is connected to a dedicated unit U, which is a device specifically for the managed gaming machine P and has the same role as a conventional gaming ball dispensing device (a so-called CR unit) used for dispensing gaming balls. In conventional gaming ball dispensing devices, each time a dispensing operation is performed in the pachinko machine, a predetermined number of gaming balls (for example, 125 balls) are dispensed either directly from the gaming ball dispensing device or indirectly through the pachinko machine (i.e., the gaming balls are dispensed into the upper tray provided in the pachinko machine). However, in the dedicated unit U, each time the dispensing button on the dispensing switch LS, which will be described later, is pressed (hereinafter also referred to as the dispensing operation), instead of physically dispensing gaming balls, a dispensing command indicating the above-mentioned number of dispensing balls is sent to the managed gaming machine P.
[0012] To give a brief overview, the managed gaming machine P is (1) in the same category as conventional pachinko machines, and the player plays by launching game balls into the game area 12 formed on the game board 11 described later, (2) it does not have an upper and lower tray capable of receiving game balls as conventional pachinko machines, and (3) it is configured with a lower unit 500 described later that circulates a predetermined number of game balls necessary for launching within each managed gaming machine P, and during the circulation, it has a launching device 502 that has the same game ball launching performance as conventional pachinko machines, and a cleaning device that removes dirt attached to the game balls. Unit 540 and the like are provided, (4) the number of balls held is managed and displayed as numerical data by each managed gaming machine P (frame control board 200 described later), (5) a lending command indicating the lending of the above number of balls is transmitted from the dedicated unit U to the managed gaming machine P by a lending operation, and when the number of balls held is 1 or more, the counting switch 6b described later is pressed (hereinafter also referred to as the counting operation) from the managed gaming machine P, and a counting command indicating the number of balls held that was managed in the managed gaming machine P is transmitted to the dedicated unit U.
[0013] (External configuration of managed gaming machine P) Although not specifically illustrated, in a hall where a managed gaming machine P is installed, one or more managed gaming machines P are arranged in a predetermined installation area, and a dedicated unit U is installed adjacent to the managed gaming machine P. One dedicated unit U (for example, a dedicated unit U installed adjacent to the left side of the managed gaming machine P) is associated with each managed gaming machine P, and each managed gaming machine P is connected to its corresponding dedicated unit U.
[0014] The dedicated unit U allows for the insertion of banknotes and a storage medium (card) that stores value information corresponding to the number of game balls. After banknotes are inserted or a card is inserted, each time a lending operation is performed in the dedicated unit U, a lending command indicating the number of game balls to be lent is sent from the dedicated unit U to the management game machine P. When the lending command sent from the dedicated unit U is received by the management game machine P, the number of lent game balls is added to the number of game balls held by the management game machine P. The player can then play game balls up to the number of game balls held by the management game machine P. In addition, for example, when the number of game balls held is one or more, if a counting operation is performed in the management game machine P, a counting command indicating the number of game balls held is sent from the management game machine P to the dedicated unit U.
[0015] The managed gaming machine P according to this embodiment comprises a machine frame 1, which is a substantially rectangular frame fixed to the installation area; an inner frame 2, which is a substantially rectangular frame attached to the machine frame by a hinge mechanism H1 so as to be openable and closable, and has a hollow section (not particularly shown); and an outer frame 3, which is a substantially rectangular frame attached to the inner frame 2 by a hinge mechanism H2 so as to be openable and closable, and has an opening 3a (see Figures 1 and 2). Furthermore, hinge mechanisms H1 and H2 are located at the left end of the inner frame 2 and outer frame 3, respectively, as viewed from the player facing the game board 11 (see Figure 2). In other words, the right end of the inner frame 2 and outer frame 3, opposite to the hinge mechanisms H1 and H2, is the open end. When this open end rotates in the forward direction (the direction in which the player facing the game board 11 is located) around the hinge mechanisms H1 and H2 as axes, the inner frame 2 and outer frame 3 open.
[0016] The hollow portion of the inner frame 2 houses a game board 11 (see Figure 3) for forming the game area 12, although this is not specifically shown. The outer frame 3, as shown in Figure 1, is provided with a transparent plate 4 covering the opening 3a, a deck section 3b located below the opening 3a and protruding forward, an operating handle 5 attached to the lower right of the deck section 3b (the lower right corner of the outer frame 3) for launching game balls, and speakers 10, which serve as sound output devices, attached one each to the upper left and right and lower left and right of the transparent plate 4. The deck section 3b of the outer frame 3, as shown in Figure 1, is provided with a game ball count display unit 6 for displaying and counting the number of balls held, a call switch 7 for calling a hall employee, and a performance operation device 9 that allows various operations related to the performances described later. Furthermore, various lamps 23 are provided on the outer circumference of the outer frame 3 as lighting devices that emit light in various colors and light patterns to indicate performances and various errors described later. All of these lamps 23 are made of LEDs capable of emitting light in multiple colors.
[0017] In this managed gaming machine P, when the inner frame 2 is closed to the machine frame 1, and then the outer frame 3 is closed, a transparent plate 4 is positioned in front of the game board 11 with a gap in between. This allows the game board 11, located behind the machine, to be seen through the transparent plate 4.
[0018] The operating handle 5 is designed so that the player can rotate it in a predetermined direction. When the player rotates the operating handle 5 while the number of balls managed by the managed gaming machine P is one or more, the game balls stored in the managed gaming machine P in a circulating manner are sent to the launching device 502, and the game balls are launched towards the game area 12 by the launching device 502 with a launching intensity corresponding to the rotation angle of the operating handle 5. Game balls launched with a launching intensity (hereinafter also referred to as the launching intensity that allows the game ball to reach the game area 12) or higher are guided upward by a pair of rails 13a and 13b fixed to the game board 11 and reach the game area 12. In contrast, game balls launched with a launch intensity below that which is sufficient to reach the game area cannot reach the game area 12 and are instead guided down by rails 13a and 13b, passing through a foul passage 610 (described later) that communicates with the space below rails 13a and 13b, and reaching a storage tank 510 (described later) located at the lower front of the inner frame 2. In this specification, a game ball that is launched but fails to reach the game area 12 is also referred to as a "foul ball."
[0019] As shown in Figure 1, the game ball count display unit 6 includes a ball count display device 6a that displays the number of balls held, which is managed within the managed game machine P (described later), and a counting switch 6b that can be pressed and is used to perform the counting operation described above. The ball count display device 6a is composed of six 7-segment displays with decimal points arranged side by side, and is capable of displaying ball counts from 0 to 999,999. For example, when starting a game on a managed gaming machine P that is not currently being played, the number of balls held by the player is usually 0. Therefore, the ball count display device 6a displays that the number of balls held is 0 (for example, "000000"). When a lending operation is performed in the dedicated unit U at this time, the above-mentioned lending command is sent to the managed gaming machine P, and the number of balls lent (125) is added to the number of balls held by the managed gaming machine P. This added number of balls is then displayed on the ball count display device 6a. For example, as described above, when a lending operation is performed once when the number of balls held is 0, the ball count display device 6a displays that the number of balls held is 125 (for example, "000125"). Furthermore, when the game ends, if the number of balls managed in the managed gaming machine P is one or more, and the counting switch 6b is pressed, a counting operation is performed, and the above-mentioned counting command indicating the number of balls managed in the managed gaming machine P is sent to the dedicated unit U. As a result, all the balls managed in the managed gaming machine P are sent to the dedicated unit U, the number of balls managed in the managed gaming machine P becomes 0, and the ball count display device 6a displays that the number of balls is 0. Furthermore, each time a game ball is launched, the managed number of balls held is decremented by 1, and accordingly, the number of balls displayed on the ball count display device 6a is also decremented by 1. If a launched game ball is a foul ball, since the foul ball has not been used in the game and should be returned to the player's hand, the managed number of balls held is incremented by 1, and accordingly, the number of balls displayed on the ball count display device 6a is also incremented by 1. When a game ball enters one of the prize pockets described later, the number of prize balls corresponding to that entry is added to the managed number of balls held, and accordingly, the number of balls displayed on the ball count display device 6a increases by the amount of those prize balls. The number of 7-segment displays that make up the ball count display device 6a is not particularly limited as long as it can display the upper limit of the number of game balls that can be obtained by the managed game machine P, and may be five or fewer, or seven or more. In addition, the ball count display device 6a may be made up of liquid crystal displays, dot matrix displays, etc., instead of 7-segment displays.
[0020] The game area 12 is a portion of the space formed between the game board 11 and the transparent plate 4 when the inner frame 2 and outer frame 3 are closed relative to the machine frame 1, which is partitioned in a roughly circular shape by a pair of rails 13a and 13b fixed to the game board 11, and is an area in which game balls can flow down. As shown in Figure 3, the game area 12 consists of a first game area 12a, which is the area to the left of the player facing the managed game machine P, and a second game area 12b, which is the area to the right of the player facing the managed game machine P. The possibility of game balls entering these two game areas 12 differs depending on the launch intensity described above. Specifically, game balls launched with a launch intensity equal to or greater than the launch intensity required to reach the game area, but without reaching the highest point of the game area 12 (hereinafter also referred to as the launch intensity required to reach the highest point), enter the first game area 12a. In contrast, game balls launched with a launch intensity equal to or greater than the launch intensity required to reach the highest point can enter the second game area 12b.
[0021] Within this game area 12, as shown in Figure 3, there is a windmill and numerous nails to make the direction of the flow of the game balls irregular, a general prize entry point 14 into which the game balls can enter, a first start prize entry point 15 and a second start prize entry point 16 as starting areas, a gate 20 through which the game balls can pass, an attacker device 17 that operates when predetermined conditions are met, an out entry point 19 that guides the game balls out of the game area 12, and a performance display device 21 that performs performances in accordance with the progress of the game. Note that in Figure 3, only some of the nails are shown, and the others are omitted.
[0022] As shown in Figure 3, the general prize slot 14 is located in the lower left part of the game area 12. When a game ball enters the general prize slot 14, the number of prize balls corresponding to that ball (5 in this configuration) is added to the number of balls held by the management game machine P. The number and location of the general prize slots 14 are not particularly limited.
[0023] As shown in Figure 3, the first starting prize entry point 15 is located slightly below the center of the game area 12. Game balls flowing down the first game area 12a can enter the first starting prize entry point 15, while game balls flowing down the second game area 12b are almost unable to enter.
[0024] As shown in Figure 3, gate 20 is located at the top of the second game area 12b (slightly above the center of the right side of the game area 12). In the managed game machine P according to this embodiment, only game balls flowing down the second game area 12b can pass through gate 20, and game balls flowing down the first game area 12a cannot pass through gate 20. When a game ball passes through gate 20, a lottery for a regular symbol, which will be described later, is held. If the result of the lottery is a win, the movable piece 16b, which will be described later, is made to protrude for a predetermined time.
[0025] Below the gate 20, as shown in Figure 3, a second starting prize entry opening 16 and a flat, movable piece 16b (a standard electric mechanism) that can protrude from and retract into the game board 11 are arranged side by side. The upper surface of the movable piece 16b is formed to slope downward from the right end to the left end when it is protruding from the game board 11. The right end of the movable piece 16b is located directly below the gate 20, and the second starting prize entry opening 16 is located to the left of the left end of the movable piece 16b. The second starting prize entry opening 16 is cup-shaped with an upward opening, and game balls that reach the opening enter the second starting prize entry opening 16. When the movable piece 16b is protruding from the game board 11 (hereinafter also referred to as the protruding state), the upper surface of the movable piece 16b functions as a guide member that guides the game ball to the opening of the second starting prize entry opening 16 (see Figure 4(b)). In contrast, when the movable piece 16b is immersed in the game board 11 (hereinafter also referred to as the immersed state), the movable piece 16b is prevented from guiding the game ball to the opening of the second starting prize entry port 16 (see Figure 4(a)). Furthermore, only game balls flowing down the second game area 12b can enter the second starting prize entry port 16, and game balls flowing down the first game area 12a cannot enter.
[0026] Furthermore, the configuration of the second starting prize opening 16 and the movable piece 16b is not limited to the above. For example, the movable piece 16b of the second starting prize opening 16 may be a wing-type member that rotates left and right around an axis perpendicular to the game board 11 to open and close the second starting prize opening 16. Specifically, when the movable piece 16b (wing-type member) is closed, the second starting prize opening 16 is closed and it is not possible for game balls to enter the second starting prize opening 16. However, when the movable piece 16b is opened, the second starting prize opening 16 is opened, and the movable piece 16b functions as a guide member that guides game balls toward the second starting prize opening 16, thereby enabling game balls to enter the second starting prize opening 16. Furthermore, the movable piece 16b may be a lid member that rotates in the front-to-back direction around an axis horizontal to the game board 11 to open and close the second starting prize entry opening 16, or it may be a shutter member that slides in the up-and-down direction to open and close the second starting prize entry opening 16.
[0027] Furthermore, the installation locations of the first starting prize entry point 15 and the second starting prize entry point 16 are not particularly limited. For example, the first starting prize entry point 15 and the second starting prize entry point 16 may be positioned in a location that makes it easy for game balls flowing down either of the game areas 12 (first game area 12a, second game area 12b) to enter.
[0028] When a game ball enters the first starting prize slot 15 or the second starting prize slot 16, the number of prize balls corresponding to that entry (1 in this form) is added to the number of balls held by the management game machine P, and a draw (a draw to determine whether to win a minor prize or lose in this form) is held, and one special symbol is determined from among several predetermined special symbols. Various game benefits are associated with each special symbol, and depending on the type of special symbol determined, the player is granted game benefits such as the execution of a minor prize game that triggers a special game that is advantageous to the player, or the setting of a predetermined game state.
[0029] Furthermore, the number of prize balls awarded for game balls entering the first starting prize slot 15 or the second starting prize slot 16 is not particularly limited as long as it is one or more, and may be any number. Also, the number of prize balls awarded for the starting prize slot equipped with the movable piece 16b (second starting prize slot 16) and the starting prize slot not equipped with the movable piece 16b (first starting prize slot 15) may be the same or different.
[0030] As shown in Figure 3, the attacker device 17 is located approximately in the center of the right side of the game area 12 (below the second starting prize entry opening 16 and the movable piece 16b). This attacker device 17 includes a large prize entry opening 18 into which game balls can be entered, and an opening / closing door 18b that opens and closes the large prize entry opening 18. Under normal conditions, the opening / closing door 18b is closed and the large prize entry opening 18 is closed, making it impossible for game balls to enter the large prize entry opening 18. However, when the aforementioned small prize game or special game is performed, the opening / closing door 18b opens and the large prize entry opening 18 is opened, and the opening / closing door 18b functions as a receiving member that guides game balls to the large prize entry opening 18, thereby making it possible for game balls to enter the large prize entry opening 18. When one game ball enters the large prize slot 18, the number of prize balls corresponding to that ball (10 in this configuration) is added to the number of balls held by the management game machine P.
[0031] Furthermore, as shown in Figure 3, game balls flowing down the second game area 12b can enter the large prize opening 18, but game balls flowing down the first game area 12a cannot. In addition, although not specifically shown in the diagram, the nails and windmills are arranged so that almost all game balls flowing down the second game area 12b, except for those that enter the second starting prize opening 16, can reach the large prize opening 18. Therefore, as long as the large prize opening 18 is open and game balls are continuously being launched, the game balls will enter the large prize opening 18.
[0032] Furthermore, as shown in Figures 5(a) and (b), the attacker device 17 is provided with a rolling path 51 that allows game balls that have entered the large prize opening 18 to roll to the left. This rolling path 51 branches into an upper passage 52 and a lower passage 53 at predetermined positions in the rolling direction. The end of the upper passage 52 is provided with a general area 58 into which game balls that have entered the large prize opening 18 can enter, and the end of the lower passage 53 is provided with a specific area 57 into which game balls that have entered the large prize opening 18 can enter (see Figures 5(a) and (b)).
[0033] Furthermore, as shown in Figures 5(a) and (b), a distribution member 59 is provided at the point where the upper passage 52 and the lower passage 53 diverge, which distributes the game balls to either the upper passage 52 or the lower passage 53. This distribution member 59 is rotatable about an axis perpendicular to the game board 11, and can be displaced between a first position that opens the path to the upper passage 52 and blocks the path to the lower passage 53, and a second position that blocks the path to the upper passage 52 and opens the path to the lower passage 53. When the distribution member 59 is in the first position, the game balls proceed to the upper passage 52 and enter the general area 58, and when the distribution member 59 is in the second position, they proceed to the lower passage 53 and enter the specific area 57.
[0034] Furthermore, although not specifically shown in the diagram, the attacker device 17 is provided with a specific area discharge port for discharging game balls that have entered the specific area 57 to the outside of the big prize opening 18 (the back side of the game board 11), and a general area discharge port for discharging game balls that have entered the general area 58 to the outside of the big prize opening 18 (the back side of the game board 11).
[0035] Furthermore, in the managed gaming machine P according to this configuration, during a minor win game, the distribution member 59 remains in the second position, and all game balls that enter the major prize opening 18 do not enter the general area 58, but instead enter the specific area 57. In contrast, during a special game, the distribution member 59 remains in the first position, and all game balls that enter the major prize opening 18 do not enter the specific area 57, but instead enter the general area 58. In other words, game balls can only enter the specific area 57 during a minor win game. As a result, during a minor win game, if game balls are launched towards the second game area 12b, game balls will enter the large prize slot 18, and game balls that enter this large prize slot 18 will always enter the specific area 57. In the managed game machine P according to this configuration, a special game is executed based on the fact that a predetermined number of game balls (1 in this configuration) have entered the specific area 57 during a minor win game.
[0036] As shown in Figure 3, the out port 19 is located at the bottom of the game area 12 and accepts game balls that do not enter any of the general prize entry port 14, the first start prize entry port 15, the second start prize entry port 16, and the large prize entry port 18. All game balls that enter the out port 19, as well as all game balls that enter the aforementioned prize entry ports (general prize entry port 14, first start prize entry port 15, second start prize entry port 16, and large prize entry port 18), proceed to the out passage 600, which will be described later, and then reach the storage tank 510, which will be described later, located at the lower front of the inner frame 2. Furthermore, after leaving the factory, the managed gaming machine P does not contain any game balls for circulation. After installation in the hall, a predetermined number of game balls (45 balls) are supplied to the managed gaming machine P. Specifically, the game balls for circulation are supplied by opening the outer frame 3 and inserting the game balls into the out opening 19.
[0037] As shown in Figure 3, the performance display device 21 is located approximately in the center of the game area 12. In the managed game machine P according to this embodiment, a liquid crystal display device is used as the performance display device 21. The performance display device 21 is provided with a display unit 21a for displaying images such as videos and still images. In addition to displaying a background image, the display unit 21a performs a variation performance that is executed in conjunction with the variation display of special symbols. In this variation performance, the performance symbols 50 (dummy symbols) are displayed in a variation manner, and the result of the win / loss lottery is notified (suggested) to the player by the stopping display manner of each performance symbol 50. The performance display device 21 is not limited to a liquid crystal display device; for example, a drum-type display device that uses multiple drums with symbols on their outer circumference to perform various displays may also be used. Furthermore, the performance device is not limited to liquid crystal display devices or lamps 23, but may also be provided with performance devices that operate at various timings and in various modes.
[0038] The managed gaming machine P according to this configuration is provided with an effect control device 9 arranged on the deck section 3b as described above, which includes an operation button 9a that can advance or switch effects by pressing it, a volume change button 9b that can change the volume of sound output from the speaker 10 by pressing it, a light intensity change button 9c that can change the light intensity of the lamp 23 by pressing it, and a cross key 9d that can be used to perform various settings related to the effects on a menu screen (displayed on the display section 21a) by pressing it.
[0039] As shown in Figure 3, a first special symbol display device 30, a second special symbol display device 31, a first special symbol hold display device 38, a second special symbol hold display device 39, a normal symbol display device 32, and a normal symbol hold display device 33 are provided in the lower right part of the game board 11 and outside the game area 12, as devices for displaying various situations regarding the game.
[0040] The managed gaming machine P according to this configuration is provided with a lower unit 500 for circulating game balls at the lower front of the inner frame 2 (below the game board 11). This lower unit 500 is composed of multiple devices and mainly includes a launching device 502 for launching game balls, a storage tank 510 capable of storing game balls, a rectifier 520 for sending game balls to the launching device, a lifting unit 530 for lifting game balls from the storage tank 510 to the ball passage 620 described later, and a cleaning unit 540 for removing dirt attached to the game balls.
[0041] As shown in Figures 6 and 7, the above-mentioned out passage 600 is provided at the top of the lower unit 500. As described above, all game balls that enter the general prize opening 14, the first start prize opening 15, the second start prize opening 16, the large prize opening 18, and the game balls received in the out opening 19 all go to the out passage 600. These game balls then flow down the out passage 600 and reach the storage tank 510 via the communication opening 630 provided at the downstream end of the out passage 600 (see Figure 7). Arrow A in Figure 7 indicates the path of the game balls flowing down the out passage 600. Furthermore, as shown in Figure 7, an out sensor 601 capable of detecting game balls flowing down the out passage 600 is provided in the middle of the out passage 600, on the side before the communication opening 630.
[0042] Furthermore, above the lower unit 500 and to the left of the out passage 600, the aforementioned foul passage 610 is provided, as shown in Figure 7. As described above, foul balls that are launched but do not reach the game area 12 go to the foul passage 610. The foul balls then flow down the foul passage 610 and reach the storage tank 510 (see Figure 7). Arrow B in Figure 7 indicates the path of the foul balls flowing down the foul passage 610. Furthermore, as shown in Figure 7, a foul ball sensor 611 capable of detecting foul balls that have flowed down the foul passage 610 is provided at the downstream end of the foul passage 610 and at the inlet of the storage tank 510.
[0043] As shown in Figure 7, the storage tank 510 is located in the lower center of the lower unit 500 and stores game balls that have flowed down the out passage 600 and foul balls that have flowed down the foul passage 610. The game balls stored in the storage tank 510 are then transported to the lifting unit 530 located downstream of the storage tank 510. Furthermore, as shown in Figure 7, the storage tank 510 is equipped with a circulating ball excess sensor 511 and a circulating ball under-sensor 512. The circulating ball excess sensor 511 is for detecting a circulating ball excess state, where the number of game balls stored in the storage tank 510 (i.e., game balls circulating within the managed game machine P) is greater than or equal to a predetermined upper limit of circulating balls (e.g., 47 balls). The circulating ball under-sensor 512 is for detecting a circulating ball under-sensor state, where the number of game balls stored in the storage tank 510 is less than a predetermined lower limit of circulating balls (e.g., 43 balls). Furthermore, the storage tank 510 is openable and closable and includes an outlet (not shown in particular) for discharging the stored game balls to the outside of the management game machine P, and an opening / closing lever 515 for opening and closing the outlet (see Figures 6 and 7). By operating this opening / closing lever 515, the outlet is opened, and the game balls stored in the storage tank 510 can be discharged to the outside of the management game machine P through this outlet.
[0044] The lifting unit 530 lifts the game balls that have arrived from the storage tank 510 to the ball passage 620, which is located at the top of the lifting unit 530 and in front of the foul passage 610. It is equipped with a screw conveyor 531 that lifts the game balls toward the ball passage 620, and a lifting motor 532 that rotates the screw conveyor 531 (see Figures 6 and 7). When the lifting motor 532 is activated, the screw conveyor 531 rotates, and the game balls that have arrived from the storage tank 510 are lifted from the bottom to the top by this screw conveyor 531 and reach the ball passage 620. Furthermore, as shown in Figures 6 and 7, a rotation sensor 533 is provided below the screw conveyor 531 that can detect the rotation of the screw conveyor 531 based on the operation of the lifting motor 532.
[0045] The cleaning unit 540 is installed alongside the screw conveyor 531 with a predetermined gap (slightly larger than the diameter of the game balls) and is equipped with a polishing roller 541 capable of polishing the game balls being lifted by the screw conveyor 531 (see Figures 6 and 7). A polishing cloth (not specifically shown) for polishing the game balls is attached to the outer circumference of this polishing roller 541. The game balls are lifted while sandwiched between the screw conveyor 531 and the outer circumference of the polishing roller 541, and are polished by the polishing cloth during this lifting process.
[0046] Downstream of the aforementioned ball passage 620, a rectifier 520 is provided, and downstream of this rectifier 520, a launching device 502 is provided (see Figure 6). The rectifier 520 is equipped with a rectifier solenoid 521 that sends game balls to the launching device 502 (see Figure 6). The launching device 502, although not specifically shown, is equipped with a hammer that launches the game balls sent from the rectifier 520 one by one, and a launching motor 503 that rotates the hammer. The launching motor 503 may be configured as a solenoid. The game balls, lifted by the screw conveyor 51 and reaching the ball passage 620, flow down the ball passage 620 and reach the rectifier 520. When the operating handle 5 is rotated, the rectifier solenoid 521 is activated, sending the game balls to the launching device 502, and the launching motor 503 is activated, causing the hammer to rotate and launch the game balls. Furthermore, a rectifier inlet sensor 522 capable of detecting a game ball located at the inlet of the rectifier 520, which is the downstream end of the ball passage 620, is provided, and a rectifier outlet sensor 523 capable of detecting a game ball located at the outlet of the rectifier 520 is provided (see Figure 6). When a game ball is detected by the rectifier inlet sensor 522, a rectifier inlet detection signal is output to the frame control board 200, which will be described later, and when a game ball is detected by the rectifier outlet sensor 523, a rectifier outlet detection signal is output to the frame control board 200.
[0047] Furthermore, as shown in Figure 8, a main control board 100, which stores setting values and main control states described later, and controls the basic operation of the managed gaming machine P, is mounted in a transparent box-shaped main control board case 150 at the upper center of the back side of the game board 11. Below the main control board 100, a sub-control board 300, which controls various effects, is mounted in a transparent box-shaped sub-control board case 350. Below the sub-control board 300, a frame control board 200, which controls the launch of game balls, the circulation of game balls within the managed gaming machine P, the management (storage) and display of the number of balls held, and the display of game performance information described later, is mounted in a transparent box-shaped frame control board case 250.
[0048] Furthermore, a power supply board 700 for supplying power to each board is provided at the lower part of the back side of the game board 11, near the open end of the inner frame 2 (to the left of the frame control board 200 in Figure 8), and a power switch 750 is provided on this power supply board 700. The power switch 750 can be switched on or off. When the power switch 750 is on, power is supplied from the power supply board 700 to each board, and when the power switch 750 is off, the power supply from the power supply board 700 to each board is stopped. In this specification, the act of turning on the power switch 750 and supplying power will be referred to as "power on," "power interruption recovery," etc., and the act of turning off the power switch 750 and stopping the power supply will be referred to as "power off," "power interruption occurred," etc.
[0049] (Configuration of the control means for the managed gaming machine P) Next, we will describe the control means for controlling the operation of the managed gaming machine P. As shown in Figure 11, the control means described above consists of a main control board 100, a frame control board 200, a sub-control board 300, and a power supply board 700 (not specifically shown). Also, as shown in Figure 11, the frame control board 200 and the sub-control board 300 are connected to the main control board 100. Although not specifically shown, the power supply board 700 is connected to each board.
[0050] (Overview of the main control board 100) As described above, the main control board 100 stores setting values and main control states, and controls the games played in the managed gaming machine P. Specifically, it controls special symbol games that are started when a game ball enters the first starting prize entry point 15 or the second starting prize entry point 16, regular symbol games that are started when a game ball passes through the gate 20, the aforementioned small win games, and the aforementioned special games.
[0051] In this configuration of managed gaming machine P, multiple settings are defined for the payout, ranging from setting value 1 to setting value 6. The probability of winning a minor prize in the win / loss lottery differs depending on the setting value. For example, setting value 6 is set to have a higher probability of winning a minor prize than setting value 1. A higher probability of winning a minor prize increases the likelihood of receiving prize balls (adding to the number of prize balls). Therefore, changing the setting value changes the amount of prize balls expected to be given in that managed gaming machine P. Note that the number of settings doesn't have to be six; it could be two to five levels, or even just one setting.
[0052] Furthermore, the managed gaming machine P in this configuration has a main control state, which is a control state managed by the main control board 100, and includes a playable state in which the game can be played, a setting confirmation state in which the game cannot be played (the game progresses and the set setting value can be checked), a setting change state in which the game cannot be played (the game progresses and the set setting value can be changed), and a game stopped state in which the game cannot be played, and the setting value cannot be checked or changed. When the power is on, the machine remains in one of these main control states. Furthermore, when the main control state is in the setting change state, the set setting value can be changed (switched) by performing a predetermined setting change operation.
[0053] In this embodiment, the main control board 100 is a rectangular plate-shaped substrate, and is a single-sided substrate (1-layer substrate) with a wiring pattern provided on only one side, as shown in Figure 9. Alternatively, the main control board 100 may be a double-sided substrate (2-layer substrate) with wiring patterns provided on both sides.
[0054] Furthermore, as shown in Figure 9, the surface of the main control board 100 is provided with a one-chip type main IC 104 that integrates the main CPU 101, main ROM 102, and main RAM 103, as well as a setting value display device 105, a connector 106, a test-only output terminal 107, a setting switch 108, a RAM clear switch 109, and the like.
[0055] The main CPU 101 is an electronic component that performs various calculations. The main ROM 102 is a read-only memory component that stores a game machine identification code indicating the manufacturer and model of the managed game machine P, control programs necessary for gameplay, tables, etc. The main RAM 103 is a read-write memory component that stores the above-mentioned setting values, game machine status flags indicating the main control state, various data related to the progress of the game (for example, execution phase data indicating the progress of special gameplay, and general game execution phase data indicating the progress of general gameplay), and temporary data during calculations performed by the main CPU 101. The main CPU 101 reads control programs and tables stored in the main ROM 102 based on signals from various sensors and timers connected to the main control board 100, performs calculations and other processing, controls various devices connected to the main control board 100, and sends commands to other boards (frame control board 200, sub-control board 300) based on the detection results from the aforementioned sensors and calculation processing.
[0056] Furthermore, the memory area of the main RAM 103 stores the above-mentioned setting values, a game machine status flag indicating the main control state, various data related to the progress of the game, as well as the checksum of the main RAM 103 calculated when the power is turned off, a backup flag (a flag for determining whether there was an abnormality in the backup process of the main RAM 103 performed when the power is turned off), information on main control management errors managed by the main control board 100, a difference ball count value used for operation stop control based on the difference ball count (hereinafter also referred to as difference ball operation stop control), difference ball operation stop control phase data for setting various states related to the difference ball operation stop control (pre-activation warning state, activation warning state, activation notification state, activation state, etc.), and test signal information, etc., as described later. Furthermore, the data stored in the memory area of the main RAM 103 is not limited to these. For example, in a managed gaming machine P that is set up so that a special variation pattern is determined when the number of variations after the end of a special game reaches a certain number, the information of the aforementioned specific number of variations may also be stored. Furthermore, although not specifically shown in the diagram, the main RAM 103's memory area is provided with a ring buffer used to temporarily store various commands (in this configuration, the prize ball designation command and game state command, which will be described later) transmitted from the main control board 100 to the frame control board 200.
[0057] The setting value display device 105 is a device that displays the set setting value and is composed of a 7-segment display. During setting confirmation or setting change, the current setting value stored in the main RAM 103 is displayed. In addition, if a main control management error occurs in the managed gaming machine P, a code indicating that error is displayed. The setting value display device 105 may be configured not by a 7-segment display, but by a liquid crystal display, a dot matrix display, or the like.
[0058] The connector 106 is used to connect various harnesses, cables, etc., and multiple connectors are provided on the surface of the main control board 100.
[0059] The dedicated test output terminal 107 is a terminal for outputting test signals used during type approval testing, and is provided on the surface of the main control board 100. Here, type approval testing is a test to determine whether the managed gaming machine P conforms to predetermined rules, and the test signals are signals used during type approval testing. In the managed gaming machine P according to this embodiment, various test signals are generated by the main CPU 101 at various timings, and the generated test signals can be output to the outside of the managed gaming machine P from the dedicated test output terminal 107. Specifically, a test computer (not shown in particular) is used for type approval testing, and this test computer is provided with a dedicated receiving terminal (not shown in particular) that can be connected to the dedicated test output terminal 107. When the above-mentioned receiving terminal is connected to the dedicated test output terminal 107, the test signals generated by the main CPU 101 and output from the dedicated test output terminal 107 are input to the test computer outside the managed gaming machine P via this receiving terminal. The output of the test signal will be described in detail later.
[0060] The setting switch 108 is referenced when the power is turned on to set the main control state (game-ready state, setting confirmation state, setting change state, game-stopped state). The setting switch 108 is provided with an operating part (not shown in the figure) equipped with a keyhole, and is designed to be rotated when a predetermined key is inserted into the keyhole. Under normal conditions, the setting switch 108 is off, but when the rotation operation is performed, the setting switch 108 turns on.
[0061] The RAM clear switch 109 is used to clear predetermined data stored in the main RAM 103 and the frame control RAM 203 (described later), and to change setting values. The RAM clear switch 109 is equipped with a pressable RAM clear button 109a. When the RAM clear button 109a is not pressed, the RAM clear switch 109 is off, but when the RAM clear button 109a is pressed, the RAM clear switch 109 is turned on.
[0062] In the managed gaming machine P according to this configuration, regardless of the main control state set before the power outage, when the power is turned on from off (recovered from a power outage) with both the setting switch 108 and the RAM clear switch 109 on, the main CPU 101 sets the setting change state and clears predetermined data stored in the main RAM 103 and the frame control RAM 203. If the playable state or setting confirmation state was set before the power outage, and the power is turned on from off with the setting switch 108 on and the RAM clear switch 109 off, the main CPU 101 sets the setting confirmation state. Regardless of the main control state set before the power outage, when the power is turned on from off with both the setting switch 108 and the RAM clear switch 109 off, the main CPU 101 sets the main control state that was set before the power outage. Regardless of the main control state that was set before the power outage, when the power is turned on from off with the setting switch 108 off and the RAM clear switch 109 on, the main CPU 101 sets the main control state that was set before the power outage, and clears predetermined data stored in the main RAM 103 and frame control RAM 203. Furthermore, if the setting switch 108 is turned off while the settings are being changed, the main CPU 101 will set the game-ready state, and if the setting switch 108 is turned off while the settings are being checked, the game-ready state will be set. Furthermore, by pressing the RAM clear button (turning on the RAM clear switch 108) while the settings are being changed, the setting value can be changed (switched). As mentioned above, the setting value is stored in the main RAM 103, and when the setting value is changed, the setting value stored in this main RAM 103 is changed. In this specification, the clearing of predetermined data stored in the main RAM 103 and frame control RAM 203 by the RAM clear switch 108 will also be referred to simply as "RAM clear".
[0063] Furthermore, as shown in Figure 11, the main control board 100 is connected to a general prize entry sensor 14a that detects when a game ball enters the general prize entry 14, a first start prize entry sensor 15a that detects when a game ball enters the first start prize entry 15, a second start prize entry sensor 16a that detects when a game ball enters the second start prize entry 16, a gate detection sensor 20a that detects when a game ball passes through the gate 20, a setting switch 108, a RAM clear switch 109, a call switch 7, a specific area detection sensor 57a that detects when a game ball enters a specific area 57 provided in the large prize entry 18, and a general area detection sensor 58a that detects when a game ball enters a general area 58 provided in the large prize entry 18. The detection signals output from each of these sensors, as well as the on / off signals of each switch, are then input to the main control board 100.
[0064] Furthermore, the call switch 7 is equipped with a pressable call button 7a (see Figure 1). When the call button 7a is not pressed, the call switch 7 is off, but when the call button 7a is pressed, the call switch 7 turns on. When the call switch 7 turns on, the main CPU 101 sends a call command to the frame control board 200 indicating that the call button 7a has been pressed (that the call switch 7 has turned on). When the frame control board 200 receives the call command, the frame control CPU 201 of the frame control board 200, which will be described later, outputs external information to the hall computer installed outside the managed gaming machine P, indicating that the call button 7a has been pressed. As a result, the hall computer can also be notified that the call button 7a has been pressed, and can call a hall employee. Furthermore, in the managed gaming machine P of this configuration, regardless of the main control state (playable state, setting confirmation state, setting change state, play stopped state), when the call button 7a is pressed, a call command is sent to the frame control board 200.
[0065] The RAM clear switch 109 may be connected to the frame control board 200 instead of the main control board 100. If it is connected to the frame control board 200, when the RAM clear button is pressed and the RAM clear switch 109 is turned on, the frame control board 200 sends a RAM clear command to the main control board 100 to indicate this, and the main CPU 101 may execute the various processes described above based on the receipt of the RAM clear command.
[0066] Furthermore, in the managed gaming machine P according to this embodiment, there is no separate sensor to detect when a game ball enters the large prize opening 18. Instead, the entry of a game ball into the large prize opening 18 is detected by the detection of a game ball by either the specific area detection sensor 57a or the general area detection sensor 58a. In other words, the specific area detection sensor 57a is used for both detecting the entry of a game ball into the large prize opening 18 and detecting the entry of a game ball into the specific area 57, while the general area detection sensor 58a is used for both detecting the entry of a game ball into the large prize opening 18 and detecting the entry of a game ball into the specific area 57.
[0067] Furthermore, the main control board 100 is connected to the following devices as devices to be controlled: a movable piece solenoid 16c that drives the movable piece 16b to move in and out; a large prize opening solenoid 18c that drives the opening and closing door 18b of the large prize opening 18 to open and close; a distribution member solenoid 59c that displaces the distribution member 59; a first special symbol display device 30; a second special symbol display device 31; a normal symbol display device 32; a first special symbol hold display device 38; a second special symbol hold display device 39; a normal symbol hold display device 33; and a set value display device 105. The main control board 100 drives each solenoid to control the protrusion and retraction of the movable piece 16b attached to the second starting prize opening 16, the opening and closing of the large prize opening 18, the displacement of the distribution member 59, and the display control of each display device.
[0068] Furthermore, the main control board 100 manages main control management errors, which are errors related to the equipment connected to the main control board 100 (such as a main control board malfunction error that occurs when an abnormality occurs in the main RAM 103, an unauthorized entry error that occurs when a game ball enters the main prize opening 18 when a minor win game or special game is not being played, an abnormal entry error that occurs when an excessive number of game balls enter the first start prize opening 15, the second start prize opening 16, or the main prize opening 18, and a main prize opening abnormal discharge error that occurs when the discharge of game balls from the main prize opening 18 is detected during the play of a special game, even though the entry of game balls into the main prize opening 18 has not been detected). When any of these main control management errors occur, the main CPU 101 sends an error command indicating the main control management error that occurred to the frame control board 200 and the sub-control board 300. This allows the frame control board 200 and the sub-control board 300 to also be aware of the occurrence of various main control management errors. Furthermore, the system indicates the occurrence of a main control management error by displaying an error suggestion image corresponding to the error on the display device 21, lighting up the lamp 23 in a manner corresponding to the error, or outputting an error suggestion sound corresponding to the error from the audio output device 10. Furthermore, when an ongoing main control management error is cleared, the main CPU 101 sends an error clearing command to the frame control board 200 and the sub-control board 300 indicating the clearing of the main control management error. This allows the frame control board 200 and the sub-control board 300 to recognize that the main control management error has been cleared and to terminate the indication of the ongoing main control management error.
[0069] (Overview of the frame control board 200) As described above, the frame control board 200 primarily controls the launching of game balls, the circulation of game balls within the managed game machine P, the management (storage) and display of the number of balls held, and the display of game performance information.
[0070] As shown in Figure 11, the frame control board 200 is connected to the main control board 100 so as to enable bidirectional communication, and is also connected to the dedicated unit U so as to enable bidirectional communication. The dedicated unit U may be directly connected to the frame control board 200 by a predetermined cable or the like, or it may be indirectly connected to the frame control board 200 via a predetermined relay board.
[0071] Furthermore, the managed gaming machine P in this configuration has control states managed by the frame control board 200 (hereinafter also referred to as frame control states), including a startup preparation state, which is the state from when the power is turned on until communication with the main control board 100 and the dedicated unit U becomes possible; a normal state, which is the state in which communication with the main control board 100 and the dedicated unit U is possible; and a ball removal state, which indicates that the gaming balls stored inside the managed gaming machine P are being removed. When the power is turned on, the machine remains in one of these frame control states. Furthermore, gameplay becomes possible when the main control state is in a playable state and the frame control state is in a normal state.
[0072] The surface of the frame control board 200 is equipped with a frame control CPU 201, a frame control ROM 202, and a frame control RAM 203, as well as a frame control display device 210, an error clear switch 220, a game ball count clear switch 230, and a ball removal switch 240 (see Figures 8 and 10), and these electronic components are connected to the frame control board 200.
[0073] The frame control CPU 201 is an electronic component that performs various calculations, similar to the main CPU 101. The frame control ROM 202 is an electronic component (Read Only Memory) equipped with a read-only memory area that stores the aforementioned game machine specific code, control programs necessary for various controls performed by the frame control board 200, etc. The frame control RAM 203 is an electronic component (Read Write Memory) equipped with a read-write memory area used for counting the number of prize balls, storing the number of balls held, and storing temporary data during calculations performed by the frame control CPU 201. The frame control CPU 201 reads the control program stored in the frame control ROM 202 based on signals from various sensors and timers connected to the frame control board 200, performs calculations and other processing, and also controls various devices connected to the frame control board 200 and processes the sending and receiving of commands to and from the dedicated unit U.
[0074] Furthermore, the frame control RAM 203 counts the number of prize balls awarded based on the number of game balls that enter each prize slot (general prize slot 14, first start prize slot 15, second start prize slot 16, and large prize slot 18), and the number of game balls that reach the game area 12 out of the launched game balls (i.e., a value calculated by subtracting the number of foul balls from the number of launched game balls, hereinafter also referred to as the number of outs). Specifically, the frame control RAM 203 counts the total number of outs during a predetermined calculation period across all game states (non-time-saving game states, time-saving game states, and special game states during which special games are being played) (hereinafter also referred to as the total number of outs in all games), the total number of outs during non-time-saving game states (hereinafter also referred to as the total number of outs during non-time-saving game states), the total number of outs during special game states (hereinafter also referred to as the total number of outs during special games), the total number of prize balls during non-time-saving game states (hereinafter also referred to as the total number of prize balls during non-time-saving game states), and the total number of prize balls during special game states (hereinafter also referred to as the total number of prize balls during special games). In other words, in the managed gaming machine P according to this configuration, a predetermined memory area in the frame control RAM 203 functions as a counter for counting the various values mentioned above. Then, in the frame control RAM 203, game performance information is derived using the above count value. In the managed game machine P according to this embodiment, the game performance information derived is a base value during the non-time-saving game state and a base value during the special game state during a predetermined calculation period. The base value is the ratio of the total number of prize balls to the total number of outs (i.e., the value calculated by the total number of prize balls / total number of outs). Furthermore, the base value during the non-time-saving game state (hereinafter also referred to as the low base value) is the ratio of the total number of non-time-saving prize balls to the total number of non-time-saving outs (i.e., the value calculated by the total number of non-time-saving prize balls / total number of non-time-saving outs), and the base value during the special game state (hereinafter also referred to as the special game base value) is the ratio of the total number of special game prize balls to the total number of special game outs (i.e., the value calculated by the total number of special game prize balls / total number of special game outs). Furthermore, the derived base values are not limited to low base values and special game base values. For example, the base value during the time-saving game state (the ratio of the total number of prize balls during the time-saving game state to the total number of outs during the time-saving game state) may also be derived. Additionally, the derived game performance information is not limited to base values. For example, the special electric mechanism ratio (the ratio of the total number of prize balls based on game balls entering the large prize opening 18 (hereinafter also referred to as the total number of prize balls for the special electric mechanism) to the total number of prize balls, i.e., a value calculated by total number of prize balls for the special electric mechanism / total number of prize balls) or the mechanism ratio (the ratio of the total number of prize balls based on game balls entering the first starting prize opening 15, the second starting prize opening 16, and the large prize opening 18 (hereinafter also referred to as the total number of prize balls for the mechanism) to the total number of prize balls, i.e., a value calculated by total number of prize balls for the mechanism / total number of prize balls) may also be derived.
[0075] Furthermore, the frame control RAM 203 stores the number of balls held as numerical data in a predetermined ball storage area. Specifically, as mentioned above, when starting a game on a managed gaming machine P that is not currently being played, the number of balls managed within the managed gaming machine P is normally 0, and in this case, the number of balls stored in the frame control RAM 203 is also 0. Furthermore, each time a lending operation is performed in the dedicated unit U, the above-mentioned lending command is sent from the dedicated unit U, and when the frame control CPU 201 receives this lending command, it adds the number of lent balls (125 in this configuration) to the number of balls held in the frame control RAM 203. For example, if the number of balls held in the frame control RAM 203 is 0 and the lending command is received from the dedicated unit U, the number of balls held becomes 125. Alternatively, instead of sending a lending command indicating the lending of a number of balls to the frame control board 200, the dedicated unit U may send numerical data indicating the number of balls to be lent as a command, and when the frame control CPU 201 receives this command, it may add the number of lent balls (125) included in the command to the number of balls held. Furthermore, each time a game ball is launched, the frame control CPU 201 decrements the number of balls stored in the frame control RAM 203 by 1, and if the launched game ball is a foul ball, it increments the number of balls stored in the frame control RAM 203 by 1. Furthermore, when a game ball enters each prize slot, the corresponding sensor detects the entry, and a prize ball designation command corresponding to the prize slot into which the game ball entered is sent from the main control board 100 to the frame control board 200. When the frame control CPU 201 receives this prize ball designation command, it adds the number of prize balls corresponding to the prize ball designation command to the number of game balls stored in the frame control RAM 203. For example, if the number of game balls stored in the frame control RAM 203 is 100, and a game ball enters the first start prize slot 15, the number of prize balls corresponding to that entry (1 in this configuration) is added, resulting in a total of 101 game balls. Alternatively, instead of sending the above-mentioned prize ball designation command from the main control board 100 to the frame control board 200, the numerical data of the number of prize balls corresponding to the prize slot into which the game ball entered may be sent directly. Upon receiving this numerical data, the frame control CPU 201 may add the number of prize balls indicated by this numerical data to the number of game balls. Furthermore, when the counting switch 6b is pressed while the number of balls stored in the frame control RAM 203 is one or more, the frame control CPU 201 sends the above-mentioned counting command to the dedicated unit U. As a result, the number of balls stored in the frame control RAM 203 is sent to the dedicated unit U, and the number of balls stored in the frame control RAM 203 becomes 0. The ball count display device 6a mentioned above displays the number of balls stored in the frame control RAM 203.
[0076] The frame control display device 210 is located in the upper left of the surface of the frame control board 200 and consists of six 7-segment displays with decimal points arranged side by side (from left to right: the first display 210a, the second display 210b, the third display 210c, the fourth display 210d, the fifth display 210e, and the sixth display 210f) (see Figures 8 and 10). In this embodiment, the frame control display device 210 does not have a built-in processing unit such as a CPU that performs calculations independently, and only displays the low base value as described above and indicates a frame control management error that suggests that an error managed by the frame control board 200 (hereinafter also referred to as a frame control management error) is occurring. The display of low base values, indications of frame control management errors, etc., will be explained in detail later.
[0077] Furthermore, the number of 7-segment displays constituting the frame control display device 210 in this embodiment is the same as the number of 7-segment displays constituting the ball count display device 6a described above. For example, even if the ball count display device 6a cannot display the ball count due to a malfunction or the like, the frame control display device 210 can accurately display the ball count.
[0078] The installation location of the frame control display device 210 is not limited to the upper left of the surface of the frame control board 200, but may be located in the lower left, upper right, lower right, etc. Also, the number of 7-segment displays constituting the frame control display device 210 may be five or fewer, or seven or more, and may be the same as or different from the number of 7-segment displays constituting the ball count display device 6a. Furthermore, the frame control display device 210 may be composed of liquid crystal displays, dot matrix displays, etc., instead of 7-segment displays. Also, the frame control display device 210 may incorporate other devices as long as it does not have a built-in device for independent calculation processing, for example, a driver circuit for controlling the operation of the frame control display device 210 may be incorporated. Furthermore, the display of the low base value and the indication of frame control management errors mentioned above could be performed not by the frame control display device 210 mounted on the surface of the frame control board 200, but by a separate display device that can be connected to the frame control board 200 via a cable or relay board, etc. However, there is a risk of fraudulent activity such as transmitting fraudulent signals via the cable or relay board, so it is preferable to perform these actions on the frame control display device 210 as described above. If the frame control display device 210 is mounted on the frame control board 200, a separate display device that displays the same content as the frame control display device 210 may be provided at a predetermined location other than the frame control board 200 (for example, on another board or at a predetermined location inside the managed gaming machine P).
[0079] The error release switch 220, the game ball count clear switch 230, and the ball removal switch 240 are arranged side by side on the lower left surface of the frame control board 200 (see Figure 8). In the managed gaming machine P according to this embodiment, the error release switch 220 is located on the far left, the game ball clear switch 230 is located to the right of the error release switch 220, and the ball removal switch 240 is located to the right of the game ball clear switch 230. In other words, of these switches, the error release switch 220 is located closest to the open end of the inner frame 2, and the ball removal switch 240 is located furthest from the open end of the inner frame 2. Therefore, the person who opens the inner frame 2 will find the error release switch 220 the easiest to operate among the switches described above.
[0080] The error release switch 220 is used to release specific errors among the frame control management errors described above. The error release switch 220 is equipped with a pressable error release button 220a (see Figure 10). When the error release button 220a is pressed while one of the above-mentioned specific errors is occurring, the error release switch 220 turns on, and the frame control CPU 201 releases the error that is currently occurring.
[0081] The game ball count clear switch 230 is used to clear the number of balls stored in the frame control RAM 203. The game ball count clear switch 230 is equipped with a pressable game ball count clear button 230a (see Figure 10). When the game ball count clear button 230a is not pressed, the game ball count switch 230 is off, but when the game ball count clear button 230a is pressed, the game ball count clear switch 230 turns on. Then, when the power is turned on from off (recovered from power interruption) with the game ball count clear switch 230 in the ON position, the frame control CPU 201 clears the number of balls stored in the frame control RAM 203, but does not clear other data stored in the frame control RAM 203 (total number of outs counted in the frame control RAM 203, total number of outs not in time-saving mode, total number of prize balls not in time-saving mode, total number of outs in special games, total number of prize balls in special games, and the low base value and special game base value calculated using these). Along with the clearing of the number of balls, the display of the number of balls on the ball count display device 6a is also cleared, and a message indicating that the number of balls is 0 is displayed. Furthermore, if the game ball count clear switch 230 is turned on while the power is on, the number of balls stored in the frame control RAM 203 may also be cleared.
[0082] The bulb removal switch 240 is referenced when the power is turned on to set the bulb removal state described above. The bulb removal switch 240 is equipped with a pressable bulb removal button 240a (see Figure 10). When the bulb removal button 240a is not pressed, the bulb removal switch 240 is off, but when the bulb removal button 240a is pressed, the bulb removal switch 240 turns on. Furthermore, if the number of balls stored in the frame control RAM 203 is 0 and the ball release switch 240 is ON, and the power is turned ON from OFF (recovered from power interruption), the frame control CPU 201 sets the frame control state to the ball release state. Also, if the power is turned ON again while the ball release switch 240 is OFF during the ball release state, the frame control CPU 201 sets the frame control state to the normal state via the startup preparation state.
[0083] Furthermore, as shown in Figure 11, the frame control board 200 is connected to the following devices related to the control of game ball launching: a touch sensor 5a that detects when a player touches the operating handle 5, an operating volume 5b that detects the operating angle (rotation angle) of the operating handle 5, a launch stop switch 5c that stops the launching of game balls, a rectifier solenoid 521, a rectifier inlet sensor 522, a rectifier outlet sensor 523, and a launch motor 503. Control signals output from the touch sensor 5a, the operating volume 5b, and the launch stop switch 5c are input to the frame control board 200.
[0084] The rectifier inlet sensor 522 turns on when it detects a game ball located at the inlet of the rectifier 520 and outputs a rectifier inlet detection signal to the frame control board 200. The rectifier inlet detection signal is continuously output as long as the game ball is being detected. The rectifier inlet sensor 522 turns off when it no longer detects a game ball located at the inlet of the rectifier 520 and stops outputting the rectifier inlet detection signal to the frame control board 200.
[0085] The rectifier outlet sensor 523 turns on when it detects a game ball located at the outlet of the rectifier 520 and outputs a rectifier outlet detection signal to the frame control board 200. The rectifier outlet detection signal is continuously output as long as the game ball is being detected. The rectifier outlet sensor 523 turns off when it no longer detects a game ball located at the outlet of the rectifier 520 and stops outputting the rectifier outlet detection signal to the frame control board 200.
[0086] In the managed gaming machine P according to this configuration, when the main control state is the playable state, the state related to the ball difference operation stop control described later is the pre-activation warning state, the activation warning state, or the activation notification state, and the frame control state is the normal state, the number of balls stored in the frame control RAM 203 is 1 or more, the rectifier inlet sensor 522 is ON, and the rectifier outlet sensor 523 is OFF, when a player touches the operation handle 5 and performs a rotation operation, control signals from the touch sensor 5a and the operation volume 5b (hereinafter also referred to as the handle rotation operation signal) are input to the frame control board 200. When the handle rotation operation signal is input, the frame control CPU 201 energizes the rectifier solenoid 521 to send the game balls in the rectifier 520 to the launching device 502, and also energizes the launching motor 503 to launch the game balls sent to the launching device 502. Then, when contact with the operating handle 5 is released or the rotation of the operating handle 5 ceases, the input of the handle rotation operation signal to the frame control board 200 stops, and the control to send the game balls to the launching device 502 and the control to launch the game balls also stop. Furthermore, even when a handle rotation operation signal is input to the frame control board 200, if a control signal from the launch stop switch 5c (hereinafter also referred to as the launch stop signal) is input to the frame control board 200, the frame control CPU 201 controls the rectifier solenoid 521 to stop the supply of game balls to the launching device 502, and also controls the launching motor 503 to stop the launch of game balls. Furthermore, when the main control state is in the setting confirmation state, setting change state, or game stop state, when the main control state is in the game-ready state and the state related to the ball difference operation stop control is activated, or when the frame control state is other than the normal state (start preparation state, ball removal state), even if a handle rotation operation signal is input to the frame control board 200, the rectifier solenoid 521 and the launch motor 503 are not energized, and control to send game balls to the launching device 502 and control to launch game balls are not performed.
[0087] In the managed gaming machine P according to this embodiment, the control described above for sending the game balls to the launching device 502 and the control for launching the game balls are performed so that game balls are sent one by one from the rectifier 520 to the launching device 502 and launched. As a result, each time a game ball is launched, the rectifier outlet sensor 523 is switched on or off. Therefore, in the managed gaming machine P according to this embodiment, the frame control CPU 201 decrements the number of game balls stored in the frame control RAM 203 by 1 when the rectifier outlet sensor 523 is switched from on to off, as if one game ball has been launched.
[0088] Furthermore, as shown in Figure 11, the frame control board 200 is connected to a lifting motor 532, a rotation sensor 533, a circulation ball excess sensor 511, and a circulation ball shortage sensor 512, which are devices related to controlling the circulation of game balls within the managed game machine P.
[0089] The rotation sensor 533 turns on when it detects the rotation of the screw conveyor 531 and outputs a rotation detection signal to the frame control board 200. The rotation detection signal is continuously output as long as the rotation is being detected. The rotation sensor 533 turns off when it no longer detects the rotation of the screw conveyor 531 and stops outputting the rotation detection signal to the frame control board 200.
[0090] The ball count overload sensor 511 turns on when the number of game balls stored in the storage tank 510 exceeds the above-mentioned upper limit for circulation, and outputs an overload detection signal to the frame control board 200. The overload detection signal is continuously output as long as the number of game balls exceeds the upper limit for circulation. The ball count overload sensor 511 turns off when the number of game balls stored in the storage tank 510 is no longer above the above-mentioned upper limit for circulation, and stops outputting the overload detection signal to the frame control board 200.
[0091] The circulating ball count shortage sensor 512 turns on when the number of game balls stored in the storage tank 510 is greater than the lower limit circulation number mentioned above, and outputs a lower limit exceedance signal to the frame control board 200. The lower limit exceedance signal is continuously output as long as the number of game balls is greater than the lower limit circulation number. The circulating ball count shortage sensor 512 turns off when the number of game balls stored in the storage tank 510 falls below the lower limit circulation number, and stops outputting the lower limit exceedance signal to the frame control board 200.
[0092] In the managed gaming machine P according to this embodiment, when the handle rotation operation signal described above is input to the frame control board 200 for a predetermined input time (for example, 1 second), the frame control CPU 201 starts control to energize the lifting motor 532 and lift the gaming balls located at the bottom of the lifting unit 530 to the top. After the start of this control, if the gaming balls are detected by the rectifier inlet sensor 522 for a predetermined detection time (for example, 2 seconds) (the rectifier inlet sensor 522 turns on), or if the input of the handle rotation operation signal stops for a predetermined stop time (for example, 2 seconds), the frame control CPU 201 terminates the above control. On the other hand, when the main control state is in the setting confirmation state, setting change state, or game stop state, when the main control state is in the game-ready state and the state related to the ball difference operation stop control is activated, or when the frame control state is other than the normal state (start preparation state, ball removal state), even if a handle rotation operation signal is input to the frame control board 200, the lifting motor 532 is not energized and the control to lift the game balls to the upper part is not performed. Furthermore, in the managed gaming machine P according to this embodiment, the frame control CPU 201 also starts the above-described control when the outer frame 3 is open for a predetermined opening time (for example, 2 seconds). After the start of this control, if a game ball is detected by the rectifier inlet sensor 522 for the above-described detection time (2 seconds), or if the outer frame 3 remains closed for a predetermined closing time (for example, 2 seconds), the frame control CPU 201 terminates the above-described control. The trigger for initiating the above-mentioned control is not limited to the above-mentioned content. For example, a sensor may be provided at a predetermined location in the ball passage 620 to detect when a game ball is stationary. If the sensor does not detect a game ball for a predetermined time (e.g., 0.8 seconds), the lifting motor 532 may be energized to initiate control to lift the game ball to the upper level.
[0093] Furthermore, as shown in Figure 11, the frame control board 200 is connected to an inner frame open detection sensor 2a for detecting the open state of the inner frame 2, an outer frame open detection sensor 3a for detecting the open state of the outer frame 3, an out sensor 601, a foul ball sensor 611, and a radio wave detection sensor 35 for detecting radio waves irradiated onto the game board 11.
[0094] The inner frame detection sensor 2a turns on when it detects that the inner frame 2 is open and outputs an inner frame open detection signal to the frame control board 200. The inner frame open detection signal is continuously output while the inner frame 2 is open. The inner frame open detection sensor 2a turns off when it no longer detects that the inner frame 2 is open and stops outputting the inner frame open detection signal.
[0095] The outer frame open detection sensor 3a turns on when it detects that the outer frame 3 is open and outputs an outer frame open detection signal to the frame control board 200. The outer frame open detection signal is continuously output while the outer frame 3 is open. The outer frame open detection sensor 3a turns off when it no longer detects that the outer frame 3 is open and stops outputting the outer frame open detection signal.
[0096] The out sensor 601 turns on when it detects a game ball and outputs an out signal to the frame control board 200. The out signal is continuously output as long as it is detecting a game ball. The out sensor 601 turns off when it no longer detects a game ball and stops outputting the out signal to the frame control board 200.
[0097] The foul ball sensor 611 turns on when it detects a game ball and outputs a foul signal to the frame control board 200. The foul signal is continuously output as long as it is detecting a game ball. The foul ball sensor 611 turns off when it no longer detects a game ball and stops outputting the foul signal to the frame control board 200. Furthermore, as mentioned above, if a launched game ball becomes a foul ball, that foul ball is not used in the game and should be returned to the player's hand. Therefore, in the managed game machine P according to this embodiment, the frame control CPU 201 increments the number of balls stored in the frame control RAM 203 by 1 when the foul ball sensor 611 is turned on.
[0098] The radio wave detection sensor 35 is installed at a predetermined position on the game board 11. The radio wave detection sensor 35 turns on when it detects radio waves and outputs a radio wave detection signal to the frame control board 200. The radio wave detection signal is continuously output as long as it is detecting radio waves. The radio wave detection sensor 35 turns off when it no longer detects radio waves and stops outputting the radio wave detection signal to the frame control board 200.
[0099] Furthermore, as shown in Figure 11, the frame control board 200 is connected to a ball count display device 6a and a counting switch 6b. As described above, the ball count display device 6a displays the number of balls stored in the frame control RAM 203. The frame control CPU 201 updates the number of balls displayed on the ball count display device 6a each time the number of balls stored in the frame control RAM 203 is updated.
[0100] As described above, the counting switch 6b is used to transmit the number of balls stored in the frame control RAM 203 to the dedicated unit U. The counting switch 6b is equipped with a pressable counting button 6c (see Figure 1). When the counting button 6c is pressed, the counting switch 6b is turned on. When the counting switch 6b is turned on while the number of balls stored in the frame control RAM 203 is one or more, the frame control CPU 201 transmits a counting command indicating the number of balls to the dedicated unit U and clears the number of balls stored in the frame control RAM 203. As a result, all the balls that were stored in the frame control RAM 203 are transmitted to the dedicated unit U.
[0101] The dedicated unit U connected to the frame control board 200 is equipped with a banknote slot for inserting banknotes, a card slot for inserting cards, etc. (not shown in the figures), as well as a value information display device VD, a loan switch LS with a pushable loan button (not shown in the figures), and a return switch RS with a pushable return button (not shown in the figures) (see Figure 11). The dedicated unit U also incorporates electronic components such as a dedicated CPU for executing various processes and a dedicated RAM for storing value information, etc. (not shown in the figures).
[0102] When banknotes are inserted into the banknote slot, or when a card containing value information for dispensing game balls (i.e., a card with a balance) is inserted into the card slot and recognized, value information indicating the number of game balls available for dispensing is stored in the dedicated RAM mentioned above and displayed on the value information display device VD. Then, when the lending button is pressed and the lending switch LS is turned on, while the dedicated RAM has value information stored in it that allows for the lending of game balls (i.e., there is a balance of value information), the dedicated CPU subtracts the value information corresponding to the number of balls to be lent from the value information stored in the dedicated RAM, and updates the display on the value information display device VD to the value information after the subtraction. The dedicated CPU also sends a lending command to the managed game machine P (frame control board 200). Furthermore, when the return button is pressed and the return switch RS is turned on while the value information for lending out game balls is stored in the dedicated RAM, the dedicated CPU stores the value information on a card stored in the dedicated unit U and controls the ejection of the card from the card slot. Furthermore, if a card that does not contain value information for dispensing game balls (i.e., a card with no remaining value information) is inserted into the dedicated unit U, the dedicated CPU will also perform a control to eject the card from the card slot.
[0103] (Overview of the sub-control board 300) The sub-control board 300 controls the effects that are executed during gameplay, standby mode, etc. As shown in Figure 11, the sub-control board 300 includes a sub-CPU 301 that performs various calculations, a sub-ROM 302 that stores control programs for executing performances, data and tables necessary for executing performances, and a sub-RAM 303 that is used as a temporary storage area during calculations, and is connected to the main control board 100 so that one-way communication is possible between the sub-control board 300 and the main control board 100.
[0104] The sub-CPU 301 reads the control program stored in the sub-ROM 302 and performs calculations based on commands transmitted from the main control board 100 and signals from the timer, and also sends commands for executing the effects to the image control board (not shown) for controlling image display, the sound control board (not shown) for controlling sound output, and the lighting control board (not shown) for controlling the turning on of lights.
[0105] Furthermore, the sub-control board 300 is connected to the performance display device 21 via the image control board, the speaker 10 via the sound control board, and the lamps 23 and performance operation device 9 (operation button 9a, volume change button 9b, brightness change button 9c, and directional key 9d) via the lighting control board. Based on commands transmitted from the sub-control board 300, the image control board controls the image display by the performance display device 21, the sound control board controls the sound output from the speaker 10, and the lighting control board controls the illumination by the lamps 23.
[0106] (Overview of gameplay on managed gaming machine P) Next, we will explain the general outline of the gameplay of the managed gaming machine P in this configuration. As described above, in the managed gaming machine P of this configuration, special symbol games and regular symbol games proceed in parallel. Furthermore, in this configuration, there are three game states in which the player can remain while playing: a non-time-saving game state, a time-saving game state, and a special game state.
[0107] Here, the non-time-saving game state and the time-saving game state are game states in which the frequency of game balls entering the second starting prize entry point 16 (the difficulty of entry, in other words, the frequency of win / loss draws based on game balls entering the second starting prize entry point 16) is set to predetermined values. In the time-saving game state, the movable piece 16b is more likely to be kept in a protruding state than in the non-time-saving game state (i.e., game balls are more likely to enter the second starting prize entry point 16). Also, in the non-time-saving game state, the movable piece 16b is almost never kept in a protruding state (i.e., game balls are almost never entered the second starting prize entry point 16). Furthermore, the special game state is the game state when a special game is being played. Furthermore, after the initial power-on following the factory shipment (i.e., the initial state) and after a RAM reset, the non-time-saving game state is set.
[0108] Furthermore, in the managed gaming machine P according to this configuration, when any game state is set, the main CPU 101 sends a game state command indicating the set game state to the frame control board 200. This allows the frame control board 200 to also be aware of the set game state.
[0109] However, the game states are not limited to these. For example, if the game is set up so that a jackpot, which triggers the execution of a special game, is determined by a win / loss lottery, then a low-probability game state (so-called non-probability state) and a high-probability game state (so-called probability state) may be provided, where the probability of winning a jackpot differs depending on the win / loss lottery. Furthermore, any game state that combines either a non-time-saving game state or a time-saving game state with either a low-probability game state or a high-probability game state may be set.
[0110] In the managed gaming machine P according to this configuration, when a game ball launched by the launching device 502 and flowing down the game area 12 enters the first starting prize entry opening 15 or the second starting prize entry opening 16, a predetermined random number is obtained, and a win / loss lottery is conducted based on the obtained random number. If the game ball enters the first starting prize entry opening 15, the first special symbol display device 30 starts displaying a changing special symbol, and if the game ball enters the second starting prize entry opening 16, the second special symbol display device 31 starts displaying a changing special symbol. In the win / loss lottery, it is determined whether or not a minor win has been won (minor win or loss) based on the random number mentioned above. Then, from among a predetermined number of special symbols, one of the special symbols corresponding to the result of the determination (minor win or loss) is selected. Furthermore, when the first special symbol display device 30 or the second special symbol display device 31 starts displaying the special symbols in a variable manner, the display unit 21a of the performance display device 21 starts a variable performance that notifies the result of the win / loss lottery. After a predetermined variation time has elapsed, the variation display of the special symbols stops in the first special symbol display device 30 or the second special symbol display device 31, and the special symbols determined as described above are displayed in a stopped state. That is, if a minor win is achieved, the special symbols associated with the minor win are displayed in a stopped state, and if a loss occurs, the special symbols associated with the loss are displayed in a stopped state. Furthermore, once the special symbols are displayed in a stopped state, the variation performance that was being performed in the performance display device 20 ends, and the result of the win / loss lottery is announced.
[0111] Then, if a minor win is determined by a draw and a special symbol associated with the minor win is displayed, the large prize slot 18 is opened and a minor win game is executed, allowing the game ball to be entered into the large prize slot 18. During a minor win, the large prize opening 18 is opened for a predetermined time (for example, 2.9 seconds) a predetermined number of times (for example, 2 times). When a predetermined number of game balls (for example, 10) enter the large prize opening 18 while it is open, the large prize opening 18 closes. Also, during a minor win, the distribution member 59 is positioned at the second position, and any game ball that enters the large prize opening 18 during a minor win will enter the specific area 57. When a predetermined number of game balls (for example, 1) enter the specific area 57 during a minor win, a special game is started (i.e., the special game state is set). When the special game is started (when a game ball enters the specific area 57), the main CPU 101 sends a game state command to the frame control board 200 indicating that the special game state has been set. This allows the frame control board 200 to recognize that a special game state has been set.
[0112] During the special game, multiple rounds of gameplay (for example, 10 times) are executed, each round ending when either a predetermined opening time (for example, 29.0 seconds) has elapsed since the opening of the large prize slot 18, or a predetermined number of game balls (for example, 10) have entered the large prize slot 18. The number of rounds of gameplay, the opening time of the large prize slot 18, etc., may be determined differently depending on the type of special symbol determined based on the winning of a minor prize, or they may be determined to be the same regardless of the type of special symbol. After the special game (special game state) ends, a time-saving game state is set. Subsequently, if the win / loss lottery is held for a predetermined number of time-saving rounds (for example, 10 times) without the special game being played again, the time-saving game state ends and the non-time-saving game state is set. The number of time-saving rounds may be set differently depending on the type of special symbol determined based on the winning of a minor prize, or it may be set to be the same regardless of the type of special symbol. Furthermore, when the special game ends and the time-saving game state is set, the main CPU 101 sends a game state command to the frame control board 200 indicating that the time-saving game state has been set. When the time-saving game state ends and the non-time-saving game state is set, the main CPU 101 sends a game state command to the frame control board 200 indicating that the non-time-saving game state has been set. This allows the frame control board 200 to also be aware that the time-saving game state or the non-time-saving game state has been set.
[0113] Furthermore, the results of the draw may include not only minor wins and losses, but also a grand prize that guarantees the execution of a special game. Furthermore, instead of always setting a time-saving game state after the special game ends, the game state may be set according to the type of special symbol that was determined. For example, if special symbol A is determined based on a minor win, a time-saving game state may be set after the special game, which is executed via the minor win game, has ended. However, if special symbol B is determined based on a minor win, a non-time-saving game state may be set after the special game, which is executed via the minor win game, has ended.
[0114] Furthermore, while the special symbols are being displayed in the first special symbol display device 30 or the second special symbol display device 31, or during a minor win game or special game, if a game ball enters the first starting entry slot 15 or the second starting entry slot 16, a random number acquired based on that entry is stored (reserved). The number of random numbers stored (reserved) based on the entry of a game ball into the first starting entry slot 15 is displayed on the first special symbol reservation display device 38, and the number of reserved random numbers based on the entry of a game ball into the second starting entry slot 16 is displayed on the second special symbol reservation display device 39. In the managed game machine P according to this configuration, the first special symbol reservation display device 38 and the second special symbol reservation display device 39 are each composed of four lamps, and the number of reserved lamps indicates the number of lamps that are lit. When the display of the special symbols ends, or when a minor win game or special game ends, a win / loss lottery is conducted based on the reserved random numbers. The maximum number of reserved numbers is four. When a win / loss lottery is held based on the reserved random numbers, the number of reserved numbers is reduced, and consequently, the display on the first special symbol reserved display device 38 or the second special symbol reserved display device 39 is also reduced.
[0115] In the managed gaming machine P according to this configuration, when a game ball passes through gate 20, a predetermined random number is obtained, and based on the obtained random number, a lottery is held to determine whether or not to extend the movable piece 16b attached to the second starting prize entry opening 16. This lottery is conducted as a lottery for a regular symbol, determining one regular symbol from among several types of regular symbols that are associated with the extension (win) and non-extension (loss) of the movable piece 16b. If the result of the lottery is a win, the movable piece 16b remains extended for a predetermined time.
[0116] Furthermore, when a game ball passes through gate 20, the display of the regular symbols changes in the regular symbol display device 32. After a predetermined time for the regular symbols to change has elapsed, the display of the regular symbols changes in the regular symbol display device 32 stops, and the regular symbols indicating the result of the lottery described above are displayed in a stopped state. That is, in the case of a win, the regular symbols associated with that win are displayed in a stopped state, and in the case of a loss, the regular symbols associated with a loss are displayed in a stopped state. When the regular symbols associated with a win are displayed in a stopped state, the movable piece 16b is in a protruding state (hereinafter also referred to as the protruding state). In the state where the movable piece 16b is retracted (hereinafter also referred to as the retracted state), it is not possible to enter the second starting prize entry opening 16, but in the protruding state, it is possible to enter the game ball into the second starting prize entry opening 16.
[0117] Furthermore, in the managed gaming machine P according to this configuration, the probability of winning by drawing a regular symbol is set to be extremely high (specifically, approximately 99 / 100) in both the non-time-saving game state and the time the movable piece 16b protrudes is made different (specifically, the time the regular symbol changes during the time-saving game state is shorter than in the non-time-saving game state, and the time the movable piece 16b protrudes is longer during the time-saving game state than in the non-time-saving game state), thereby changing the possibility of the game ball entering the second starting prize entry point 16. In other words, in the managed gaming machine P according to this configuration, the movable piece 16b is more likely to protrude during the time-saving game state than during the non-time-saving game state. Therefore, during the shortened play state, prize balls are awarded frequently based on the entry of game balls into the second starting prize entry point 16. As a result, players can obtain more opportunities to win or lose while suppressing the decrease in the number of balls held as the game progresses, compared to the non-shortened play state.
[0118] Furthermore, if a game ball passes through gate 20 while the regular symbol display device 32 is showing the variation of the regular symbols, up to four random numbers obtained based on that passage are held in reserve, and the number of reserved numbers is displayed on the regular symbol reserved display device 33. When the variation of the regular symbols ends, a lottery for regular symbols is held based on the reserved numbers, the number of reserved numbers is reduced, and the display on the regular symbol reserved display device 33 is reduced.
[0119] (Overview of ball difference control (control based on the number of ball differences)) In the managed gaming machine P of this configuration, in order to prevent situations where the number of prize balls awarded to the player during gameplay becomes excessive and the gambling aspect becomes too high, the main CPU 101 is configured to execute an operation stop control (difference ball operation stop control) that stops the operation of the managed gaming machine P when the difference in the number of balls from a predetermined calculation start point reaches a predetermined number of operation stop units (95,000 in this configuration) while the game is playable.
[0120] The difference in ball count is the difference between the number of prize balls added based on the number of game balls entering each prize slot (general prize slot 14, first start prize slot 15, second start prize slot 16, and large prize slot 18) (the number of prize balls added based on the detection of game balls by the general prize slot detection sensor 14a, first start prize slot detection sensor 15a, second start prize slot detection sensor 16a, specific area detection sensor 57a, and general area detection sensor 58a) and the number of game balls that are launched by the player and enter each prize slot or are received in the out slot 19 (the number of game balls detected by the out sensor 601, in other words, the number of game balls used in the game). In this configuration of the managed gaming machine P, the out sensor 601 is connected to the frame control board 200, and each time a game ball is detected by the out sensor 601, a detection signal is sent to the main control board 100. This allows the main control board 100 to also be aware that a game ball has been detected by the out sensor 601.
[0121] As described above, in the management gaming machine P according to this configuration, the main RAM 103 stores a ball difference count value used to determine the number of ball differences. This ball difference count value is reset when the power is turned off and on again during states other than the activation notification state and the activation state (pre-activation warning state, activation warning state), as described later. During the activation notification state and the activation state, it is reset when the RAM is cleared in conjunction with the setting change state. When it is reset, the ball difference count value is set to an initial value (100000 in this form). Furthermore, even in the pre-warning state and the warning state, if the power is restored after a power outage while a specific main control management error has occurred, the ball count value may be prevented from being reset. Specific main control management errors include errors that have a significant impact on the progress of the game (for example, This can include errors such as a malfunction in the 18th prize slot (a fraudulent prize entry error), or an error that, if it occurs, triggers a game stop state.
[0122] The ball difference count value is incremented by the number of prize balls that are to be added based on the ball entering each prize slot (each time a game ball is detected by the general prize slot detection sensor 14a, the first start prize slot detection sensor 15a, the second start prize slot detection sensor 16a, or the large prize slot detection sensor 18a), and decremented by 1 each time a game ball is detected by the out sensor 601. When the ball difference count value is 0, even if it is detected by the out sensor 601, the ball difference count value will not be decremented and will remain 0. Then, when the ball difference count reaches the second reference value (195,000 in this configuration), which will be described later, the number of ball differences will have reached the predetermined number of balls that will cause the system to shut down (95,000 balls).
[0123] In this configuration of the managed gaming machine P, the ball difference count value is decremented by 1 each time a game ball is detected by the out sensor 601. However, the system is not limited to this, and the ball difference count value may be decremented by 1 each time a launched game ball reaches the game area 12. In other words, the ball difference count value may be decremented by 1 each time a game ball is used in the game. Furthermore, as mentioned above, in the activation notification state and the activation state, the ball difference count value is reset by a RAM clear associated with the setting change state, but it is not limited to this, and it may also be reset by a RAM clear that does not involve setting a setting change state. Furthermore, as mentioned above, in the pre-warning state and the warning state, the ball difference count value is reset when the power is restored. However, this is not the only way to do so. It may also be reset by a RAM clear associated with setting a setting change state, similar to the notification state and the activated state, or it may be reset by a RAM clear that does not involve setting a setting change state.
[0124] Furthermore, in the managed gaming machine P of this configuration, there are four types of states related to the control of stopping the ball difference operation: pre-activation warning state, activation warning state, activation notification state, and activation state. While the game is playable, the machine remains in one of the four states described above.
[0125] (Pre-warning state) The pre-warning state is set when the ball difference count value is reset, and it is the state the player remains in when the ball difference count value has not reached the first reference value (190000 in this configuration). The player primarily remains in this pre-warning state while the game is playable. When the ball difference count value reaches the first reference value, the pre-warning state ends, and the warning state is set. In other words, in the managed gaming machine P of this configuration, the machine remains in a pre-warning state from the time the ball difference count value is reset until it reaches the first reference value.
[0126] (Activation warning state) As described above, the activation warning state is set when the ball difference count value reaches the first reference value. When the ball difference count value reaches the second reference value (195000), the activation warning state ends, and if a minor win game or special game was being played at the time of this achievement, the activation notification state is set, and if neither a minor win game nor a special game was being played, the activation state is set. In other words, in the managed gaming machine P according to this configuration, the system remains in an activated warning state from the time the difference ball count value reaches the first reference value until it reaches the second reference value.
[0127] Furthermore, when the activation warning state is set, the main CPU 101 sends a first ball difference operation stop control specification command to the sub-control board 300 indicating that state has been set. When the sub-control board 300 receives the first ball difference operation stop control specification command, until an interruption occurs, the activation warning state ends, or a predetermined time (600 seconds in this embodiment) is met, the display unit 21a of the performance display device 21 displays an activation warning indication (for example, an activation warning text image such as "Approximately 5000 balls remaining until the limit is reached" (not specifically shown)) indicating that the first reference value has been reached and the second reference value will be reached soon, and the lamp 23 lights up or turns off according to a predetermined lighting pattern (for example, lights up in blue). Furthermore, when the first ball-operation stop control specification command is received, an activation warning voice (for example, "There are approximately 5000 balls remaining until the limit is reached") is output from that point (i.e., the time when the activation warning state is set) until a predetermined activation warning voice output time (5 seconds in this configuration) has elapsed. These actions indicate that the activation warning state has been set. Furthermore, the output of the activation warning voice may be continued until a power outage occurs, or it may be continued until the activation warning state ends. Furthermore, in the managed gaming machine P of this configuration, once the activation warning state is set, unless the power is restored, the activation warning state will not end and the pre-activation warning state will not be set even if the difference ball count value falls below the first reference value. However, if the difference ball count value falls below the first reference value after the activation warning state has been set, the activation warning state may be terminated and the pre-activation warning state may be set.
[0128] (Activation warning state) As described above, the activation notification state is set when the difference ball count value reaches the second reference value, and a minor win game or special game is being played at the time of this achievement. If a predetermined number of game balls do not enter the specific area 57 during the ongoing minor win game, the activation notification state ends and the activation state is set when the minor win game ends. If a predetermined number of game balls enter the specific area 57 during the ongoing minor win game, the activation notification state ends and the activation state is set when the special game, which is played after the minor win game ends, finishes. If a special game was being played, the activation notification state ends and the activation state is set when the special game finishes. Furthermore, if a RAM clear occurs during the activation notification state due to the setting change state described above, the activation notification state ends and the pre-activation warning state is set. In other words, in the managed gaming machine P according to this form, if a minor win game or a special game is being played when the difference ball count value reaches the second reference value, the machine will remain in the activation notification state until the minor win game being played ends without the special game being played, or the special game being played via the minor win game being played ends, or the special game being played ends, or a RAM clear is performed due to the setting change state.
[0129] Furthermore, the activation notification state may be terminated not by a RAM clear associated with setting a setting change state, but by a RAM clear that does not involve setting a setting change state.
[0130] Furthermore, when the activation notification state is set, the main CPU 101 sends a second ball difference operation stop control specification command to the sub-control board 300 to indicate that state. When the sub-control board 300 receives the second ball difference operation stop control specification command, until the termination condition is met, such as a power outage or the activation notification state ends, the display unit 21a of the performance display device 21 will show an activation notification indication (for example, an image of activation notification text that says "The game will stop after the big win ends" (not specifically shown)) that suggests that the operation of the managed game machine P will stop after the small win game or special game ends, and the lamp 23 will light up or turn off according to a predetermined lighting pattern (for example, light up in green). In addition, when the second ball difference operation stop control specification command is received, an activation notification sound (for example, a sound that says "The game will stop after the big win ends") will be output from that point (i.e., the point when the activation notification state is set) until a predetermined activation notification sound output time (7 seconds in this configuration) has elapsed. These actions suggest that the activation notification state has been set. Furthermore, the indication of activation and the lighting or extinguishing of lamp 23 according to a predetermined lighting pattern may be performed within a predetermined time (for example, 60 seconds). In addition, the output of the activation warning sound may be continued until a power outage occurs, or until the activation warning state ends.
[0131] In this type of managed gaming machine P, as described later, when the ball difference count reaches the second reference value, the game will not proceed (the game will stop). However, as mentioned above, if a minor win game or special game is being played when the ball difference count reaches the second reference value, the game will not proceed to the activation state but to the activation notification state. When the ongoing minor win game or special game, or the special game played via the ongoing minor win game, finishes, the activation notification state ends and the activation state is set. In other words, if the ball difference count reaches the second reference value while a minor win game or special game is being played, the game will not immediately stop and the ongoing minor win game or special game will not be forcibly terminated based on that value. Instead, the game will continue until the ongoing minor win game or special game, or the special game played via the ongoing minor win game, finishes. This allows the player's enjoyment to be maintained even if the ball difference count reaches the second reference value while a minor win game or special game is being played. Furthermore, in the managed gaming machine P of this form, even if the activation notification state is set, and the difference ball count value decreases during the activation notification state, and falls below the second reference value when the ongoing minor win game, special game, or special game executed via the ongoing minor win game ends, the activation notification state will end and the activation state will be set. However, if the difference ball count value falls below the second reference value when the minor win game or special game ends, the activation state may be prevented from being set.
[0132] (Activated state) The activation state is set as described above when, when the ball difference count reaches the second reference value, neither a minor win game nor a special game is being played; when, if a special game is being played when the ball difference count reaches the second reference value, the special game being played has finished; when, if, a minor win game is being played when the ball difference count reaches the second reference value, and a special game is played via that minor win game, the special game has finished; or when, if, a minor win game is being played when the ball difference count reaches the second reference value, and a special game is not played via that minor win game, the minor win game has finished. Then, when a RAM clear is performed in conjunction with the setting change state, the activation state ends and the pre-activation warning state is set. In other words, in the managed gaming machine P according to this configuration, if a minor win game or special game is not being played when the difference ball count value reaches the second reference value, the machine will remain in the activated state from the time the difference ball count value reaches the second reference value until the RAM is cleared in conjunction with the setting change state. Also, if a minor win game or special game is being played when the difference ball count value reaches the second reference value, the machine will remain in the activated state from the time the ongoing minor win game or special game, or the special game played via the ongoing minor win game, ends until the RAM is cleared in conjunction with the setting change state. In other words, once the activation state is set, it will continue without ending unless a RAM reset is performed in conjunction with the setting change.
[0133] Furthermore, the activation state may be terminated not by a RAM clear associated with setting a configuration change state, but by a RAM clear that does not involve setting a configuration change state.
[0134] In the managed gaming machine P according to this configuration, when an activation state is set, the main CPU 101 sends an activation state setting command to the frame control board 200 indicating that the activation state has been set. This allows the frame control board 200 to also be aware that an activation state has been set. Furthermore, in the activated state, even if the operating handle 5 is rotated, no game balls are launched. In addition, the main CPU 101 of the main control board 100 does not detect when game balls enter the first starting prize slot 15 or the second starting prize slot 16, or when game balls pass through the gate 20. As a result, even if game balls enter the first starting prize slot 15 or the second starting prize slot 16, no draw for wins or losses is performed based on that entry, and even if game balls pass through the gate 20, no draw for regular symbols is performed based on that passage, and no new prize balls are added (prize balls are awarded) or new reserved balls are stored. Moreover, if the special symbol variation display or the regular symbol variation display is being performed, when the activated state is set, the main CPU 101 of the main control board 100 stops the special symbol variation display or the regular symbol variation display. Thus, when the activation state is reached, the main CPU 101 of the main control board 100 performs the above-mentioned control, which prevents the game from progressing (the game stops).
[0135] Furthermore, in the activated state, the operation of the movable piece 16b and the opening / closing door 18b of the large prize opening 18 is restricted. Specifically, in the activated state, the main CPU 101 of the main control board 100 controls the movable piece solenoid 16c that drives the movable piece 16b to protrude and retract, and also controls the large prize opening solenoid 18c that drives the opening / closing door 18b of the large prize opening 18 to open and close. As a result, for example, if the movable piece 16b is protruding, when the activated state is set, the movable piece 16b will retract, and the retracted state of the movable piece 16b will be maintained while the activated state is active. Also, while the activated state is active, the opening / closing door 18b will be kept closed. Furthermore, for example, if the activated state is set after a win in the lottery of normal symbols but before the movable piece 16b protrudes, the movable piece 16b will not protrude, and the movable piece 16b will remain retracted while the activated state is active.
[0136] Furthermore, while the control of launching game balls by the frame control board 200 is stopped when the system is activated, the control of adding the number of prize balls to the number of balls held by the frame control board 200 is not stopped. Specifically, even if the activation state is set after the main CPU 101 of the main control board 100 sends a prize ball specification command indicating the corresponding number of prize balls to the frame control board 200 based on the entry of game balls into the general prize ball slot 14, the first start prize ball slot 15, the second start prize ball slot 16, or the large prize ball slot 18 (i.e., after the frame control board 200 receives the prize ball specification command), the frame control board 200 will still perform the control of adding the number of prize balls to the number of balls held.
[0137] As a result, even if the activation state is set while the awarding of prize balls based on a game ball entering any of the winning slots (addition of the number of prize balls to the number of balls held) is being performed, all prize balls based on the aforementioned entries will be awarded. In other words, all prize balls that were awarded due to a game ball entering any of the winning slots before the activation state was set, but which had not yet been awarded at the time the activation state was set, will also be awarded.
[0138] Furthermore, in the controlled gaming machine P according to this embodiment, when the activation state is reached, the game does not proceed and the control for launching the game balls is stopped, thereby preventing the launch of game balls. However, this is not limited to this. For example, when the activation state is reached, the game may not proceed, but the control for launching the game balls may not be stopped. In other words, when the activation state is reached, the game may not proceed, but the launch of game balls may still be possible.
[0139] Furthermore, when the activation state is set, the main CPU 101 clears the displays in the first special symbol display device 30, the second special symbol display device 31, the normal symbol display device 32, the first special symbol hold display device 38, the second special symbol hold display device 39, and the normal symbol hold display device 33. Specifically, these display devices are composed of LEDs that can be turned on or off, but the LEDs that make up each display device are turned off. As a result, all special symbols that were being displayed in a variable state or stopped state in the first special symbol display device 30 and the second special symbol display device 32, normal symbols that were being displayed in a variable state or stopped state in the normal symbol display device 32, and all holds that were displayed in the first special symbol hold display device 38, the second special symbol hold display device 39, and the normal symbol hold display device 33 are cleared. In contrast, if a display device that provides indications regarding the progress of the game (for example, a right-hand shooting notification lamp that indicates that the game balls should be shot toward the second game area 12b, a reserve count lamp that indicates the number of reserved balls, etc.) is connected to the sub-control board 300, the display device may continue to display as it did before the activation state was set, even after the activation state has been set. In other words, a display device connected to the sub-control board 300 that provides indications regarding the progress of the game may continue to provide such indications even after the activation state has been set.
[0140] Furthermore, when the activation state is set, the main CPU 101 sends a third differential ball operation stop control specification command to the sub-control board 300 to indicate that state. Then, when the sub-control board 300 receives the command to stop the third ball difference operation, the various performance images displayed on the display unit 21a of the performance display device 21, such as the performance symbols 50, the hold image (not shown in particular) indicating that hold memory is being stored, the background image, and the right-hand play suggestion image, are cleared. Until the power is cut off, the display unit 21a of the performance display device 21 displays an activation suggestion (for example, an activation text image such as "Ball difference operation stop function activated. Play will stop because the ball difference limit has been reached. Please call an attendant" (not shown in particular)) indicating that the operation of the managed gaming machine P has stopped, a predetermined activation sound (for example, "Play will stop because the ball difference limit has been reached") is output from the audio output device 10, and the lamp 23 lights up or turns off in a predetermined lighting pattern (for example, lights up in red) to indicate that the activation state has been set. Furthermore, the indication of activation, the output of an activation sound, and the indication that the activation state has been set by lighting or turning off lamp 23 may be performed only for a predetermined period of time (longer than the time for which the indication that the activation warning state has been set is given (for example, 10 minutes)) rather than until an electrical outage occurs. Furthermore, instead of clearing the various visual effects that were displayed when the activation state was set, they may continue to be displayed. In addition, the aforementioned activation indication (display of activation text image) may be superimposed on these various visual effects.
[0141] Furthermore, when the activation state is set, the main CPU 101 displays a code indicating the activation state in the setting value display device 105. This allows the setting value display device 105 to recognize that the activation state has been set. Furthermore, when the activation state is set, the setting value display device 105 may not display anything. In other words, the display on the setting value display device 105 may be cleared.
[0142] (Overview of various state settings related to ball differential operation stop control) Furthermore, as described above, in the managed gaming machine P according to this configuration, the main RAM 103 stores ball difference operation stop control phase data for setting various states related to the ball difference operation stop control (pre-activation warning state, activation warning state, activation notification state, activation state). By storing state values corresponding to the above-mentioned various states in this ball difference operation stop control phase data, one of the following states will be set: pre-activation warning state, activation warning state, activation notification state, or activation state.
[0143] Specifically, if a power interruption is restored during the pre-warning state or the warning state, or if a RAM clear is performed in the pre-warning state or the state of activation due to a setting change, the main CPU 101 clears the ball difference operation stop control phase data and stores the state value corresponding to the pre-warning state in this ball difference operation stop control phase data. This sets the pre-warning state. In other words, if a power outage occurs during the pre-warning state or the warning state, the ball difference count value is reset as described above, setting the pre-warning state. Also, if a RAM clear occurs during the notification state or the activated state due to a setting change, these states end and the ball difference count value is reset, setting the pre-warning state.
[0144] Furthermore, when the ball difference count value reaches the first reference value, the main CPU 101 stores a state value corresponding to the activated warning state in the ball difference operation stop control phase data. In other words, the ball difference operation stop control phase data is updated to the state value corresponding to the activated warning state. This sets the activated warning state. Furthermore, when the ball difference count reaches the second reference value, and a minor win game or special game was being played at that time, the main CPU 101 stores a state value corresponding to the activation notification state in the ball difference operation stop control phase data. In other words, the ball difference operation stop control phase data is updated to a state value corresponding to the activation notification state. This sets the activation notification state. Furthermore, when the ball difference count value reaches the second reference value, and neither a minor win game nor a special game is being played at that time, or when a special game is being played when the ball difference count value reaches the second reference value and the special game ends, or when a minor win game is being played when the ball difference count value reaches the second reference value and a special game is played via that minor win game and the special game ends, or when a minor win game is being played when the ball difference count value reaches the second reference value and a special game is not played via that minor win game and the minor win game ends, the main CPU 101 stores a state value corresponding to the activation state in the ball difference operation stop control phase data. In other words, the ball difference operation stop control phase data is updated to a state value corresponding to the activation state. This sets the activation state.
[0145] Furthermore, in the managed gaming machine P of this form, an activation state is set in which the game does not proceed and no game balls are launched, based on the difference ball count value reaching a second reference value (the difference ball count reaching a predetermined number of operation stop units). This prevents situations where an excessive number of prize balls are awarded to players during gameplay, leading to excessive gambling tendencies.
[0146] (Overview of test signal generation and output) As described above, in the managed gaming machine P according to this configuration, the main CPU 101 generates test signals used during type approval testing at various timings and can output them to the outside of the managed gaming machine P from a dedicated test output terminal 107. The main CPU 101, in principle, continues to output the test signal being generated to the dedicated test output terminal 107 from the time the test signal generation starts until it finishes (from the time the output start condition is met until the output end condition is met). At this time, by connecting a dedicated receiving terminal to the dedicated test output terminal 107, the above-mentioned test signal is input to a test computer equipped with the receiving terminal. In other words, the test signal being generated is output to the outside of the managed gaming machine P (the test computer) via the dedicated test output terminal 107 and the receiving terminal when the dedicated receiving terminal is connected to the dedicated test output terminal 107. On the other hand, if the dedicated receiving terminal is not connected to the dedicated test output terminal 107, the test signal being generated is output to the dedicated test output terminal 107, but it is not output to the outside of the managed gaming machine P. Furthermore, in the managed gaming machine P according to this configuration, while each test signal is being generated and output, test signal information indicating the test signal being generated and output (indicating that each test signal is being generated and output) is stored in the memory area of the main RAM 103.
[0147] In the managed gaming machine P according to this configuration, the main CPU 101 generates and outputs test signals to a test computer, including test signals related to the progress of the game, test signals related to the game state, and test signals related to the state based on the ball difference operation stop control. Test signals related to the progress of the game include a normal diagram change test signal, a normal diagram win test signal, a movable piece operation test signal, a first special diagram change test signal, a first special diagram small win test signal, a first special diagram special game test signal, a second special diagram change test signal, a second special diagram small win test signal, a second special diagram special game test signal, and a round game test signal. Test signals related to the game state include a normal diagram high probability state test signal, a normal diagram shortened state test signal, a movable piece operation extended state test signal, a special diagram high probability state test signal, and a special diagram shortened state test signal. A test signal related to the state based on the difference ball operation stop control is provided as a pre-activation setting state test signal.
[0148] The regular symbol variation test signal is a test signal generated by the main CPU 101 during the period from when the regular symbol variation display starts until it ends (i.e., while the regular symbol variation is in progress), and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a normal symbol variation test signal and outputting it to the dedicated test output terminal 107 based on the start of the normal symbol variation display (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the normal symbol variation display (fulfillment of the output end condition). This normal symbol variation test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer (i.e., outside the managed gaming machine P) can determine that the managed gaming machine P that output the normal symbol variation test signal is performing a normal symbol variation display.
[0149] The regular symbol win test signal is a test signal that is generated by the main CPU 101 during the period from when a win is determined by the regular symbol draw until the operation (protrusion) of the movable piece 16b is completed (i.e., from when a win is determined by the regular symbol draw until all operation of the movable piece 16b based on that win is completed), and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a normal symbol win test signal and outputting it to the dedicated test output terminal 107 when a win occurs due to the drawing of normal symbols and the operation of the movable piece 16b based on that win begins (the output start condition is met), and stops generating and outputting the signal when the operation of the movable piece 16b is completely finished (the output end condition is met). This normal symbol win test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that the operation of the movable piece 16b based on a win due to the drawing of normal symbols is taking place in the managed gaming machine P that output the normal symbol win test signal.
[0150] The movable piece operation test signal is a test signal generated by the main CPU 101 during the period from the start to the end (until retraction) of one protrusion of the movable piece 16b, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a movable piece operation test signal and outputting it to the dedicated test output terminal 107 based on the commencement of one protrusion of the movable piece 16b (fulfillment of the output start condition), and stops generating and outputting the signal based on the completion of one protrusion of the movable piece 16b (fulfillment of the output end condition). This movable piece operation test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that one protrusion of the movable piece 16b has occurred in the managed gaming machine P that output the movable piece operation test signal.
[0151] The first special symbol variation test signal is a test signal generated by the main CPU 101 during the period from when the variation display of the special symbols based on the entry of a game ball into the first starting prize entry opening 15 until it ends, and which can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a first special symbol variation test signal and outputting it to the dedicated test output terminal 107 based on the start of the special symbol variation display based on the entry of a game ball into the first starting prize slot 15 (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the variation display (fulfillment of the output end condition). This first special symbol variation test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that the managed game machine P that output the first special symbol variation test signal is displaying a special symbol variation based on the entry of a game ball into the first starting prize slot 15.
[0152] The first special feature small win test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a small win game based on a small win occurring when a game ball enters the first starting prize entry opening 15, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a test signal for the first special feature during a small win based on the entry of a game ball into the first starting prize slot 15 (fulfillment of the output start condition), and outputs it to the dedicated test output terminal 107. It then stops generating and outputting the signal based on the end of the small win game (fulfillment of the output end condition). This test signal for the first special feature during a small win is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, allowing the test computer to determine that a small win game is being played in the managed game machine P that output the test signal for the first special feature during a small win based on the entry of a game ball into the first starting prize slot 15.
[0153] The first special game test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a special game that is executed through a minor win by a game ball entering the first starting prize entry opening 15, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a first special game test signal and outputting it to the dedicated test output terminal 107 based on the start of a special game (fulfillment of the output start condition) when a predetermined number of game balls enter a specific area 57 during a minor win game based on the entry of a game ball into the first starting prize slot 15, and stops generating and outputting the signal based on the end of the special game (fulfillment of the output end condition). This first special game test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that a special game is being played in the managed game machine P that output the first special game test signal via the entry of a game ball into the first starting prize slot 15.
[0154] The second special symbol variation test signal is a test signal generated by the main CPU 101 during the period from when the variation display of the special symbols based on the entry of a game ball into the second starting prize entry opening 16 until it ends, and which can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a second special symbol variation test signal and outputting it to the dedicated test output terminal 107 based on the start of the special symbol variation display based on the entry of a game ball into the second starting prize slot 16 (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the variation display (fulfillment of the output end condition). This second special symbol variation test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that the managed game machine P that output the second special symbol variation test signal is displaying a special symbol variation based on the entry of a game ball into the second starting prize slot 16.
[0155] The second special feature small win test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a small win game based on a small win occurring when a game ball enters the second start prize entry opening 16, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a second special symbol mini-win test signal and outputting it to the dedicated test output terminal 107 based on the start of a mini-win game (fulfillment of the output start condition) based on the entry of a game ball into the second starting prize slot 16, and stops generating and outputting the signal based on the end of the mini-win game (fulfillment of the output end condition). This second special symbol mini-win test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that a mini-win game is being played in the managed game machine P that output the second special symbol mini-win test signal, based on the entry of a game ball into the second starting prize slot 16.
[0156] The second special game test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a special game that is executed through a minor win by a game ball entering the second starting prize slot 16, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a test signal for the second special game and outputting it to the dedicated test output terminal 107 based on the start of a special game (fulfillment of the output start condition) when a predetermined number of game balls enter a specific area 57 during a minor win game based on the entry of a game ball into the second starting prize slot 16, and stops generating and outputting the signal based on the end of the special game (fulfillment of the output end condition). This test signal for the second special game is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that a special game is being played in the managed game machine P that output the test signal for the second special game via the entry of a game ball into the second starting prize slot 16.
[0157] The round game test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a round game in a special game, and can be output to a test computer via the dedicated test output terminal 107. In other words, the main CPU 101 starts generating a round-in-game test signal and outputting it to the dedicated test output terminal 107 based on the start of a round game (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the round game (fulfillment of the output end condition). This round-in-game test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, allowing the test computer to determine that a round game is being played on the managed gaming machine P that output the round-in-game test signal.
[0158] The normal symbol high probability state test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a game state in which the probability of winning by drawing normal symbols is relatively high, and can be output to a test computer via the dedicated test output terminal 107. In the managed gaming machine P of this configuration, the probability of winning by drawing a regular symbol is set to be the same during both the time-saving game state and the non-time-saving game state. Therefore, although a regular symbol high probability state test signal is provided, it is not generated or output.
[0159] The normal symbol variation shortening state test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a game state in which the normal symbol variation time is relatively short, and can be output to a test computer via the dedicated test output terminal 107. In the managed gaming machine P according to this configuration, the normal symbol variation time is set to be shorter during the time-saving game state than during the non-time-saving game state. Therefore, the main CPU 101 starts generating a normal symbol variation shortened state test signal and outputting it to the dedicated test output terminal 107 based on the setting of the time-saving game state (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the time-saving game state (fulfillment of the output end condition). This normal symbol variation shortened state test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that a game state with a relatively short normal symbol variation time is set in the managed gaming machine P that output the normal symbol variation shortened state test signal.
[0160] The movable piece operation extension test signal is a test signal that is generated by the main CPU 101 during the period from the start to the end of a game state in which the operation time (protrusion time) of the movable piece 16b is relatively long when a win is achieved by drawing a normal symbol, and can be output to a test computer via the dedicated test output terminal 107. In the managed gaming machine P according to this configuration, the operating time (protrusion time) of the movable piece 16b is set to be longer during the time-saving game state than during the non-time-saving game state. Therefore, the main CPU 101 starts generating a movable piece operation extension state test signal and outputting it to the dedicated test output terminal 107 based on the setting of the time-saving game state (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the time-saving game state (fulfillment of the output end condition). This movable piece operation extension state test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that a game state with a relatively long operating time (protrusion time) of the movable piece 16b is set in the managed gaming machine P that output the movable piece operation extension state test signal.
[0161] The special high-probability state test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a game state in which the probability of winning a jackpot is relatively high, and can be output to a test computer via the dedicated test output terminal 107. In this type of managed gaming machine P, it is set so that no jackpots are won during either the non-time-saving game state or the time-saving game state. Therefore, although a special high probability state test signal is provided, it is not generated or output.
[0162] The special symbol variation shortening state test signal is a test signal generated by the main CPU 101 during the period from the start to the end of a game state in which the variation time of the special symbols is relatively short, and can be output to a test computer via the dedicated test output terminal 107. In the managed gaming machine P according to this configuration, although not specifically shown in the diagram, the time it takes for the special symbols to change is set to be shorter during the time-saving game state than during the non-time-saving game state. Therefore, the main CPU 101 starts generating a special symbol change shortening state test signal and outputting it to the dedicated test output terminal 107 based on the setting of the time-saving game state (fulfillment of the output start condition), and stops generating and outputting the signal based on the end of the game state (fulfillment of the output end condition). This special symbol change shortening state test signal is input to a test computer via the dedicated test output terminal 107 and the receiving terminal, so that the test computer can determine that the managed gaming machine P that output the special symbol change shortening state test signal is set to a game state in which the time it takes for the special symbols to change is relatively short.
[0163] The pre-activation setting state test signal is a test signal that is generated by the main CPU 101 during the period when the difference ball count value is equal to or greater than a predetermined pre-activation setting judgment value (175000 in this embodiment), and can be output to a test computer via the dedicated test output terminal 107. In other words, when the ball difference count value is less than the pre-activation setting judgment value, the main CPU 101 does not generate a pre-activation setting state test signal or output to the dedicated test output terminal 107. However, when the ball difference count value becomes equal to or greater than the pre-activation setting judgment value (the output start condition is met), the main CPU 101 starts generating a pre-activation setting state test signal and outputting to the dedicated test output terminal 107. Furthermore, after the generation of the pre-activation setting state test signal and outputting to the dedicated test output terminal 107 has started, if the ball difference count value falls below the pre-activation setting judgment value again (the output end condition is met) before the activation state or activation notification state is set (before the ball difference count value reaches the second reference value (195000)), the main CPU 101 stops generating the pre-activation setting state test signal and outputting to the dedicated test output terminal 107. This pre-activation state test signal is input to a test computer via the test-dedicated output terminal 107 and the receiving terminal. The test computer can then determine that the ball count value in the managed gaming machine P that output the pre-activation state test signal is equal to or greater than the pre-activation determination value, and consequently, it can determine that the activation state is about to be set.
[0164] (Overview of test signal generation and output control when the activation state is set) In this configuration of the managed gaming machine P, the activation state is set when the difference ball count value reaches the second reference value, preventing the game from progressing. However, if the activation state is set while the above-mentioned test signal is being generated or output, the generation and output of the test signal will continue even after the activation state is set.
[0165] Furthermore, in the managed gaming machine P of this form, if, while the activation state is being set, test signals related to the progress of the game (normal diagram fluctuation test signal, normal diagram hit test signal, movable piece operation test signal, first special diagram fluctuation test signal, first special diagram small hit test signal, first special diagram special game test signal, second special diagram fluctuation test signal, second special diagram small hit test signal, second special diagram special game test signal, round game test signal) and test signals related to the game state (normal diagram high probability state test signal, normal diagram fluctuation shortened state test signal, movable piece operation extended state test signal, special diagram high probability state test signal, special diagram fluctuation shortened state test signal) are being generated and output, then when a power outage occurs, the generation and output of these test signals will temporarily stop, but will resume after the power is restored and the activation state is re-established (that is, after the power is restored without a RAM clear (RAM clear associated with setting a setting change state) which would terminate the activation state). These test signals are output continuously until the activation state ends (i.e., until a RAM clear occurs which ends the activation state). In other words, the test signals related to the progress of the game and the test signals related to the game state, which are generated and output while the activation state is being set, will continue to be generated and output until the activation state (excluding when the power is cut off) ends.
[0166] In contrast, if a pre-activation state test signal (a test signal related to the state based on the differential ball operation stop control) is generated and output while the activation state is being set, and an electrical outage occurs, the generation and output of the test signal will stop, and will remain stopped even after the system recovers from the outage and the activation state is restored, without being restarted. In other words, the pre-activation state test signal, which is generated and output during the activation state setting process, will continue to be generated and output until the activation state ends if no power outage occurs during the activation state. However, if a power outage occurs during the activation state, the generation and output will stop at that point.
[0167] Furthermore, in the managed gaming machine P according to this configuration, if a power outage occurs while the pre-activation setting state test signal is being generated and output, and while the machine is in the pre-activation warning state or the activation warning state (when the difference ball count value is less than the second reference value), the generation and output of the pre-activation setting state test signal will be temporarily stopped, similar to the state during activation. Furthermore, if, after the above-mentioned temporary stop, the system is restored to a state where a specific main control management error (such as an error that significantly affects the progress of the game) has occurred, and the system returns to a state before or after the activation warning, the ball difference count value stored at the time of the power outage is maintained. Since this ball difference count value is greater than or equal to the pre-activation setting judgment value, the generation and output of the pre-activation setting state test signal are resumed after the power outage is restored. On the other hand, if the system is restored to a state where no specific main control management error has occurred, the ball difference count value is reset, and since this ball difference count value is less than the pre-activation setting judgment value, the generation and output of the pre-activation setting state test signal are not resumed after the power outage is restored. Furthermore, although not specifically shown in the diagram, in the managed gaming machine P according to this configuration, during the startup preparation period from the time of power restoration until a predetermined startup time (e.g., 10 seconds) has elapsed, the display unit 21a of the performance display device 21 displays a preparation image (for example, a text image that says "Screen Restoring. Please continue playing.") indicating that it is a preparation period until various effects such as background image display and variation effects become available. If the generation and output of the pre-activation setting state test signal resumes after the above-mentioned temporary stop, the generation and output of the pre-activation setting state test signal will occur during the startup preparation period described above.
[0168] In the managed gaming machine P according to this configuration, if a power outage occurs while the pre-activation setting state test signal is being generated and output, and during the activation notification state, the generation and output of the test signal will stop, just as during the activation state, and will remain stopped even after the power is restored and the activation notification state is returned. In other words, if a power outage occurs during the activation notification state, the generation and output of the pre-activation setting state test signal, which was being generated and output during the activation notification state, will stop at that point. However, if a power outage occurs during the activation notification state, and the system recovers from the power outage without a RAM clear that would terminate the activation notification state, the generation and output of the pre-activation setting state test signal may be restarted.
[0169] (Specific example) Next, we will explain, with specific examples, the generation of test signals and the control of output when the activation state is set. For example, the regular symbol variation test signal (a test signal related to the progress of the game) is generated and output while the regular symbols are being displayed. If the activation state is set while the regular symbols are being displayed, the display of the regular symbols will stop, but the generation and output of the regular symbol variation test signal will continue. If a power outage occurs while this activation state is active, the generation and output of the regular symbol variation test signal will stop temporarily, but if power is restored without a RAM clear that would terminate the activation state, the generation and output of the regular symbol variation test signal will resume. Finally, when the activated state that was set ends, the generation and output of the regular symbol variation test signal will also end. Furthermore, for example, the first special symbol variation test signal (a test signal related to the progress of the game) is generated and output during the variation display of the special symbols based on the entry of game balls into the first starting prize entry point 15. If the activation state is set during the variation display of the special symbols, the variation display of the special symbols that is currently running stops, while the generation and output of the first special symbol variation test signal continues. Also, if a power outage occurs during this activation state, the generation and output of the first special symbol variation test signal will stop temporarily, but if the power is restored from the power outage without a RAM clear that would terminate the activation state, the generation and output of the first special symbol variation test signal will resume. And when the activated state that was set ends, the generation and output of the first special symbol variation test signal will also end. Furthermore, for example, the second special game test signal (a test signal related to the progress of the game) is generated and output during the execution of a special game triggered by winning a small prize when a game ball enters the second starting prize slot 16. If the activation state is set during the execution of the special game, the special game stops, and if the large prize slot 18 was open, the large prize slot 18 closes, while the generation and output of the second special game test signal continues. Also, if a power outage occurs during this activation state, the generation and output of the second special game test signal will temporarily stop, but if the power is restored from the power outage without a RAM clear that would terminate the activation state, the generation and output of the second special game test signal will resume. Finally, when the activated state that was set ends, the generation and output of the second special game test signal also ends.
[0170] Furthermore, for example, the regular diagram fluctuation shortening state test signal (a test signal related to the game state) is generated and output during the shortened time game state. If the activation state is set during the shortened time game state, the game progresses, but the generation and output of the regular diagram fluctuation shortening state test signal continue. Also, if a power outage occurs during this activation state, the generation and output of the regular diagram fluctuation shortening state test signal will stop temporarily, but if power is restored from the power outage without a RAM clear that would terminate the activation state, the generation and output of the regular diagram fluctuation shortening state test signal will resume. And when the activated state that is currently set ends, the generation and output of the regular diagram fluctuation shortening state test signal will also end.
[0171] Furthermore, the pre-activation state signal (a test signal related to the state based on the ball difference operation stop control) is generated and output while the ball difference count value is equal to or greater than the pre-activation state determination value. If the activation state is set during this time, the game progresses, but the generation and output of the pre-activation state signal continue. If a power outage occurs during this activation state, the generation and output of the pre-activation state signal will stop accordingly, and even if the power is restored, the generation and output of the pre-activation state signal will not resume. If no power outage occurs during this activation state, the generation and output of the pre-activation state signal will continue during the activation state, and when the activation state ends, the generation and output of the pre-activation state signal will also end.
[0172] As described above, the managed gaming machine P in this configuration is capable of generating and outputting test signals that can be used during type testing and output to an external computer (test computer) of the managed gaming machine P, including test signals related to the progress of the game, test signals related to the game state, and pre-activation setting state test signals (test signals related to the state based on the ball difference operation stop control). If the game is stopped and the type approval test is interrupted when the activation state is set, the final test results cannot be obtained, and data such as the payout rate accumulated over a long period of time may be wasted. In the managed gaming machine P of this form, a pre-activation setting test signal can be generated and output, so it is possible to know that the activation state is about to be set by this test signal. Therefore, measures such as resetting the difference ball count value in advance can be taken to prevent the activation state from being set, and the occurrence of the above-mentioned situation can be appropriately prevented.
[0173] Furthermore, in the managed gaming machine P of this configuration, if an activation state is set while a test signal regarding the progress of the game, a test signal regarding the game state, or a pre-activation setting state test signal is being generated or output, the generation and output of these test signals will continue even after the activation state has been set. This eliminates the need to generate and stop the output of test signals based on the activation state setting, thereby reducing the processing load on hardware resources such as the main CPU 101. Furthermore, even after the activation state is set, the test computer can understand the progress of the game and the game state before the activation state was set, improving the convenience of the test signals and enabling efficient type testing.
[0174] Furthermore, in the managed gaming machine P of this configuration, if a power outage occurs while the activation state is being set, and test signals related to the progress of the game and test signals related to the game state are being generated and output, the generation and output of these test signals will resume after the power outage is restored, without a RAM clear that would terminate the activation state. This allows the test computer to understand the progress and state of the game before the activation state was set, even if a power outage occurs while the system is activated. This further enhances the convenience of the test signal and enables more efficient type testing.
[0175] Furthermore, in the managed gaming machine P of this configuration, if a pre-activation setting state test signal is generated and output while the activation state is being set, and a power outage occurs, even if the power is restored from the power outage without a RAM clear that would terminate the activation state, the generation and output of the test signal will not resume. After the activation state is set, the game does not proceed, and as will be described later, the display unit 21a of the performance display device 21 indicates that the activation state is being set. Therefore, it is possible to understand from the appearance of the managed gaming machine P that the activation state is being set without generating and outputting a pre-activation setting state test signal. In this configuration, if a power outage occurs while the activation state is being set, the generation and output of the pre-activation setting state test signal are not resumed even after the power is restored, thereby reducing the processing load on hardware resources such as the main CPU 101 when a power outage occurs while the activation state is in progress.
[0176] Furthermore, in the managed gaming machine P according to this configuration, if a power outage occurs while a pre-activation warning state test signal is being generated and output, and while the machine is in the pre-activation warning state or activation warning state, and the power is restored while a specific main control management error (an error that has a significant impact on the progress of the game) has occurred, and the machine returns to the pre-activation warning state or activation warning state, the generation and output of the pre-activation setting state test signal will be resumed. This generation and output of the pre-activation setting state test signal is performed during the startup preparation period from the time the power is restored until a predetermined startup time has elapsed. As a result, even if a preparation image is displayed on the display unit 21a of the performance display device 21 because it is in the startup preparation period, it is possible to determine that the activation state is about to be set by checking whether or not the output of the pre-activation setting state test signal is available.
[0177] (Variations regarding the generation and output of test signals) The test signals related to the progress of the game and the test signals related to the game state that the main CPU 101 can generate and output are not limited to those described above. Depending on the game specifications, it may also generate and output test signals other than those described above, or it may generate and output only a portion of the above test signals. In such cases, the same control as that performed on the managed game machine P in this embodiment (such as control after the activation state is set) may be applied to the test signals. For example, in a managed gaming machine P configured to execute special games with different numbers of rounds depending on the type of special symbol determined, a different special symbol special game test signal may be provided for each special game as a test signal regarding the progress of the game. Specifically, for example, if the machine is configured to execute a special game with 3 rounds when special symbol A is determined based on the entry of a game ball into the first starting prize pocket 15, and to execute a special game with 8 rounds when special symbol B is determined, then a first special symbol special game signal A, which can be generated and output during the special game based on the determination of special symbol A, and a first special symbol special game signal B, which can be generated and output during the special game based on the determination of special symbol B, may be provided. Furthermore, in a managed gaming machine P, for example, which is set up so that a special game starts when a game ball passes through a predetermined passage area after a jackpot is won, a game ball passage waiting test signal may be provided as a test signal regarding the progress of the game, which can be generated and output during the period from when a jackpot is won until the game ball passes through the passage area. Furthermore, for example, in a managed gaming machine P that has a high-probability non-time-saving gaming state which is a combination of a high-probability gaming state and a non-time-saving gaming state, and in this high-probability non-time-saving gaming state the special symbol variation time is set to be shorter than in the normal gaming state (a gaming state which is a combination of a low-probability gaming state and a non-time-saving gaming state), a special symbol variation shortening test signal may be generated and output as a test signal related to the gaming state during this high-probability non-time-saving gaming state. Furthermore, in the managed gaming machine P according to this embodiment, in order to ensure that the performance of the regular symbol game is higher in the time-saving game state than in the non-time-saving game state, the probability of winning by drawing regular symbols, the time of regular symbol variation, and the operating time (protrusion time) of the movable piece 16b were made different from the other three elements. However, it is not limited to this, and at least one of these elements may be made different, or all of the elements may be made different. In addition, test signals related to the game state may be generated and output according to the elements that have been made different. For example, in the time-saving game state, the probability of winning by drawing regular symbols is higher than in the non-time-saving game state. However, if the regular symbol variation time and the operating time of the movable piece 16b are both set to be the same in the game state, then during the time-saving game state, only the regular symbol high probability state test signal may be output as a test signal related to the game state, and the regular symbol variation shortened state test signal and the movable piece operation extended state test signal may not be output. Even in the manner described above, the same effects and advantages as those of the managed gaming machine P in this form will be achieved.
[0178] Furthermore, in the managed gaming machine P of this form, when the difference ball count value is equal to or greater than the pre-activation setting judgment value (170000), it is possible to generate and output a pre-activation setting state test signal, which is a signal related to the state based on the difference ball operation stop control. The pre-activation setting judgment value is defined as a value smaller than the first reference value (190000) for which the activation warning state is set, and the second reference value (195000) for which the activation state is set, but it is not limited to a value smaller than the second reference value. For example, the pre-activation judgment value may be the same as the first reference value, or it may be a value that is greater than the first reference value and less than the second reference value. Even in the manner described above, the same effects and advantages as those of the managed gaming machine P in this form will be achieved.
[0179] Furthermore, the test signals related to the state based on the ball differential operation stop control that can be generated and output by the main CPU 101 are not limited to the pre-activation setting state test signals. For example, in addition to this pre-activation setting state test signal, it may be possible to generate and output a pre-activation setting state test signal indicating that the ball count value is greater than the pre-activation setting judgment value and less than the second reference value, or greater than or equal to the pre-activation setting judgment value (for example, 190000, the same as the first reference value). Also, for example, it may be possible to generate and output an activation setting proximity test signal indicating that the ball count value is greater than or equal to the pre-activation setting proximity judgment value (for example, 160000, etc.), which is less than the pre-activation setting judgment value. Furthermore, these test signals may be controlled in the same way as the pre-activation setting state test signal of the managed gaming machine P according to this embodiment. Even in the above configuration, the same effects and advantages as the managed gaming machine P in this form are achieved, and the test computer can more accurately determine how long it takes for the activation state to be set.
[0180] Furthermore, a test signal that can be generated and output by the main CPU 101 may be provided, which can be generated and output during the game stop state, setting change state, setting confirmation state, and activation state, and which indicates that the game is not progressing. In addition, if a power outage occurs while the game cannot proceed test signal is being generated and output, the generation and output of the game cannot proceed test signal may be prevented from resuming if the system remains in the state before the power outage after recovery from the power outage. Even in the manner described above, the same effects and advantages as those of the managed gaming machine P in this configuration are achieved, and the test computer can determine that the game is not progressing simply by checking whether or not the above-mentioned test signal is output. Furthermore, by generating and outputting the same game progression impossible test signal in any of the following states—game stop, setting change, setting confirmation, and activation—it may be possible to understand that the game is not progressing, but not be able to understand the type of state that is set. Alternatively, by generating and outputting different game progression impossible test signals for each set state, it may be possible to understand both that the game is not progressing and the type of state that is set.
[0181] Furthermore, in the managed gaming machine P according to this embodiment, if an activation state is set while a test signal regarding the progress of the game or a test signal regarding the game state is being generated or output, the generation and output of the test signals will continue even after the activation state is set. If a power outage occurs during this activation state, the generation and output of the test signals will resume when the power is restored without a RAM clear that would terminate the activation state. However, this control may be applied not to all test signals, but only to some of the test signals. For example, among the test signals related to the progress of the game and the test signals related to the game state, the above-mentioned control may be applied to the test signals related to special feature games and special games (test signal during first special feature variation, test signal during first special feature minor win, test signal during first special feature special game, test signal during second special feature variation, test signal during second special feature minor win, test signal during second special feature special game, test signal during round game, special feature high probability state test signal, special feature variation shortened state test signal), but the above-mentioned control may not be applied to the test signals related to regular feature games (regular feature variation test signal, regular feature win test signal, movable piece operation test signal, regular feature high probability state test signal, regular feature variation shortened state test signal, movable piece operation extended state test signal). Furthermore, while the test signals for special games and regular games mentioned above will continue to be generated and output even after the activation state is set, if an interruption occurs while the system is activated, the test signals for special games and regular games will resume generation and output after the power is restored, but the test signals for regular games may not resume generation and output after the power is restored. In this manner, various controls related to the output of the test signal can be implemented according to the game specifications of the managed gaming machine P, thereby further enhancing the convenience of the test signal.
[0182] Furthermore, in the managed gaming machine P according to this configuration, if an activation state is set while the pre-activation setting state test signal is being generated and output, the generation and output of the test signal will continue even after the activation state is set. If a power outage occurs during this activation state, the generation and output of the test signal will not resume after the power is restored. However, the control regarding the pre-activation setting state test signal is not limited to this. For example, if the activation state is set while the pre-activation state test signal is being generated and output, the generation and output of the test signal may be terminated after the activation state is set. Also, if the system is configured to continue generating and outputting the test signal as described above even after the activation state is set, if a power outage occurs during this activation state, the generation and output of the test signal may be resumed when the power is restored without performing a RAM clear that would terminate the activation state.
[0183] Furthermore, in the managed gaming machine P according to this embodiment, if a power outage occurs while a pre-activation setting state test signal is being generated and output, and while the pre-activation warning state or activation warning state is in progress, and a specific main control management error occurs, and the power is restored, the generation and output of the pre-activation setting state test signal will be resumed. However, this control may be carried out as follows. For example, the generation and output of the pre-activation setting state test signal may always be resumed when the power is restored after an interruption as described above. Alternatively, when the power is restored after an interruption as described above, the generation and output of the pre-activation setting state test signal may be resumed if the difference ball count value is equal to or greater than a predetermined restart judgment value (e.g., 180000), but the generation and output of the pre-activation setting state test signal may not be resumed if the difference ball count value is less than the restart judgment value. Furthermore, if the generation and output of the pre-activation setting state test signal are not resumed when the difference ball count value is less than the restart judgment value, the generation and output of the pre-activation setting state test signal may be resumed after a predetermined time has elapsed since the power was restored (e.g., after the start-up preparation period described above has elapsed).
[0184] (Overview of the transmission of various commands from the main control board 100 to the frame control board 200) As described above, when a game ball enters one of the prize slots (general prize slot 14, first start prize slot 15, second start prize slot 16, and large prize slot 18), the corresponding sensors (general prize slot detection sensor 14a, first start prize slot detection sensor 15a, second start prize slot detection sensor 16a, specific area detection sensor 57a, and general area detection sensor 58a) detect the entry of the game ball, and the main CPU 101 sends a prize ball specification command to the frame control board 200 indicating the number of prize balls corresponding to the prize slot into which the game ball entered. Furthermore, when any of the game states (non-time-saving game state, time-saving game state, special game state) is set, such as when a special game is started and a special game state is set, when a special game ends and a time-saving game state is set, or when a time-saving game state ends and a non-time-saving game state is set, the main CPU 101 sends a game state command indicating the set game state to the frame control board 200. Furthermore, if any main control management error occurs, the main CPU 101 sends an error command indicating the main control management error that occurred to the frame control board 200.
[0185] Here, a ring buffer is provided in the memory area of the main RAM 103, and each of the above commands is temporarily stored in the ring buffer at the time of occurrence (i.e., in the case of a prize ball designation command, when the entry of a game ball is detected by the sensor corresponding to each prize entry point; in the case of a game state command, when each game state is set; in the case of an error command, when each main control management error occurs), and is transmitted to the frame control board 200 in the order in which it is stored in the ring buffer.
[0186] The ring buffer is constructed by arranging a predetermined number of storage areas (in this embodiment, 24 storage areas from the 1st storage area to the 24th storage area) made up of the memory area of the main RAM 103 in a cyclical arrangement structure. When the above command, which is to be transmitted to the frame control board 200, is generated, the generated command is stored sequentially starting from the storage area following the storage area of the last stored command. For example, if the storage area of the last stored command was the 5th storage area, the next generated command will be stored in the 6th storage area, and the command after that will be stored in the 7th storage area. When a command is stored in the 24th storage area, the process returns to the beginning, and the next generated command will be stored in the 1st storage area. Initially, no commands are stored in any of the storage areas from the 1st to the 24th, and generated commands are stored sequentially starting from the first storage area. Furthermore, in the managed gaming machine P according to this configuration, the timer interrupt processing of the main control board 100, described later, executes a frame control transmission area storage process in which commands stored in the ring buffer are stored one by one in the frame control transmission area (an area composed of the storage area of the main RAM 103) in the order in which they were stored first. In addition, a frame control output process is executed to send the commands stored in the frame control transmission area to the frame control board 200. This timer interrupt processing is executed at predetermined intervals (24ms in this configuration) after communication between the main control board 100 and the frame control board 200 begins when the managed gaming machine P is started (after the main control board 100 sends the main command permission signal described later to the frame control board 200). Moreover, the frame control transmission area storage process and the frame control output process are always executed regardless of the main control state (game-ready state, setting confirmation state, setting change state, game-stopped state). As a result, regardless of the main control state, at predetermined intervals, the above commands (prize ball designation command, game state command, error command) stored in the ring buffer are transmitted one by one to the frame control board 200 in the order they were stored in the ring buffer. As mentioned above, in the game stop state, setting confirmation state, or setting change state, the game does not proceed, and the above command is not stored in the ring buffer. Therefore, in the game stop state, setting confirmation state, or setting change state, the above command stored in the ring buffer before these main control states are transmitted to the frame control board 200.
[0187] (Specific example 1) For example, as shown in Figure 12, during a non-time-saving game state, a prize ball specification command indicating the number of prize balls corresponding to the first starting prize entry 15 is stored in the second storage area, and a prize ball specification command indicating the number of prize balls corresponding to the general prize entry 14 is stored in the third storage area. Then, in this state, a game ball enters the first starting prize entry 15, generating a new prize ball specification command indicating the number of prize balls corresponding to the first starting prize entry 15, and a predetermined time (24 ms) has elapsed since the previous frame control transmission area storage process and frame control output process.
[0188] In this configuration, the managed gaming machine P is provided with a write pointer indicating the storage area for storing the generated command and a read pointer indicating the storage area for storing the command to be transmitted, as data for controlling the storage of the command in the storage area and transmission to the frame control board 200. The write pointer indicates the storage area where the most recently generated command is stored, and when the above command is generated, it indicates the storage area to be stored next. The main CPU 101 then stores the above command in the storage area indicated by this write pointer. The read pointer indicates the storage area where the most recently transmitted command was stored, and after the predetermined time has elapsed, it indicates the storage area where the next command to be transmitted is stored. The main CPU 101 then performs frame control transmission area storage processing and frame control output processing for the above command stored in the storage area indicated by this read pointer, thereby transmitting the command to the frame control board 200.
[0189] In the specific example 1 above, before a game ball enters the first starting prize entry point 15 and a new prize ball designation command indicating the number of prize balls corresponding to the first starting prize entry point 15 is generated, the light pointer is pointing to the third storage area and the read pointer is pointing to the first storage area. When the above prize ball designation command is generated, the light pointer points to the fourth storage area, which is the next storage area after the third storage area, and the main CPU 101 stores the above prize ball designation command in the fourth storage area. Furthermore, when a predetermined amount of time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer points to the third storage area, which is the next storage area after the second storage area. The main CPU 101 then executes the frame control transmission area storage process and frame control output process for the prize ball specification command, which is stored in the third storage area and indicates the number of prize balls corresponding to the general prize winning slot 14. As a result, the prize ball specification command is transmitted to the frame control board 200. After this, the same process as described above is repeated. That is, when a new command is generated, the command is stored in the next storage area indicated by the write pointer, and after a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the command stored in the next storage area indicated by the read pointer is sent to the frame control board 200.
[0190] Furthermore, if the storage area indicated by the write pointer matches the storage area indicated by the read pointer, the ring buffer will not contain any commands to send to the frame control board 200. In other words, all generated commands will be sent to the frame control board 200, and the ring buffer will be empty (the so-called ring buffer is empty).
[0191] (Summary of command storage and transmission when a game ball enters a specific area 57 during a minor win game) As described above, when a game ball enters a specific area 57 during a minor win game, the specific area detection sensor 57a detects the entry of the game ball. When a predetermined number (1) of game balls enter the specific area 57 during a minor win game, a special game is started, and the number of prize balls is added (prize balls are awarded) based on the game balls entering the large prize slot 18. In other words, when a game ball enters a specific area 57 during a minor win game, both a prize ball specification command indicating the number of prize balls corresponding to the large prize slot 18, and a game state command indicating that a special game state has been set are stored in the ring buffer. In this configuration of the managed gaming machine P, when a game ball enters a specific area 57 during a minor win game, the following commands are stored in the ring buffer in the order of a game state command indicating that a special game state has been set, followed by a prize ball specification command indicating the number of prize balls corresponding to the large prize opening 18. As a result, after the game state command indicating that a special game state has been set is sent to the frame control board 200, the prize ball specification command indicating the number of prize balls corresponding to the large prize opening 18 is sent to the frame control board 200. The frame control board 200 then recognizes that a special game state has been set based on the game state command received first, and the number of prize balls corresponding to the large prize opening 18, indicated by the prize ball specification command received afterward, is treated as having been awarded during the special game state. Therefore, if a game ball enters a specific area 57 during a minor win game, the frame control board 200 counts the total number of prize balls for the special game, assuming that the prize ball corresponding to the entry of this game ball (i.e., the prize ball based on the entry of the game ball into the large prize opening 18) occurred during the special game state, and uses this count value to calculate the special game base value.
[0192] (Specific example 2) For example, as shown in Figure 13, during a minor win game state (non-time-saving game state), a prize ball specification command indicating the number of prize balls corresponding to the general prize slot 14 is stored in the second storage area. In this state, a game ball enters the major prize slot 18 and enters the specific area 57.
[0193] In this example, as described above, the entry of a game ball into this specific area 57 generates both a prize ball designation command indicating the number of prize balls corresponding to the large prize winning area 18, and a game state command indicating that a special game state has been set. Furthermore, before the generation of the prize ball designation command and the game state command, the light pointer points to the second storage area, and the read pointer points to the first storage area. When the above-mentioned prize ball specification command and game state command are generated, the light pointer points to the third storage area, which is the storage area following the second storage area, and the main CPU 101 first stores the above-mentioned game state command (a game state command indicating that a special game state has been set) in the third storage area. Next, the light pointer points to the fourth storage area, which is the storage area following the third storage area, and the main CPU 101 stores the above-mentioned prize ball specification command (a prize ball specification command indicating the number of prize balls corresponding to the large prize winning slot 18) in the fourth storage area. Furthermore, when a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer points to the second storage area, which is the storage area following the first storage area, and the main CPU 101 executes frame control transmission area storage process and frame control output process for the prize ball specification command, which indicates the number of prize balls corresponding to the general prize winning slot 14 and is stored in the second storage area. As a result, the prize ball specification command is transmitted to the frame control board 200. Furthermore, when a predetermined time has elapsed since the execution of the frame control transmission area storage process and frame control output process for the prize ball specification state command, which is the storage area following the second storage area, the read pointer points to the third storage area, which is the storage area following the second storage area, and the main CPU 101 executes frame control transmission area storage process and frame control output process for the game state command, which indicates that a special game state has been set and is stored in the third storage area. As a result, the game state command is transmitted to the frame control board 200. Furthermore, after a predetermined time has elapsed since the execution of the frame control transmission area storage process and frame control output process for the game state command, the read pointer points to the fourth storage area, which is the next storage area after the third storage area. The main CPU 101 then executes the frame control transmission area storage process and frame control output process for the prize ball specification command, which is stored in the fourth storage area and indicates the number of prize balls corresponding to the large prize opening 18. As a result, the prize ball specification command is transmitted to the frame control board 200.
[0194] In this example, the prize balls awarded based on game balls entering the general prize slot 14 are considered to have occurred before the special game state was set (i.e., during the non-time-saving game state), and the total number of non-time-saving prize balls is counted. This count value is then used to calculate the low base value. In contrast, the prize balls awarded based on game balls entering the large prize slot 18 are considered to have occurred during the special game state, and the total number of special game prize balls is counted. This count value is then used to calculate the special game base value.
[0195] (Overview of command transmission during power outage and restoration) As described above, when a command to be sent to the frame control board 200 is generated, the commands are stored in the ring buffer in the order in which they were generated. Then, at predetermined intervals (24ms), the commands stored in the ring buffer are sent to the frame control board 200 one by one, in the order in which they were stored. In this configuration, the managed gaming machine P has a power outage while the above command is stored in the ring buffer, and when power is restored, the frame control transmission area storage process and frame control output process, which are executed first after power restoration, send a game state command indicating the game state at the time of restoration to the frame control board 200, before the command that was stored in the ring buffer at the time of power outage. In other words, the frame control transmission area storage process and frame control output process, which are executed first after power restoration, send a game state command indicating the game state at the time of restoration to the frame control board 200, but the frame control transmission area storage process and frame control output process, which are executed from the second time onward after power restoration, send the command that was stored first in the ring buffer to the frame control board 200. Thus, in the managed gaming machine P according to this configuration, the frame control transmission area storage process and frame control output process that are executed for the first time after power interruption and recovery, and the frame control transmission area storage process and frame control output process that are executed for the second time and beyond after power interruption and recovery, are configured to send commands to the frame control board 200 under different transmission conditions.
[0196] (Specific example 3) For example, as shown in Figure 14, during a special game state, both the third and fourth storage areas contain a prize ball designation command indicating the number of prize balls corresponding to the large prize winning opening 18. At this time, the light pointer points to the fourth storage area, and the read pointer points to the second storage area. In this state, a power outage occurs, and then the power is restored.
[0197] In this example, when power is restored after an outage, the read pointer points to the first storage area, which is the storage area before the second storage area, and the main CPU 101 stores a game state command in the second storage area that indicates the game state at the time power was restored (i.e., the special game state). Then, when the frame control transmission area storage process and frame control output process are executed for the first time after the power is restored, the read pointer indicating the first storage area points to the second storage area, which is the next storage area, and the main CPU 101 executes the frame control transmission area storage process and frame control output process for the game state command indicating a special game state stored in the second storage area. As a result, the game state command is transmitted to the frame control board 200. Furthermore, after a predetermined time has elapsed since the execution of the frame control transmission area storage process and frame control output process for the game state command, the read pointer points to the third storage area, which is the next storage area after the second storage area, and the main CPU 101 executes the frame control transmission area storage process and frame control output process for the prize ball specification command indicating the number of prize balls corresponding to the large prize opening 18, which is stored in the third storage area. As a result, the prize ball specification command is transmitted to the frame control board 200. Furthermore, after a predetermined time has elapsed since the execution of the frame control transmission area storage process and frame control output process for the prize ball specification command, the read pointer points to the fourth storage area, which is the next storage area after the third storage area. The main CPU 101 then executes the frame control transmission area storage process and frame control output process for the prize ball specification command stored in the fourth storage area, which indicates the number of prize balls corresponding to the large prize opening 18. As a result, the prize ball specification command is transmitted to the frame control board 200.
[0198] Furthermore, if a power outage occurs while a game state command indicating that a predetermined game state has been set is stored in the ring buffer, and power is restored after the power outage, first a game state command indicating the game state at the time of restoration is sent to the frame control board 200, and then the game state command stored in the ring buffer is sent to the frame control board 200.
[0199] (Summary of sending the call command) As described above, regardless of the main control state (playable state, setting confirmation state, setting change state, play stopped state), when the call button 7a for calling a hall employee is pressed, the call switch 7 turns on, and the main CPU 101 sends a call command to the frame control board 200 indicating that the call button 7a has been pressed. In this configuration of the managed gaming machine P, call commands are not stored in the ring buffer. After all commands stored in the ring buffer have been sent to the frame control board 200 (i.e., after the ring buffer is empty), the call command is directly stored in the frame control transmission area by the frame control transmission area storage process, and then sent to the frame control board 200 by the frame control output process. In other words, the call command is sent to the frame control board 200 only when there are no commands stored in the ring buffer.
[0200] (Specific example 4) For example, as shown in Figure 15, assume that during a non-time-saving game state, both the third and fourth storage areas contain a prize ball designation command indicating the number of prize balls corresponding to the first starting prize entry point 15. At this time, the light pointer points to the fourth storage area, and the read pointer points to the second storage area. Assume that the call button 7a is pressed in this state.
[0201] In this embodiment, the main control board 100 is provided with a call button press flag (configured in a predetermined storage area of the main RAM 103) that indicates that the call button 7a has been pressed. This call button press flag is turned on when the call button 7a is pressed and turned off when a call command is sent to the frame control board 200.
[0202] In this example, when the call button 7a is pressed, the call button press flag is turned on. However, at this point, the command is stored in the ring buffer, so the call command is not sent to the frame control board 200. Then, after a predetermined time has elapsed since the previous frame control transmission area storage process and frame control output process, the read pointer points to the third storage area, which is the next storage area after the second storage area. The main CPU 101 then executes the frame control transmission area storage process and frame control output process for the prize ball specification command, which is stored in the third storage area and indicates the number of prize balls corresponding to the first starting prize entry opening 15. As a result, the prize ball specification command is sent to the frame control board 200. At this point, since the command is still stored in the ring buffer, the call command is not sent to the frame control board 200. Furthermore, after a predetermined time has elapsed since the execution of the frame control transmission area storage process and frame control output process for the above-mentioned prize ball specification status command, the read pointer points to the fourth storage area, which is the storage area following the third storage area. The main CPU 101 then executes the frame control transmission area storage process and frame control output process for the prize ball specification command stored in the fourth storage area, which indicates the number of prize balls corresponding to the first starting prize entry opening 15. As a result, the prize ball specification command is transmitted to the frame control board 200. Then, when the prize ball designation command is transmitted to the frame control board 200, the command is not stored in the ring buffer. Therefore, when a predetermined time elapses after the execution of the storage process for the frame control transmission area and the frame control output process for the prize ball designation status command, the storage process for the frame control transmission area and the frame control output process are executed. After the call command is stored in the frame control transmission area, it is transmitted to the frame control board 200. When the call command is transmitted to the frame control board 200, the call button press flag is turned off.
[0203] In addition, even if a prize ball designation command, a game state command, or an error command newly occurs and is stored in the ring buffer before the call command is transmitted to the frame control board 200 after the call button is pressed, as described above, all the commands stored in the ring buffer are transmitted to the frame control board 200. After the ring buffer becomes empty, the call command is transmitted to the frame control board 200.
[0204] As described above, in the management gaming machine P according to this embodiment, when a game ball enters the specific area 57 during a minor hit game, after a game state command indicating that a special game state has been set is transmitted to the frame control board 200, a prize ball designation command indicating the number of prize balls corresponding to the big winning port 18 is transmitted to the frame control board 200. Then, in the frame control board 200, it is grasped that the special game state has been set by the previously received game state command, and the number of prize balls corresponding to the big winning port 18 indicated by the subsequently received prize ball designation command is treated as being given during the special game state. Thereby, when a game ball enters the specific area 57 during a minor hit game, in the frame control board 200, the prize balls corresponding to the entry of this game ball (prize balls based on the entry of the game ball into the big winning port 18) are counted as those generated during the special game state, and the special game base value can be calculated using this count value.
[0205] In addition, in the management gaming machine P according to this embodiment, commands are transmitted to the frame control board 200 under different transmission conditions in the frame control transmission area storage process and the frame control output process that are first executed after power failure recovery, and the frame control transmission area storage process and the frame control output process that are executed after the second time and later after power failure recovery. Thereby, appropriate commands corresponding to each can be transmitted to the frame control board 200 in the first process after power failure recovery and the process executed after the second time and later after power failure recovery.
[0206] In addition, in the management gaming machine P according to this embodiment, if a power failure occurs while a command is stored in the ring buffer and the power failure is recovered, the frame control transmission area storage process that is first executed after the power failure recovery, and The frame control output process is such that a game state command indicating the game state at the time of power failure recovery is transmitted to the frame control board 200 before the command stored in the ring buffer at the time of power failure. Thereby, the game state at that time can be reliably transmitted to the frame control board 200 at the time of power failure recovery.
[0207] For example, a prize ball designation command generated before entering a special game state and a game state command indicating that a special game state has been set are stored in the ring buffer, and a power failure occurs before these commands are transmitted to the frame control board 2 If the power failure is recovered, since it is a special game state at the time of power failure recovery, after a game state command indicating that it is a special game state is transmitted to the frame control board 200, the above-mentioned prize ball designation command is transmitted to the frame control board 200. Then, although the prize ball designation command was generated before the special game state, the prize ball corresponding to the prize ball designation command is counted as having occurred during the special game state. Furthermore, for example, if a prize ball designation command that occurred during a special game state and a game state command indicating that a time-saving game state has been set are stored in the ring buffer, and a power outage occurs before these commands are sent to the frame control board 200, and power is restored, then at the time of restoration the game state is a time-saving game state, so a game state command indicating that it is a time-saving game state is sent to the frame control board 200, and then the aforementioned prize ball designation command is sent to the frame control board 200. In this case, even though the ball sending designation command occurred during a special game state, the prize balls corresponding to the prize ball designation command will be counted as having occurred during a time-saving game state. In the managed gaming machine P according to this configuration, when power is restored after an interruption, a game state command indicating the game state at the time of restoration is sent to the frame control board 200 before any commands stored in the ring buffer. Therefore, in the above case, the number of prize balls will be counted in a game state different from the game state in which the prize balls were awarded. However, since these are extremely rare cases, no special measures are taken in the managed gaming machine P according to this configuration.
[0208] Furthermore, in the managed gaming machine P according to this configuration, regardless of the main control state (playable state, setting confirmation state, setting change state, play stopped state), when the call button 7a for calling a hall employee is pressed, a call command indicating that the call button 7a has been pressed is sent to the frame control board 200. This makes it possible to call a hall employee at any time, improving the convenience of the call button 7a (call switch 7).
[0209] Furthermore, in the managed gaming machine P according to this configuration, call commands are transmitted to the frame control board 200 only when no commands are stored in the ring buffer. This prevents situations where, for example, the call button 7a is pressed excessively, causing call commands to be sent to the frame control board 200 multiple times, which could hinder or delay the transmission of prize ball specification commands or game status commands to the frame control board 200.
[0210] (Display of low base value (game performance information)) In this configuration, the frame control RAM 203 counts the total number of outs, the total number of outs without time-saving features, the total number of prize balls without time-saving features, the total number of outs during special games, and the total number of prize balls during special games during a predetermined calculation period. Furthermore, the low base value (game performance information) and the special game base value are calculated using these count values, and the calculated low base value is displayed on the frame control display device 210. The calculation and display of the low base value will be explained below.
[0211] Specifically, although not shown in the diagram, the frame control RAM 203 in this embodiment is provided with a first area for counting the number of outs during all game states (non-time-saving game state, time-saving game state, special game state) during a predetermined calculation period and storing the total number of outs; a second area for counting the number of outs during the non-time-saving game state during the calculation period and storing the total number of non-time-saving outs; a third area for counting the number of prize balls awarded based on the number of game balls entering each prize slot during the non-time-saving game state during the calculation period and storing the total number of non-time-saving prize balls; a fourth area for calculating and storing the low base value for the calculation period based on the total number of non-time-saving outs stored in the second area and the total number of non-time-saving prize balls stored in the third area; and a fifth area capable of storing the low base value that was stored at the end of the calculation period (hereinafter also referred to as the final low base value) for up to N calculation periods (for example, 3). During a predetermined calculation period, the total number of outs stored in the first area is updated each time an out count is performed during any game state (non-time-saving game state, time-saving game state, special game state), the total number of outs in the non-time-saving game state stored in the second area is updated each time an out count is performed during a non-time-saving game state, and the total number of prize balls in the non-time-saving game state stored in the third area is updated each time a prize ball count is performed during a non-time-saving game state. Furthermore, during a predetermined calculation period, the low base value stored in the fourth area is updated each time the number of outs is counted or the number of prize balls is counted during a non-time-saving game state. In other words, during a predetermined calculation period, the low base value stored in the fourth area is updated each time the total number of outs or total prize balls during a non-time-saving game state is updated. As mentioned above, the low base value is the ratio of the total number of non-time-saving payouts to the total number of non-time-saving payouts, and is a decimal value calculated by dividing the total number of non-time-saving payouts by the total number of non-time-saving payouts. However, instead of storing the decimal value as is in the 4th and 5th regions, this decimal value is converted to a percentage and rounded to the first decimal place before being stored in the 4th and 5th regions. Furthermore, in the managed gaming machine P according to this configuration, if the rounded value exceeds "100", "99" is stored as the low base value in the 4th and 5th regions. Therefore, the low base value stored in the 4th and 5th regions will be an integer value in the range of "0 to 99".
[0212] In this configuration, the calculation period is the time from when the counting of the total number of outs in the first area begins until the total number of outs reaches a predetermined threshold (60,000 in this configuration). In this type of managed gaming machine P, the calculation preparation period begins after the initial power-on following factory shipment. During this calculation preparation period, the total number of outs is counted in the first area, but the total number of non-time-saving outs in the second area, the total number of non-time-saving prize balls in the third area, and the calculation of the low base value in the fourth area are not performed. The calculation preparation period ends when the total number of outs stored in the first area reaches the end number of the preparation period (for example, 200 balls). Upon completion of this calculation preparation period, the first, second, third, and fourth areas are all cleared (initialized), and the first calculation period begins. When a calculation period begins, the counting of the total number of outs in the first area, the counting of the total number of outs without time reduction in the second area, the counting of the total number of prize balls without time reduction in the third area, and the calculation of the low base value in the fourth area begin. When the total number of outs stored in the first area reaches the standard number, the calculation period ends. When the calculation period ends, the low base value (final low base value) that was stored in the fourth area at that time is stored in the fifth area, and the first, second, third, and fourth areas are all cleared, and the next calculation period begins. Furthermore, in the managed gaming machine P of this configuration, even if a RAM clear is performed, the first, second, third, fourth, and fifth areas of the frame control RAM 203 are not cleared, and only the ball retention memory area where the number of balls held is stored is cleared. In this specification, the calculation period during which the total number of outs, the total number of outs without time-saving measures, the total number of prize balls without time-saving measures are actually counted, and the low base value is calculated, will also be referred to as the "current calculation period."
[0213] Furthermore, the fifth region in this configuration consists of a total of three memory units, from the first to the third memory unit, and is capable of storing the final low base values for up to three calculation periods. Specifically, at the end of each calculation period (i.e., each time the total number of outs stored in the first area reaches a threshold), the final low base values stored in the first and second memory units of the fifth area are shifted to the memory unit with the next higher number, and the low base value that was stored in the fourth area at that time is stored in the first memory unit of the fifth area. In other words, at the end of each calculation period, the final low base value stored in the third memory unit is updated to the final low base value stored in the second memory unit, the final low base value stored in the second memory unit is updated to the final low base value stored in the first memory unit, and the final low base value stored in the first memory unit is updated to the low base value that was stored in the fourth area at the end of that calculation period. As a result, the first memory unit of the fifth area stores the final low base value for the calculation period immediately preceding the current calculation period, the second memory unit of the fifth area stores the final low base value for the calculation period two periods prior to the current calculation period, and the third memory unit of the fifth area stores the final low base value for the calculation period three periods prior to the current calculation period. In other words, the fifth area always stores the final low base values for the three most recent calculation periods in order from the first memory unit.
[0214] More specifically, for example, when the first calculation period (hereinafter also referred to as the first calculation period), which begins after the calculation preparation period ends, ends, the low base value stored in the fourth area at that time (hereinafter also referred to as the first final low base value) is stored in the first storage unit of the fifth area. Note that at the time of the initial power-on, the final low base value is not stored in the first, second, or third storage units. Therefore, when the first calculation period ends, although the above shift occurs, the final low base value is not yet stored in the second or third storage units. Consequently, during the calculation period that begins after the end of the first calculation period (hereinafter also referred to as the second calculation period), the first final low base value is stored in the first storage unit, while the final low base value is not stored in the second or third storage units.
[0215] When the second calculation period ends, the first final low base value stored in the first memory unit of the fifth area is shifted to the second memory unit, and the low base value stored in the fourth area at this point (hereinafter also referred to as the second final low base value) is stored in the first memory unit of the fifth area. As described above, the final low base value is not yet stored in the third memory unit. Therefore, during the calculation period that begins after the end of the second calculation period (hereinafter also referred to as the third calculation period), the second final low base value is stored in the first memory unit, the first final low base value is stored in the second memory unit, and the final low base value is not stored in the third memory unit.
[0216] When the third calculation period ends, the first final low base value stored in the second memory unit of the fifth area is shifted to the third memory unit, the second final low base value stored in the first memory unit of the fifth area is shifted to the second memory unit, and the low base value stored in the fourth area at this point (hereinafter also referred to as the third final low base value) is stored in the first memory unit of the fifth area. Therefore, during the calculation period that begins after the end of the third calculation period (hereinafter also referred to as the fourth calculation period), the third final low base value is stored in the first memory unit, the second final low base value is stored in the second memory unit, and the first final low base value is stored in the third memory unit.
[0217] When the fourth calculation period ends, the second final low base value stored in the second memory unit of the fifth area is shifted to the third memory unit, the third final low base value stored in the first memory unit of the fifth area is shifted to the second memory unit, and the low base value stored in the fourth area at this point (hereinafter also referred to as the fourth final low base value) is stored in the first memory unit of the fifth area. The first final low base value that was stored in the third memory unit is erased as a result of the above shift. Therefore, during the calculation period that begins after the end of the fourth calculation period (hereinafter also referred to as the fifth calculation period), the fourth final low base value will be stored in the first memory unit, the third final low base value will be stored in the second memory unit, and the second final low base value will be stored in the third memory unit.
[0218] Similarly, when a calculation period ends, the final low base value stored in the third memory unit is erased, the final low base value stored in the second memory unit is shifted to the third memory unit, the final low base value stored in the first memory unit is shifted to the second memory unit, and the low base value stored in the fourth area at this point is stored in the first memory unit. Therefore, during a calculation period from the fourth calculation period onward, the final low base value from the calculation period immediately preceding that calculation period is stored in the first memory unit, the final low base value from the calculation period two periods prior to that calculation period is stored in the second memory unit, and the final low base value from the calculation period three periods prior to that calculation period is stored in the third memory unit.
[0219] Then, at predetermined switching times (5 seconds in this configuration), the frame control CPU 201 sequentially switches between the low base value stored in the fourth area (i.e., the low base value for the current calculation period), the final low base value stored in the first storage unit of the fifth area (i.e., the final low base value for the calculation period immediately preceding the current calculation period), the final low base value stored in the second storage unit of the fifth area (i.e., the final low base value for the calculation period two periods prior to the current calculation period), and the final low base value stored in the third storage unit of the fifth area (i.e., the final low base value for the calculation period three periods prior to the current calculation period), and displays them on the frame control display device 210.
[0220] In the managed gaming machine P according to this configuration, the low base value and the final low base value are displayed on the third display 210c, fourth display 210d, fifth display 210e, and sixth display 210f, which are among the six 7-segment displays that make up the frame control display device 210. Specifically, the fifth display unit 210e and the sixth display unit 210f display the target low base value or the final low base value. As described above, the low base value and the final low base value for the current calculation period, stored in the fourth and fifth areas, are integer values in the range of 0 to 99. The fifth display unit 210e displays the tens digit of the target low base value or the final low base value, and the sixth display unit 210f displays the units digit of the target low base value or the final low base value. Furthermore, the third display unit 210c and the fourth display unit 210d display the type of calculation period corresponding to the currently displayed low base value or the final low base value. In the managed gaming machine P of this configuration, the following are displayed to indicate the current calculation period: "bL" (the letter "b" is displayed on the third display unit 210c and the letter "L" on the fourth display unit 210d); "b1" (the letter "b" is displayed on the third display unit 210c and the letter "1" on the fourth display unit 210d) to indicate the calculation period immediately preceding the current calculation period; "b2" (the letter "b" is displayed on the third display unit 210c and the letter "2" on the fourth display unit 210d) to indicate the calculation period two periods preceding the current calculation period; and "b3" (the letter "b" is displayed on the third display unit 210c and the letter "3" on the fourth display unit 210d) to indicate the calculation period three periods preceding the current calculation period. Furthermore, the indication of the type of calculation period is not limited to these, as long as it is in a manner that allows each calculation period to be identified.
[0221] For example, if the low base value during the current calculation period (the low base value stored in the fourth area) is "75", the frame control display device 210 will light up the characters "bL75". That is, the third display 210c will light up the character "b", the fourth display 210d will light up the character "L", the fifth display 210e will light up the character "7", and the sixth display 210f will light up the character "5". Also, for example, when the final low base value (the final low base value stored in the first storage unit in the fifth area) in the calculation period immediately before the current calculation period is "82", the frame control display device 210 performs a lighting display of the characters "b182". That is, a lighting display of the character "b" is performed on the third display 210c, a lighting display of the character "1" is performed on the fourth display 210d, a lighting display of the character "8" is performed on the fifth display 210e, and a lighting display of the character "2" is performed on the sixth display 210f. Also, for example, when the final low base value (the final low base value stored in the second storage unit in the fifth area) in the calculation period two before the current calculation period is "5", the frame control display device 210 performs a lighting display of the characters "b205". That is, a lighting display of the character "b" is performed on the third display 210c, a lighting display of the character "2" is performed on the fourth display 210d, a lighting display of the character "0" is performed on the fifth display 210e, and a lighting display of the character "5" is performed on the sixth display 210f. Also, for example, when the final low base value (the final low base value stored in the third storage unit in the fifth area) in the calculation period three before the current calculation period is "0", the frame control display device 210 performs a lighting display of the characters "b300". That is, a lighting display of the character "b" is performed on the third display 210c, a lighting display of the character "3" is performed on the fourth display 210d, a lighting display of the character "0" is performed on the fifth display 210e, and a lighting display of the character "0" is performed on the sixth display 210f.
[0222] Hereinafter, more specifically, the display of the low base value and the final low base value in this embodiment will be described. In the managed gaming machine P of this configuration, when the calculation preparation period begins after the first power-on following factory shipment, the frame control display device 210 starts displaying information. As described above, during the calculation preparation period, the count of the total non-time-saving payouts, the count of the total non-time-saving payouts, and the calculation of the low base value are not performed. Furthermore, since the calculation period has not yet started, the low base value for the current calculation period is not stored in the fourth area, and the final low base value for the calculation period immediately preceding the current calculation period, the final low base value for the calculation period two periods prior to the current calculation period, and the final low base value for the calculation period three periods prior to the current calculation period are not stored in the fifth area. Therefore, during this calculation preparation period, a display indicating that each low base value is not stored is shown.
[0223] Specifically, when the calculation preparation period begins, the frame control display device 210 starts displaying an unstored indicator P1 indicating that the low base value for the current calculation period has not been stored (for example, the third display 210c flashes the letter "b", the fourth display 210d flashes the letter "L", and both the fifth display 210e and the sixth display 210f light up the letter "-"). Subsequently, each time the above-mentioned switching time has elapsed, an unstored indicator P2 is displayed indicating that the final low base value for the calculation period immediately preceding the current calculation period has not been stored (for example, the third display 210c flashes the letter "b", the fourth display 210d flashes the letter "1", and both the fifth display 210e and the sixth display 210f light up the letter "-"). The displays sequentially switch from an indication such as a light-up of a character to an unremembered display P3 (for example, a display such as a blinking "b" on the third display 210c, a blinking "2" on the fourth display 210d, and a light-up of the character "-" on the fifth display 210e and sixth display 210f) to an unremembered display P4 (for example, a display such as a blinking "b" on the third display 210c, a blinking "3" on the fourth display 210d, and a light-up of the character "-" on the fifth display 210e and sixth display 210f). After the unremembered display P4 is displayed, it returns to the unremembered display P1. These displays are repeated until the calculation preparation period ends. Thus, during the calculation preparation period, the frame control display device 210 continuously displays a cycle of 5 seconds of unstored display P1 → 5 seconds of unstored display P2 → 5 seconds of unstored display P3 → 5 seconds of unstored display P4 → 5 seconds of unstored display P1 → ...
[0224] Subsequently, when the calculation preparation period ends and the calculation period begins, a message indicating that the low base values for the calculation preparation period mentioned above are not stored will be displayed, followed by the display of the low base values for the current calculation period and the final low base value. Specifically, when the calculation period begins, the frame control display device 210 starts displaying the low base value for the current calculation period C1 (for example, the third display 210c lights up the letter "b", the fourth display 210d lights up the letter "L", the fifth display 210e lights up the tens digit of the low base value stored in the fourth area, and the fifth display 210e lights up the units digit of the low base value stored in the fourth area). Subsequently, after the aforementioned switching time has elapsed, the display C2 of the final low base value for the calculation period immediately preceding the current calculation period (for example, the third display 210c lights up the letter "b", the fourth display 210d lights up the letter "1", the fifth display 210e lights up the tens digit of the low base value stored in the first memory unit of the fifth area, and the fifth display 210e lights up the units digit of the low base value stored in the first memory unit of the fifth area) (Display in the manner of displaying) → Display of the final low base value in the calculation period two periods prior to the current calculation period C3 (For example, displaying the letter "b" on the third display unit 210c, the letter "2" on the fourth display unit 210d, the tens digit of the low base value stored in the second memory unit of the fifth area on the fifth display unit 210e, and the units digit of the low base value stored in the second memory unit of the fifth area on the fifth display unit 210e) ) →The display then sequentially switches to display C4, which shows the final low base value from the calculation period three periods prior to the current calculation period (for example, the third display unit 210c lights up the letter "b", the fourth display unit 210d lights up the letter "2", the fifth display unit 210e lights up the tens digit of the low base value stored in the third memory unit of the fifth area, and the fifth display unit 210e lights up the units digit of the low base value stored in the third memory unit of the fifth area). After display C4 is performed, it returns to display C1. These displays are repeatedly performed after the start of the calculation period. Thus, after the start of the calculation period, the frame control display device 210 continuously displays a cyclical sequence of 5-second displays C1 → 5-second displays C2 → 5-second displays C3 → 5-second displays C4 → 5-second displays C1 → ...
[0225] Furthermore, during the first calculation period following the end of the calculation preparation period, the final low base value from the calculation period immediately preceding the current calculation period, the final low base value from the calculation period two periods prior to the current calculation period, and the final low base value from the calculation period three periods prior to the current calculation period are not yet stored. Therefore, during this calculation period, instead of displays C2, C3, and C4 being performed, unstored displays P2, P3, and P4 are performed. Furthermore, during the second calculation period following the end of the calculation preparation period, the final low base value from the calculation period two periods prior to the current calculation period, and the final low base value from the calculation period three periods prior to the current calculation period, are not yet stored. Therefore, during this calculation period, instead of displaying C3 and C4, unstored displaying P3 and unstored displaying P4 are performed. Furthermore, during the third calculation period following the end of the calculation preparation period, the final low base value from the calculation period three periods prior to the current calculation period is not yet stored. Therefore, during this calculation period, instead of displaying C4, displaying "not stored" P4 is performed.
[0226] Furthermore, instead of always displaying the above-mentioned displays C1, C2, C3, and C4 during each calculation period, the display mode may be changed according to the total number of outs since the start of each calculation period. For example, until the total number of outs since the start of each calculation period reaches a predetermined switching number (e.g., 6000), the third display unit 210c and the fourth display unit 210d may display blinking characters, and after reaching that switching number, the third display unit 210c and the fourth display unit 210d may display illuminated characters. In this case, the display on the frame control display device 210 allows the user to determine whether the total number of outs has not been reached or has been reached during each calculation period.
[0227] Furthermore, the game performance information calculated and stored in the frame control RAM 203 and displayed on the frame control display device 210 is not limited to low base values. For example, it may also calculate, store, and display the special game base value, special electric prize ratio, prize ratio, etc.
[0228] (Summary of indications for frame control state errors) In the managed gaming machine P according to this embodiment, when a frame control management error occurs managed by the frame control board 200, the frame control CPU 201 displays the error code corresponding to the frame control management error that occurred on the frame control display device 210, thereby indicating that the frame control management error is currently occurring. This frame control state error indication starts when the start condition corresponding to each error is met (when the corresponding frame control management error occurs) and ends when the end condition corresponding to each error is met.
[0229] Specifically, there are 21 types of frame control management errors, including frame control RAM abnormality error, frame control backup abnormality error, main control mismatch error, management game machine internal communication abnormality error, radio wave detection error, prize entry abnormality error, rectifier outlet abnormality error, rectifier solenoid abnormality error, rectifier inlet abnormality error, lifting abnormality error, out sensor abnormality error, out passage ball jamming error, foul passage ball jamming error, game ball circulation abnormality error, excessive number of circulating balls error, insufficient number of circulating balls error, main control unconnected error, dedicated unit unconnected error, game ball count clear error, outer frame open error, and inner frame open error. When the start conditions corresponding to each error are met, a frame control management error indication that suggests the occurrence of that error is executed.
[0230] In this embodiment, the frame control ROM 202 is provided with a frame control management error suggestion table ET, as shown in Figure 16, which defines control data such as the error code displayed on the frame control display device 210, start conditions, end conditions, and priority (described later) for each possible frame control management error. The frame control CPU 201 controls the execution of frame control management error suggestions by referring to this frame control management error suggestion table ET. The following describes the overview of each frame control management error, and then, with reference to Figure 16, specifically explains the control data that suggests each frame control management error.
[0231] (1) Frame control RAM abnormal error A frame control RAM abnormality error indicates that it is impossible to read or write data to the frame control RAM 203. For example, if a component mounted on the frame control board 200 is damaged, and it becomes impossible to read or write data to the frame control RAM 203 at a predetermined judgment point (for example, when power is restored after an interruption or when reading or writing to the frame control RAM 203 is performed), a frame control RAM abnormality error will occur. When a frame control RAM abnormality error occurs, power to the lifting motor 532, power to the rectifier solenoid 521, and power to the launch motor 503 will be stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of a frame control RAM abnormality error as the starting condition for the frame control management error suggestion for that error, and the power being turned on again (power recovery from power outage) as the ending condition for the frame control management error suggestion for that error. In other words, when a frame control RAM abnormality error occurs, the corresponding frame control management error suggestion is started, and when the power is turned on again (the power is turned off and on and recovered from power outage), the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a frame control RAM abnormality error 'km' (for example, the characters "H02" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "0", and the sixth display 210f lights up the number "2")). Furthermore, the priority for frame control RAM abnormality errors is "1" (the highest priority).
[0232] (2) Frame control backup abnormal error The frame control backup error indicates that an inconsistency has occurred in the data stored in the frame control RAM 203 when power is restored after an outage. In the managed gaming machine P according to this configuration, a backup process is executed to back up the data stored in the frame control RAM 203 when an outage occurs. When power is restored after an outage, if there is an inconsistency between the data in the frame control RAM 203 that was backed up at the time of the outage and the data in the frame control RAM 203 that is stored at the time of restoration, the frame control backup error occurs. In addition, the frame control backup error also occurs when the power is turned on for the first time after the machine is shipped from the factory, because the backup process has not been executed and the backed-up data in the frame control RAM 203 does not exist. When the frame control backup error occurs, power to the lifting motor 532, the rectifier solenoid 521, and the launch motor 503 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of a frame control backup abnormality error as the start condition corresponding to the frame control management error suggestion for that error, and the error release switch 220 being turned ON as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a frame control backup abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned ON, the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a frame control backup abnormal error 'H01' (for example, the letters "H01" are displayed (for example, the letter "H" is lit up on the fourth display 210d, the number "0" is lit up on the fifth display 210e, and the number "1" is lit up on the sixth display 210f)). Furthermore, the priority for frame control backup abnormality errors is "2nd" (second priority).
[0233] (3) Main control mismatch error A main control mismatch error indicates that the game machine identification code received from the main control board 100 does not match the game machine identification code stored in the frame control ROM 202 of the frame control board 200. In the managed game machine P according to this embodiment, at a predetermined transmission time (for example, when power is restored), the main CPU 101 of the main control board 100 transmits the game machine identification code stored in the main ROM 102 to the frame control board 200. If the game machine identification code received from the main control board 100 does not match the game machine identification code stored in the frame control ROM 202, a main control mismatch error occurs. Furthermore, the frame control management error suggestion table ET defines the occurrence of a main control mismatch error as the starting condition for the frame control management error suggestion for that error, and the elapsed time of a predetermined automatic release period (e.g., 3 seconds) as the ending condition for the frame control management error suggestion for that error. In other words, when a main control mismatch error occurs, the corresponding frame control management error suggestion is initiated, and when the aforementioned automatic release period has elapsed, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a main control mismatch error (for example, the characters "H08" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "0", and the sixth display 210f lights up the number "8")). Furthermore, the priority of the main control mismatch error is "3rd" (the third highest priority).
[0234] (4) Communication error within the managed gaming machine The internal communication error in the managed gaming machine indicates that an abnormality has occurred in communication with the main control board 100. As mentioned above, the main control board 100 and the frame control board 200 are connected in a way that allows for bidirectional communication, but the internal communication error in the managed gaming machine occurs when an abnormality occurs in sending data or commands to the main control board 100 or receiving data or commands from the main control board 100. Furthermore, the frame control management error suggestion table ET defines the occurrence of an internal communication abnormality error in the gaming machine as the start condition for the frame control management error suggestion for that error, and the turning on of the error release switch 220 as the end condition for the frame control management error suggestion for that error. In other words, when an internal communication abnormality error occurs in the gaming machine, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an error message indicating an abnormal communication error within the managed gaming machine (for example, the characters "H06" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "0", and the sixth display 210f lights up the number "6")). Furthermore, the priority for communication abnormality errors within the managed gaming machine is "4th" (the fourth priority).
[0235] (5) Radio wave detection error A radio wave detection error indicates that radio waves have been emitted to the managed gaming machine P. A radio wave detection error occurs when a radio wave detection signal is received based on the detection of radio waves by the radio wave detection sensor 35, or when a break in the cable connecting the radio wave detection sensor 35 and the frame control board 200 is detected after a predetermined break detection time (for example, 100 milliseconds). Furthermore, the frame control management error suggestion table ET defines the occurrence of a radio wave detection error as the start condition corresponding to the frame control management error suggestion for that error, and defines the termination condition corresponding to the frame control management error suggestion for that error as either the reception of the radio wave detection signal stopping (i.e., radio waves no longer being detected) or the aforementioned disconnection not being detected for a predetermined disconnection release time (e.g., 60 milliseconds). In other words, when a radio wave detection error occurs, the corresponding frame control management error suggestion is initiated, and when the reception of the radio wave detection signal stops or the aforementioned disconnection is not detected for the aforementioned disconnection release time, the frame control management error suggestion is terminated. Furthermore, in the indication of this frame control management error, the frame control display device 210 displays a radio wave detection error (for example, the characters "H66" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "6", and the sixth display 210f lights up the number "6")). Furthermore, the priority for radio wave detection errors is "5th" (the 5th priority).
[0236] (6) Prize entry error An abnormal prize winning error indicates that the number of game balls detected by the out sensor 601 is excessive compared to the number of game balls launched (i.e., that prize balls are being awarded that are not based on the launch of game balls). An abnormal prize winning error occurs when the number obtained by subtracting the number of game balls launched (the number of times the rectifier outlet sensor 523 switched from on to off) from the number of game balls detected by the out sensor 601 (the number of times the out signal was output) exceeds a predetermined abnormal detection number (for example, 100 balls). Furthermore, the frame control management error suggestion table ET defines the occurrence of a prize-winning abnormality error as the start condition corresponding to the frame control management error suggestion for that error, and the error release switch 220 being turned on as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a prize-winning abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. Furthermore, in the indication of this frame control management error, the frame control display device 210 displays an abnormal prize winning error (for example, the characters "H69" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "6", and the sixth display 210f lights up the number "9")). Furthermore, the priority for award-winning error is "6th" (6th priority).
[0237] (7) Rectifier outlet malfunction error The rectifier outlet abnormality error indicates that game balls are stuck at the outlet of the rectifier 520 (i.e., a game ball jam has occurred). When the rectifier outlet sensor 523 detects game balls for a predetermined outlet abnormality detection time (for example, 500 milliseconds), that is, when the rectifier outlet sensor 523 is turned on (a rectifier outlet detection signal is output) for the predetermined outlet abnormality detection time, the rectifier outlet abnormality error occurs. When the rectifier outlet abnormality error occurs, power to the lifting motor 532 and power to the rectifier solenoid 521 are stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of a rectifier outlet abnormality error as the starting condition for the frame control management error suggestion for the error in question, and defines the failure of the rectifier outlet sensor 523 to detect game balls for a predetermined exit abnormality release time (for example, 500 milliseconds) as the ending condition for the frame control management error suggestion for the error in question. In other words, when a rectifier outlet abnormality error occurs, the corresponding frame control management error suggestion is initiated, and when the rectifier outlet sensor 523 does not detect game balls for the aforementioned exit abnormality release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a rectifier outlet abnormality error (for example, the characters "H32" (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "3", and the sixth display 210f lights up the number "2")). Furthermore, the priority for the rectifier outlet abnormality error is "7th" (the 7th priority).
[0238] (8) Rectifier solenoid malfunction error The rectifier solenoid malfunction error indicates that a malfunction has occurred in the rectifier solenoid 521. When the outer frame 3 is closed, if the rectifier inlet sensor 522 remains ON for a predetermined judgment start time (e.g., 1.5 seconds) or longer, even though the rectifier solenoid 521 is not energized, the rectifier solenoid malfunction error occurs when the rectifier inlet sensor 522 changes from ON to OFF (when the output of the rectifier inlet detection signal stops). When the outer frame 3 is open, the rectifier solenoid malfunction error does not occur even if the above conditions are met. Also, when the rectifier solenoid malfunction error occurs, the power supply to the lifting motor 532 is stopped. In this configuration of the managed gaming machine P, a predetermined timer provided on the frame control board 200 measures the time during which the rectifier inlet sensor 522 is ON, thereby enabling the determination that the rectifier inlet sensor 522 has remained ON for a predetermined judgment start time or longer. Furthermore, the frame control management error suggestion table ET defines the occurrence of a rectifier solenoid malfunction error as the start condition corresponding to the frame control management error suggestion for that error, and the turning on of the error release switch 220 as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a rectifier solenoid malfunction error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a rectifier solenoid abnormality error 'k' (for example, the characters "H14" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "1", and the sixth display 210f lights up the number "4")). Furthermore, the priority for the rectifier solenoid malfunction error is "8th" (the 8th priority).
[0239] (9) Rectifier inlet abnormal error The rectifier inlet abnormality error indicates that game balls are stuck at the inlet of the rectifier 520 (a game ball jam has occurred). The rectifier inlet abnormality error occurs if, despite the rectifier solenoid 521 being energized, the rectifier inlet sensor 522 continues to detect game balls for a predetermined inlet abnormality detection time (for example, 1 second), that is, if the rectifier inlet sensor 522 remains ON (the rectifier inlet detection signal continues to be output). Furthermore, the frame control management error suggestion table ET defines the occurrence of a rectifier inlet abnormality error as the start condition corresponding to the frame control management error suggestion for that error, and the turning on of the error release switch 220 as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a rectifier solenoid abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a rectifier inlet abnormality error 100 (for example, the characters "H15" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "1", and the sixth display 210f lights up the number "5")). Furthermore, the priority for the rectifier inlet abnormality error is "9th" (the 9th priority).
[0240] (10) Pumping error The lifting abnormality error indicates that there is a problem with the lifting motor 532. The lifting abnormality error occurs if the rotation detection sensor 533 does not detect the rotation of the screw conveyor 531, even though the lifting motor 532 is energized; in other words, the rotation detection sensor 533 does not turn on (no rotation detection signal is output). When a lifting abnormality error occurs, power to the lifting motor 532 and the rectifier solenoid 521 are cut off. Furthermore, the frame control management error suggestion table ET defines the occurrence of a lifting abnormality error as the start condition corresponding to the frame control management error suggestion for that error, and the turning on of the error release switch 220 as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a lifting abnormality error occurs, the corresponding frame control management error suggestion is started, and when the error release button 220a is pressed and the error release switch 220 is turned on, the frame control management error suggestion ends. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a lifting abnormality error (for example, the characters "H17" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "1", and the sixth display 210f lights up the number "7")). Furthermore, the priority for the lifting abnormality error is "10th" (10th priority).
[0241] (11) Out-of-sensor error The out-sensor malfunction error indicates that the cable connecting the out-sensor 601 and the frame control board 200 is broken. When the cable is broken after a predetermined out-sensor break detection time (for example, 100 milliseconds), the out-sensor malfunction error occurs. When the out-sensor malfunction error occurs, power to the lifting motor 532 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of an out-of-sensor abnormality error as the start condition for the frame control management error suggestion for that error, and defines the termination condition for the frame control management error suggestion for that error as the above-mentioned disconnection not being detected for a predetermined out-of-sensor disconnection release time (e.g., 100 milliseconds). In other words, when an out-of-sensor abnormality error occurs, the corresponding frame control management error suggestion is initiated, and when the above-mentioned disconnection is not detected for the above-mentioned out-of-sensor disconnection release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an out-of-sensor error (for example, the characters "H26" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "2", and the sixth display 210f lights up the number "6")). Furthermore, the priority for out-of-sensor error is "11th" (11th priority).
[0242] (12) Ball jammed in the out-of-aisle, error The out-passage ball jam error indicates that a game ball is stuck in the out-passage 600 (a game ball jam has occurred). When the out-sensor 601 detects a game ball for a predetermined out-passage jamming time (for example, 500 milliseconds), that is, when the out-sensor 601 turns on (outputs an out signal) for the predetermined out-passage jamming time, the out-passage ball jam error occurs. When the out-passage ball jam error occurs, power to the lifting motor 532 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of an out-path ball jam error as the starting condition for the frame control management error suggestion for that error, and defines the failure of the out-sensor 601 to detect a game ball for a predetermined out-path jam release time (for example, 500 milliseconds) as the ending condition for the frame control management error suggestion for that error. In other words, when an out-path ball jam error occurs, the corresponding frame control management error suggestion is initiated, and when the out-sensor 601 does not detect a game ball for the aforementioned out-path jam release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an out-path sphere jam error (for example, the letters "H30" are displayed (for example, the letter "H" is lit up on the fourth display 210d, the number "3" is lit up on the fifth display 210e, and the number "0" is lit up on the sixth display 210f)). Furthermore, the priority for an error involving a ball jamming in the out-of-bounds aisle is "12th" (12th priority).
[0243] (13) Foul ball gets stuck in aisle, error The foul passage ball jam error indicates that a game ball is stuck in the foul passage 610 (a game ball jam has occurred). The foul ball sensor 611 detects a game ball for a predetermined foul passage jam time (for example, 222 milliseconds), that is, the foul ball sensor 611 turns on (outputs a foul signal) for the predetermined foul passage jam time, and a foul passage ball jam error occurs. When a foul passage ball jam error occurs, power to the lifting motor 532 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of a foul passage ball jam error as the starting condition for the frame control management error suggestion for the error in question, and defines the failure of the foul ball sensor 611 to detect a game ball for a predetermined foul passage jam release time (for example, 222 milliseconds) as the ending condition for the frame control management error suggestion for the error in question. In other words, when a foul passage ball jam error occurs, the corresponding frame control management error suggestion is initiated, and when the foul ball sensor 611 does not detect a game ball for the aforementioned foul passage jam release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a foul passage ball jam error (for example, the letters "H31" are displayed (for example, the letter "H" is lit up on the fourth display 210d, the number "3" is lit up on the fifth display 210e, and the number "1" is lit up on the sixth display 210f)). Furthermore, the priority for a foul ball getting stuck in a passageway is "13th" (13th priority).
[0244] (14) Game ball circulation abnormality error The game ball circulation abnormality error indicates that the game ball has not reached the inlet of the rectifier 520 (i.e., the game ball is not located at the inlet of the rectifier 520). If the rectifier inlet sensor 522 does not detect the game ball for a predetermined circulation abnormality period (for example, 1.5 seconds, or 1 second while the outer frame 3 is open), that is, if the rectifier inlet sensor 522 is turned off (no rectifier inlet detection signal is output) for the predetermined circulation abnormality period, the game ball circulation abnormality error occurs. When the game ball circulation abnormality error occurs, power to the rectifier solenoid 521 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of a game ball circulation abnormality error as the starting condition for the frame control management error suggestion for the error in question, and the detection of a game ball by the rectifier inlet sensor 522 as the ending condition for the frame control management error suggestion for the error in question. In other words, when a game ball circulation abnormality error occurs, the corresponding frame control management error suggestion is initiated, and when a game ball is detected by the rectifier inlet sensor 522, the frame control management error suggestion is terminated. Furthermore, in the indication of this frame control management error, the frame control display device 210 displays a game ball circulation abnormality error (for example, the characters "H21" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "2", and the sixth display 210f lights up the number "1")). Furthermore, the priority for the game ball circulation abnormality error is "14th" (14th priority).
[0245] (15) Excessive circulating ball count error The circulating ball count excess error indicates that there is an excess number of game balls stored in the managed game machine P. When the outer frame 3 is open and no control is being performed to lift the game balls, or when the circulating ball count excess sensor 511 detects game balls for a predetermined excess detection time (e.g., 1 second) after the outer frame 3 has been closed, the circulating ball count excess error occurs when the circulating ball count excess sensor 511 turns on (outputs an excess detection signal) for the predetermined excess detection time. Furthermore, the frame control management error suggestion table ET defines the occurrence of an excess number of circulating balls error as the starting condition for the frame control management error suggestion for the error in question, and defines the failure of the circulating ball excess sensor 511 to detect game balls for a predetermined excess release time (for example, 1 second) as the ending condition for the frame control management error suggestion for the error in question. In other words, when an excess number of circulating balls error occurs, the corresponding frame control management error suggestion is initiated, and when the circulating ball excess sensor 511 does not detect game balls for the aforementioned excess release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an error message indicating an excessive number of circulating balls (for example, the characters "H25" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "2", and the sixth display 210f lights up the number "5")). Furthermore, the priority for the "excessive circulating ball count" error is "15th" (15th priority).
[0246] (16) Error due to insufficient number of circulating balls A circulating ball count shortage error indicates that the number of game balls contained within the managed game machine P is insufficient. When the outer frame 3 is open and no control is being performed to lift game balls, or when the circulating ball count shortage sensor 512 does not detect game balls for a predetermined shortage detection time (for example, 1 second) between the closing of the outer frame 3 and the elapsed time of the aforementioned circulating ball count determination time (10 seconds), if the circulating ball count shortage sensor 512 turns off (the output of the shortage detection signal stops) for the predetermined shortage detection time, a circulating ball count shortage error occurs. Furthermore, the frame control management error suggestion table ET defines the occurrence of a circulating ball count shortage error as the start condition corresponding to the frame control management error suggestion for that error, and defines the detection of game balls by the circulating ball count shortage sensor 512 for a predetermined shortage release time (for example, 1 second) as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a circulating ball count shortage error occurs, the corresponding frame control management error suggestion is started, and when the detection of game balls by the circulating ball count shortage sensor 512 is performed for the aforementioned shortage release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a message indicating an insufficient number of circulating balls error (for example, the characters "H24" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "2", and the sixth display 210f lights up the number "4")). Furthermore, the priority for errors related to insufficient circulating balls is "16th" (16th priority).
[0247] (17) Main control not connected error The main control disconnection error indicates that the main control board 100 and the frame control board 200 are not connected. In the managed gaming machine P according to this configuration, when the main control startup process performed on the main control board 100 is completed after a power outage, a main command permission signal is sent from the main control board 100 to the frame control board 200, indicating that the main control board 100 is capable of receiving commands from the frame control board 200. If the frame control board 200 does not receive the main command permission signal within a predetermined non-reception detection time (for example, 100 ms), a main control disconnection error occurs. Furthermore, the frame control management error suggestion table ET defines the occurrence of a main control disconnection error as the start condition corresponding to the frame control management error suggestion for that error, and the reception of the main command permission signal from the main control board 100 as the end condition corresponding to the frame control management error suggestion for that error. In other words, when a main control disconnection error occurs, the corresponding frame control management error suggestion is started, and when the main command permission signal is received from the main control board 100, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays a main control unconnected error (for example, the characters "H07" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "0", and the sixth display 210f lights up the number "7")). Furthermore, the priority for the main control disconnection error is "17th" (17th priority).
[0248] (18) Dedicated unit not connected error The dedicated unit disconnection error indicates that the dedicated unit U and the frame control board 200 are not connected. In the managed gaming machine P according to this configuration, when the dedicated unit startup process, which is performed when the dedicated unit U is powered on, is completed, a dedicated command permission signal is sent from the dedicated unit U to the frame control board 200, indicating that the dedicated unit U is capable of receiving commands from the frame control board 200. If the frame control board 200 does not receive the dedicated command permission signal within a predetermined dedicated unit disconnection detection time (for example, 100 ms), the dedicated unit disconnection error occurs. Furthermore, the frame control management error suggestion table ET defines the occurrence of a dedicated unit disconnection error as the start condition for the frame control management error suggestion for that error, and the receipt of the dedicated command permission signal from the dedicated unit U as the end condition for the frame control management error suggestion for that error. In other words, when a dedicated unit disconnection error occurs, the corresponding frame control management error suggestion is started, and when the dedicated command permission signal is received from the dedicated unit U, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an error message indicating that the dedicated unit is not connected (for example, the characters "H04" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "0", and the sixth display 210f lights up the number "4")). Furthermore, the priority for the "dedicated unit not connected" error is "18th" (18th priority).
[0249] (19) Game ball count clear error The game ball count clear error indicates that the number of balls stored in the frame control RAM 203 has been cleared. The game ball count clear error occurs when the game ball count clear button 230a is pressed and the game ball count clear switch 230 is turned on, and then the power is restored after an interruption. Furthermore, the frame control management error suggestion table ET defines the occurrence of a game ball count clear error as the starting condition for the frame control management error suggestion for the error in question, and the reception of the aforementioned main command permission signal from the main control board 100 as the ending condition for the frame control management error suggestion for the error in question. In other words, when a game ball count clear error occurs, the corresponding frame control management error suggestion is started, and when the aforementioned main command permission signal is received from the main control board 100, the frame control management error suggestion is terminated. Furthermore, in the indication of this frame control management error, the frame control display device 210 displays a message indicating a game ball count clear error (for example, the text "H67" is displayed (for example, the letter "H" is lit up on the fourth display 210d, the number "6" is lit up on the fifth display 210e, and the number "7" is lit up on the sixth display 210f)). Furthermore, the priority for errors related to clearing the number of game balls is "19th" (the 19th priority).
[0250] (20) Outer frame release error The outer frame open error indicates that the outer frame 3 is open. When the outer frame open detection sensor 3a detects the opening of the outer frame 3 for a predetermined outer frame open detection time (for example, 100 milliseconds), that is, when the outer frame open detection sensor 3a is turned on for the predetermined outer frame open detection time, the outer frame open error occurs. When the outer frame open error occurs, power to the rectifier solenoid 521 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of an outer frame opening error as the start condition corresponding to the frame control management error suggestion for the error in question, and defines the termination condition corresponding to the frame control management error suggestion for the error in question as the outer frame opening detection sensor 3a not detecting the opening of the outer frame 3 for a predetermined outer frame opening release time (for example, 100 milliseconds) (i.e., the outer frame 3 is closed for the outer frame opening release time). In other words, when an outer frame opening error occurs, the corresponding frame control management error suggestion is initiated, and when the outer frame opening sensor 3a does not detect the opening of the outer frame 3 for the aforementioned outer frame opening release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an outer frame release error (for example, the characters "H64" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "6", and the sixth display 210f lights up the number "4")). Furthermore, the priority for the outer frame release error is "20th" (20th priority).
[0251] (21) Inner frame release error The inner frame open error indicates that the inner frame 2 is open. When the inner frame open detection sensor 2a detects the opening of the inner frame 2 for a predetermined inner frame open detection time (for example, 100 milliseconds), that is, when the inner frame open detection sensor 2a is turned on for the predetermined inner frame open detection time, the inner frame open error occurs. When the inner frame open error occurs, power to the rectifier solenoid 521 is stopped. Furthermore, the frame control management error suggestion table ET defines the occurrence of an inner frame opening error as the start condition corresponding to the frame control management error suggestion for the error in question, and defines the termination condition corresponding to the frame control management error suggestion for the error in question as the failure of the inner frame opening detection sensor 2a to detect the opening of the inner frame 2 for a predetermined inner frame opening release time (for example, 100 milliseconds) (i.e., the inner frame 2 is closed for the inner frame opening release time). In other words, when an inner frame opening error occurs, the corresponding frame control management error suggestion is initiated, and when the inner frame opening sensor 2a does not detect the opening of the inner frame 2 for the aforementioned inner frame opening release time, the frame control management error suggestion is terminated. Furthermore, in response to this frame control management error indication, the frame control display device 210 displays an inner frame release error (for example, the characters "H65" are displayed (for example, the fourth display 210d lights up the character "H", the fifth display 210e lights up the number "6", and the sixth display 210f lights up the number "5")). Furthermore, the priority for the inner lane release error is "21st" (21st priority).
[0252] Furthermore, although not specifically shown in the diagram, if the frame control management error described above occurs, the frame control display device 210 will indicate the frame control management error, and an error image indicating the frame control management error that occurred (for example, if a frame control RAM abnormality error occurs, an image such as "Frame control RAM abnormality error occurring") will be displayed in a predetermined display area (for example, the upper center of the display unit 21a) of the performance display device 21. Specifically, when a predetermined frame control management error occurs, the frame control CPU 201 sends a frame control management error command to the main control board 100 indicating that an error has occurred. Upon receiving the frame control management error command, the main CPU 101 sends a frame control management error specification command to the sub-control board 300 to indicate that a predetermined frame control management error has occurred. Upon receiving the frame control management error specification command, the sub-CPU 301 executes control to display an error image corresponding to the frame control management error that occurred on the display device 21. Furthermore, if a frame control management error occurs, in addition to displaying an error image, the system may also indicate the occurrence of the frame control management error by, for example, lighting up the lamp 23 in a manner corresponding to the frame control management error that occurred, or outputting an audio message corresponding to the error from the speaker 10.
[0253] (Overview of various controls when implementing frame control management error indication) As described above, during the calculation preparation period which begins after the initial power-on following factory shipment, the frame control display device 210 will always display an indication that each low base value is not stored. During the calculation period which begins after the end of the calculation preparation period, the frame control display device 210 will always display the low base value for the current calculation period or the final low base value. In this configuration of the managed gaming machine P, if a frame control management error occurs while the frame control display device 210 is displaying any of the above-mentioned displays (hereinafter also referred to as low base value related displays), the frame control CPU 201 restricts the execution of the low base value related displays and, instead of the low base value related displays, causes the frame control display device 210 to execute a frame control management error indication. In other words, if a frame control management error occurs and the low base value related display and the frame control management error indication overlap, the frame control management error indication will be executed in priority over the low base value related display.
[0254] Furthermore, in the managed gaming machine P of this form, the conditions for each frame control management error to occur are different for each error, and these conditions may be met independently. Therefore, when one frame control management error occurs and a frame control management error indication corresponding to that error is issued, it is possible that other frame control management errors may occur simultaneously. Therefore, in the managed gaming machine P according to this configuration, if multiple frame control management errors occur simultaneously, the frame control CPU 201 prioritizes the frame control management error indication for the frame control management error with the highest priority defined for each error that occurred, and causes the frame control display device 210 to execute it. In other words, if multiple frame control management errors occur simultaneously, resulting in the execution of multiple frame control management error suggestions overlapping, the frame control management error suggestion corresponding to the highest-priority frame control management error is executed first. Once the termination condition for that frame control management error suggestion is met and the suggestion terminates, if the termination condition for the next highest-priority frame control management error suggestion is not met, that suggestion is executed.
[0255] Furthermore, in the managed gaming machine P according to this embodiment, when the frame control display device 210 is executing a frame control management error indication corresponding to an occurring frame control management error, and the error release button 220a is pressed, the frame control CPU 201 will, while the error release button 220a is pressed (i.e., while the error release switch 220 is on), cause the frame control display device 210 to execute a low base value related display instead of the frame control management error indication that is currently being executed. In other words, even if a frame control management error indication is being executed, if the error release button 220a is pressed, the low base value related display will be executed in priority over the frame control management error indication during this operation. Similarly, if multiple frame control management errors occur simultaneously, the low base value related display will be executed while the error clear button 220 is pressed. Furthermore, the low base value related display during the operation of pressing the error clear button 220a is performed in the same manner as the low base value related display when no frame control management error indication is performed (i.e., the low base value and the final low base value are sequentially switched and cyclically displayed at the aforementioned switching time intervals).
[0256] Furthermore, if the error release button 220a is pressed while a frame control management error indication corresponding to a frame control management error is being executed, and the low base value related display is being executed in priority over the frame control management error indication, and the termination condition for the frame control management error indication is defined as turning on the error release switch 220, then when the operation of pressing the error release button 220a is completed (i.e., when the error release switch 220 changes from on to off), the frame control CPU 201 terminates the frame control management error indication and executes the low base value related display. In other words, in the above case, once the operation of pressing the error clear button 220a is completed, the frame control management error indication mentioned above will not be executed again, and the low base value related display will be executed.
[0257] In contrast, if the error release button 220a is pressed while a frame control management error suggestion corresponding to one frame control management error is being executed, and the low base value related display is being executed in priority over the frame control management error suggestion, and the termination condition for the frame control management error suggestion is defined as something other than turning on the error release switch 220, then the frame control CPU 201 will re-execute the frame control management error suggestion if the termination condition for the frame control management er...
Claims
1. A first control means capable of controlling the progress of the game, A second control means is communicably connected to the first control means and is capable of controlling the assignment of game value used in the game, It comprises a detection means capable of detecting the entry of a game ball into a predetermined entry area, Based at least on detection by the detection means, it is possible to assign the game value and to execute a special game that is advantageous to the player. A gaming machine in which, during gameplay, the player may remain in any of a plurality of game states, including a special game state in which the aforementioned special game is performed, The first control means, upon detection by the detection means, transmits a first command indicating the special game state to the second control means, and then transmits a second command indicating the game value assigned based on the detection to the second control means.
2. It is possible to connect an external sound output device capable of outputting sound, and it is also possible to output sound from the externally connected sound output device. The gaming machine according to claim 1, characterized in that it is possible to disable the operation of the sound output device.