Gaming Machines

JP7652584B2Active Publication Date: 2025-03-27HEIWA CORP
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Patent Information

Application Number
JP2021025636
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-19
Publication Date
2025-03-27
Estimated Expiration
2041-02-19

AI Technical Summary

Benefits of technology

【0201】 本発明によれば、斬新な遊技機を提供することができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a novel game machine.SOLUTION: Three switches (SW) are mounted to a frame control board. The three switches are as shown below: (1) error cancellation SW: An error is canceled by depression during occurrence of the error. The error cancellation SW can be depressed when power is on.; (2) game ball number clearing SW: the number of game balls can be cleared when the same is on when power is turned on; and (3) ball removal SW: Control is shifted to a ball removal state if the number of game balls is 0 when the same is on when power is turned on. Errors that can be canceled by the error cancellation SW are contained, including rectifier solenoid abnormality, a rotation detection error, an illegal electric wave detection error, entry ball abnormality, and an iron ball detection error.SELECTED DRAWING: Figure 641
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Description

[Technical Field]

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

[0002] Patent Document 1 describes a pachinko machine in which different jackpot probabilities are set according to a setting value. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 5-285258 Summary of the Invention [Problem to be solved by the invention]

[0004] In recent years, many gaming machines have been proposed that are similar to each other, and innovative gaming machines are desired. This applies to both pachinko and slot machines.

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

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

[0007] [Basic configuration of managed gaming machine] Solution 1: The gaming machine of this solution is a gaming machine that includes a main control board, a frame control board that can communicate with the main control board, and a communication control means that enables communication between the frame control board and an external unit.

[0008] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0009] (2) A frame control board is provided that can communicate with the main control board (1) above. The frame control board is equipped with a frame control CPU.

[0010] (3) Equipped with communication control means (dedicated interface, dedicated cable, and associated devices, boards, circuits, CPU, software, and programs) that enable communication between the frame control board and an external unit (dedicated unit).

[0011] According to this solution, the frame control board is equipped with a communication control means that enables communication between the frame control board and an external unit, so that the frame control board can exchange information (signals) with the external unit, and as a result, an innovative gaming machine can be provided.

[0012] (1) Structure of ball removal operation Solution (1)-1: The gaming machine of this solution is a gaming machine that includes a main control board, a frame control board that can communicate with the main control board, an ejection button that is connected to the frame control board and that triggers a transition to an ejection state in which gaming media can be removed from the gaming machine, a display device that can display the number of gaming media, and an ejection state transition means that turns on the power while pressing the ejection button and, if the display content of the display device is a special display content, enables a transition to the ejection state.

[0013] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0014] (2) A frame control board is provided that can communicate with the main control board (1) above. The frame control board is equipped with a frame control CPU.

[0015] (3) A removal button (ball removal button, ball removal switch, medal removal button, medal removal button) is provided which is connected to the frame control board (2) above and serves as a trigger for transitioning to a removal state (ball removal operation, medal removal operation) in which gaming media (gaming balls, gaming medals) can be removed from the gaming machine.

[0016] (4) A display device capable of displaying the number of game media (a display device for the number of game balls, etc.) is provided. (5) When the power is turned on while pressing the eject button (3) above and the display content of the display device (4) above is a special display content (for example, the number of game media = 0, the number of game media = a predetermined fixed value, a number within a predetermined range, etc.), an ejection state transition means (main control board, frame control board) is provided that enables transition to the ejection state.

[0017] According to this solution, it is possible to transition to the removal state (ball removal operation) under appropriate conditions, and as a result, it is possible to provide an innovative gaming machine.

[0018] (2) Ball Removal Movement Configuration 2 Solution (2)-1: The gaming machine of this solution comprises a main control board, a frame control board capable of communicating with the main control board, an eject button connected to the frame control board that triggers a transition to an ejection state in which the gaming medium can be removed from the gaming machine, and an ejection state transition means that enables the transition to the ejection state when the power is turned on while the ejection button is pressed, and the main control board is characterized in that, during the ejection state, when it receives ejection state information from the frame control board indicating that it is in the ejection state through communication with the frame control board when the power is turned on, it can transition to a game stop state in which game play is stopped until the power is turned off.

[0019] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0020] (2) A frame control board is provided that can communicate with the main control board (1) above. The frame control board is equipped with a frame control CPU.

[0021] (3) A removal button (ball removal button, ball removal switch, medal removal button, medal removal button) is provided which is connected to the frame control board (2) above and serves as a trigger for transitioning to a removal state (ball removal operation, medal removal operation) in which gaming media (gaming balls, gaming medals) can be removed from the gaming machine.

[0022] (4) When the power is turned on while the eject button in (3) is being pressed, an ejection state transition means (main control board, frame control board) is provided to transition to the ejection state.

[0023] (5) When the main control board (1) receives information indicating that the game is in the removal state from the frame control board (2) through communication with the frame control board (2) when the power is turned on during the removal state, the main control board (1) can transition to a game stop state in which game play is stopped until the power is turned off.

[0024] According to this solution, the main control board can be controlled to an appropriate state during the removal state (during the ball removal operation), and as a result, a novel gaming machine can be provided.

[0025] (3) Configuration of spare and reserved areas of messages Solution (3)-1: The gaming machine of this solution comprises a main control board and a frame control board capable of communicating with the main control board using a predetermined telegram, the predetermined telegram including gaming machine information indicating information about the gaming machine, the gaming machine information including preliminary information for expansion, and the receiving side not treating the preliminary information as an error even if a value other than the initial value is stored in the preliminary information.

[0026] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0027] (2) A frame control board is provided that can communicate with the main control board (1) above using predetermined messages (commands, information, notifications). The frame control board is equipped with a frame control CPU.

[0028] (3) The predetermined message in (2) above includes gaming machine information indicating information about the gaming machine. (4) The gaming machine information in (3) above includes preliminary information for expansion. (5) Regarding the preliminary information in (4) above, even if a value other than the initial value is stored, the receiving side (at least one of the main control board and the frame control board) will not treat it as an error.

[0029] According to this solution, it is possible to construct a message that can respond to future specification changes, and to implement error handling that is not excessive, thereby making it possible to provide an innovative gaming machine.

[0030] (4) Structure of telegram serial numbers Solution (4)-1: The gaming machine of this solution comprises a main control board and a frame control board capable of communicating with the main control board and an external unit using a predetermined telegram, and when communicating with the external unit, the frame control board creates a telegram to be sent to the external unit, and the telegram includes an independent serial number for each type of telegram, and the serial number used when the frame control board communicates with the external unit is initialized to 0 when the power is turned on, and if the telegram is created successfully, it is set to the serial number of the same type of telegram notified last time + 1, and if the serial number notified last time is the maximum value, it is set to 1, which is the serial number + 2.

[0031] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0032] (2) A frame control board is provided that can communicate with the main control board and an external unit (dedicated unit) using predetermined telegrams. The frame control board is equipped with a frame control CPU.

[0033] (3) When communicating with an external unit, the frame control board (2) creates a message to be sent to the external unit. (4) The message contains a serial number (continuous number) that is independent for each type of message.

[0034] (5) The serial number used when the frame control board communicates with an external unit is initialized to 0 when the power is turned on. If the message is created successfully, the serial number is set to the serial number of the same type of message previously notified + 1. If the previously notified serial number is the maximum value (for example, 255), the serial number is set to 1, which is the serial number + 2.

[0035] According to this solution, the serial number is configured to be "0" only when the power is turned on, and can be distinguished from serial numbers used at other times, so that an innovative gaming machine can be provided.

[0036] Solution (4)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the main control board, when communicating with the frame control board, creates a message to be sent to the frame control board, the message includes an independent serial number for each type of message, and the serial number used when the main control board communicates with the frame control board is initialized to 0 when the power is turned on, and if the message is created successfully, the serial number is set to the serial number of the same type of message notified last time + 1, and if the serial number notified last time is the maximum value, the serial number is set to 0, which is the serial number + 1.

[0037] The present solution adds the following features: (1) When communicating with the frame control board, the main control board creates a message to be sent to the frame control board. (2) The telegram includes a serial number that is independent of the type of telegram. (3) The serial number used when the main control board communicates with the frame control board is initialized to 0 when the power is turned on, and if the message is created successfully, it is set to the serial number of the same type of message notified last time + 1, and if the serial number notified last time is the maximum value (for example, 255), it is set to 0, which is the serial number + 1.

[0038] According to this solution, the serial number "0" is used even when the power is not turned on, so that more serial numbers can be used, and as a result, an innovative gaming machine can be provided.

[0039] (5) Configuration of the display device for the number of game balls, etc. Solution (5)-1: The gaming machine of this solution is a gaming machine that is equipped with a storage means capable of storing the number of gaming media in a predetermined number of bytes, and the number of gaming media that can be stored in the storage means is set to a predetermined upper limit, and the predetermined upper limit is a number that is smaller than the maximum number that can be stored in the predetermined number of bytes.

[0040] The gaming machine of this solution has the following configuration. (1) The device is provided with a storage means (a game ball number display device, a game medal number display device) capable of storing the number of game media (game balls, game medals) in a predetermined number of bytes. Note that, when the game media or the number of game media are treated as data, they can be interpreted as meaning game value or the amount of game value. (2) The number of game media that can be stored in the storage means of (1) above is set to a predetermined upper limit. (3) The predetermined upper limit number in (2) above is a number that is smaller than the maximum number that can be stored in a predetermined number of bytes.

[0041] According to this solution, even if cheating occurs, the damage caused by cheating is limited to an upper limit number that is smaller than the maximum number, so that the damage caused by cheating can be suppressed, and as a result, an innovative gaming machine can be provided.

[0042] (6) Setting the priority of gaming machine information types Solution (6)-1: The gaming machine of this solution comprises a main control board and a frame control board capable of communicating with the main control board and an external unit, and the frame control board transmits different information to the external unit at different periods, and when the periods overlap, transmits information with a higher priority.

[0043] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0044] (2) A frame control board is provided that can communicate with the main control board (1) and an external unit (dedicated unit). The frame control board is equipped with a frame control CPU.

[0045] (3) The frame control board (2) transmits different information to the external unit at different periods, one by one, and if the periods overlap, transmits only the information with the highest priority.

[0046] This solution can prevent problems that may occur when the timing of information transmission overlaps, and as a result, a novel gaming machine can be provided.

[0047] (7) Processing for calculating performance information Solution (7)-1: The gaming machine of this solution comprises a main control board and a frame control board capable of communicating with the main control board, wherein the main control board transmits a performance information status notification to the frame control board in response to the first specific command after power-on, the performance information status notification being necessary for the frame control board to generate performance information, and the frame control board generates the performance information based on the performance information status notification received from the main control board.

[0048] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0049] (2) A frame control board is provided that can communicate with the main control board (1) above. The frame control board is equipped with a frame control CPU.

[0050] (3) The main control board (1) above sends a performance information status notification to the frame control board (2) above, which is necessary for the frame control board (2) to generate performance information, in response to the first specific command (e.g., gaming machine information) after power is turned on.

[0051] (4) The frame control board (2) generates performance information based on the performance information status notification received from the main control board (1).

[0052] According to this solution, immediately after power is restored after a power outage, the frame control board can quickly generate (calculate) performance information, and as a result, an innovative gaming machine can be provided.

[0053] (8) Dedicated cable disconnection Solution (8)-1: The gaming machine of this solution is a gaming machine equipped with a power supply for connection confirmation input from an external unit, and a launch control means that disables the launch of gaming balls if the power supply for connection confirmation switches from ON to OFF while the gaming machine is running.

[0054] The gaming machine of this solution has the following configuration. (1) A power supply (VL) for connection confirmation is provided, which is input from an external unit (dedicated unit). (2) If the power supply for connection confirmation (1) above is switched from ON to OFF while the gaming machine is running, a launch control means (main control board, frame control board) is provided that disables the launch of gaming balls.

[0055] According to this solution, the connection status with the external unit is confirmed using a connection confirmation power supply, and if the connection cannot be confirmed, the launch of game balls is disabled, thereby preventing games from being played when the gaming machine and external unit are not properly connected, and as a result, an innovative gaming machine can be provided.

[0056] Solution (8)-2: The gaming machine of this solution is a gaming machine that is equipped with an operating memory increasing means (main control board, frame control board, presentation control board) that increases the operating memory of the pattern when a winning entry into the starting hole occurs, even when the connection confirmation power supply is switched from ON to OFF during startup of the gaming machine and the launch of the gaming ball is disabled, in any of the solutions described above.

[0057] According to this solution, even when it is disabled to launch game balls, the operational memory of the pattern (the reserve displayed by the main control board and the reserve displayed by the performance control board) is increased when a winning entry into the starting hole occurs, so that it is possible to protect the winning entry into the starting hole by game balls launched before it is disabled to launch, and to check whether the game machine is operating normally by the winning entry into the starting hole after care by an attendant, and as a result, it is possible to provide an innovative game machine.

[0058] (9) Main control state 1 Solution (9)-1: The gaming machine of this solution is a gaming machine capable of storing special main control status information, which is 1 byte of information capable of holding up to 8 bits of bit information, with 1 bit treated as 1 flag, wherein 0 of the bit information can be treated as a flag OFF, and 1 of the bit information can be treated as a flag ON, and the special main control status information is made up of first specific bit information that becomes a flag ON during a predetermined jackpot, second specific bit information that becomes a flag ON during all jackpots, and third specific bit information that becomes a flag ON during a jackpot that transitions to a predetermined state after a jackpot. The special main control status information can be treated as a numerical value of 255 or less by combining a plurality of pieces of bit information including the first to third specific bit information, and can be treated as a numerical value of 1 when only the first specific bit information is ON, as a numerical value of 2 when only the second specific bit information is ON, and as a numerical value of 4 when only the third specific bit information is ON, and has at least one or more unused bits, and 0 is held in the unused bits.

[0059] The gaming machine of this solution has the following configuration. (1) This is a gaming machine capable of storing special main control status information (main control status 1), which is 1 byte of information that can hold up to 8 bits of bit information, with 1 bit treated as a flag.

[0060] (2) The bit information 0 in (1) above can be treated as an OFF flag. (3) The bit information 1 in (1) above can be treated as a flag ON.

[0061] (4) The special main control state information (1) above can hold first specific bit information whose flag is turned ON during a specified jackpot, second specific bit information whose flag is turned ON during all jackpots, and third specific bit information whose flag is turned ON during a jackpot that transitions to a specified state after the jackpot.

[0062] (5) The special main control status information in (1) above can be treated as a numerical value of 255 or less by combining multiple pieces of bit information including the first to third specific bit information. The first specific bit information can be the information of Bit 0, the second specific bit information can be the information of Bit 1, and the third specific bit information can be the information of Bit 2 (same below).

[0063] (6) The special main control status information in (1) above can be treated as a numerical value of 1 when only the first specific bit information is ON, as a numerical value of 2 when only the second specific bit information is ON, and as a numerical value of 4 when only the third specific bit information is ON, and has at least one or more unused bits, with the unused bits holding 0. Note that when multiple specific bit information are ON, it is preferable to be able to handle the values ​​by adding them up.

[0064] According to this solution, by managing the jackpot status and specified status etc. together, it becomes easier for the administrator to understand the internal status of the gaming machine, and by storing it as bit information, the capacity is reduced, and as a result, an innovative gaming machine can be provided.

[0065] [(10) Main control state 2] Solution (10)-1: The gaming machine of this solution is a gaming machine capable of storing special main control status information, which is 1 byte of information capable of holding up to 8 bits of bit information, with 1 bit treated as 1 flag, wherein 0 of the bit information can be treated as a flag OFF, and 1 of the bit information can be treated as a flag ON, and the special main control status information includes at least first specific bit information that becomes a flag ON during a jackpot, at least second specific bit information that becomes a flag ON when the probability of winning the special symbol lottery is in a high probability state, and at least time shortening information that shortens the variable time of the normal symbol or the special symbol. and third specific bit information that is flagged ON during a compressed state, and the special main control state information can be treated as a numerical value of 255 or less by combining a plurality of the bit information including the first to third specific bit information, and can be treated as the numerical value 1 when only the first specific bit information is ON, as the numerical value 2 when only the second specific bit information is ON, and as the numerical value 4 when only the third specific bit information is ON, and is characterized by having at least one unused bit, and the unused bits being held at 0.

[0066] The gaming machine of this solution has the following configuration. (1) This is a gaming machine capable of storing special main control status information (main control status 2), which is 1 byte of information that can hold up to 8 bits of bit information, with 1 bit treated as a flag.

[0067] (2) The bit information 0 in (1) above can be treated as an OFF flag. (3) The bit information 1 in (1) above can be treated as a flag ON.

[0068] (4) The special main control state information (1) above can hold at least first specific bit information whose flag is ON during a jackpot, second specific bit information whose flag is ON at least when the probability of winning the special pattern lottery is in a high probability state, and third specific bit information whose flag is ON at least during a time-shortened state in which the fluctuation time of the normal pattern or the special pattern is shortened.

[0069] (5) The special main control status information in (1) above can be treated as a numerical value of 255 or less by combining multiple pieces of bit information including the first to third specific bit information.

[0070] (6) The special main control status information in (1) above can be treated as a numerical value of 1 when only the first specific bit information is ON, as a numerical value of 2 when only the second specific bit information is ON, and as a numerical value of 4 when only the third specific bit information is ON, and has at least one or more unused bits, with the unused bits holding 0. Note that when multiple specific bit information are ON, it is preferable to be able to handle the values ​​by adding them up.

[0071] According to this solution, by managing various internal states together, it becomes easier for the administrator to understand the internal state of the gaming machine, and by storing it as bit information, the capacity is reduced, and as a result, an innovative gaming machine can be provided.

[0072] (11) Display device for number of game balls, etc. Solution (11)-1: The gaming machine of this solution is a gaming machine equipped with a display device capable of displaying the number of gaming media, characterized in that the display device is capable of displaying, as the maximum value that can be displayed, a value that exceeds the maximum number of gaming media that can be obtained in one business hour.

[0073] The gaming machine of this solution has the following configuration. (1) A gaming machine equipped with a display device (a display device for game balls, etc.) capable of displaying the number of game media. (2) The maximum value that can be displayed is a value (e.g., 500,000 to 999,999, preferably 990,000) that exceeds the maximum number of gaming media that can be obtained in one business hour (approximately 12 to 15 hours for normal business hours, approximately 36 to 40 hours for special business hours) (for example, if we assume that 10,000 balls are paid out per hour on average, then a maximum of 10,000 balls x a maximum of 40 hours = 400,000).

[0074] According to this solution, even if a player has obtained a gaming profit that deviates greatly from the average probability after playing for a long period of time, it is possible to prevent a situation in which the display device is unable to display the profit, and as a result, it is possible to provide an innovative gaming machine.

[0075] (12) Game ball (number of medals) clear switch Solution (12)-1: The gaming machine of this solution is a gaming machine that includes a main control board, a frame control board that can communicate with the main control board and store backup information, a specified switch connected to the frame control board, and an initialization means that can initialize the backup information when the specified switch is operated by a specified operation.

[0076] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0077] (2) A frame control board is provided that can communicate with the main control board described in (1) above and that can store backup information related to the game media. The frame control board is equipped with a frame control CPU.

[0078] (3) A predetermined switch (game ball clear switch) is provided connected to the frame control board (2). The predetermined switch is a switch other than the RAM clear switch that clears backup information related to game information.

[0079] (4) When a predetermined switch is operated by a predetermined operation (for example, when the power is turned on while pressing the game ball clear switch), an initialization process execution means (frame control board) is provided to initialize backup information related to the game medium. The frame control board is capable of backing up backup information related to the game medium.

[0080] According to this solution, by operating a specified switch, backup information related to gaming media can be initialized individually (only backup information related to gaming media can be initialized without operating the RAM clear switch), and as a result, an innovative gaming machine can be provided.

[0081] (13) Check if CM is running Solution (13)-1: The gaming machine of this solution is a gaming machine equipped with a power supply for connection confirmation input from an external unit, and a launch control means that disables the launch of gaming balls if the power supply for connection confirmation is not turned on after the gaming machine has completed startup.

[0082] The gaming machine of this solution has the following configuration. (1) A power supply (VL) for connection confirmation is provided, which is input from an external unit (dedicated unit). (2) If the power supply for connection confirmation (1) above is not turned on after the gaming machine has been started up, a launch control means (main control board, frame control board) is provided that disables the launch of gaming balls.

[0083] According to this solution, if the gaming machine is activated while the external unit is not activated, the launch of gaming balls is disabled, thereby preventing games from being played while the external unit is not activated, and as a result, an innovative gaming machine can be provided.

[0084] Solution (13)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, it is equipped with a pattern change means (main control board, frame control board) that starts changing the pattern when a gaming ball enters the starting hole, even if the connection confirmation power supply is not turned on after the gaming machine has completed startup and the gaming ball cannot be released.

[0085] According to this solution, even when it is disabled to launch a gaming ball, if the gaming ball enters the starting hole, the pattern will start to change. Therefore, it is possible to change the pattern by having a gaming ball that was launched before it was disabled enter the starting hole, or to check whether the gaming machine is operating normally by having a ball enter the starting hole after being serviced by an attendant, and as a result, it is possible to provide an innovative gaming machine.

[0086] (14) Gaming Information Solution (14)-1: The gaming machine of this solution comprises a main control board, a frame control board capable of communicating with the main control board using a predetermined telegram, and a power supply for connection confirmation input from an external unit, the predetermined telegram includes game information indicating game information, the game information includes type information and count information corresponding to the type information, the type information is information indicating the occurrence of a win or a pass, the count information is information indicating the number or number of times corresponding to the type information, the type information and the count information are in one-to-one correspondence, and one piece of information is not held more than the other piece of information, and when a start gate win occurs, the game information is such that a number corresponding to the start gate win is set in the upper four bits of the type information, and a number corresponding to the position of the start gate that has been won is set in the lower four bits of the type information, The upper four bits of the count information are set to a value corresponding to the number of winning balls when the ball enters the starting port, and the lower four bits of the count information are set to a value corresponding to the number of winning balls.If the ball enters the starting port multiple times within a specified period, multiple pieces of the game information are created corresponding to the number of occurrences.If the connection confirmation power supply is OFF when the game machine is fully started up, the state in which game balls cannot be fired is maintained until the connection confirmation power supply is turned ON, but a message including the game information is sent periodically.If the connection confirmation power supply is switched from ON to OFF after the game machine is fully started up, the state in which game balls cannot be fired is maintained until the connection confirmation power supply is turned ON, but the specified message including the game information is sent periodically.This game machine is characterized in that the period of the specified message that is sent periodically is allowed to deviate by a period of less than a specified value.

[0087] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU. (2) A frame control board is provided that can communicate with the main control board (1) using predetermined telegrams. The frame control board is equipped with a frame control CPU. (3) A power supply for connection confirmation is provided, which is input from an external unit (dedicated unit).

[0088] (4) The predetermined message in (2) above includes game information indicating game information. (5) The game information in (4) above includes type information and count information corresponding to the type information.

[0089] (6) The type information in (5) above is information that indicates the occurrence of a win (winning into a winning slot) or a pass (passing through a start gate or a specific area).

[0090] (7) The count information in (5) above is information that indicates the number or number of times corresponding to the type information in (6) above.

[0091] (8) The type information and the count information have a one-to-one correspondence, and one piece of information is never held in greater quantity than the other piece of information.

[0092] (9) In the case where a winning entry into the starting gate has occurred since the last transmission of the telegram, the game information is set such that the upper four bits of the type information are set to a value corresponding to the winning entry into the starting gate, the lower four bits of the type information are set to a value corresponding to the position of the winning entry into the starting gate, the upper four bits of the count information are set to a value corresponding to the number of winning balls at the time of the winning entry into the starting gate, and the lower four bits of the count information are set to a value corresponding to the number of winning balls.

[0093] (10) If multiple wins at the starting port occur within a specified period, multiple pieces of game information are created corresponding to the number of occurrences. If the power supply for connection confirmation is OFF when the game machine has finished starting up, the game ball will remain in a state where it cannot be launched until the power supply for connection confirmation is turned ON, but messages containing game information will be sent periodically. If the power supply for connection confirmation is switched from ON to OFF after the game machine has finished starting up, the game ball will remain in a state where it cannot be launched until the power supply for connection confirmation is turned ON, but specified messages containing game information will be sent periodically.

[0094] (11) The period of a predetermined message that is transmitted periodically is allowed to deviate by a predetermined value or less.

[0095] According to this solution, it becomes possible to grasp detailed gaming information of the gaming machine, and as a result, an innovative gaming machine can be provided.

[0096] Solution (14)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, it is equipped with an operating memory increasing means (main control board, frame control board, presentation control board) that can increase the operating memory of a pattern when a winning entry into the starting hole occurs, even if the power supply for connection confirmation is OFF when the gaming machine is started, and that can increase the operating memory of a pattern when a winning entry into the starting hole occurs, even if the power supply for connection confirmation is switched from ON to OFF after the gaming machine is started.

[0097] According to this solution, even if the power supply for connection confirmation is OFF when the gaming machine is started up, it is possible to increase the operation memory of the pattern (holds displayed by the main control board and the presentation control board) if a winning entry into the starting hole occurs, and even if the power supply for connection confirmation is switched from ON to OFF after the gaming machine is started up, it is possible to increase the operation memory of the pattern if a winning entry into the starting hole occurs.Therefore, no matter what the situation is when the power supply for connection confirmation is turned OFF, it is possible to protect against a winning entry into the starting hole by a gaming ball, and to check whether the gaming machine is operating normally by checking that a winning entry into the starting hole is caused by an attendant, and as a result, it is possible to provide an innovative gaming machine.

[0098] [(15) Fraud detection status 1] Solution (15)-1: The gaming machine of this solution is a gaming machine capable of storing special fraud detection status information, which is 1 byte of information capable of holding up to 8 bits of bit information, with 1 bit treated as 1 flag, wherein 0 in the bit information can be treated as an OFF flag, and 1 in the bit information can be treated as an ON flag, and the special fraud detection status information can hold first specific bit information whose flag is ON during a setting change, second specific bit information whose flag is ON during setting confirmation, and third specific bit information whose flag is ON when RAM is cleared, and the special fraud detection status information can be treated as a numerical value of 255 or less by combining multiple pieces of bit information including the first to third bit information, and can be treated as a numerical value of 1 when only the first specific bit information is ON, as a numerical value of 2 when only the second specific bit information is ON, and as a numerical value of 4 when only the third specific bit information is ON, and is characterized in that it has at least 1 or more unused bits, and 0 is held in the unused bits.

[0099] The gaming machine of this solution has the following configuration. (1) This is a gaming machine capable of storing special fraud detection status information (fraud detection status 1), which is 1 byte of information capable of holding up to 8 bits of bit information, with 1 bit treated as a flag.

[0100] (2) The bit information 0 in (1) above can be treated as an OFF flag. (3) The bit information 1 in (1) above can be treated as a flag ON.

[0101] (4) The special fraud detection status information (1) above can hold first specific bit information whose flag is turned ON during a setting change, second specific bit information whose flag is turned ON during setting confirmation, and third specific bit information whose flag is turned ON when the RAM is cleared.

[0102] (5) The special fraud detection status information in (1) above can be treated as a numerical value of 255 or less by combining multiple pieces of bit information including the first to third specific bit information.

[0103] (6) The special fraud detection status information in (1) above can be treated as a numerical value of 1 when only the first specific bit information is ON, as a numerical value of 2 when only the second specific bit information is ON, and as a numerical value of 4 when only the third specific bit information is ON, and has at least one or more unused bits, with the unused bits held at 0. Note that when multiple specific bit information are ON, it is preferable to be able to handle the numerical values ​​by adding them up.

[0104] According to this solution, by managing the status of setting changes and the like in a centralized manner, it becomes easier for the administrator to grasp the internal status of the gaming machine, and by storing it as bit information, capacity is reduced, and as a result, an innovative gaming machine can be provided.

[0105] [Basic configuration of medalless gaming machine] Solution S1: The gaming machine of this solution is a gaming machine equipped with a main control unit capable of executing control related to games, a medal count control unit capable of communicating with the main control unit and executing control related to game medals, and a communication control means that enables communication between the medal count control unit and an external unit.

[0106] The gaming machine of this solution has the following configuration. (1) A main control unit (for example, a main control CPU, a main control ROM) is provided that can execute control related to games.

[0107] (2) A medal count control unit (e.g., medal count control CPU, medal count control ROM) is provided that can communicate with the main control unit (1) above and can perform control related to gaming medals (calculation, calculation, etc. related to the number of gaming medals).

[0108] The main control unit and the medal count control unit may be mounted on separate boards (main control board, medal count control board), or may be mounted on the same board (main control board). The main control unit and the medal count control unit may be mounted on separate CPUs (main control CPU, medal count control CPU), or may be mounted on the same CPU (main control CPU).

[0109] (3) Equipped with a communication control means (dedicated interface, dedicated cable, and associated devices, boards, circuits, CPU, software, and programs) that enables communication between the medal count control unit (2) above and an external unit (dedicated unit).

[0110] According to this solution, the device is equipped with a communication control means that enables communication between the medal count control unit and an external unit, so that the medal count control unit can exchange information (signals) with the external unit, and as a result, an innovative gaming machine can be provided.

[0111] [(T1) Insertion control by medal count control board] Solution (T1)-1: The gaming machine of this solution is a gaming machine that includes a main control board capable of executing control processing related to games, and a gaming value control board (e.g., a medal count control board or other board) that can communicate with the main control board and an external unit and executes input control processing related to the input of gaming value (e.g., gaming medals). In addition, the gaming machine of this solution is a gaming machine that is equipped with a main control board that can execute control processing related to games, and a medal count control board that can communicate with the main control board and an external unit and can execute insertion control processing related to the insertion of gaming medals.

[0112] The gaming machine of this solution has the following configuration. (1) A main control board is provided that can execute control processes related to the game (control processes for progressing the game). The main control board is equipped with a main control CPU.

[0113] (2) A medal count control board is provided that can communicate with the main control board and external units (dedicated units, sandwiches) described above in (1) and can execute input control processing (calculation processing related to the number of medals) related to the input of medals (for example, bets). The medal count control board is equipped with a medal count control CPU.

[0114] According to this solution, since the medal count control board is capable of executing the insertion control process, the main control board does not need to execute the insertion control process, which in turn makes it possible to reduce the program capacity of the main control board and lighten the processing burden on the main control board, thereby making it possible to provide an innovative gaming machine.

[0115] Solution (T1)-2: The gaming machine of this solution is any of the solutions described above, and is equipped with a gaming value insertion button (e.g., a gaming medal insertion button) that enables insertion of gaming value, and a gaming value number display device (e.g., a gaming medal number display device) that can record the number of gaming values ​​and display the recorded number of gaming values, and the gaming value control board is characterized in that, as the insertion control process, when operation of the gaming value insertion button is detected, it is capable of executing a process of subtracting the number of gaming values ​​recorded in the gaming value number display device and inserting the subtracted number of gaming values. Furthermore, the gaming machine of this solution is a gaming machine that, in any of the solutions described above, is equipped with a gaming medal insertion button that enables insertion of gaming medals, and a gaming medal number display device that is capable of recording the number of gaming medals and displaying the recorded number of gaming medals, and is characterized in that the medal number control board is capable of executing, as the insertion control process, a process of subtracting the number of gaming medals recorded in the gaming medal number display device and inserting the subtracted number of gaming medals when operation of the gaming medal insertion button is detected.

[0116] The present solution adds the following features: (1) There are provided game medal insertion buttons (for example, a button for 1 bet, a button for MAX bet) that enable insertion of game medals (game media, game value). (2) A game medal number display device (game ball number display device, etc.) is provided that can record the number of game medals (amount of game media, amount of game value) and display the recorded number of game medals.

[0117] (3) As part of the medal count control process, when operation of the medal count button is detected (when the button for 1 bet or the button for MAX bet is detected being pressed), the medal count control board subtracts the number of medals recorded in the medal count display device (performing a calculation of -1 or -3) and executes a process of inserting the subtracted number of medals (a process of betting 1 or 3 medals).

[0118] According to this solution, the process of subtracting the number of game medals and the process of inserting game medals can be executed on the medal count control board, which makes it possible to reduce the program capacity of the main control board and lighten the processing load on the main control board, and as a result, it is possible to provide an innovative game machine.

[0119] [(T2) Send the number of coins inserted and paid out, including or excluding replays, to the dedicated unit] Solution (T2)-1: The gaming machine of this solution is equipped with a re-play execution means that, when a combination of patterns corresponding to a re-play is displayed on a predetermined effective line, sets a predetermined number of game values ​​without the need to insert new game values, thereby enabling the next play, and a communication control means that enables communication with an external unit, wherein the communication control means transmits to the external unit total input number information (total input number information) regarding the number of game values ​​inserted that have accumulated since the power was turned on, which is information excluding the predetermined number of game values ​​set by the re-play execution means, and total payout number information (total payout number information) regarding the number of game values ​​paid out that have accumulated since the power was turned on, which is information excluding the predetermined number of game values ​​set by the re-play execution means. In addition, the gaming machine of this solution is equipped with a re-play execution means that, when a combination of patterns corresponding to a re-play is displayed on a predetermined valid line, allows a next play by inserting a predetermined number of gaming medals without the need to insert new gaming medals, and a communication control means that enables communication with an external unit, wherein the communication control means transmits to the external unit total inserted number information regarding the number of gaming medals inserted that have accumulated since the power was turned on, excluding the predetermined number of gaming medals inserted by the re-play execution means, and total payout number information regarding the number of gaming medals paid out that have accumulated since the power was turned on, excluding the predetermined number of gaming medals inserted by the re-play execution means.

[0120] The gaming machine of this solution has the following configuration. (1) When a combination of symbols corresponding to a replay is displayed on a predetermined valid line, a replay execution means is provided which enables the next play by inserting a predetermined number of game medals without the need to insert new game medals (by automatically inserting the game value required for the next play).

[0121] (2) A communication control means (a dedicated interface, a dedicated cable, and associated devices, boards, circuits, CPU, software, and programs) is provided to enable communication with an external unit (dedicated unit).

[0122] (3) The communication control means of (2) above transmits to the external unit total number of inserted medals information regarding the number of inserted medals accumulated since the power was turned on, excluding the predetermined number of inserted medals by the replay execution means, and total number of paid-out medals information regarding the number of paid-out medals accumulated since the power was turned on, excluding the predetermined number of inserted medals by the replay execution means.

[0123] According to this solution, information on the total number of coins inserted and the total number of coins paid out is transmitted to an external unit, so that the information on the total number of coins inserted and the total number of coins paid out can be properly monitored by the external unit, a hall computer connected to the external unit, and an external center, and as a result, an innovative gaming machine can be provided.

[0124] Furthermore, since the information on the total number of medals inserted and the total number of medals paid out excludes the predetermined number of game medals inserted by the replay execution means, an external unit, etc. can accurately grasp the information on the game medals actually inserted or actually paid out.

[0125] Solution (T2)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the communication control means transmits to the external unit information including the predetermined number of game values ​​set by the replay execution means, which is specified number information regarding the number of game values ​​inserted (number of inserted coins) in one game, and information including the predetermined number of game values ​​set by the replay execution means, which is payout number information (payout number information) regarding the number of game values ​​paid out (number of payout coins) in one game. Furthermore, the gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the communication control means transmits to the external unit information including the predetermined number of gaming medals inserted by the re-play execution means, which is specified number information regarding the number of gaming medals inserted in one game, and information including the predetermined number of gaming medals inserted by the re-play execution means, which is payout number information regarding the number of gaming medals paid out in one game, and the specified number information and the payout number information are treated as information for the external unit and as information for a hall computer connected to the external unit.

[0126] The present solution adds the following features: (1) The communication control means transmits to the external unit information including the predetermined number of game medals inserted by the replay execution means, which is specified number information regarding the number of game medals inserted in one game, and information including the predetermined number of game medals inserted by the replay execution means, which is payout number information regarding the number of game medals paid out in one game.

[0127] (2) The specified number information and payout number information are preferably treated as information for the external unit, and are preferably treated as information for the hall computer connected to the external unit.

[0128] According to this solution, the specified number information and payout number information are transmitted to an external unit, so that the specified number information and payout number information can be properly monitored by the external unit, a hall computer connected to the external unit, and an external center, and as a result, an innovative gaming machine can be provided.

[0129] Furthermore, since the specified number information and payout number information include the predetermined number of game medals inserted by the replay execution means, an external unit, etc. can accurately grasp not only information about the game medals actually inserted or actually paid out, but also information including replays.

[0130] Furthermore, according to this solution, the specified number information and payout number information are treated as information for the external unit and as information for the hall computer connected to the external unit, so the specified number information and payout number information can be treated as the same information for both the external unit and the hall computer, and as a result, an innovative gaming machine can be provided.

[0131] Solution (T2)-3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the communication control means transmits to the external unit information on the number of inserted gaming values ​​(information on the number of inserted medals) regarding the number of inserted gaming values, and information on the number of paid-out gaming values ​​(information on the number of paid-out medals). Furthermore, the gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the communication control means transmits inserted medal count information regarding the number of gaming medals inserted and paid-out medal count information regarding the number of gaming medals paid-out to the external unit, and the inserted medal count information and the paid-out medal count information are treated as information for the external unit, and are not treated as information for the hall computer connected to the external unit.

[0132] The present solution adds the following features: (1) The communication control means transmits inserted medal number information relating to the number of game medals inserted and paid-out medal number information relating to the number of game medals paid out to the external unit.

[0133] (2) It is preferable that the information on the number of inserted medals and the information on the number of paid-out medals be treated as information for the external unit, and not as information for the hall computer connected to the external unit.

[0134] According to this solution, information on the number of medals inserted and the number of medals paid out is transmitted to an external unit, making it possible for the external unit to properly monitor the information on the number of medals inserted and the number of medals paid out, and as a result, an innovative gaming machine can be provided.

[0135] Furthermore, according to this solution, the information on the number of inserted medals and the information on the number of paid-out medals are treated as information for the external unit, and not as information for the hall computer connected to the external unit, so the specified number information and the number of paid-out medals information can be used by the external unit but not by the hall computer, and as a result, an innovative gaming machine can be provided.

[0136] [(T3) Game medal display device can display up to 16,383 medals] Solution (T3): The gaming machine of this solution is equipped with a storage means capable of storing the number of game values ​​in a predetermined number of bytes, and the number of game values ​​that can be stored in the storage means is set to a predetermined upper limit, and the predetermined upper limit is a number that is smaller than the maximum number that can be stored in the predetermined number of bytes, and is characterized in that it is possible to perform different processes depending on the number of game values ​​that can be stored in the storage means.

[0137] The gaming machine of this solution has the following configuration. (1) It is equipped with a storage means (a display device for displaying the number of game medals, a display device for displaying the number of game balls) that can store the number of game values ​​(game medals, game balls) in a predetermined number of bytes (2 bytes, 3 bytes). (2) The number of game values ​​that can be stored in the storage means of (1) above is set to a predetermined upper limit (16,383 coins, 990,000 pieces). (3) The predetermined upper limit number in (2) above is a number smaller than the maximum number (65,535, 16,777,215) that can be stored in the predetermined number of bytes in (1) above. (4) Different processes can be executed depending on the number of game values ​​that can be stored (actually stored) in the storage means of (1) above. The different processes are as follows: when the number of game values ​​is within a first range, a first process (payout: possible, lending: possible) can be executed; when the number of game values ​​is within a second range, a second process (payout: possible, lending: not possible) can be executed; and when the number of game values ​​is within a third range, a third process (payout: not possible, lending: not possible) can be executed.

[0138] It is preferable that the specified upper limit number be greater than the maximum number of gaming values ​​that can be obtained in one business hour as envisaged in the design of the gaming machine (15,000 or less for medalless gaming machines, and 75,000 or less for managed gaming machines).

[0139] According to this solution, it is possible to minimize the damage caused by cheating in medal-less gaming machines and controlled gaming machines while minimizing the loss of practicality. Furthermore, according to this solution, even if an upper limit number is set in the storage means (game medal display device, game ball count display device), appropriate measures can be taken (normal game play can be carried out without any problems). As a result, a novel gaming machine can be provided.

[0140] [(T4) Division of roles between the main control CPU and medal count control CPU and communication control] Solution (T4): The gaming machine of this solution comprises a main control board and a gaming value control board capable of communicating with the main control board and an external unit, wherein the main control board executes some of the control processes related to gaming, the gaming value control board executes the remaining control processes, and the main control board transmits predetermined information to the gaming value control board based on the execution of the control processes.

[0141] The gaming machine of this solution has the following configuration. (1) A main control board is provided. The main control board is equipped with a main control CPU.

[0142] (2) A game value control board (a medal count control board) that can communicate with the main control board (1) and an external unit (a dedicated unit, a sandbox) is provided. The medal count control board is equipped with a medal count control CPU.

[0143] (3) The main control board (1) executes some of the control processes related to games (processes required to operate the gaming machine). (4) The game value control board (2) executes the remaining control processes of the control processes (1) above. (5) The main control board (1) transmits predetermined information to the gaming value control board (2) based on the execution of the control process (1). The predetermined information includes, for example, information on the specified number, instructions for paying out gaming medals upon winning (information on the number of medals to be paid out), gaming machine information (gaming machine performance information), gaming machine information (gaming machine installation information), gaming machine information (hall control and fraud monitoring information), etc.

[0144] According to this solution, the control processing can be shared between the main control board and the game value control board, so it is possible to realize medal-less gaming machines and managed gaming machines with minimal changes to existing gaming machines, and costs do not increase significantly.As a result, it is possible to provide an innovative gaming machine.

[0145] [(T5) Status during setting change] Solution (T5): The gaming machine of this solution is a gaming machine that includes a setting change device capable of changing setting values, a setting change mode starting means that starts a setting change mode in which the setting value can be changed by the setting change device when a predetermined start condition is met, a setting change mode ending means that ends the setting change mode when a predetermined end condition is met, and an running information control means that sets running information indicating that the setting change mode is being executed when the setting change mode is started, maintains the setting of the running information even after the setting change mode is ended until a predetermined number of games have been played, and resets the running information after the predetermined number of games have been played.

[0146] The gaming machine of this solution has the following configuration. (1) A setting change device that can change the setting value is provided. A setting change device is a device that switches settings and is activated by operating a button, lever, or other device provided on the gaming machine.

[0147] (2) A setting change mode starting means is provided that starts a setting change mode in which the setting values ​​can be changed by the setting change device described above in (1) when a predetermined starting condition is met (for example, when the setting key switch is ON and the door is open).

[0148] (3) A setting change mode ending means is provided that ends the setting change mode when a predetermined ending condition is met (for example, when the start lever is ON and the setting key switch is OFF).

[0149] (4) When the setting change mode starts, an in-execution information control means is provided which sets in-execution information indicating that the setting change mode is in execution (sets the setting change in-execution status to ON), and maintains the in-execution information set even after the setting change mode ends until a predetermined number of games (n times, for example, 1 time) have been played, and resets the in-execution information (sets the setting change in-execution status to OFF) after the predetermined number of games have been played.

[0150] According to this solution, even if the setting change mode ends, the set of running information is maintained until the predetermined number of games are completed, so that even if an illegal setting change is made, the illegal act can be easily detected. As a result, an innovative gaming machine can be provided.

[0151] [(T6) Processing timing when the count button is pressed] Solution (T6)-1: The gaming machine of this solution is a gaming machine that includes a counting button for counting gaming value, a judgment means for judging that the counting button has been pressed for a long time or more, and for judging that the counting button has been pressed for a short time or less, and a counting notification sending means for sending a counting notification to an external unit at a counting notification timing of a regular interval, and for, if it is judged to be the long press, sending the counting notification corresponding to the long press at the next counting notification timing after the judgment, and for, if it is judged to be the short press, sending the counting notification corresponding to the short press at the next counting notification timing after the judgment.

[0152] The gaming machine of this solution has the following configuration. (1) A counting button (a button that triggers transmission of the game value to an external unit, a counting switch) for counting the game value is provided. (2) A judgment means is provided which judges that the counting button (1) is pressed for a certain period of time or more (500 ms or more) as a long press, and judges that the counting button (1) is pressed for less than a certain period of time (less than 500 ms) as a short press.

[0153] (3) A count notification sending means is provided for sending count notifications to an external unit (dedicated unit) at regular intervals (at 300 ms intervals), and if it is determined that the button is a long press according to (2) above, sending a count notification corresponding to the long press (for example, a count notification of 50 sheets) at the next count notification timing after the determination, and if it is determined that the button is a short press according to (2) above, sending a count notification corresponding to the short press (for example, a count notification of 1 sheet) at the next count notification timing after the determination.

[0154] The count notification in response to a long press may be a count notification of less than 50 sheets, or may be a count notification of 51 sheets or more (for example, 100 sheets). Also, the count notification in response to a short press may be a count notification of 2 sheets or more.

[0155] According to this solution, multiple pressing modes (long press and short press) can be realized with one counting button, so that the player can freely count the number of gaming media according to his / her will, and as a result, an innovative gaming machine can be provided. Furthermore, according to this solution, pressing for a certain period of time or longer is considered a long press, and pressing for less than the certain period of time is considered a short press, allowing the player to perform counting in an intuitively easy manner.

[0156] Solution (T6)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the judgment means transmits the counting notification in response to the long press at a specific counting notification timing, and if the counting button continues to be pressed between the specific counting notification timing and the next counting notification timing, it determines that it is a continuous long press, and the counting notification transmission means, if it determines that it is a continuous long press, transmits the counting notification in response to the continuous long press at the counting notification timing next to the specific counting notification timing.

[0157] The present solution adds the following features: (1) The judgment means sends a counting notification in response to a long press at a specific counting notification timing, and if the counting button continues to be pressed between the specific counting notification timing and the next counting notification timing, it judges that the counting button has been continuously pressed.

[0158] (2) If the counting notification sending means determines that the button has been pressed repeatedly, it sends a counting notification (for example, a counting notification of 50 sheets) corresponding to the continuous long presses at the counting notification timing following the specific counting notification timing.

[0159] According to this solution, when a long press is continuously performed, a counting notification corresponding to the continuous long press is sent each time the counting notification timing arrives, so that the counting notification can be sent continuously without interruption, improving convenience for the player.

[0160] Solution (T6)-3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the judgment means judges that if the counting button is pressed multiple times for less than a certain period of time between a predetermined counting notification timing and the next counting notification timing, it is multiple short presses, and the counting notification sending means, if it judges that it is multiple short presses, sends the counting notification corresponding to the multiple short presses at the counting notification timing next to the predetermined counting notification timing.

[0161] The present solution adds the following features: (1) The judgment means judges that if the count button is pressed multiple times (pressed three times) within a certain period of time between a predetermined count notification timing and the next count notification timing, it is a multiple short press (three short presses have been performed).

[0162] (2) If the counting notification sending means determines that there have been multiple short presses, it sends a counting notification corresponding to the multiple short presses (for example, a counting notification of three sheets) at the counting notification timing next to the specified counting notification timing.

[0163] According to this solution, when multiple short presses are performed, a counting notification corresponding to the multiple short presses is sent at the next counting notification timing, so it can accommodate multiple short presses (for example, rapid presses or intermittent presses), improving convenience for players.

[0164] [(T7) Positional relationship between the power supply unit switch and the medal count control board clear switch] Solution (T7): The gaming machine of this solution is equipped with a power supply unit having a power switch, a clear switch for clearing specified data, and a gaming value control board that operates using power supplied from the power supply unit, and is characterized in that the power switch and the clear switch are positioned so that they can be operated with one hand.

[0165] The gaming machine of this solution has the following configuration. (1) A power supply unit having a power switch is provided. (2) A game value control board (medal number control board) is provided, which has a clear switch (game medal number clear button) for clearing specified data (game medal number) and operates using power supplied from the power supply unit (1) above. (3) The power switch (1) and the clear switch (2) are positioned so that they can be operated with one hand.

[0166] According to this solution, the power switch and the clear switch are positioned so that they can be operated with one hand, so that actions such as pressing the power switch while pressing the clear switch can be easily performed with one hand, and as a result, an innovative gaming machine can be provided.

[0167] (U1) Setting the conditions for enabling and disabling the foul ball sensor Solution (U1)-1: The gaming machine of this solution is an enclosed type gaming machine in which gaming balls circulate within the gaming machine, and is characterized by comprising: a launching means capable of launching gaming balls into a gaming area; a memory means for storing the number of gaming balls; a foul ball detection means for detecting foul balls, which are gaming balls that are launched by the launching means but return without reaching the gaming area; and a control means for incrementing the number of gaming balls when a foul ball is detected by the foul ball detection means and a first condition is met, and not incrementing the number of gaming balls when a foul ball is detected by the foul ball detection means and a second condition is met.

[0168] The gaming machine of this solution has the following configuration. (1) It is an enclosed gaming machine in which gaming balls circulate within the machine. (2) It is provided with a launching means capable of launching game balls into the game area. (3) Equipped with a storage means for storing the number of game balls. (4) It is equipped with a foul ball detection means (foul ball sensor) that detects a foul ball (returned ball), which is a game ball that is launched by the launching means but returns without reaching the game area. (5) A control means (frame control board) is provided that adds up the number of game balls when a foul ball is detected by the foul ball detection means and the first condition is met, and does not add up the number of game balls when a foul ball is detected by the foul ball detection means and the second condition is met.

[0169] According to this solution, the number of game balls can be added depending on the situation, which allows for more flexible control than a system in which the number of game balls is always added when a foul ball is thrown, and as a result, an innovative gaming machine can be provided.

[0170] Solution (U1)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the first condition is a condition that is met when specified information that is updated by detecting a signal related to the launch of a gaming ball is a specific value, and the second condition is a condition that is met when the specified information is not a specific value.

[0171] The present solution adds the following features: (1) The first condition is a condition that is met when predetermined information that is updated by detecting a signal related to the launch of a gaming ball is a specific value (when the advance notice counter is 1 or more). (2) The second condition is a condition that is met when the predetermined information is not a specific value (when the advance notice counter is not 1 or greater, or when the advance notice counter is 0).

[0172] According to this solution, it is possible to easily determine whether or not to add the number of game balls by checking predetermined information, thereby simplifying the control process.

[0173] [(U2) Processing while the counting switch is pressed] Solution (U2): The gaming machine of this solution is an enclosed type gaming machine in which gaming balls circulate within the gaming machine, and is equipped with a launching means capable of launching gaming balls into a gaming area, a memory means for storing the number of gaming balls, a counting switch for counting the number of gaming balls, and a control means, wherein the control means is capable of subtracting the number of gaming balls by pressing the counting switch, is capable of launching gaming balls by the launching means even while the counting switch is pressed, and is characterized in that if the number of gaming balls is a predetermined number and predetermined conditions are met, the number of gaming balls is not subtracted even if the counting switch is pressed.

[0174] The gaming machine of this solution has the following configuration. (1) It is an enclosed gaming machine in which gaming balls circulate within the machine. (2) It is provided with a launching means capable of launching game balls into the game area. (3) Equipped with a storage means for storing the number of game balls. (4) Equipped with a counting switch that counts the number of game balls. (5) Equipped with a control means (frame control board). (6) The control means enables the number of game balls to be subtracted by pressing the counting switch, enables the launching means to launch game balls even while the counting switch is being pressed, and does not subtract from the number of game balls even when the counting switch is pressed if the number of game balls is a predetermined number and predetermined conditions are met (for example, if the rectifier is operated with one ball remaining).

[0175] According to this solution, the launching means can launch game balls even while the counting switch is being pressed, thereby reducing the player's sense of boredom while the counting switch is being pressed. Furthermore, according to this solution, the number of game balls can be subtracted depending on the situation, which allows for more flexible control than a system in which the launch is stopped when the counting switch is pressed, and as a result, an innovative gaming machine can be provided.

[0176] [(U3) Processing of switches mounted on frame control board] Solution (U3)-1: The gaming machine of this solution is equipped with a main control board and a frame control board, and the frame control board is characterized in that it is equipped with a determination means that can determine that an error state has occurred when a specified error occurrence condition is met, and a switch that can release the error state.

[0177] The gaming machine of this solution has the following configuration. (1) Equipped with a main control board. (2) Equipped with a frame control board. (3) The frame control board includes a determining means capable of determining that an error state has occurred when a predetermined error occurrence condition is met, and a switch (error reset switch) capable of resetting the error state.

[0178] According to this solution, the occurrence and cancellation of an error state can be completed using only the frame control board, and malfunctions and fraud that occur in the frame control board can be dealt with appropriately, resulting in the provision of an innovative gaming machine.

[0179] Solution (U3)-2: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the determination means is capable of determining that the error state is present without being affected by the state of the main control board.

[0180] In this solution, the determination means can determine that an error state has occurred (even if the main control board is in an error state) without being affected by the state of the main control board.

[0181] According to this solution, even if the main control board is in an error state, it is possible to notify of an error state related to the frame control board.

[0182] Solution (U3)-3: The gaming machine of this solution is characterized in that, in any of the solutions described above, even if the judgment means determines that the error state has occurred, the gaming ball can be fired, and if the fired gaming ball enters the starting hole, a variable display performance can be executed.

[0183] In this solution, even if the determining means determines that an error state has occurred, the game ball can be launched, and if the launched game ball enters the starting hole, a variable display effect can be executed.

[0184] According to this solution, even if the frame control board is in an error state, the variable display performance can be executed by firing the game ball, which allows for more flexible control than a method that uniformly prohibits the firing of game balls when the frame control board is in an error state.

[0185] [(U4) Frame control board test firing signal] Solution (U4)-1: The gaming machine of this solution is characterized by comprising: a launching means capable of launching gaming balls into a gaming area; a launched ball detection means for detecting launched balls, which are gaming balls launched by the launching means; a launched ball number counting means for counting the number of launched balls, which is the total number of launched balls, based on the detection by the launched ball detection means; a first signal generating means for generating a first signal, which is a signal to be transmitted to an external device and indicates the number of launched balls; a foul ball detection means for detecting foul balls, which are gaming balls that have been launched by the launching means but have returned without reaching the gaming area; a foul ball number counting means for counting the number of foul balls, which is the total number of foul balls, based on the detection by the foul ball detection means; and a second signal generating means for generating a second signal, which is a signal to be transmitted to an external device and indicates the number of foul balls.

[0186] The gaming machine of this solution has the following configuration. (1) It is equipped with a launching means capable of launching game balls into the game area. (2) A launched ball detection means is provided to detect the launched ball, which is the game ball launched by the launching means. (3) A shot ball counting means is provided for counting the total number of shot balls based on the detection by the shot ball detection means. (4) It is provided with a first signal generating means for generating a first signal which is a signal to be transmitted to an external device (test device) and indicates the number of balls fired.

[0187] (5) The game machine is provided with a foul ball detection means for detecting a foul ball, which is a game ball that has been launched by the launching means but has returned without reaching the game area. (6) A foul ball counting means is provided for counting the total number of foul balls based on the detection by the foul ball detection means. (7) A second signal generating means is provided for generating a second signal that is a signal to be transmitted to an external device and indicates the number of foul balls.

[0188] According to this solution, the external device can not only grasp the number of balls fired and the number of foul balls, but also accurately grasp the number of game balls that have reached the game area, thereby providing an innovative game machine.

[0189] Solution (U4)-2: The gaming machine of this solution is characterized in that, in any of the solutions described above, it is equipped with a ball removal state transition means that, when a predetermined transition condition is met, transitions to a ball removal state in which gaming balls can be removed from the gaming machine, the fired ball detection means and the foul ball detection means perform detection even in the ball removal state, the fired ball number counting means and the foul ball number counting means do not count when in the ball removal state, and the first signal generating means and the second signal generating means do not generate a signal when in the ball removal state.

[0190] The present solution adds the following features: (1) When a predetermined transition condition is met (when the number of game balls is 0 and the power is turned on while the ball removal button is pressed), the gaming machine is equipped with a ball removal state transition means that transitions the gaming machine to a ball removal state in which game balls can be removed from the gaming machine. (2) The shot ball number detection means and foul ball detection means perform detection even when the balls are not in play. (3) The shot ball counting means and the foul ball counting means do not count when the ball is removed. (4) The first signal generating means and the second signal generating means do not generate signals when the ball is removed.

[0191] According to this solution, in the ball removal state, the shot ball detection means and the foul ball detection means are enabled and continue to detect game balls, but the first signal and the second signal are not generated.

[0192] [(U5) Method for detecting illegal balls] Solution (U5)-1: The gaming machine of this solution is characterized by having a lifting mechanism that can lift gaming balls while polishing them, a fraudulent ball detection mechanism that is positioned downstream of the lifting mechanism and can detect fraudulent balls, and a rectification mechanism that is positioned downstream of the fraudulent ball detection mechanism and can rectify gaming balls before they are launched.

[0193] The gaming machine of this solution has the following configuration. (1) Equipped with a lifting mechanism that allows the game balls to be lifted while being polished. (2) A fraudulent ball detection mechanism is provided downstream of the lifting mechanism and is capable of detecting fraudulent balls. Illegal balls include iron balls, balls of a size different from the standard size (a ball with a diameter of 11 mm), balls made of a material different from the standard, and balls of a color different from the standard. The fraudulent ball detection mechanism can detect iron balls using a magnet and a sensor that detects the ball, can detect balls of a size different from the standard size using a sensor that detects the height (size) of the ball, and can detect balls made of a material different from the standard or balls of a color different from the standard using a photo sensor or an imaging device. (3) It is located downstream of the illegal ball detection mechanism and is equipped with a rectification mechanism that can rectify the game balls before they are released.

[0194] According to this solution, a stray ball detection mechanism is disposed between the lifting mechanism and the rectifying mechanism, so that a stray ball can be detected just before it is released, and as a result, an innovative gaming machine can be provided. Furthermore, according to this solution, detection of irregular balls is performed on gaming balls after polishing, so the accuracy of detection of irregular balls can be improved by using clean gaming balls.

[0195] Solution (U5)-2: The gaming machine of this solution is a gaming machine that, in any of the solutions described above, is equipped with a ball jam detection mechanism that can detect jamming of gaming balls, and is characterized in that an illegal ball detection error based on the illegal ball detection mechanism has a higher priority of notification than a ball jam error based on the ball jam detection mechanism.

[0196] The present solution adds the following features: (1) It is equipped with a ball jam detection mechanism that can detect jamming of game balls. (2) A mis-ball detection error based on the mis-ball detection mechanism has a higher priority for notification than a ball jam error based on the ball jam detection mechanism.

[0197] According to this solution, the priority of a stray ball detection error is set higher than the priority of a ball jam error, so that it is possible to discover early on that a stray ball has been mixed in.

[0198] Solution (U5)-3: The gaming machine of this solution is a gaming machine characterized in that, in any of the solutions described above, the illegal ball detection error based on the illegal ball detection mechanism is an error that can be cleared by pressing a specified switch.

[0199] In this solution, the illegal ball detection error based on the illegal ball detection mechanism is an error that can be cleared by pressing a specified switch.

[0200] According to this solution, the illegal ball detection error is an error that cannot be cleared unless a specified switch is pressed, and therefore can be considered a more important error than errors that are automatically cleared. [Effects of the Invention]

[0201] According to the present invention, a novel gaming machine can be provided. [Brief explanation of the drawings]

[0202] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Figure 2] FIG. 2 is a rear view of the pachinko machine. [Figure 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4] FIG. 2 is an enlarged front view showing a portion of the game board unit. [Figure 5]FIG. 1 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] FIG. 2 is a block diagram showing the internal functional configuration of the performance control device. [Figure 7] FIG. 2 is a diagram showing a memory map of a memory area used by the main control CPU 72. [Figure 8] A diagram showing the relationship between the setting value and the probability of winning the special pattern lottery. [Figure 9] 10A and 10B are diagrams showing the state of the setting key, whether the setting can be changed, and whether the key can be inserted or removed. [Figure 10] 10 is a flowchart showing a first example of a procedure of a CPU initialization process (1 / 2). [Figure 11] 10 is a flowchart showing a first example of a procedure of a CPU initialization process (2 / 2). [Figure 12] FIG. 10 is a diagram illustrating a command transmission timing in a first example procedure of a CPU initialization process. [Figure 13] FIG. 10 is a diagram showing a list of gaming machine states. [Figure 14] FIG. 10 is a diagram showing how processing is distributed when power is turned on. [Figure 15] 10 is a flowchart showing a second example of the procedure of the CPU initialization process (1 / 2). [Figure 16] 10 is a flowchart showing a second example of the procedure of the CPU initialization process (2 / 2). [Figure 17] FIG. 10 is a diagram illustrating a command transmission timing in a second example procedure of the CPU initialization process. [Figure 18] 10 is a flowchart illustrating an example of a procedure for main loop processing. [Figure 19] FIG. 10 is a diagram illustrating the content of processing executed when a serial communication reception interrupt occurs. [Figure 20] FIG. 10 is a diagram illustrating the content of processing executed when a timer interrupt occurs. [Figure 21] FIG. 10 is a diagram showing the processing executed when a power-off warning interrupt occurs. [Figure 22] 10 is a flowchart illustrating an example of a procedure for serial communication reception interrupt processing. [Figure 23] 10 is a flowchart illustrating an example of a procedure for interrupt processing when a power outage is predicted. [Figure 24] 10 is a flowchart illustrating an example of a procedure for timer interrupt processing. [Figure 25] 10 is a flowchart illustrating an example of a procedure for dynamic port output processing. [Figure 26] 10 is a flowchart illustrating an example of a procedure for a performance display monitor output process. [Figure 27] 10A and 10B are diagrams illustrating the relationship between timer interrupt processing and dynamic port output processing. [Figure 28] FIG. 10 is a diagram illustrating a modified example of a timer interrupt process. [Figure 29] 10 is a flowchart showing an example of a procedure for setting change processing (1 / 2). [Figure 30] 10 is a flowchart showing an example of a procedure for setting change processing (2 / 2). [Figure 31] 10 is a flowchart illustrating an example of a procedure for switch management processing. [Figure 32] 10 is a flowchart showing an example of the procedure for a first special symbol memory update process. [Figure 33] 10 is a flowchart showing an example of the procedure for a second special symbol memory update process. [Figure 34] 10 is a flowchart illustrating an example of a procedure for effect determination processing at the time of acquisition. [Figure 35] 10 is a flowchart showing an example of the configuration of a special game management process. [Figure 36] 10 is a flowchart showing an example of the procedure for special pattern variation pre-processing. [Figure 37] A figure showing an example of a fluctuation pattern selection table when losing (low probability / high probability non-time shortening state). [Figure 38] A figure showing an example of a variation pattern selection table when losing (low probability time shortening state). [Figure 39] A figure showing an example of a variation pattern selection table when losing (high probability time shortening state). [Figure 40] A figure showing an example of a fluctuation pattern selection table (special section) when a bet is lost. [Figure 41] A figure showing an example of the configuration of a table for selecting the stop pattern when the first special pattern jackpot is hit. [Figure 42] A figure showing an example of the configuration of a table for selecting the stop pattern when a second special pattern jackpot is hit. [Figure 43] This is a diagram showing an example of a fluctuation pattern selection table during a jackpot (low probability / high probability non-time shortening state). [Figure 44] A figure showing an example of a fluctuation pattern selection table during a jackpot (low probability time shortening state). [Figure 45] This is a diagram showing an example of a fluctuation pattern selection table during a jackpot (high probability time shortening state). [Figure 46] A figure showing an example of a fluctuation pattern selection table (special section) during a jackpot. [Figure 47] A flowchart showing an example of the procedure for determining a fluctuation pattern when a loss occurs. [Figure 48] A flowchart showing an example of the procedure for determining a fluctuation pattern during a jackpot. [Figure 49] 10 is a flowchart showing an example of a procedure for special symbol storage area shift processing. [Figure 50] 10 is a flowchart showing an example of the procedure for processing during the stop display of a special symbol. [Figure 51] 10 is a flowchart showing an example of the procedure for special fluctuation management processing. [Figure 52] A flowchart showing an example of the configuration of the variable winning device management process during a jackpot. [Figure 53] A flowchart showing an example of the procedure for setting the large prize opening pattern when a jackpot occurs. [Figure 54] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize entry port when a jackpot occurs. [Figure 55] A flowchart showing an example of the procedure for closing the large prize entry port when a jackpot occurs. [Figure 56] A flowchart showing an example of the procedure for ending processing when a jackpot occurs. [Figure 57] 10 is a flowchart illustrating an example of a procedure for setting the number of special fluctuations. [Figure 58] A flowchart showing an example of the configuration of the variable winning device management process when a small win occurs. [Figure 59] This is a flowchart showing an example of the procedure for setting the large prize opening pattern when a small win occurs. [Figure 60] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening when a small win occurs. [Figure 61] This is a flowchart showing an example of the procedure for closing the large prize opening when a small win occurs. [Figure 62] A flowchart showing an example of the procedure for ending processing when a small hit occurs. [Figure 63] 10 is a flowchart illustrating an example of a configuration of an LED display setting process. [Figure 64] 10 is a flowchart illustrating an example of a procedure for external information management processing. [Figure 65] 10 is a flowchart illustrating an example of a procedure for security signal management processing. [Figure 66] 10 is a flowchart showing a first example of the procedure of an addend calculation process. [Figure 67] 10 is a flowchart showing a second example of the procedure of the addend calculation process. [Figure 68] A diagram showing the relationship between the game state and the number of balls fired. [Figure 69] 10 is a flowchart illustrating an example of a procedure for a performance display monitor control process. [Figure 70] 10 is a flowchart showing an example of the procedure for adding the number of balls. [Figure 71] 10 is a flowchart illustrating an example of a procedure for a performance display monitor tally division process. [Figure 72] 10 is a flowchart showing an example of a procedure for processing a division task 1. [Figure 73] 10 is a flowchart showing an example of the processing procedure for division tasks 2 to 8. [Figure 74] 10 is a flowchart showing an example of the processing procedure of a division task 9. [Figure 75] 2A to 2C are diagrams illustrating the display mode of the performance display monitor 200. [Figure 76]10 is a diagram illustrating a base section displayed on the performance display monitor 200. FIG. [Figure 77] FIG. 10 is a diagram illustrating a base calculation method. [Figure 78] 10 is a timing chart showing the basic operation of the setting-related processing (1 / 3). [Figure 79] 10 is a timing chart showing the basic operation of the setting-related processing (2 / 3). [Figure 80] 10 is a timing chart showing the basic operation of the setting-related processing (3 / 3). [Figure 81] FIG. 10 is a diagram illustrating an example of processing when power is turned on (first processing example). [Figure 82] FIG. 10 is a diagram illustrating an example of processing when power is turned on (second processing example). [Figure 83] FIG. 10 is a diagram illustrating an example of processing when power is turned on (third processing example). [Figure 84] 10 is a flowchart illustrating an example of a procedure for launch position management processing. [Figure 85] FIG. 10 is a diagram illustrating a game flow in a non-time-shortened state. [Figure 86] FIG. 10 is a diagram illustrating a game flow in a time-shortened state. [Figure 87] 10A to 10C are sequential diagrams showing examples of presentation images corresponding to the variable and stationary display of special symbols. [Figure 88] This is a continuous diagram showing the flow of the reach effect that is executed when a jackpot (win) occurs. [Figure 89] FIG. 10 is a diagram showing an example of a challenge bonus effect. [Figure 90] 10A to 10C are sequential diagrams partially showing an example of a treasure challenge effect. [Figure 91] 10A to 10C are sequential diagrams showing an example of a fireworks rush effect. [Figure 92] 10A to 10C are sequential views partially showing an example of a fireworks bonus effect. [Figure 93] A series of diagrams partially showing an example of a normal bonus effect. [Figure 94] 10A to 10C are sequential diagrams showing an example of a beach mode presentation. [Figure 95]10 is a flowchart showing an example of a procedure for performance control processing. [Figure 96] 10 is a flowchart showing an example of the procedure for the operating memory performance management process. [Figure 97] 10 is a flowchart showing an example of the procedure for processing performance symbol management. [Figure 98] A flowchart showing an example of the procedure for pre-processing of the effect pattern change. [Figure 99] A flowchart showing an example of the procedure for selecting a variable presentation pattern when a jackpot occurs. [Figure 100] A flowchart showing an example of the procedure for selecting a variable presentation pattern when a miss occurs. [Figure 101] 10 is a flowchart illustrating an example of a procedure for mode effect management processing. [Figure 102] A flowchart showing an example of the configuration of processing when the variable winning device is activated. [Figure 103] FIG. 1 is a diagram showing an overall overview of a gaming machine management system. [Figure 104] FIG. 1 is a diagram showing a schematic diagram of a gaming machine management system (flow of machine history management). [Figure 105] FIG. 1 is a diagram showing a schematic diagram of a gaming machine management system (flow of security management). [Figure 106] FIG. 10 is a diagram showing an image of the connection between the managed gaming machine and the dedicated unit. [Figure 107] FIG. 1 is a diagram showing security enhancement items (1 / 4). [Figure 108] FIG. 2 is a diagram showing security enhancement items (2 / 4). [Figure 109] FIG. 3 is a diagram showing security enhancement items (3 / 4). [Figure 110] FIG. 4 is a diagram showing security enhancement items (4 / 4). [Figure 111] FIG. 10 is a diagram showing the flow of monitoring information. [Figure 112] FIG. 2 is an exploded perspective view of a controlled gaming machine. [Figure 113] FIG. 2 is a front view of the managed gaming machine. [Figure 114]FIG. 2 is a perspective view of a controlled gaming machine. [Figure 115] This is a diagram showing the back of the managed gaming machine (with the back cover attached). [Figure 116] This is a diagram showing the back of the managed gaming machine (without the back cover). [Figure 117] FIG. 10 is a diagram showing a device to be installed in a controlled gaming machine. [Figure 118] FIG. 2 is a block diagram of the main control function. [Figure 119] A diagram showing a list of frauds detected by the main control board of the managed gaming machine. [Figure 120] A figure showing a block diagram of the prize ball control function. [Figure 121] A diagram showing errors detected by the prize ball control function. [Figure 122] FIG. 10 is a block diagram of the ball control function. [Figure 123] A diagram showing a list of errors detected by the ball lending control function. [Figure 124] FIG. 10 is a block diagram of a counting function. [Figure 125] FIG. 10 is a diagram showing the conditions for counting the number of balls. [Figure 126] A figure showing a block diagram of the function for displaying the number of game balls, etc. [Figure 127] FIG. 2 is a block diagram of security functions. [Figure 128] FIG. 10 is a block diagram of an information output function. [Figure 129] FIG. 10 is a diagram showing the content output from the dedicated unit to the hall computer. [Figure 130] FIG. 2 is a block diagram showing a power supply function. [Figure 131] FIG. 10 shows a block diagram of the firing function. [Figure 132] A figure showing a block diagram of the game ball circulation function. [Figure 133] A diagram showing errors detected by the game ball circulation function. [Figure 134] FIG. 10 is a block diagram of a ball polishing function. [Figure 135]FIG. 10 is a diagram showing an error detected by the ball polishing function. [Figure 136] FIG. 2 is a block diagram illustrating a power saving function. [Figure 137] FIG. 10 is a block diagram of a nighttime monitoring function. [Figure 138] FIG. 10 is a block diagram of an iron ball detection function. [Figure 139] FIG. 10 is a block diagram of the ball removal function. [Figure 140] FIG. 10 is a block diagram of a pause function. [Figure 141] FIG. 16 is a diagram showing the error detection function (1 / 6). [Figure 142] FIG. 2 is a diagram showing the error detection function (2 / 6). [Figure 143] FIG. 3 is a diagram showing the error detection function (3 / 6). [Figure 144] FIG. 4 is a diagram showing the error detection function (4 / 6). [Figure 145] FIG. 5 is a diagram showing the error detection function (5 / 6). [Figure 146] FIG. 6 is a diagram showing the error detection function (6 / 6). [Figure 147] FIG. 10 is a block diagram of the light intensity and volume adjustment function. [Figure 148] A diagram showing the outline of the game board and alignment holes with the management game machine frame. [Figure 149] FIG. 10 is a diagram showing the dimensions of the play area. [Figure 150] FIG. 10 is a diagram showing the dimensions of a rear surface effective area. [Figure 151] FIG. 2 is a diagram illustrating the configuration of a launch device. [Figure 152] FIG. 1 is a diagram showing the configuration of a launching device (handle). [Figure 153] 1 illustrates the operating principle of the launcher; [Fig. 154] 1 is a diagram illustrating the operating principle of the ball feeding solenoid delivering the game ball. [Figure 155] 1 is a diagram illustrating the operating principle of the ball feeding solenoid delivering the game ball. [Figure 156]1 is a diagram illustrating the operating principle of the ball feeding solenoid delivering the game ball. [Figure 157] 1 is a schematic diagram showing the configuration of a power supply device used in a controlled gaming machine; [Figure 158] FIG. 1 is a diagram illustrating the use of power supplies and signals. [Figure 159] FIG. 2 is a diagram showing connector and pin layout specifications. [Figure 160] FIG. 4 is a diagram showing specifications of main system power supply capacity. [Figure 161] FIG. 10 is a diagram showing specifications of sub-system power supply capacity. [Figure 162] FIG. 10 is a diagram showing items to be backed up. [Figure 163] FIG. 2 is a diagram showing the structure of a ball polishing device. [Fig. 164] 1 is a diagram showing the operating principle of a ball polishing device. [Figure 165] 1 is a diagram showing the operating principle of a ball polishing device. [Figure 166] 1 is a diagram showing the operating principle of a ball polishing device. [Figure 167] 1 is a diagram showing the operating principle of a ball polishing device. [Figure 168] A diagram showing the configuration of a game ball circulation device. [Figure 169] A diagram showing the operating principle of the game ball circulation device. [Figure 170] A diagram showing the operating principle of the game ball circulation device. [Figure 171] A diagram showing the operating principle of the game ball circulation device. [Figure 172] FIG. 1 is a diagram showing a touch panel type liquid crystal display. [Figure 173] FIG. 1 is a diagram showing an outer frame security device. [Fig. 174] FIG. 1 is a diagram showing an outer frame security device. [Figure 175] FIG. 1 is a diagram showing an iron ball detection device. [Figure 176] FIG. 2 is a block diagram of a managed gaming machine. [Figure 177] FIG. 2 is a block diagram of a managed gaming machine. [Figure 178]FIG. 2 is a block diagram of a managed gaming machine. [Figure 179] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 180] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 181] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 182] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 183] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 184] FIG. 2 is a diagram showing an overall circuit diagram of a main system 1 of a managed gaming machine. [Figure 185] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 186] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 187] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 188] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 189] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 190] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 191] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 192] FIG. 2 is a diagram showing the overall circuit diagram of the main system 2 of the managed gaming machine. [Figure 193] FIG. 2 is a diagram showing the overall circuit diagram of a managed gaming machine sub-system. [Figure 194] FIG. 2 is a diagram showing the overall circuit diagram of a managed gaming machine sub-system. [Figure 195] FIG. 2 is a diagram showing the overall circuit diagram of a managed gaming machine sub-system. [Figure 196] FIG. 2 is a diagram showing the overall circuit diagram of a managed gaming machine sub-system. [Figure 197] FIG. 2 is a diagram showing the overall circuit diagram of a managed gaming machine sub-system. [Figure 198]FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 199] FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 200] FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 201] FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 202] FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 203] FIG. 10 is a diagram showing the overall circuit diagram of the main system of the gaming board of the managed gaming machine. [Figure 204] FIG. 10 is a diagram showing connector pin arrangement specifications. [Figure 205] FIG. 10 is a diagram illustrating a reset signal. [Figure 206] This is a diagram showing the circuit configuration when the FG of the managed gaming machine game board is connected from the main drawer board without going through the main control board. [Figure 207] This is a diagram showing the circuit configuration when the FG of the managed gaming machine game board is connected from the main drawer board via the main control board. [Figure 208] FIG. 10 is a diagram showing connector pin arrangement specifications. [Figure 209] A diagram showing the circuit configuration of the interface between the performance control board and other performance devices. [Figure 210] FIG. 2 is a block diagram including various switches and the like. [Figure 211] A diagram showing an outline of the specifications of the front decorative illumination section and dot display section. [Figure 212] This is a diagram showing the LED arrangement and system diagram of the front decorative lighting section. [Figure 213] This is a diagram showing the LED arrangement and system diagram of the front decorative dot display unit. [Figure 214] FIG. 10 is a block diagram of the front decorative illumination unit and dot display unit. [Figure 215] FIG. 10 is a block diagram of the front decorative illumination unit and dot display unit. [Figure 216] FIG. 2 is a diagram showing the outline specifications of the main control CPU. [Figure 217] This is a diagram showing the main control CPU terminal connection diagram. [Figure 218] FIG. 10 is a diagram showing a list of terminal functions of the main control CPU. [Figure 219] FIG. 10 is a diagram showing a list of terminal functions of the main control CPU. [Figure 220] FIG. 10 is a diagram showing the outline specifications of a frame control CPU. [Figure 221] This is a diagram showing the frame control CPU terminal connection diagram. [Figure 222] FIG. 10 is a diagram showing a list of terminal functions of the frame control CPU. [Figure 223] FIG. 10 is a diagram showing a list of terminal functions of the frame control CPU. [Figure 224] FIG. 2 is a diagram showing the configuration of a main control program. [Figure 225] FIG. 10 is a diagram showing the configuration of a frame control program. [Figure 226] A diagram showing the communication conditions of the main control board-frame control board interface. [Figure 227] FIG. 2 shows a block diagram of a user program interface. [Figure 228] FIG. 10 is a diagram showing details of game information. [Figure 229] FIG. 10 is a diagram showing details of type information. [Figure 230] FIG. 10 is a diagram showing details of count information. [Figure 231] FIG. 10 is a diagram showing details of game status information. [Figure 232] A diagram showing details of managed gaming machine slot information. [Figure 233] 10 is a flowchart illustrating an example of a procedure for power-on processing. [Figure 234] 10 is a flowchart illustrating an example of a procedure for a pause process. [Figure 235] 10 is a flowchart illustrating an example of a procedure for resuming processing from a pause; [Figure 236] FIG. 10 is a diagram illustrating an example of a procedure for processing when a communication abnormality is detected. [Figure 237] FIG. 10 is a diagram illustrating an example of a procedure for recovery from a communication abnormality. [Figure 238] FIG. 10 is a diagram showing the size of the game board. [Figure 239] FIG. [Figure 240] FIG. 2 is a diagram showing the main dimensions of the gaming machine frame. [Figure 241] FIG. 10 is a diagram showing the dimensions of a discharge passage. [Figure 242] A diagram showing the mechanism for detecting a returning ball. [Figure 243] FIG. 1 is a diagram illustrating a power cutoff mechanism. [Figure 244] FIG. 10 is a diagram showing the ball removal mechanism. [Figure 245] FIG. [Figure 246] FIG. [Figure 247] FIG. [Figure 248] FIG. 1 is a diagram illustrating a mechanism for detecting an iron ball. [Figure 249] FIG. 2 is a diagram showing the system configuration of a managed gaming machine. [Figure 250] FIG. 10 is a diagram illustrating communication conditions. [Figure 251] FIG. 2 is a diagram illustrating an outline of a data configuration. [Figure 252] FIG. 2 is a diagram showing details of a data configuration. [Figure 253] A diagram showing a list of messages between the main control board and the frame control board. [Figure 254] FIG. 10 is a diagram showing details of notification of gaming machine installation information. [Figure 255] FIG. 10 is a diagram showing the code system (1 byte) for gaming machine types. [Figure 256] FIG. 10 is a diagram showing an example of a gaming machine type list. [Figure 257] FIG. 10 is a diagram showing a method for generating a main control chip ID number (in the case of the first chip). [Figure 258] FIG. 10 is a diagram showing a method for generating a main control chip ID number (in the case of a second chip). [Figure 259] FIG. 10 is a diagram showing the identification code of the main control chip ID number. [Figure 260]FIG. 10 is a diagram showing details of a gaming machine installation information response. [Figure 261] FIG. 10 is a diagram showing details of gaming machine information notification (1 / 2). [Figure 262] FIG. 10 is a diagram showing details of gaming machine information notification (2 / 2). [Figure 263] FIG. 10 is a diagram showing a main control state 1. [Figure 264] FIG. 10 is a diagram showing a main control state 2. [Figure 265] FIG. 10 is a diagram showing a fraud detection state. [Figure 266] FIG. 10 is a diagram showing details of game information. [Figure 267] FIG. 10 is a diagram showing details of type information. [Figure 268] FIG. 10 is a diagram showing details of data types of type information. [Figure 269] FIG. 10 is a diagram showing data numbers of type information (1 / 2). [Figure 270] FIG. 10 is a diagram showing data numbers of type information (2 / 2). [Figure 271] FIG. 10 is a diagram showing data numbers of pulse outputs from an external terminal board. [Fig. 272] FIG. 10 is a diagram showing details of count information. [Fig. 273] (Example 1) 1 = Starting hole winning, this is a diagram showing an example where two balls enter starting hole 1 of three winning balls. [Fig. 274] (Example 2) 2 = This is a diagram showing an example where 3 of 15 prize balls enter large prize slot 2 when a special electric device is activated to enter the large prize slot. [Figure 275] (Example 3) 3 = Prize winning slot. This is a diagram showing an example where one ball enters prize slot 2, which holds one prize ball. [Figure 276] (Example 4) This is a diagram showing an example of passing through gate 1 once in gate 4 passing. [Figure 277] (Example 5) 4 = A diagram showing an example where one of three winning balls enters the normal ball operation port 2 in the normal ball operation port winning. [Fig. 278](Example 6) 5 = This is a diagram showing an example where one of three winning balls enters the winning hole when a normal electric device is activated, resulting in a winning ball entering the starting hole. [Figure 279] (Example 7) 6 = This is a diagram showing an example where 1 of 15 prize balls enters large prize slot 1 due to the operation of the continuous operation device of the special device, in the case of winning a prize in the large prize slot due to the operation of the continuous operation device of the special device. [Figure 280] (Example 8) 7 = A diagram showing an example of winning by operating a normal electric device, where one of ten winning balls enters winning slot 2 by operating a normal electric device. [Figure 281] (Example 9) 8 = This is a diagram showing an example of a winning result due to the operation of other devices, where one of the 10 winning balls is won in winning slot 1 due to the operation of other devices. [Figure 282] FIG. 10 is a diagram showing details of count information. [Figure 283] (Example 1) This is a diagram showing an example where special pattern 1 stops once in the number of pattern determinations. [Fig. 284] (Example 2) This is a diagram showing an example where normal pattern 1 stops once in the number of pattern determinations. [Figure 285] FIG. 10 is a diagram showing details of count information. [Figure 286] (Example 1) This is a diagram showing an example of when the device for continuously operating the reels is activated (jackpot) once (jackpot). [Figure 287] (Example 2) This figure shows an example of a case where a special electric device operates (small win) when the device continuous operation device is not in operation, and a special electric device operates once (small win) when the device continuous operation device is not in operation. [Figure 288] FIG. 10 is a diagram showing details of count information. [Figure 289] (Example 1) This is a diagram showing an example of when a normal pattern hit occurs once in a normal pattern hit. [Figure 290] FIG. 10 is a diagram showing details of count information. [Figure 291] (Example 1) This is a diagram showing an example where reel 1 is opened once in the reel count. [Figure 292]FIG. 10 is a diagram showing details of count information. [Figure 293] (Example 1) This is a diagram showing an example in which specific area 1 is passed through once in passing through specific areas. [Fig. 294] FIG. 10 is a diagram showing details of count information. [Figure 295] (Example 1) This is a diagram showing an example in which, in the external terminal board pulse output, a pulse is output once from the external terminal board pulse output signal terminal 1 of the dedicated unit. [Figure 296] FIG. 10 is a diagram showing details of count information. [Figure 297] (Example 1) A diagram showing an example of a state change to high base level in a performance information state notification. [Figure 298] FIG. 10 is a diagram showing details of a gaming machine information response. [Figure 299] FIG. 10 is a diagram showing a communication procedure from power-on. [Figure 300] FIG. 10 is a diagram showing a communication procedure when changing or confirming settings. [Figure 301] FIG. 10 is a diagram showing a procedure for detecting a communication line disconnection 1. [Figure 302] FIG. 10 is a diagram showing the procedure for detecting communication line disconnection 2. [Figure 303] FIG. 10 is a diagram showing the procedure for the ball removal state. [Figure 304] FIG. 2 is a diagram showing an output configuration diagram. [Figure 305] This is a diagram showing the standard 20 ports (1 / 2). [Figure 306] This is a diagram showing the standard 20 ports (2 / 2). [Figure 307] FIG. 10 is a diagram showing an expansion port. [Figure 308] FIG. 2 is a diagram showing the system configuration of a managed gaming machine. [Figure 309] FIG. 10 is a diagram showing communication conditions between the time slot control and the CM. [Figure 310] FIG. 10 is a diagram showing details of the data structure between the slot control and the CM. [Figure 311] FIG. 10 is a diagram showing a list of messages between frame control and CM. [Figure 312] FIG. 10 is a diagram showing details of gaming machine information notification. [Figure 313] FIG. 10 is a diagram showing the code system (1 byte) for gaming machine types. [Figure 314] FIG. 10 is a diagram showing an example of a gaming machine type list. [Figure 315] A figure showing a message when the gaming machine information type is set to "0x00: gaming machine performance information." [Figure 316] A figure showing a message when the gaming machine information type is set to "0x01: gaming machine installation information." [Figure 317] FIG. 10 is a diagram showing a method for generating a frame control chip ID number (in the case of a first chip). [Figure 318] FIG. 10 is a diagram showing a method for generating a frame control chip ID number (in the case of a second chip). [Figure 319] This is a diagram showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information" (1 / 3). [Figure 320] This is a diagram (2 / 3) showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information." [Figure 321] This is a diagram (3 / 3) showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information." [Figure 322] FIG. 10 is a diagram showing a fraud detection state 1. [Figure 323] FIG. 10 is a diagram showing fraud detection state 2. [Figure 324] FIG. 10 is a diagram showing fraud detection state 3. [Figure 325] FIG. 10 is a diagram showing details of data type (upper 4 bits). [Figure 326] FIG. 10 is a diagram showing details of the data number (lower 4 bits) set for each data type. [Figure 327] FIG. 10 is a diagram showing details of count information. [Figure 328] (Example 1) This is a diagram showing an example of starting hole winning, where two balls enter starting hole 1 out of three winning balls. [Figure 329] (Example 2) This is a diagram showing an example of a large prize winning event where 3 of 15 prize balls enter large prize winning slot 2. [Figure 330] (Example 3) This is a diagram showing an example of a prize ball entering a prize slot 2 that has one prize ball. [Figure 331] FIG. 10 is a diagram showing details of count information. [Figure 332] (Example 1) This is a diagram showing an example of passing through gate 1 once during gate passage. [Figure 333] FIG. 10 is a diagram showing details of count information. [Figure 334] (Example 1) This is a diagram showing an example where special pattern 1 stops once in the number of pattern determinations. [Figure 335] FIG. 10 is a diagram showing details of count information. [Figure 336] (Example 1) This is a diagram showing an example of when the device for continuously operating the reels is activated (jackpot) once (jackpot). [Figure 337] (Example 2) This figure shows an example of a case where a special electric device operates (small win) when the device continuous operation device is not in operation, and a special electric device operates once (small win) when the device continuous operation device is not in operation. [Figure 338] FIG. 10 is a diagram showing details of count information. [Figure 339] (Example 1) This is a diagram showing an example where reel 1 is opened once in the reel count. [Figure 340] FIG. 10 is a diagram showing details of count information. [Figure 341] (Example 1) This is a diagram showing an example of passing through a specific area 1 once in specific area passing. [Figure 342] FIG. 10 is a diagram showing details of count information. [Figure 343] (Example 1) This is a diagram showing an example in which backup 1 occurs once in backup. [Figure 344] FIG. 10 is a diagram showing details of counting notification. [Figure 345] FIG. 10 is a diagram showing details of a lending notice. [Figure 346] FIG. 10 is a diagram showing details of a loan notification receipt result response. [Figure 347] FIG. 10 is a diagram showing a basic communication sequence. [Figure 348] FIG. 10 is a diagram showing a sequence when the gaming machine is started first. [Figure 349] FIG. 10 is a diagram showing a sequence when a CM is started first. [Figure 350] A diagram showing notification conditions applied in the gaming machine information notification sequence. [Figure 351] FIG. 10 is a diagram showing the basic sequence of gaming machine information notification (without gaming information). [Figure 352] This is a diagram showing the sequence when hall control / fraud monitoring information (with gaming information) and gaming machine installation information / gaming machine performance information overlap (1 / 2). [Figure 353] This is a diagram showing the sequence when hall control / fraud monitoring information (with gaming information) and gaming machine installation information / gaming machine performance information overlap (2 / 2). [Figure 354] FIG. 10 is a diagram showing the counting notification sequence (1 / 2). [Figure 355] FIG. 10 is a diagram showing the counting notification sequence (2 / 2). [Figure 356] FIG. 10 is a diagram showing a lending notification sequence. [Figure 357] FIG. 10 is a diagram showing the recovery sequence when a dedicated cable is disconnected (1 / 2). [Figure 358] FIG. 10 is a diagram showing the recovery sequence when the dedicated cable is disconnected (2 / 2). [Figure 359] FIG. 10 is a diagram showing a communication error during counting (1 / 2). [Figure 360] FIG. 10 is a diagram showing a communication error during counting (2 / 2). [Figure 361] FIG. 10 illustrates a communication error during lending. [Figure 362] FIG. 10 is a diagram showing a counting condition table. [Figure 363] (1) A diagram showing a basic long press pattern. [Figure 364] (2) A diagram showing a continuous long press pattern (part 1). [Figure 365] (2) A diagram showing a continuous long press pattern (part 2). [Figure 366](3) A diagram showing a special long press pattern. [Figure 367] (4) A diagram showing a basic short press pattern (part 1). [Figure 368] (4) A diagram showing a basic short press pattern (part 2). [Figure 369] (5) A diagram showing a short press special pattern (part 1). [Figure 370] (5) A diagram showing a short press special pattern (part 2). [Figure 371] FIG. 2 is a diagram showing the external dimensions and weight of a power supply unit. [Figure 372] FIG. 2 is a diagram showing input power specifications of the power supply unit. [Figure 373] FIG. 4 is a diagram showing input signal specifications of the power supply unit. [Figure 374] This is a diagram showing the output power specifications of the power supply unit (1 / 2). [Figure 375] This is a diagram showing the output power specifications of the power supply unit (1 / 2). [Figure 376] FIG. 2 is a diagram showing a power supply and signal timing chart. [Figure 377] FIG. 10 is a diagram showing the rise characteristics (at power-on); [Figure 378] FIG. 10 is a diagram showing a falling characteristic (when the power is turned off). [Figure 379] This is a diagram showing momentary power outage-2 (when DC36V-1 does not drop completely for 25ms or more and DC5V-1 is maintained). [Figure 380] CN1: A diagram showing the specifications of connection part 1. [Figure 381] CN2: A diagram showing the specifications of connection part 2. [Figure 382] CN3: A diagram showing the specifications of connection part 3. [Figure 383] CN4: A diagram showing the specifications of connection part 4. [Figure 384] CN5: A diagram showing the specifications of connection part 5. [Figure 385] CN6: A diagram showing the specifications of connection part 6. [Figure 386]CN7: A diagram showing the specifications of connection part 7. [Figure 387] FIG. 2 is a diagram showing insulation specifications of a power supply unit. [Figure 388] FIG. 2 is a diagram showing environmental specifications of the power supply unit. [Figure 389] FIG. 2 is a diagram showing the specifications of a power supply unit. [Figure 390] FIG. 2 is a diagram showing a power supply configuration of a power supply unit. [Figure 391] FIG. 2 is a diagram showing a component layout of a connector and a switch of the power supply unit. [Figure 392] FIG. 10 is a diagram showing the connector pin arrangement specifications of a 36-pin drawer connector. [Figure 393] A diagram showing the circuit configuration of the interface between the main control board and the frame control board. [Figure 394] This is a diagram showing the constants and model names of components used in the circuit configuration of the interface between the main control board and the frame control board. [Figure 395] FIG. 10 is a diagram showing the connector pin arrangement specifications of a 40-pin drawer connector. [Figure 396] A diagram showing the circuit configuration of the interface between the performance control board and other performance devices. [Figure 397] This is a diagram showing the constants and model names of components used in the circuit configuration of the interface between the performance control board and other performance devices. [Figure 398] 10A and 10B are diagrams illustrating an outline of pull-down processing when not in use and when in use. [Figure 399] FIG. 10 is a block diagram including an adjustment switch and the like. [Figure 400] A figure showing a block diagram including a performance switch unit, etc. [Figure 401] FIG. 10 is a diagram showing a list of LEDs and control specifications. [Figure 402] FIG. 10 is a block diagram of the LED control of the front frame. [Figure 403] FIG. 1 is a diagram showing an LED arrangement and a system diagram. [Figure 404] This is a diagram showing the LED system diagram and the correspondence between LED drivers. [Figure 405] FIG. 10 is a diagram showing the specifications of the lower speaker. [Figure 406] FIG. 2 is a diagram showing the specifications of the left and right speakers. [Figure 407] FIG. 1 is a block diagram including an upper speaker, a left speaker, a right speaker, and the like. [Figure 408] This is a diagram showing the overall circuit diagram of the controlled gaming machine (1 / 25). [Figure 409] This is a diagram showing the overall circuit diagram of the controlled gaming machine (2 / 25). [Figure 410] This is a diagram showing the overall circuit diagram of the controlled gaming machine (3 / 25). [Figure 411] This is a diagram showing the overall circuit diagram of the controlled gaming machine (4 / 25). [Figure 412] This is a diagram showing the overall circuit diagram of the controlled gaming machine (5 / 25). [Figure 413] This is a diagram showing the overall circuit diagram of the controlled gaming machine (6 / 25). [Figure 414] This is a diagram showing the overall circuit diagram of the controlled gaming machine (7 / 25). [Figure 415] This is a diagram showing the overall circuit diagram of the controlled gaming machine (8 / 25). [Figure 416] This is a diagram showing the overall circuit diagram of the controlled gaming machine (9 / 25). [Figure 417] This is a diagram showing the overall circuit diagram of the controlled gaming machine (10 / 25). [Figure 418] This is a diagram showing the overall circuit diagram of the controlled gaming machine (11 / 25). [Fig. 419] This is a diagram showing the overall circuit diagram of the controlled gaming machine (12 / 25). [Figure 420] This is a diagram showing the overall circuit diagram of the controlled gaming machine (13 / 25). [Figure 421] This is a diagram showing the overall circuit diagram of the controlled gaming machine (14 / 25). [Figure 422] This is a diagram showing the overall circuit diagram of the controlled gaming machine (15 / 25). [Figure 423] This is a diagram showing the overall circuit diagram of the controlled gaming machine (16 / 25). [Figure 424]This is a diagram showing the overall circuit diagram of the controlled gaming machine (17 / 25). [Figure 425] This is a diagram showing the overall circuit diagram of the controlled gaming machine (18 / 25). [Figure 426] This is a diagram showing the overall circuit diagram of the controlled gaming machine (19 / 25). [Figure 427] This is a diagram showing the overall circuit diagram of the controlled gaming machine (20 / 25). [Figure 428] This is a diagram showing the overall circuit diagram of the controlled gaming machine (21 / 25). [Figure 429] This is a diagram showing the overall circuit diagram of the controlled gaming machine (22 / 25). [Fig. 430] This is a diagram showing the overall circuit diagram of the controlled gaming machine (23 / 25). [Figure 431] This is a diagram showing the overall circuit diagram of the controlled gaming machine (24 / 25). [Figure 432] This is a diagram showing the overall circuit diagram of the controlled gaming machine (25 / 25). [Figure 433] A diagram showing the design unit replacement range of a managed gaming machine. [Fig. 434] FIG. 10 is a diagram showing a design unit. [Figure 435] 10A and 10B are diagrams showing how to attach and detach the design unit. [Figure 436] FIG. 10 is a diagram showing the electrical connection method of the design unit (1 / 2). [Figure 437] This is a diagram showing the electrical connection method of the design unit (2 / 2). [Fig. 438] FIG. 10 is a diagram showing an extension relay board. [Figure 439] 1 is a perspective view showing a slot machine 1, which is an example of a slot machine. [Fig. 440] 1 is a diagram showing the internal configuration of a slot machine 1. FIG. [Figure 441] FIG. 2 is a block diagram showing various electronic devices equipped in the slot machine 1. [Figure 442] FIG. 2 is a block diagram showing the internal functional configuration of a performance control device 124. [Figure 443] 10 is a flowchart showing the procedure of a main process. [Figure 444] A figure showing examples of normal effects and special effects. [Figure 445] FIG. 10 is a diagram showing an example of a normal effect. [Figure 446] FIG. 10 is a diagram showing an example of a special effect (1 / 2). [Figure 447] FIG. 10 is a diagram showing an example of a special effect (2 / 2). [Figure 448] 10 is a flowchart showing an example of the procedure for CPU initialization processing executed by the performance control device. [Figure 449] 10 is a flowchart illustrating an example of a procedure for various timer interrupt processes. [Figure 450] 10 is a flowchart showing an example of a procedure for performance control processing. [Figure 451] 10 is a flowchart illustrating an example of a procedure for an upper-level control unit management process. [Figure 452] 10 is a flowchart illustrating an example of a procedure for a lower-level control unit management process. [Figure 453] 10 is a flowchart illustrating an example of a procedure for a drawing completion interrupt process. [Figure 454] FIG. 1 is a diagram showing the system configuration of a medalless gaming machine. [Figure 455] FIG. 1 is a diagram showing a basic block diagram of a medalless gaming machine (example of a two-CPU configuration). [Figure 456] FIG. 1 is a diagram showing a basic block diagram (example of one CPU configuration) of a medalless gaming machine. [Figure 457] A diagram showing configuration 1 (first configuration example) of the main control board, medal count control board, and gaming ball etc. lending device connection terminal board of a medalless gaming machine. [Figure 458] A diagram showing configuration 2 (second configuration example) of the main control board, medal count control board, and gaming ball etc. lending device connection terminal board of a medalless gaming machine. [Fig. 459] A diagram showing configuration 3 (third configuration example) of the main control board, medal count control board, and gaming ball etc. lending device connection terminal board of a medalless gaming machine. [Figure 460] FIG. 1 is a diagram showing an example of a substrate case configuration [Configuration 1-1]. [Figure 461]FIG. 10 is a diagram showing an example of the substrate case configuration [Configuration 1-2]. [Figure 462] FIG. 10 is a diagram showing an example of the substrate case configuration [Configuration 1-3]. [Figure 463] FIG. 10 is a diagram showing an example of a substrate case configuration [Configuration 1-4]. [Fig. 464] FIG. 10 is a diagram showing an example of the substrate case configuration [Configuration 2-1]. [Figure 465] FIG. 10 is a diagram showing an example of the substrate case configuration [Configuration 2-2]. [Figure 466] FIG. 1 is a diagram showing the main devices and circuit boards provided in a medalless gaming machine (1 / 2). [Figure 467] FIG. 2 is a diagram showing the main devices and circuit boards provided in the medalless gaming machine (2 / 2). [Fig. 468] FIG. 2 is a front view of the medalless gaming machine. [Figure 469] FIG. 10 is a front view of another type of medalless gaming machine. [Figure 470] FIG. 10 is a diagram showing the internal configuration of another type of medalless gaming machine. [Figure 471] This is an enlarged view of the area around the power supply unit (near the circular two-dot chain line in Figure 470) of another type of medalless gaming machine. [Figure 472] This is an enlarged view of the area around the power supply unit (near the circular two-dot chain line in Figure 470) of another type of medalless gaming machine. [Fig. 473] FIG. 1 is a diagram showing a list of functions of a gaming machine (example of a two-CPU configuration) (1 / 6). [Fig. 474] FIG. 2 is a diagram showing a list of functions of a gaming machine (example of a 2-CPU configuration) (2 / 6). [Figure 475] FIG. 3 is a diagram showing a list of functions of a gaming machine (example of a two-CPU configuration) (3 / 6). [Figure 476] FIG. 4 is a diagram showing a list of functions of the gaming machine (example of a two-CPU configuration) (4 / 6). [Figure 477] FIG. 5 is a diagram showing a list of functions of the gaming machine (example of a 2-CPU configuration) (5 / 6). [Figure 478] FIG. 6 is a diagram showing a list of functions of a gaming machine (example of a two-CPU configuration) (6 / 6). [Figure 479] FIG. 2 is a diagram showing details of the game medal insertion button 1. [Figure 480] FIG. 10 is a diagram showing details of the settlement button. [Figure 481] FIG. 2 is a diagram showing details of the game medal count display device. [Figure 482] A diagram showing details of overflow processing of the game medal number display device. [Figure 483] FIG. 10 is a diagram showing details of the count button. [Figure 484] FIG. 10 is a diagram showing details of the game medal count clear button. [Figure 485] FIG. 10 is a diagram illustrating a procedure for changing settings. [Figure 486] FIG. 10 is a diagram showing a procedure for checking settings. [Figure 487] FIG. 10 is a diagram showing details of information to be initialized. [Figure 488] FIG. 1 is a diagram showing the system configuration of a medalless gaming machine. [Figure 489] FIG. 10 is a diagram showing the assignment of connector pins of a dedicated interface input / output connector. [Figure 490] FIG. 10 is a diagram illustrating an example of a dedicated cable connection. [Figure 491] FIG. 10 is a diagram showing a connector diagram of a dedicated cable. [Figure 492] FIG. 10 is a diagram showing the logic of the transmission signal and the reception signal on the connector of the dedicated cable. [Figure 493] 10A and 10B are diagrams illustrating examples of input / output circuits of a dedicated unit and a gaming machine. [Figure 494] A diagram showing the circuit resistance constants, etc. of the gaming machine side interface. [Figure 495] FIG. 10 is a diagram showing the circuit resistance constants of the dedicated unit side interface. [Figure 496] FIG. 10 is a diagram showing communication conditions between the gaming machine and the dedicated unit. [Figure 497] A diagram showing the data structure between the gaming machine and the dedicated unit. [Figure 498] A diagram showing details of the data configuration between the gaming machine and the dedicated unit. [Figure 499]A diagram showing a list of messages between the gaming machine and the dedicated unit. [Figure 500] FIG. 10 is a diagram showing details of gaming machine information notification. [Figure 501] FIG. 10 is a diagram showing the code system (1 byte) for gaming machine types. [Figure 502] FIG. 10 is a diagram showing an example of a gaming machine type list. [Figure 503] A figure showing a message when the gaming machine information type is set to "0x00: gaming machine performance information." [Figure 504] A figure showing a message when the gaming machine information type is set to "0x01: gaming machine installation information." [Figure 505] FIG. 10 is a diagram showing a method for generating a main control chip ID number (in the case of the first chip). [Figure 506] FIG. 10 is a diagram showing a method for generating a main control chip ID number (in the case of a second chip). [Figure 507] FIG. 10 is a diagram showing a method for generating a medal count control chip ID number (in the case of the first chip). [Figure 508] FIG. 10 is a diagram showing a method for generating a medal count control chip ID number (in the case of a second chip). [Figure 509] FIG. 10 is a diagram showing a method for generating a medal count control chip ID number (when medal count control is not installed). [Figure 510] A diagram showing the identification code of the main control / medal count control chip ID number. [Figure 511] This is a diagram showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information" (1 / 3). [Figure 512] This is a diagram (2 / 3) showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information." [Figure 513] This is a diagram (3 / 3) showing the message when the gaming machine information type is set to "0x02: Hall control / fraud monitoring information." [Figure 514] FIG. 10 is a diagram showing details of each bit of main control status 1. [Figure 515] FIG. 10 is a diagram showing details of each bit of main control status 2. [Figure 516] FIG. 10 is a diagram showing details of gaming machine fraud 1. [Figure 517] FIG. 10 is a diagram showing details of gaming machine fraud 2. [Figure 518] FIG. 10 is a diagram showing details of gaming machine fraud 3. [Figure 519] FIG. 10 is a diagram showing details of game information. [Figure 520] FIG. 10 is a diagram showing details of type information. [Figure 521] FIG. 10 is a diagram showing details of data type (upper 4 bits). [Figure 522] FIG. 10 is a diagram showing details of the data number (lower 4 bits) set for each data type. [Figure 523] FIG. 10 is a diagram showing details of count information when the data type is a specified number. [Figure 524] FIG. 10 is a diagram showing a specific example of game information when playing with a specified number of three coins. [Figure 525] FIG. 10 is a diagram showing details of count information when the data type is the number of dispensed coins. [Figure 526] FIG. 10 is a diagram showing a specific example of game information when 10 medals are paid out as a result of a win. [Figure 527] FIG. 10 is a diagram showing details of counting notification. [Figure 528] FIG. 10 is a diagram showing details of a lending notice. [Figure 529] FIG. 10 is a diagram showing details of a loan acceptance result response. [Fig. 530] FIG. 10 is a diagram showing a basic communication sequence. [Figure 531] FIG. 10 is a diagram showing a sequence when the gaming machine is started first. [Fig. 532] FIG. 10 is a diagram showing a sequence in the case where the dedicated unit is started first. [Figure 533] A diagram showing notification conditions applied in the gaming machine information notification sequence. [Fig. 534] A diagram showing the basic sequence of gaming machine information notification. [Fig. 535] FIG. 10 is a diagram showing the counting notification sequence (1 / 2). [Fig. 536]FIG. 10 is a diagram showing the counting notification sequence (2 / 2). [Figure 537] FIG. 10 is a diagram showing a lending notification sequence. [Figure 538] FIG. 10 is a diagram showing the recovery sequence when a dedicated cable is disconnected (1 / 2). [Fig. 539] FIG. 10 is a diagram showing the recovery sequence when the dedicated cable is disconnected (2 / 2). [Fig. 540] FIG. 10 is a diagram showing a communication error during counting (1 / 2). [Figure 541] FIG. 10 is a diagram showing a communication error during counting (2 / 2). [Fig. 542] FIG. 10 illustrates a communication error during lending. [Figure 543] FIG. 10 is a diagram showing details of gaming machine information (gaming machine performance information) (1 / 3). [Fig. 544] FIG. 10 is a diagram showing details of gaming machine information (gaming machine performance information) (2 / 3). [Figure 545] FIG. 10 is a diagram showing details of gaming machine information (gaming machine performance information) (3 / 3). [Figure 546] FIG. 10 is a diagram showing details of gaming machine information (gaming machine installation information). [Figure 547] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (1 / 4). [Figure 548] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (2 / 4). [Fig. 549] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (3 / 4). [Fig. 550] FIG. 4 is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (4 / 4). [Figure 551] FIG. 10 is a diagram showing details of counting notification. [Figure 552] FIG. 10 is a diagram showing details of a lending notice. [Figure 553] FIG. 10 is a diagram showing details of a loan acceptance result response. [Figure 554] FIG. 10 is a diagram showing details of implementation example 1 of gaming machine information (gaming machine performance information) (1 / 4). [Figure 555]FIG. 10 is a diagram showing details of implementation example 1 of gaming machine information (gaming machine performance information) (2 / 4). [Figure 556] FIG. 10 is a diagram showing details of implementation example 1 of gaming machine information (gaming machine performance information) (3 / 4). [Figure 557] FIG. 10 is a diagram showing details of implementation example 1 of gaming machine information (gaming machine performance information) (4 / 4). [Figure 558] FIG. 10 is a diagram showing details of implementation example 2 of gaming machine information (gaming machine performance information) (1 / 4). [Figure 559] FIG. 10 is a diagram showing details of implementation example 2 of gaming machine information (gaming machine performance information) (2 / 4). [Fig. 560] FIG. 10 is a diagram showing details of implementation example 2 of gaming machine information (gaming machine performance information) (3 / 4). [Fig. 561] FIG. 10 is a diagram showing details of implementation example 2 of gaming machine information (gaming machine performance information) (4 / 4). [Fig. 562] FIG. 10 is a diagram showing details of gaming machine information (gaming machine installation information) (1 / 2). [Fig. 563] FIG. 10 is a diagram showing details of gaming machine information (gaming machine installation information) (1 / 2). [Fig. 564] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (1 / 5). [Figure 565] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (2 / 5). [Fig. 566] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (3 / 5). [Fig. 567] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (4 / 5). [Fig. 568] This is a diagram showing details of gaming machine information (hall control and fraud monitoring information) (5 / 5). [Fig. 569] FIG. 10 is a diagram showing details of counting notification. [Fig. 570] FIG. 10 is a diagram showing details of a lending notice. [Figure 571] FIG. 10 is a diagram showing details of a loan acceptance result response. [Figure 572] FIG. 10 is a diagram showing details of gaming machine installation information (1 / 2). [Fig. 573] FIG. 10 is a diagram showing details of gaming machine installation information (2 / 2). [Figure 574] FIG. 10 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (1 / 9). [Figure 575] FIG. 2 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (2 / 9). [Fig. 576] FIG. 3 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (3 / 9). [Figure 577] FIG. 4 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (4 / 9). [Figure 578] A diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (5 / 9). [Figure 579] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (6 / 9). [Fig. 580] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (7 / 9). [Figure 581] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (8 / 9). [Fig. 582] A diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (9 / 9). [Fig. 583] FIG. 10 is a diagram showing details of game information. [Fig. 584] FIG. 10 is a diagram showing details of counting notification. [Fig. 585] FIG. 10 is a diagram showing details of a lending notice. [Fig. 586] FIG. 10 is a diagram showing details of a loan acceptance result response. [Figure 587] FIG. 10 is a diagram showing details of gaming machine installation information (1 / 2). [Figure 588] FIG. 10 is a diagram showing details of gaming machine installation information (2 / 2). [Figure 589] FIG. 10 is a diagram showing modified examples of gaming machine types. [Fig. 590] FIG. 10 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (1 / 9). [Figure 591] FIG. 2 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (2 / 9). [Fig. 592] FIG. 3 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (3 / 9). [Fig. 593] FIG. 4 is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (4 / 9). [Fig. 594] A diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (5 / 9). [Fig. 595] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (6 / 9). [Fig. 596] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (7 / 9). [Figure 597] This is a diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (8 / 9). [Fig. 598] A diagram showing details of gaming machine information (gaming machine performance information, hall control information, and fraud monitoring information) (9 / 9). [Figure 599] FIG. 10 is a diagram showing modified examples of each item (1 / 4). [Figure 600] FIG. 10 is a diagram showing modified examples of each item (2 / 4). [Figure 601] FIG. 10 is a diagram showing modified examples of each item (3 / 4). [Figure 602] FIG. 10 is a diagram showing modified examples of each item (4 / 4). [Figure 603] FIG. 10 is a diagram showing details of game information. [Figure 604] FIG. 10 is a diagram showing details of counting notification. [Figure 605] FIG. 10 is a diagram showing details of a lending notice. [Figure 606] FIG. 10 is a diagram showing details of a loan acceptance result response. [Figure 607] (1) A diagram showing a basic long press pattern. [Figure 608] (2) A diagram showing a basic short press pattern. [Figure 609] (3) A diagram showing a continuous long press pattern (part 1). [Figure 610] (3) A diagram showing a continuous long press pattern (part 2). [Figure 611] (3) A diagram showing a long press continuous pattern (part 3). [Figure 612] (4) A diagram showing a continuous short press pattern (part 1). [Figure 613] (4) A diagram showing a continuous short press pattern (part 2). [Figure 614] (4) A diagram showing a third short press continuous pattern. [Figure 615] (5) A diagram showing a long press + short press pattern (part 1). [Figure 616] (5) A diagram showing a long press + short press pattern (part 2). [Figure 617] (5) A diagram showing a long press + short press pattern (part 3). [Figure 618] (6) A diagram showing short press + long press pattern (part 1). [Figure 619] (6) A diagram showing short press + long press pattern (part 2). [Figure 620] 10 is a flowchart illustrating an example of a procedure for counting control processing. [Figure 621] FIG. 10 is a diagram showing details of gaming machine performance information. [Figure 622] FIG. 1 is a diagram showing a simple block diagram of a medalless gaming machine. [Figure 623] FIG. 10 is a diagram showing a list of processes performed outside the area used by the main control ROM. [Figure 624] A diagram showing a list of processes performed outside the area used by the medal count control ROM. [Figure 625] FIG. 10 shows a block diagram including a count button. [Figure 626]10 is a flowchart showing a processing procedure for disabling the count button. [Figure 627] FIG. 1 is a block diagram of a gaming machine (medalless gaming machine) equipped with a medal count control board. [Figure 628] FIG. 1 is a block diagram of a gaming machine (medalless gaming machine) equipped with a medal count control board capable of executing gaming medal insertion processing. [Figure 629] FIG. 10 is a diagram showing a communication timing chart between the medalless gaming machine and the dedicated unit. [Figure 630] FIG. 2 is a diagram illustrating types of signals. [Figure 631] FIG. 2 is a diagram illustrating a configuration of a communication port. [Figure 632] A figure showing a communication timing chart when a dedicated unit is not connected to the game ball etc. lending device connection terminal board. [Figure 633] FIG. 10 is a diagram showing the operation after an error or fraud is detected (1 / 4). [Figure 634] FIG. 2 is a diagram showing the operation after an error or fraud is detected (2 / 4). [Figure 635] FIG. 10 is a diagram showing the operation after an error or fraud is detected (3 / 4). [Figure 636] FIG. 4 is a diagram showing the operation after an error or fraud is detected (4 / 4). [Figure 637] 10 is a flowchart showing an example of the procedure for gaming machine performance information generation processing. [Figure 638] FIG. 10 is a diagram showing the operating principle of an improved controlled gaming machine. [Figure 639] FIG. 10 is a diagram showing the operating principle of an improved controlled gaming machine. [Fig. 640] A diagram showing a list of the states of an improved managed gaming machine. [Figure 641] FIG. 10 is a diagram showing a list of errors managed by an improved management gaming machine (1 / 2). [Figure 642] FIG. 10 is a diagram showing a list of errors managed by an improved management gaming machine (2 / 2). [Figure 643] 10 is a flowchart showing an example of the procedure of a timer interrupt process in the first improved embodiment. [Figure 644] 10 is a flowchart showing an example of the procedure of a circulation mechanism control process in the first improved embodiment. [Figure 645] 10 is a flowchart showing an example of the procedure for measuring the number of shots in the first improved embodiment. [Figure 646] 10 is a flowchart showing an example of the procedure for measuring the number of shots in the second improved embodiment. [Figure 647] 10 is a flowchart showing an example of the procedure of a circulation mechanism control process in a second improved embodiment. [Figure 648] 10 is a flowchart showing an example of the procedure of a main loop process in a second improved embodiment. [Figure 649] 10 is a flowchart showing an example of the procedure of the counting process in the second improved embodiment. [Figure 650] 13 is a flowchart showing an example of the procedure of a timer interrupt process in the fourth improved embodiment. [Figure 651] 10 is a flowchart showing an example of the procedure for the reconnaissance test signal management process of the fourth improved embodiment. [Figure 652] 13 is a flowchart showing an example of the procedure of timer interrupt processing in the fifth improved embodiment. [Figure 653] 13 is a flowchart showing an example of the procedure of a timer update process in the fifth improved embodiment. [Figure 654] 13 is a flowchart showing an example of the procedure of a state management process according to the fifth improved embodiment. [Figure 655] 13 is a flowchart showing an example of the procedure of a state confirmation process according to the fifth improved embodiment. [Figure 656] 13 is a flowchart showing an example of the procedure for error determination and cancellation processing in the fifth improved embodiment. [Figure 657] FIG. 10 is a diagram showing the contents of a comparative example and the contents of a sixth improved embodiment (this embodiment). [Figure 658] FIG. 13 is a diagram showing specific details of security measures in the sixth improved embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0203] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko gaming machine (hereinafter abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses gaming balls as a gaming medium, and a player borrows gaming balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each gaming ball is a medium that has gaming value, and the benefits (profits) that the player enjoys as a result of playing can be converted into gaming value based on, for example, the number of gaming balls that the player has acquired. Below, the overall configuration of the pachinko machine 1 will be explained with reference to FIGS. 1 and 2.

[0204] Here, in this specification, the left side as seen by a player seated facing the pachinko machine 1 is referred to as the left, the right side as seen by the player as the right, the upper side as seen by the player as the top, the lower side as seen by the player as the bottom, the near side as seen by the player as the front, and the far side as seen by the player as the back.

[0205] [Overall structure] The main body of the pachinko machine 1 is mainly comprised of an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the frontmost side. The inner frame assembly 7 is located on the back side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.

[0206] The outer frame unit 2 is a structure made by combining wood and metal materials in a vertically long rectangular shape, and this outer frame unit 2 is fixed to an island facility (not shown) in the amusement park using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used in the sections corresponding to the top and bottom short sides, and metal is used in the sections corresponding to the left and right long sides.

[0207] The integrated door unit 4 has a structure in which the tray unit 6 is integrated into its lower position. The integrated door unit 4 and inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0208] A unified locking unit 9 is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Figure 1 (the left edge in Figure 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Figure 1, when the integrated door unit 4 and inner frame assembly 7 are closed relative to the outer frame unit 2, the unified locking unit 9 on the back side, together with the locking device, prevents the integrated door unit 4 and inner frame assembly 7 from being opened.

[0209] Additionally, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an amusement facility manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 9 is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.

[0210] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, allowing the amusement facility manager to remove any obstacles, such as balls getting stuck on the board. Furthermore, when the integrated door unit 4 is opened, the tray unit 6 is also opened to the front.

[0211] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (not referenced) is attached to this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to fit the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting fixture (not shown). A game area 8a (board surface, game board) is formed on the front of the game board unit 8, and this game area 8a can be seen by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow.

[0212] The tray unit 6 has a shape that protrudes from the integrated door unit 4 toward the front side, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loan balls) loaned to the player and game balls (prize balls) won by winning. In addition, the tray unit 6 has a lower tray 6c formed below the upper tray 6b. This lower tray 6c stores game balls that are paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a so-called CR machine (a model that connects to a CR unit), and game balls borrowed by the player are paid out to the tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side, separately from prize balls.

[0213] A dispensing operation unit 14 is provided on the top surface of the tray unit 6, and a ball dispensing button 10 and a return button 12 are arranged on this dispensing operation unit 14. When a player operates the ball dispensing button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a CR unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined unit of points (e.g., 5 points) are dispensed. For this purpose, a point display unit (not shown) is provided on the top surface of the dispensing operation unit 14, and this point display unit displays the remaining points of the valuable medium inserted into the CR unit. Note that a player can receive the return of the valuable medium with remaining points by operating the return button 12. While a CR machine is used as an example in this embodiment, the pachinko machine 1 may also be a cash machine separate from the CR machine (a model not connected to a CR unit).

[0214] Additionally, an upper tray ball removal button 6d is installed on the top surface of the tray unit 6 in front of the upper tray 6b, which is in the upper position, and a lower tray ball removal lever 6e is installed in front of the lower tray 6c in its center. By, for example, pressing the upper tray ball removal button 6d, the player can cause the game balls stored in the upper tray 6b to flow down to the lower tray 6c. Additionally, by, for example, sliding the lower tray ball removal lever 6e to the left, the player can cause the game balls stored in the lower tray 6c to fall downward and be discharged. The discharged game balls are received, for example, in a ball receiving box (not shown).

[0215] A grip unit 16 is installed at the lower right of the tray unit 6. By operating this grip unit 16, a player can activate the launch control board set 174 and launch (throw) a game ball toward the play area 8a (ball launching device). The launched game ball rises from the lower edge of the play board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 8a. Numerous obstacle pegs (play pegs) and windmills (no reference numbers in the figure) are arranged within the play area 8a, and the thrown game ball flows down within the play area 8a while being guided and guided by the obstacle pegs and windmills. The configuration of the play area 8a (board surface, play board) will be described further below with reference to another drawing.

[0216] [Frame front configuration] The integrated door unit 4 is equipped with a left top lens unit 47 and an upper right illumination unit 49 as components for the presentation. The left top lens unit 47 incorporates a glass-frame top lamp 46 and a left-side glass-frame decorative lamp 48, while the upper right illumination unit 49 incorporates a right-side glass-frame decorative lamp 50. In addition, the integrated door unit 4 is equipped with left and right glass-frame decorative lamps 52 that are connected to the bottom of the left top lens unit 47 and the upper right illumination unit 49, respectively, and these glass-frame decorative lamps 52 extend from the left and right edges of the integrated door unit 4 around to the front of the tray unit 6. In the integrated door unit 4, the glass-frame top lamp 46 and the left and right glass-frame decorative lamps 50, 52 are arranged so as to surround the glass unit.

[0217] The various lamps 46, 48, 50, 52 described above perform effects by, for example, emitting light (such as lighting or blinking, changing brightness gradations, or changing color tones) from their built-in LEDs. Furthermore, at the top of the integrated door unit 4, glass-frame speakers 54, 55 are incorporated into the left top lens unit 47 and the upper right illumination unit 49, respectively. Meanwhile, an outer frame speaker 56 is incorporated into the lower left position of the outer frame unit 2. These speakers 54, 55, 56 perform effects by outputting sound effects, background music, voices, etc. (general audio).

[0218] In addition, a performance change button 45 (operation input receiving means) is provided in the center of the tray unit 6, in front of the upper tray 6b. The performance change button 45 allows for multiple types of operation (press once, press multiple times, press repeatedly, hold down, etc.) and accepts operational input. By pressing this performance change button 45 (operation input), the player can change the performance content (for example, the background screen displayed on the LCD display 42), or can cause some kind of performance (pre-announcement performance, probability change promotion performance, promotion performance during a big win, etc.) to occur while the patterns are changing, while a jackpot confirmation is being displayed, or during jackpot play.

[0219] Furthermore, a jog dial 45a (operation input receiving means, rotary selector) is provided around the effect switching button 45 so as to surround the effect switching button 45. By rotating this jog dial 45a, the player can change the effect content displayed on the liquid crystal display 42, for example.

[0220] [Back side configuration] 2, the back side of the pachinko machine 1 is equipped with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is equipped with various electronic devices (including a control computer, not shown) that make up the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connecting wiring, not shown, etc.

[0221] The main control board unit 170 has a main control device built in, and a performance display monitor 200 is connected to the main control device. The performance display monitor 200 is arranged on the main control device so as to be visible in the upper left area of ​​the main control board unit 170 when the pachinko machine 1 is viewed from the back side, and is provided with four 7-segment LEDs 201-204.

[0222] The performance display monitor 200 (base display device) displays the base. The performance display monitor 200 also displays the setting value (setting value).

[0223] The four 7-segment LEDs 201 to 204 are arranged side by side in the left-right direction, and each 7-segment LED is composed of seven segments that can display Arabic numerals in decimal notation and a dot segment located to the lower right of them. The performance display monitor 200 can be seen through a transparent case that covers the main control board unit 170.

[0224] The main control device is also provided with a RAM clear switch 304 and a setting key keyhole 306. The RAM clear switch 304 is a switch used to clear RAM (initialize RAM 76), that is, to initialize the RAM (RWM) provided in the main control device. The setting key keyhole 306 is a keyhole for inserting a setting key required to change or refer to settings.

[0225] The RAM clear switch 304 is provided so that it can be pressed through a through-hole formed in the transparent case that covers the main control board unit 170. The RAM clear switch 304 may also be located outside the transparent case. The setting key keyhole 306 is provided with the key cylinder passing through the transparent case (with the transparent case surrounding the key cylinder). This makes it possible to insert and rotate the setting key while the transparent case remains sealed.

[0226] The RAM clear switch 304 is a switch for clearing the RAM, and when the power is turned on with the RAM clear switch 304 pressed, a RAM clear signal is input to the main control unit 70 and the dispensing control unit 92, and the RAM clear process is executed. The RAM clear switch 304 may be provided in the power supply control unit 162. Alternatively, the RAM clear signal may not be input to the dispensing control unit 92, and when the main control unit 70 receives the input of the RAM clear signal, the main control unit 70 may send a RAM clear command to the dispensing control unit 92.

[0227] 2 are merely examples, and they may be placed in any positions. Also, the performance display monitor 200, RAM clear switch 304, and setting key keyhole 306 may be configured to be provided outside the main control device and connected to the main control device.

[0228] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 towards the receiving tray unit 6 on the front side.

[0229] In addition, the external terminal board 160 is used to connect the pachinko machine 1 to external electronic devices (such as a data display device, hall computer, etc.), and various external information signals (such as winning ball information, door opening information, number of pattern confirmation information, jackpot information, starting port information, etc.) indicating the game progress status and maintenance status of the pachinko machine 1 are output from this external terminal board 160 to the external electronic devices.

[0230] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in the island equipment of the game parlor, for example, to ensure the power supply (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island equipment, to ensure the earth (ground) of the pachinko machine 1.

[0231] FIG. 3 is a front view showing the game board unit 8 alone. The game board unit 8 has a base game board 8b, and a game area 8a is formed on the front side of this game board 8b. The game board 8b is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 8b is parallel to the glass unit. On the front surface of the game board 8b, the game area 8a is formed inside a launch rail (no reference number) that is installed in a substantially circular shape.

[0232] A relatively large presentation unit 40 is located in the center of the game area 8a, and the game area 8a is roughly divided into a left portion, a right portion, and a lower portion around the presentation unit 40. The left portion of the game area 8a is a first game area (left-hand play area) used in the normal game state (low-probability non-time-shortening state) or the latent probability variable state (high-probability non-time-shortening state), while the right portion of the game area 8a is a second game area (right-hand play area, specific area) used in advantageous game states (jackpot game state, small jackpot game state, low-probability time-shortening state, high-probability time-shortening state, etc.). Also, within the game area 8a, a medium start winning hole 26, a start gate 20, normal winning holes 22 and 24, a variable start winning device 28, a first variable winning device 30, a second variable winning device 31, etc. are distributed around the presentation unit 40.

[0233] Of these, the middle start winning hole 26 is located in the center of the lower part of the game area 8a. In addition, the second variable winning device 31, the start gate 20, the first variable winning device 30 and the variable start winning device 28 are arranged in this order from the top on the right side of the game area 8a.

[0234] The three normal winning openings 22 on the left side are located in the left part of the game area 8a, and the one normal winning opening 24 (predetermined winning opening) on ​​the right side is located between the starting gate 20 and the first variable winning device 30.

[0235] A game ball thrown into the game area 8a flows down and enters the intermediate start winning port 26, the normal winning ports 22, 24, enters the second variable winning device 31 during the opening operation, passes through the start gate 20, enters the first variable winning device 30 during the opening operation, or enters the variable start winning device 28 during the opening operation.

[0236] Here, a gaming ball flowing down the left area of ​​the gaming area 8a is likely to mainly enter the middle start winning opening 26 or the normal winning opening 22. On the other hand, a gaming ball flowing down the right area of ​​the gaming area 8a is likely to mainly enter the second variable winning device 31 during the opening operation, pass through the start gate 20, enter the normal winning opening 24, enter the first variable winning device 30 during the opening operation, or enter the variable start winning device 28 during the opening operation.

[0237] Game balls that pass through the start gate 20 continue to flow down within the game area 8a, but game balls that enter the medium start winning port 26, the normal winning ports 22, 24, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected on the back side of the game board unit 8 through through holes formed in the game board (plywood, transparent board, etc. that make up the game board unit 8).

[0238] Here, in this embodiment, due to the configuration of the game area 8a (board surface), when making a game ball enter the middle start winning hole 26 or the normal winning hole 22, it is necessary to hit the game ball into the area on the left side of the game area 8a (left hitting area) (performing a so-called "left hit").

[0239] On the other hand, when making a game ball enter the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, or the normal winning port 24, it is necessary to hit the game ball into the area on the right side (right-hand hitting area) within the game area 8a (performing a so-called "right hit").

[0240] The variable start winning device 28 is activated when a predetermined activation condition is met (when a normal symbol is displayed in a stopped state in a winning mode), thereby enabling a ball to enter the right start winning hole 28a (start winning hole) (normal electric device). The variable start winning device 28 has one opening / closing member 28b, which reciprocates left and right along the surface of the game board by the action of a link mechanism using, for example, a solenoid (not shown). The opening / closing member 28b is in a closed position with its tip facing upward, which prevents a ball from entering the right start winning hole 28a (a state in which there is no space for a game ball to enter). Meanwhile, when the variable start winning device 28 is activated, the opening / closing member 28b moves from the closed position to the open position (tilting to the right), opening the right start winning hole 28a. During this time, the variable start winning device 28 is in a state where the game ball can enter, and can cause the ball to enter the right start winning hole 28a (variable start winning means). At this time, the opening and closing member 28b also functions as a member for guiding the game ball to enter the start winning hole 28a.

[0241] The first variable winning device 30 is activated when a specified condition is met (for example, when the first special pattern is displayed stopped in the form of a big win, when the special pattern is displayed stopped in the form of a small win, or when the second special pattern is displayed stopped in the form of a "5-round normal pattern" or a "5-round special pattern"), and enables winning at the first large winning slot 30b (upper large winning slot) (special electric device, first special winning event generating means).

[0242] The first variable winning device 30 has one opening / closing member 30a, which reciprocates left and right along the surface of the game board, for example, by the action of a link mechanism using a solenoid (not shown). The opening / closing member 30a is in the closed position with its tip facing upward, preventing balls from entering the first large winning opening 30b (a state in which there is no space for a game ball to enter). On the other hand, when the first variable winning device 30 is activated, the opening / closing member 30a moves from the closed position to the open position (tilting to the left), opening the first large winning opening 30b. During this time, the first variable winning device 30 is ready for game balls to enter, allowing a ball to enter the first large winning opening 30b. At this time, the opening / closing member 30a also functions as a member to guide the game ball into the first large winning opening 30b.

[0243] The second variable winning device 31 is activated when a special condition is met (for example, when the second special pattern is displayed stopped in the form of a jackpot (excluding when the second special pattern is displayed stopped in the form of a "5-round normal pattern" or a "5-round special pattern")), and enables winning at the second large winning slot 31b (lower large winning slot) (special electric device, second special winning event generating means).

[0244] The second variable winning device 31 has one opening / closing member 31a, which reciprocates left and right along the surface of the game board, for example, by the action of a link mechanism using a solenoid (not shown). The opening / closing member 31a is in the closed position with its tip facing upward, preventing balls from entering the second large winning opening 31b (a state in which there is no space for a game ball to enter). On the other hand, when the second variable winning device 31 is activated, the opening / closing member 31a moves from the closed position toward the open position (tilting to the left), opening the second large winning opening 31b. During this time, the second variable winning device 31 is ready for game balls to enter, allowing a ball to enter the second large winning opening 31b. At this time, the opening / closing member 31a also functions as a member to guide the game ball into the second large winning opening 31b.

[0245] The arrangement of the obstacle nails and the shape of the structure installed on the game board unit 8 are basically designed so as not to excessively hinder the flow of game balls toward the variable start winning device 28 (right start winning port 28a when open), the first variable winning device 30 (first large winning port 30b when open), and the second variable winning device 31 (second large winning port 31b when open). However, game balls do not necessarily enter the variable start winning device 28 (right start winning port 28a), the first variable winning device 30 (first large winning port 30b), or the second variable winning device 31 (second large winning port 31b) when they are open; ball entries occur randomly.

[0246] The game board unit 8 is equipped with the presentation unit 40, which extends from its center to the right side. The upper edge 40a of the presentation unit 40 functions as a guide member that changes the direction of the game ball's downward flow, and various decorative elements 40b and 40c are attached to its interior. The decorative elements 40b and 40c enhance the decorativeness of the game board unit 8 through their three-dimensional shapes, and can also emit light from built-in light sources (e.g., LEDs) to create dramatic effects. The presentation unit 40 also includes a liquid crystal display 42 (image display) inside, which displays various presentation images, including presentation symbols corresponding to special symbols. The game board unit 8 thus impresses the player with the characteristics of the pachinko machine 1 based on the board surface configuration and the decorativeness of the presentation unit 40. Furthermore, if the game board 8b is made of a transparent resin plate (e.g., an acrylic plate), various decorative elements (including movable objects and light-emitting elements) can be attached not only to the front side but also to the back side of the game board 8b.

[0247] Additionally, the performance unit 40 is equipped with a driving source (e.g., a motor, solenoid, etc.) along with movable parts 40f (e.g., animal characters) for performance. The movable parts 40f for performance can perform performances that involve the movement of tangible objects, in addition to performances using images on the LCD display 42 and performances using light-emitting devices. Performances using these movable parts 40f can exert a different appeal than performances using two-dimensional images.

[0248] Additionally, a ball guide passage 40d is formed on the left edge of the performance unit 40, and a rolling stage 40e is formed on its lower edge. The ball guide passage 40d opens diagonally upward to the left within the play area 8a. When game balls flowing down within the play area 8a randomly flow into the ball guide passage 40d, they pass through its interior and are released onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smoothly curved surface, allowing game balls to roll freely in both the left and right directions. Game balls rolling on the rolling stage 40e eventually flow down into the play area 8a below. A ball release path 40k is formed in the center of the rolling stage 40e, and game balls guided from the rolling stage 40e to the ball release path 40k are more likely to flow into the center start winning opening 26 located directly below it.

[0249] In addition, an outlet 32 ​​is formed within the game area 8a, and game balls that do not enter (win) any of the various winning ports are ultimately collected through the outlet 32 ​​to the back side of the game board unit 8. All game balls that have been shot into the game area 8a, including game balls that have entered the normal winning ports 22, 24, the middle start winning port 26, the right start winning port 28a, the first variable winning device 30, and the second variable winning device 31, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and then merge with the supply path of the island equipment (not shown).

[0250] 4 is a front view showing an enlarged portion of the game board unit 8 (the right side of the window 4a). Specifically, the game board unit 8 is provided with a normal symbol display device 33 and a normal symbol operation memory lamp 33a, for example, on the right side of the window 4a, as well as a first special symbol display device 34, a second special symbol display device 35, and a game status display device 38. The normal symbol display device 33, for example, alternately lights up two lamps (LEDs) to display a variable normal symbol, and displays a stationary normal symbol by turning the lamp on or off. The normal symbol operation memory lamp 33a, for example, displays a memory number of 0 to 4 by a combination of turning on, off, or flashing the two lamps (LEDs). For example, a display mode in which both lamps are off indicates a memory count of 0, a display mode in which one lamp is lit indicates a memory count of 1, a display mode in which the same lamp is flashing indicates a memory count of 2, a display mode in which one lamp is flashing and the other lamp is lit indicates a memory count of 3, and a display mode in which both lamps are flashing indicates a memory count of 4. Note that although two lamps (LEDs) are used here, the normal symbol activation memory lamp 33a may also be configured using four lamps (LEDs). In this case, the number of activated memories can be indicated by the number of lit lamps.

[0251] Each time a gaming ball passes through the start gate 20, the normal symbol activation memory lamp 33a increases by one (up to a maximum of four) to remember that a passing that triggers an activation lottery has occurred, and each time the normal symbol starts to change due to that passing, the display mode decreases by one. In this embodiment, if the normal symbol activation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the gaming ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) displayed by the display mode of the normal symbol activation memory lamp 33a represents the number of passes that have not yet started the normal symbol to change at that point.

[0252] Furthermore, the first special symbol display device 34 and the second special symbol display device 35 can display the varying state and the stopped state of the corresponding first special symbol or second special symbol by, for example, a 7-segment LED (with dots) (symbol display means). Note that the first special symbol display device 34 and the second special symbol display device 35 may have a form in which a plurality of dot LEDs are arranged geometrically (for example, in a circular shape).

[0253] In addition, the first special symbol activation memory lamp 34a and the second special symbol activation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, lighting, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is lit displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is lit displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.

[0254] The first special symbol activation memory lamp 34a changes to a display mode in which the number increases by one (up to a maximum of four) each time a gaming ball enters the center start winning port 26, in order to remember that the gaming ball has entered the center start winning port 26, and changes to a display mode in which the number decreases by one each time the special symbol starts to vary in response to that ball entering. Also, the second special symbol activation memory lamp 35a changes to a display mode in which the number increases by one (up to a maximum of four) each time a gaming ball enters the variable start winning device 28, in order to remember that the gaming ball has entered the right start winning port 28a, and changes to a display mode in which the number decreases by one each time the special symbol starts to vary in response to that ball entering. In this embodiment, when the first special symbol activation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a gaming ball enters the medium start winning slot 26 when the first special symbol is already in a state where it can start changing (when the stop display is displayed). Also, when the second special symbol activation memory lamp 35a is not lit (the number of memories is 0), the display mode does not change even if a gaming ball enters the variable start winning device 28 when the second special symbol is already in a state where it can start changing (when the stop display is displayed). In other words, the number of memories (maximum 4) indicated by the display mode of each special symbol activation memory lamp 34a, 35a represents the number of times a ball has entered the slot before the first special symbol or the second special symbol has started changing at that time.

[0255] The game status display device 38 also includes LEDs corresponding to, for example, jackpot type indicator lamps 38a, 38b, and 38c, a probability fluctuation status indicator lamp 38d, a time-saving status indicator lamp 38e, and a launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are mounted on a single integrated display board 89 and attached to the game board unit 8.

[0256] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. 5 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) that serves as the center of control operations, and this main control device 70 mainly has the function of controlling the progress (contents) of games in the pachinko machine 1. The main control device 70 is built into the main control board unit 170.

[0257] The main control device 70 is also equipped with a circuit board (main control board) on which a main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and registers (not shown). The main control device 70 is also equipped with a random number circuit (random number generator) 75, an interrupt controller (interrupt CTR) 192, a parallel I / O port 79, a timer circuit (PTC) 194, and a serial communication circuit (SCU) 196. Of these, the random number circuit 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a jackpot has been won in the special symbol lottery and whether or not a win has been won in the normal symbol lottery. The random numbers generated here are input to the main control CPU 72. The interrupt controller 192 also receives interrupt requests (XINT interrupt, PTC interrupt, SCU interrupt) from the parallel I / O port 79, timer circuit 194, and serial communication circuit 196, and controls these interrupt requests based on priority. The main control unit 70 is also equipped with peripheral ICs, such as a RAM clear switch 71 for initializing the RAM 76 and changing settings, a parallel I / O port 79, a clock generation circuit (not shown), and a reset controller that monitors various states and generates resets as necessary. These are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, and the like are formed as wiring patterns on the circuit board (or on the inner layers). The I / O ports of the main control unit 70 may be serial.

[0258] Furthermore, the main control device 70 is provided with a setting change device 300, a setting key switch 302, and a RAM clear switch 304. The main control device 70 (main control CPU 72) changes settings by operating the setting change device 300. The setting change device 300 is a device that switches settings (at least settings related to the winning probability of the special symbol lottery) and is activated by operating a RAM clear switch 304 or the like provided in the pachinko machine 1 (setting change means). The term "setting" refers to a combination of activation probabilities. Furthermore, the activation probability refers to the probability that a combination of special symbols that will activate the condition device (result in a jackpot game) will be displayed. The setting key switch 302 is an input device that inputs a signal (ON / OFF) indicating the rotation state of the setting key, which is essential for switching settings, as it is rotated. The setting can be changed using various methods, for example, by the following procedure.

[0259] (1) First, turn off the power to the pachinko machine 1. (2) Next, the dedicated key (door key) is used to open the door of the pachinko machine 1. Specifically, the dedicated key is inserted into the keyhole of the cylinder lock 6a and turned clockwise to open the integrated door unit 4 together with the inner frame assembly 7. (3) Inside the pachinko machine 1, there is a setting key keyhole for inserting the setting key and a RAM clear switch 304, so insert the setting key into the setting key keyhole and rotate the setting key to the right. (4) Then, turn on the power of the pachinko machine 1.

[0260] (5) As a result, a signal (ON) indicating that the setting key has been rotated to the change position is input by the setting key switch 302, and the setting can be changed based on this input signal. At this time, a safety lock is applied by a locking mechanism (not shown). Therefore, the setting key cannot be removed unless it is returned to its original position.

[0261] Here, if the power is turned on while the setting key is rotated clockwise and the RAM clear switch 304 is turned on, the setting value becomes changeable (setting change state). On the other hand, if the power is turned on while the setting key is rotated clockwise and the RAM clear switch 304 is not turned on, the setting value becomes checkable (setting check state, setting reference state).

[0262] (6) When the setting is changeable, the setting can be changed to, for example, one of six levels by pressing the RAM clear switch 304 any number of times. The set value can be displayed, for example, on the performance display monitor 200, a dedicated 7-segment LED, or a game status display device 38 (special symbol display device, etc.).

[0263] (7) In the case of a slot machine, when the desired setting is reached, a lever ON process is required. However, since the pachinko machine 1 does not have a lever, an alternative process to the lever ON process (for example, a process of rotating the setting key left, a process of turning on a setting change confirmation button (not shown), etc.) may be performed, or the lever ON process may be omitted. In this embodiment, when the desired setting is reached, the setting key is rotated counterclockwise to return it to its original position. This operation inputs a signal (OFF) from the setting key switch 302 indicating that the setting key has been returned to its original position, and the setting change is confirmed based on this input signal.

[0264] (8) Once the setting change is confirmed, the setting key can be removed from the setting key hole. This action causes the display of the setting value on the performance display monitor 200, the dedicated 7-segment LED, or the game status display device 38 to disappear. (9) Finally, close the door of the pachinko machine 1. This completes the setting change. Once the setting change is complete, normal play begins.

[0265] When the settings are changed, the main control CPU 72 stores the changed setting values ​​in a setting value buffer in the RAM 76. The setting value buffer can be a memory area that is the target of backup.

[0266] [Overview of setting changes] The outline of the setting changes is as follows: If you turn on the power with the "setting key ON," "inner frame open," and "RAM clear switch pressed," the RAM will be cleared and the device will enter the setting change mode. While the settings are being changed, the main display (various lamps included in the game status display device 38) does not display anything, and the game balls cannot be launched or prize balls cannot be won.

[0267] In this case, "rn." is displayed on the two 7-segment LEDs (identification segments) on the left side of the performance display monitor 200, and a setting value such as "-1" is displayed on the two 7-segment LEDs (ratio segments) on the right side. Also, pressing the RAM clear switch changes the setting value within the range of 1 to 6.

[0268] Then, when you turn the "setting key OFF," the setting is confirmed and the "-" segment in the ratio segment display will turn off (become hidden), as in "blank (hidden) 1." In this state, if the inner frame closes (if the closed state continues for 100 ms in practice), the state in which the settings are being changed will end, and the system will return to the state before the power was turned off, and then transition to a playable state.

[0269] In this embodiment, an example has been described in which the RAM clear switch 304 also serves as a setting change switch, but a setting change switch may be provided separately from the RAM clear switch 304 .

[0270] [Overview of setting confirmation] The overview of setting confirmation (see settings) is as follows: If you turn on the power with the "setting key ON," "inner frame open," and "RAM clear switch not pressed," the device will enter a state where the settings are being checked (setting check mode). As with the state in which the settings are being changed, when the settings are being confirmed, the main display does not show anything, and it is not possible to launch game balls or win any game balls.

[0271] In this case, the two 7-segment LEDs (identification segments) on the left side of the performance display monitor will display "rn.", and the two 7-segment LEDs (ratio segments) on the right side will display the setting value as "Blank (hidden) 1." Also, while checking the setting, pressing the RAM clear switch will not change the setting value.

[0272] In this state, if the "setting key is OFF" and the "inner frame is closed" (in fact, if the closed state continues for 100 ms), the setting confirmation state will end, and the system will return to the state it was in before the power was turned off, and then transition to a playable state. In this embodiment, it is not possible to check the settings when the game is playable, but it may be possible to check the settings when the game is playable.

[0273] The start gate 20 is integrally provided with a gate switch 78 for detecting the passage of game balls. The game board unit 8 is also equipped with a center start winning opening switch 80, a right start winning opening switch 82, a first count switch 84, and a second count switch 85, corresponding to the center start winning opening 26, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. The start winning opening switches 80, 82 are for detecting the entry of game balls into the center start winning opening 26 and the variable start winning device 28 (right start winning opening 28a). The first count switch 84 is for detecting the entry of game balls into the first variable winning device 30 (first large winning opening) and counting the number of game balls. The second count switch 85 is for detecting the entry of game balls into the second variable winning device 31 (second large winning opening 31b) and counting the number of game balls.

[0274] Similarly, the game board unit 8 is equipped with a first prize opening switch 86 that detects the entry of game balls into the normal prize opening 22, and a second prize opening switch 81 that detects the entry of game balls into the normal prize opening 24. Note that for the three normal prize openings 22 on the left side, a configuration using a common prize opening switch 86 is given as an example, but it is also possible to install, for example, three prize opening switches and detect the entry of game balls into each normal prize opening 22 individually.

[0275] In either case, the winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the winning detection signals from the gate switch 78, first count switch 84, second count switch 85, first winning port switch 86, and second winning port switch 81 are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying each winning detection signal.

[0276] The game board unit 8 is also provided with an out switch 99. A junction passage is formed in the game board unit 8, which merges game balls that have passed through the normal winning holes 22 and 24, the middle start winning hole 26, the right start winning hole 28a, the first large winning hole 30b, the second large winning hole 31b, and the out hole 32, and the out switch 99 is provided in this junction passage. The out switch 99 detects game balls passing through the junction passage, and a detection signal is input to the main control device 70 each time a game ball is detected. The main control device 70 counts the number of out balls based on the detection signal input from the out switch 99. Here, game balls shot into the game area 8a always pass through the junction passage and are ejected outside the pachinko machine 1, so the out switch 99 counts the number of shot balls shot into the game area 8a, i.e., the number of ejected balls (out balls) ejected from the game area 8a.

[0277] The display operations of the normal symbol display device 33, normal symbol activation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol activation memory lamp 34a, second special symbol activation memory lamp 35a, and game status display device 38 are controlled based on control signals from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, thereby controlling the lighting state of each LED. Furthermore, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are mounted on a single integrated display board 89, as described above, and are installed in the game board unit 8. Control signals are transmitted from the main control CPU 72 to this integrated display board 89 via the panel relay terminal board 87.

[0278] Furthermore, a performance display monitor 200 is connected to the main control device 70 via a panel relay terminal board 87. The display operation of the performance display monitor 200 is controlled based on a control signal from the main control CPU 72. The main control CPU 72 outputs a control signal to the performance display monitor 200 according to the calculation status of the base, and controls the lighting state of the seven segments 201 to 204. Although the performance display monitor 200 has been described as being connected to the main control unit 70 via the panel relay terminal board 87, it may also be connected to the main control unit 70 without via the panel relay terminal board 87, or the performance display monitor 200 may be arranged as an internal component of the main control unit 70.

[0279] The game board unit 8 is also provided with a normal electric accessory solenoid 88, a first large prize opening solenoid 90, and a second large prize opening solenoid 97, which correspond respectively to the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31. These solenoids 88, 90, and 97 operate (excite) based on control signals from the main control CPU 72, and respectively open and close (activate) the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 90, and 97 via the panel relay terminal board 87.

[0280] In addition, a glass frame opening switch 91 is installed on the integrated door unit 4, and a plastic frame opening switch 93 is installed on the inner frame assembly 7. When the integrated door unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is opened from the outer frame unit 2, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 and the inner frame assembly 7, it generates a door open information signal as an external information signal.

[0281] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as a ROM 96 and a RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal along with the prize ball instruction command.

[0282] The payout control device 92 is capable of communicating with the main control device 70 and pays out game balls based on a payout command transmitted from the main control device 70.

[0283] A payout motor 102 (e.g., a stepping motor) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on this payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the instructed number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173.

[0284] Furthermore, for example, a payout path ball out switch 104 is installed upstream of the prize ball case, and a payout counting switch 106 is installed downstream of the payout motor 102. Each time a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. Furthermore, when a ball runs out upstream of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.

[0285] Furthermore, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear when viewed from the front of the pachinko machine 1). The prize balls (game balls) actually dispensed are released onto the upper tray 6b through the flow path unit 173. However, when the upper tray 6b is filled with game balls, any further paid-out game balls flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 turns ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, the payout control CPU 94 temporarily suspends any further prize ball dispense operations even if it receives a prize ball instruction command from the main control CPU 72, and stores the number of remaining prize balls that have not yet been dispensed in RAM 98. The memory in RAM 98 can be backed up even when the power is turned off, so information on the number of remaining prize balls that have not yet been dispensed will not be lost even if a power outage (including a momentary power outage) occurs during play.

[0286] A launch control board 108 and a launch solenoid 110 are installed on the back side of the pachinko machine 1. A ball feed solenoid 111 is installed within the tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the launch control board set 174 described above, and the launch control board 108 is provided with drive circuits for the launch solenoid 110 and the ball feed solenoid 111. The ball feed solenoid 111 operates to send game balls stored in the tray unit 6 one by one to a predetermined launch position within the launcher case. The launch solenoid 110 strikes the game balls sent to the launch position, and as described above, continuously (intermittently) launches the game balls one by one toward the game area 8a. The launch interval between game balls is, for example, about 0.6 seconds (up to 100 balls per minute).

[0287] Meanwhile, the grip unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle (so-called stroke) by the player. The touch sensor 114 detects that the player's body is touching the grip unit 16 (firing handle, ball launcher) from a change in capacitance, and outputs a detection signal. The firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.

[0288] A launch relay terminal board 118 is installed in the tray unit 6, and signals from the launch lever volume 112, touch sensor 114, and launch stop switch 116 are sent to the launch control board 108 via the launch relay terminal board 118. A drive signal from the launch control board 108 is also applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, the launch lever volume 112 generates an analog signal (which may be an encoded digital signal) according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength with which the gaming ball is launched according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a CR unit is not connected to this gaming ball lending device connection terminal board 120, the drive circuit of the launch control board 108 will also stop driving the launch solenoid 110.

[0289] The tray unit 6 also incorporates a point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a point display indicator (a 3-digit 7-segment LED). The lending and return switch board 123 is also equipped with switch modules connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, an operation signal is transmitted from the lending and return switch board 123 to the CR unit via the gaming ball etc. lending device connection terminal board 120. The CR unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the gaming ball etc. lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium has been inserted into the CR unit or if the remaining credits of the inserted valuable medium have reached 0, the display circuit of the credit display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).

[0290] The pachinko machine 1 also has a performance control device 124 (performance control computer) as part of its control configuration. The performance control device 124 is provided at a position covered by a rear cover unit 178 on the rear side of the pachinko machine 1. This performance control device 124 controls performances that accompany the progress of games in the pachinko machine 1. The performance control device 124 also has a performance control CPU 126, which is a central processing unit, mounted on a circuit board (composite sub-control board). The performance control CPU 126 is configured as an LSI that incorporates semiconductor memories such as RAM (RWM) 130 and eDRAM 131 together with a CPU core (not shown). The performance control device 124 is equipped with various functions required to realize performances in the pachinko machine 1. For example, it is equipped with a VDP 152 for drawing the performance screen to be played on the screen of the liquid crystal display 42, a driver IC 132 for controlling devices such as lamps 46 to 52 that create visual effects, a panel lamp 53, a movable body motor 57, and a status LED 58, and an audio IC 134 for controlling speakers 54, 55, and 56 that output audio. The internal functional configuration of the performance control device 124 will be described in detail later using another diagram.

[0291] The performance control device 124 and main control device 70 are connected to each other, for example, via a communications harness (not shown). However, communication between them is unidirectional, from the main control device 70 to the performance control device 124, and communication does not occur in the reverse direction. Note that the communications harness may be of a parallel type depending on the bus width of the various performance commands (hereinafter referred to as "sub-commands" or "performance commands") sent from the main control device 70 to the performance control device 124, or may be of a serial type depending on the hardware configuration of each driver (I / O).

[0292] In this embodiment, a sub-connection board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the driver IC 132 and the audio IC 134 are applied to the various lamps 46-52 and speakers 54, 55, and 56 via the sub-connection board 136. The sub-connection board 136 is also connected to a performance change button 45 and a volume adjustment switch (not shown). When a player operates the performance change button 45 or the volume adjustment switch, their contact signals are input to the performance control device 124 via the sub-connection board 136. The sub-connection board 136 is also connected to a jog dial 45a. When a player rotates the jog dial 45a, the rotation signal is input to the performance control device 124 via the sub-connection board 136. While the example shown here shows the performance change button 45 and the jog dial 45a connected to the sub-connection board 136, if a tray illumination board is installed, the performance change button 45 and the jog dial 45a may be connected to the tray illumination board.

[0293] Additionally, a driver board 138 is installed in the game board unit 8, and in addition to the board lamp 53, a movable body motor 57 and a status LED 58 are connected to this driver board 138. The movable body motor 57 drives the movable body 40f, for example, via a link mechanism (not shown). A drive signal from the driver IC 132 is applied to the board lamp 53, movable body motor 57, and status LED 58 via the driver board 138.

[0294] The liquid crystal display 42 is installed on the back side of the game board unit 8, and its display screen can be seen through a substantially rectangular opening formed in the game board unit 8. In addition, an inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power that is applied to the backlight (e.g., a cold cathode fluorescent lamp) of the liquid crystal display 42.

[0295] Additionally, a power supply control unit 162 is mounted on the back side of the inner frame assembly 7. This power supply control unit 162 incorporates a switching power supply circuit and can generate the necessary power (e.g., DC +34V, +12V, etc.) from external power (e.g., AC 24V, etc.) taken in from the island equipment via a power cord 164. The power generated by the power supply control unit 162 is distributed to the main control unit 70, payout control unit 92, performance control unit 124, and inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control unit 92, and to the CR unit via the game ball dispensing device connection terminal board 120. Low-voltage power (e.g., DC +5V) for logic is generated by a power supply IC (e.g., a three-terminal regulator) built into each device. As mentioned above, the power supply control unit 162 is earthed to the island equipment via a ground wire 166.

[0296] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output to the outside from the external terminal board 160 via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are compiled, for example, by a hall computer (not shown) in the gaming parlor. Note that although a configuration in which signals are output via the payout control device 92 is given as an example here, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 is also possible.

[0297] [Internal configuration of the performance control device] FIG. 6 is a block diagram showing the internal functional configuration of the performance control device 124. As described above, the presentation control device 124 functions as a presentation control processor that controls presentations as the game progresses. Therefore, in addition to the presentation control CPU 126, the presentation control device 124 is equipped with a control ROM 180 and a watchdog timer IC (WDT IC) 188, which are necessary for the presentation control device 124 to function as a presentation control processor. The control ROM 180 stores basic programs related to presentation control. The presentation control CPU 126 accesses the control ROM 180 via a CPU bus (not shown) and controls presentations by executing the programs stored in the control ROM 180. The watchdog timer IC 188 is a timer that monitors whether the control executed by the presentation control device 124 is being performed normally (whether processing is completed within the expected time) and is connected to the reset terminal of the presentation control CPU 126. If a signal (clear pulse) to clear the monitoring timer of the watchdog timer IC 188 is not input within a predetermined time, the watchdog timer IC 188 outputs a signal (reset pulse) to the presentation control CPU 126 to reset the presentation control device 124. This forcibly resets the presentation control device 124.

[0298] In addition to these, the performance control device 124 is equipped with functions related to performance, such as SRAM 182, which is a storage area for backup data, a crystal oscillator 181 that generates a clock signal of a predetermined frequency, a real-time clock (RTC) 184 that manages time, a lithium battery 186 that supplies backup power to the SRAM 182 and RTC 184, and peripheral ICs such as input / output drivers and counter / timer circuits (not shown). While driving power is being supplied to the performance control device 124 from the power supply control unit 162, the lithium battery 186 stores this power and charges itself. The SRAM 182 and RTC 184 are connected to the lithium battery 186, and can be driven by the lithium battery 186 if the supply of driving power to the performance control device 124 from the power supply control unit 162 is cut off. Therefore, even if the power supply from the power supply control unit 162 is cut off, the SRAM 182 and the RTC 184 continue to operate for the period until the lithium battery 186 runs out of charge (for example, about one and a half months), so the SRAM 182 can retain the stored information for a while even in a power outage situation.

[0299] The performance control program is configured to store information relating to security, monitoring, malfunctions, etc., which should not be easily erased, in the SRAM 182. This makes it possible, for example, if a malfunction occurs in the performance control device 124, to collect the pachinko machine 1 (or inspect it while it is installed) and analyze the information stored in the SRAM 182 to investigate the cause of the malfunction.

[0300] The effect control device 124 is a device that controls the content of effects related to games. The RTC 184 is a device that can communicate with the effect control device 124 via serial communication or the like and holds current time information (predetermined information). The RTC 184 also keeps track of the current time regardless of whether the gaming machine is in a power outage state, and updates the current time information.

[0301] Incidentally, the control of performances that the performance control CPU 126 executes in accordance with the program stored in the control ROM 180 includes, as mentioned above, control of performances using devices such as the LCD display 42, various lamps 46-53, speakers 54, 55, 56, and status LED 58. This flow of performance control can be broadly divided into two stages: "overall control (playback instruction)" and "individual control (playback control)." The performance control CPU 126 first receives performance commands sent from the main control device 70 and indirectly instructs each device to play a performance according to the content of the performance command (overall control). Next, the performance control CPU 126 generates instruction data by converting the instruction content into more specific expressions suitable for each device, and transmits this data to each control device 134, 152, 198, 199, which relay between the performance control CPU 126 and each device (individual control). As a result, each control device 134, 152, 198, 199 controls each device based on the instruction data, and performance reproduction (screen display, audio output, lamp illumination, movable body displacement, etc.) using each device in the pachinko machine 1 is realized.

[0302] In this way, the performance control CPU 126 has different functions depending on the performance control stage, and these functions are realized by properly using the resources of the performance control CPU 126. At the overall control stage, the performance control unit 210 within the performance control CPU 126 is the main operating unit. At the individual control stage, the display control unit 220, audio control unit 222, lamp control unit 224, motor control unit 226, or sensor control unit 228 within the performance control CPU 126 is the main operating unit, depending on the device to be controlled. Note that the performance control unit 210 may be configured to directly control each of the control devices 134, 152, 198, and 199.

[0303] The performance control device 124 functions as a performance control processor at the overall control stage, and as a performance playback processor at the individual control stage. Therefore, the performance control device 124 is further equipped with a circuit board (performance display control board) on which the VDP 152 is mounted, a CGROM (image and audio ROM) 190, an audio IC 134 for controlling various devices used to play back the performances, an LED driver 198, an SMC (serial control controller) 199, and a driver IC 132.

[0304] The CGROM 190 stores the drawing materials (moving image data) that make up the performance screen and the audio materials (audio data) that are output as the performance progresses, compressed using a predetermined compression algorithm. The CGROM 190 is connected to the VDP 152 and the audio IC 134 via a CG bus (not shown).

[0305] The VDP 152 is a processor dedicated to drawing effect images and is integrated on a single chip with the effect control CPU 126. The VDP 152 also incorporates a VRAM 156, which is primarily used to expand the drawing materials, and a drawing material decoder 157, which decompresses (decodes) the compressed drawing materials. The VDP 152 first analyzes the instructions sent from the display control unit 220, reads the necessary drawing materials from the CGROM 190 via the CG bus, and transfers them to the VRAM 156. The read drawing materials are then decoded by the drawing material decoder 157 to draw effect images on the VRAM 156, and the effect images are expanded in a frame buffer for each frame (still image per unit time). The effect screen is reproduced by individually driving each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.

[0306] The audio IC 134 is a sound generator that generates sounds such as sound effects and background music played during performances. It is connected to an amplifier, external DRAM, and CG bus (not shown). The audio IC 134 also includes an audio material decoder 135 that decompresses (decodes) compressed audio materials. The audio IC 134 first analyzes instructions sent from the audio control unit 222 and reads the necessary audio materials from the CGROM 190 via the CG bus. The audio material decoder 135 then decodes the read audio materials on the external DRAM. The decoded audio is output via an amplifier to the glass-frame speakers 54 and 55 and the outer-frame speaker 56, achieving stereo 2-channel or monaural 2-channel audio playback (a larger number of channels may be used). The audio IC 134 also adjusts the output volume of each speaker 54, 55, and 56 based on a contact signal input when the volume adjustment switch is operated.

[0307] The LED driver 198 controls the lighting patterns and brightness patterns of the various lamps 46 to 53 and the status LED 58 provided on the front side of the pachinko machine 1. The LED driver 198 employs an address-specified synchronous serial system. The LED driver 198 first controls the lighting patterns and brightness patterns based on instructions sent from the lamp control unit 224, and transfers corresponding drive data to the driver IC 132.

[0308] The SMC 199 controls the drive pattern of the movable body motor 57, which serves as the drive source for the movable body 40f and other performance-use elements provided inside the performance unit 40. The SMC 199 employs a clock-synchronized serial system. The SMC 199 first generates a drive pattern based on instructions sent from the motor control unit 226 and transfers this to the driver IC 132. Note that while the SMC 199 is used here only to generate the drive pattern for the motor, the SMC 199 can also generate lighting patterns and brightness patterns for lamps as well as motors. Therefore, it is also possible to use the SMC 199 instead of the LED driver 198 described above, and have the SMC 199 generate data patterns for both the lamps and the motors.

[0309] The driver IC 132 controls the drive voltages applied to the lamps and motors based on drive data transferred from the LED driver 198 and SMC 199. The driver IC 132 includes switching elements, such as a PWM (pulse width modulation) IC and MOSFET (not shown), and switches (or duty-switches) the drive voltages applied to the various lamps 46-53, the movable body motor 57, and the status LED 58, managing their operation to reproduce effects using the lamps and movable bodies. Among the various lamps 46-53, the board lamp 53 corresponds to the LEDs built into the effect unit 40, or the LEDs built into the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, etc. The status LED 58 is composed of one or more LEDs and indicates the status of the effect control device (e.g., pre-system initialization state, post-system initialization state, normal state, etc.) by its lighting pattern. Also, although an example is given here in which the glass frame decorative lamp 52 is connected to the sub-connection board 136, a configuration in which a tray illumination board is installed in the tray unit 6 and the glass frame decorative lamp 52 is connected to the driver IC 132 via the tray illumination board may also be used.

[0310] In addition, the driver IC 132 transfers a contact signal input when the effect switching button 45 or the jog dial 45a is operated to the effect control unit 210 via the sensor control unit 228. The effect control unit 210 appropriately changes the effect content to be played based on the content of the transferred contact signal.

[0311] FIG. 7 is a diagram showing a memory map of the memory area used by the main control CPU 72. The memory area used by the main control CPU 72 includes a memory area (0000H to 2FFFH) allocated to the ROM 74 and a memory area (F000H to F3FFH) allocated to the RAM 76.

[0312] The area from address 0000H to 0BFFH (first area) is an area capable of storing program code (program) of the usage area. The program code of the usage area is the first information required for executing the game (for controlling the progress of the game).

[0313] The area from addresses 0000H to 0BFFH (first area) stores the program code (first information) in the used area and special program code (special information), which is a portion of the program code (second information) that is not required to play the game.

[0314] The area from address 0C00H to 0FFFH is an unused area.

[0315] The area from address 1000H to 1BFFH (first area) is an area capable of storing program data (data) of the use area. The program data of the use area is first information required for playing a game. The area from addresses 1000H to 1BFFH (first area) stores program data (first information) in the used area and special program data (special information), which is a portion of the program data (second information) that is not required for playing the game.

[0316] The area from address 1C00H to 1FFFH is an unused area.

[0317] The area from address 2000H to 2FFFH (second area) can store program code and program data outside the area. The program code and program data outside the area is second information that is not required for game execution (for example, processing for performing tests specified in the gaming machine regulations or processing related to the performance display monitor). The area from address 2000H to 2FFFH (second area) stores non-special program code and non-special program data (non-special information), which is the remaining information from the program code and program data (second information) that is not required for playing the game.

[0318] The area from address 3000H to EFFFH is an unused area.

[0319] The area from address F000H to F1FFH is used as a work area for the used area and as a stack RAM. The area from address F200H to F3FFH is used as an external work area and stack RAM. These areas are used as areas that are temporarily used when a program in the used area is being executed or when a program outside the area is being executed, or as stack areas for temporarily saving data.

[0320] The area from address F400H to FFFFH is an unused area.

[0321] In addition to the use area and outside area, the memory area of ​​ROM 74 may also have an area where arbitrary data such as the program title and version is stored, and a program management area where information necessary for the main control CPU 72 to execute the program is stored.

[0322] In this way, the ROM 74 and RAM 76 (storage means) of this embodiment have a use area (first area) in which program code and program data (first information) required for executing the game can be stored, and an outside area (second area) in which program code and program data (second information) not required for executing the game can be stored.

[0323] Here, the used area is an area in which the capacity available for controlling the progress of the game is determined by the gaming machine rules, and the outside area is an area that is not included in the calculation of the available capacity.

[0324] The main control device 70 (main control CPU 72) controls the pachinko machine 1 (gaming machine) based on the program code and program data (first information) required to execute the game and the program code and program data (second information) not required to execute the game (control means).

[0325] The usage area (first area) stores the program code and program data (first information) required to execute the game, and special program code and special program data (special information), which is a portion of the program code and program data (second information) that is not required to execute the game.

[0326] Outside the area (second area), non-special program code and non-special program data (non-special information), which are the remaining information from the program code and program data (second information) that is not required for playing the game, are stored.

[0327] Special program codes and special program data (special information) are information that differs for each of multiple types of machines with different game content, while non-special program codes and non-special program data (non-special information) are information that is common to each of multiple types of machines with different game content.

[0328] Therefore, when changing the specifications of a gaming machine, it is necessary to change the special program code and special program data. On the other hand, it is not necessary to change the non-special program code and non-special program data, even when changing the specifications of a gaming machine.

[0329] The special program code and special program data (special information) include information regarding at least one of the processes of calculating the base, which is a determination process that determines whether to calculate the base based on the game status, and a confirmation process that confirms the value of the number of prize balls. Either the determination process or the confirmation process may be non-special program code and non-special program data (non-special information).

[0330] In this embodiment, due to the performance of the main control CPU 72, even when the same instruction (program code) is used, the processing speed may differ between when it is used in the used area and when it is used outside the area. For example, when the LDQ instruction (special load instruction) is used in the used area, the processing speed is faster, but when the LDQ instruction is used outside the area, the processing speed is not faster. For this reason, when using the LDQ instruction outside the area, the LD instruction (normal load instruction), which has a slower processing speed, must be used. The reason for this is that when the LDQ instruction is used outside the area, additional processes for saving, resetting, and restoring the stack pointer and Q register are required, which actually slows down the processing speed. Therefore, in this embodiment, the processing speed is faster when processing related to the used area than when processing related to the outside of the area is executed.

[0331] The main control CPU 72 can execute the processing of the usage area (first processing) required to play the game by using (executing) the program code and program data stored in the usage area (first area) (first processing execution means).

[0332] In addition, the main control CPU 72 can execute processing outside the area (second processing) that is not necessary for playing the game by using (executing) program code and program data stored outside the area (second area) (second processing execution means). The above is an example of the configuration for controlling the pachinko machine 1.

[0333] FIG. 8 is a diagram showing the relationship between the setting value and the winning probability of the special symbol lottery. When the set value is "1", the probability of winning the special pattern lottery (low probability state) is "1 / 319". When the set value is "2", the probability of winning the special pattern lottery (low probability state) is "1 / 299". When the set value is "3", the probability of winning the special pattern lottery (low probability state) is "1 / 279". When the set value is "4", the probability of winning the special pattern lottery (low probability state) is "1 / 259". When the set value is "5", the probability of winning the special pattern lottery (low probability state) is "1 / 239". When the set value is "6", the probability of winning the special pattern lottery (low probability state) is "1 / 199".

[0334] When the set value is "1" to "6", the probability of winning the special symbol lottery (high probability state) is "1 / 32".

[0335] In this way, the larger the set value, the higher the probability of winning the special symbol lottery (low probability state), which is advantageous for the player.

[0336] In the illustrated example, the winning probability of the special symbol lottery is explained as an example in which a setting difference is set only in the low probability state, but a setting difference may also be set in the high probability state. Furthermore, regarding the setting, a setting difference may be set not only in the big win probability but also in the small win probability. Furthermore, setting differences may be set in other items (for example, the transition rate to the high probability state, the transition rate to the time-shortened state, the number of chance changes, the number of time-shortened states, the number of special changes, etc.).

[0337] FIG. 9 is a diagram showing the state of the setting key, whether the setting can be changed, and whether the key can be inserted or removed. When the setting key is ON (when it is turned clockwise, or when the input signal from the setting key switch 302 is ON), it is possible to change settings (including checking settings), but it is not possible to remove the setting key. In other words, the setting key cannot be removed while changing or checking settings.

[0338] On the other hand, when the setting key is OFF (when it is turned left, or when the input signal from the setting key switch 302 is OFF), it is not possible to change the settings (including checking the settings), but it is possible to remove the setting key. In other words, the setting key can be removed as long as the settings are not being changed or checked.

[0339] Regarding setting changes and setting confirmation, if it is possible to enter the setting change state or setting confirmation state by simply operating a button, for example, without using a "setting key," then it becomes possible for someone without the authority to change settings (such as hall staff or malicious players) to change or confirm the settings, which poses a risk of settings being leaked. Therefore, the use of a "setting key" is a mandatory condition for changing and checking settings.

[0340] The "setting key" has two states: ON and OFF. The state of the "setting key" can be confirmed by a signal from the setting key switch 302. The ON state or OFF state is maintained by operating the "setting key."

[0341] The "setting key" can be inserted or removed only when the "setting key" is in the OFF state. The "setting key" can be inserted into the setting key keyhole 306. The setting key keyhole 306 is located inside a transparent case that covers the main control board unit 170, and can be operated without opening the transparent case.

[0342] For example, the following conditional branch is included in the program code of the main control unit 70: The conditions for transitioning to the setting change or setting confirmation state include the setting key being ON. The conditions for transitioning to a playable state include turning the setting key from ON to OFF, or simply including "the setting key being in the OFF state." The termination condition for changing or checking settings includes the setting key being OFF.

[0343] This means that without the "setting key," it is not possible to move to the setting change or setting confirmation mode, and the setting value cannot be confirmed, preventing unintentional setting changes or setting leaks by the hall manager.

[0344] Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0345] [CPU initialization (main) processing in the main control unit] When the power is turned on to the pachinko machine 1, the main control CPU 72 in the main control device 70 starts CPU initialization processing. The CPU initialization processing is processing for initializing the pachinko machine 1 by restoring the gaming state (so-called power restoration) based on backup information saved at the previous power outage, or conversely, clearing the backup information. The CPU initialization processing is also positioned as the main processing (main control program) for ensuring stable gaming operation of the pachinko machine 1 after adjusting the initial state.

[0346] 10 and 11 are flowcharts showing a first example of the CPU initialization process. Each step of the process performed by the main control CPU 72 will be described below.

[0347] Step S100: The main control CPU 72 first sets the top address of the stack area in the stack pointer.

[0348] Step S102: Next, the main control CPU 72 sets an interrupt vector table. In this process, the main control CPU 72 sets the address of the interrupt vector table in the I register (interrupt vector register) used for interrupt control. The interrupt vector table defines the priority required for controlling interrupt requests generated during execution of the CPU initialization process, and the main control CPU 72 executes multiple interrupt requests in order based on the priority defined in the interrupt vector table.

[0349] Step S104: The main control CPU 72 saves the RAM clear signal (input signal from the RAM clear switch 304), the setting key switch signal (input signal from the setting key switch 302), and the inner frame open signal (contact signal from the plastic frame open switch 93). More specifically, the values ​​of the input ports to which these signals are input are acquired twice in succession, and the logical product of the acquired values ​​(logical sum in the case of negative logic signals) is saved as the input port value at power-on. Note that the inner frame opening may also be confirmed by a contact signal from the glass frame open switch 91 or another inner frame open switch (not shown).

[0350] Step S106: The main control CPU 72 executes standby processing. This processing waits for the power supply to stabilize and for the performance control device 124 to start up. The main control CPU 72 ensures a certain amount of standby time (e.g., several thousand milliseconds, or approximately 3.1 seconds) after power-on, during which time it checks for a power-off warning signal (a signal indicating that a power-off is imminent). Specifically, the main control CPU 72 sets a loop counter for the standby time and performs a bit check on the input port for the power-off warning signal while decrementing the loop counter value. The power-off warning signal is input by an IC that monitors the voltage level of the drive voltage. If the main control CPU 72 confirms the input of the power-off warning signal before the loop counter reaches 0, it resumes processing from the beginning. This allows for system protection, for example, when the main power switch (not shown) is repeatedly turned on and off within a short period of time (approximately 1 to 2 seconds).

[0351] Step S108: Next, the main control CPU 72 permits access to the work area of ​​the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of ​​the RAM 76 is permitted thereafter.

[0352] Step S109: The main control CPU 72 checks the specific bit of the input port value saved in the previous step S104 to confirm whether the inner frame is open and the setting key is ON.

[0353] As a result, if it is confirmed that the inner frame is open and the setting key is ON (Yes), the main control CPU 72 executes step S110. On the other hand, if it is not confirmed that the inner frame is open and the setting key is ON (No), the main control CPU 72 executes step S113 (intra-page connector 1→1).

[0354] Step S110: The main control CPU 72 checks the specific bit of the input port value saved in the previous step S104 to refer to the RAM clear signal, and confirms whether the RAM clear switch 304 has been pressed.

[0355] As a result, if it is confirmed that the RAM clear switch 304 has been pressed (Yes), the main control CPU 72 executes step S112. On the other hand, if it is not confirmed that the RAM clear switch 304 has been pressed (No), the main control CPU 72 executes step S111a.

[0356] Step S111a: The main control CPU 72 checks whether the value of the gaming machine state flag is "00H (playable state)" or not.

[0357] The gaming machine status flag is stored in the setting value buffer of RAM76, with "00H" indicating that the machine is ready to play, "01H" indicating that the settings are being changed, and "02H" indicating that the settings are being confirmed.

[0358] The setting value buffer also stores the setting values, and the setting value buffer is not cleared even when RAM clear is activated. The reason for this is that "even if the power is turned off during a setting change and RAM clear is activated, the state in which the setting is being changed will continue" and "even if the gaming machine status flag is changed when the setting confirmation conditions are met, it will not affect the checksum value."

[0359] As a result, if it is confirmed that the value of the gaming machine status flag is "00H (playable state)" (Yes), the main control CPU 72 executes step S111b. On the other hand, if it is not confirmed that the value of the gaming machine status flag is "00H (playable state)" (No), the main control CPU 72 executes step S114 (intra-page connector 2→2).

[0360] Step S111b: The main control CPU 72 executes a process of setting the gaming machine status flag to “02H (setting confirmation in progress).” Next, the main control CPU 72 executes step S114 (intra-page connector 2→2).

[0361] By executing such processing, the main control CPU 72 can transition to a setting confirmation state in which the setting value can be confirmed (setting confirmation state transition means) when special conditions are met (when the power is turned on with the setting key switch ON and the RAM clear switch OFF).

[0362] Step S112: The main control CPU 72 executes a process of setting the gaming machine status flag to “01H (setting change in progress).” Next, the main control CPU 72 executes step S120 (intra-page connector 3→3).

[0363] Then, by executing the processing of step S112 as described above and then executing the processing of step S120 described below, the main control CPU 72 can execute a RAM clear process to clear the specified RAM values ​​and transition to a setting change state in which the setting values ​​can be changed when a special condition is met (when the power is turned on with the setting key switch ON and the RAM clear switch ON) (setting change state transition means).

[0364] Step S113: The main control CPU 72 checks whether the RAM clear switch 304 has been pressed.

[0365] As a result, if it is confirmed that the RAM clear switch 304 has been pressed (Yes), the main control CPU 72 executes step S120 (intra-page connector 3→3). On the other hand, if it is not confirmed that the RAM clear switch 304 has been pressed (No), the main control CPU 72 executes step S114.

[0366] Step S114: The main control CPU 72 executes a process to check whether the backup flag and checksum are normal.

[0367] Regarding the backup flag, the main control CPU 72 checks whether the backup flag is set (whether backup information is saved in the RAM 76). If the backup process executed at the previous power outage ended normally and a specific value (e.g., "01H") is set to the backup flag, the main control CPU 72 determines that the backup flag is normal. Note that the backup flag is set to a specific value when normal backup processing is executed.

[0368] Regarding the checksum, the main control CPU 72 performs a checksum on the backup information in the RAM 76. Specifically, the main control CPU 72 checksums all areas of the work area in the RAM 76 except for the backup flag and checksum buffer. If the checksum result is normal, the main control CPU 72 determines that the checksum is normal.

[0369] As a result, if it is confirmed that the backup flag and checksum are normal (Yes), the main control CPU 72 executes step S116. On the other hand, if it is not confirmed that the backup flag and checksum are normal (No), the main control CPU 72 executes step S120.

[0370] Step S116: The main control CPU 72 executes initialization processing when power is restored. Specifically, the main control CPU 72 clears the stored contents of a partial area of ​​the RAM 76. The partial area of ​​the RAM 76 is a memory area to be cleared when power is restored.

[0371] Step S117: The main control CPU 72 executes a backup restoration process. The main control CPU 72 restores the valid backup information that has been saved. This allows the main control CPU 72 to restore the state that existed when the power was shut off.

[0372] Step S118: The main control CPU 72 sets a command to be sent to the performance control device 124 when power is restored (for example, a power restoration command indicating that the device has been restored from a power outage and started up) and a payout command (a command to be sent to the payout control device 92). After completing this process, the main control CPU 72 then executes step S125.

[0373] Step S120: The main control CPU 72 executes initialization processing (RAM clearing processing) when clearing RAM. Specifically, the main control CPU 72 clears the storage contents of the used area of ​​the RAM 76 that is to be cleared when clearing RAM. This initializes the work area and stack area of ​​the RAM 76, and even if valid backup information is saved, the contents are erased. Storage contents outside the area of ​​the RAM 76 may or may not be cleared. The value of the gaming machine status flag may or may not be cleared. If the value of the gaming machine status flag is cleared, the determination in step S131a (described later) will always be negative (No). Therefore, if the determination in step S131a (described later) is based on the state before the RAM is cleared, it is preferable not to clear the value of the gaming machine status flag. Furthermore, the main control CPU 72 performs initial setting of the RAM 76.

[0374] Step S122: The main control CPU 72 executes a process to save the output time (e.g., 128 ms) in the security signal output timer (special information transmission process execution means). By saving the output time in the security signal output timer, a security signal is output to the hall computer in the external information management process (step S217a in FIG. 24).

[0375] By performing such processing, even if a situation occurs in which the setting change state ends in less than 128 ms, a special transmission process can be performed to continuously transmit a security signal to the hall computer for at least 128 ms.

[0376] Step S124: The main control CPU 71 sets the command to be sent to the performance control device 124 when the RAM is cleared (for example, a RAM clear designation command indicating that RAM clearing has been initiated) and the payout command (a command to the payout control device 92).

[0377] Step S125: The main control CPU 71 executes a common initialization process when the RAM is cleared and when the power is restored.

[0378] Step S126: Next, the main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs the payout command (power recovery command) set in step S118 or the payout command (RAM clear command) set in step S124 to the payout command buffer.

[0379] Step S128: The main control CPU 72 executes a subcommand output process. In this process, the main control CPU 72 first outputs the effect command set in step S118 (power restoration designation command) or the effect command set in step S124 (RAM clear designation command) to the subcommand transmission buffer. The main control CPU 72 also sets various other effect commands required for effect control (e.g., a machine type designation command, a state designation command, a special symbol destination determination effect command, an effect command when the number of operation memories increases, an effect command when the number of operation memories decreases, a number cut counter value command, a normal game management phase command, a special game management phase command, a launch position designation command, etc.), and outputs these to the subcommand transmission buffer. At this time, the main control CPU 72 can also set different values ​​for these effect commands when the power is restored and when the RAM is cleared.

[0380] For example, when the power is restored, the values ​​of each performance command are set based on the backup information. These performance commands are sent to the performance control device 124 in the subsequent subcommand sending process (step S144), and the performance control device 124 can restore the performance state (for example, the internal probability state, the display mode of the performance symbols, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power outage.

[0381] Step S130: The main control CPU 72 executes input port processing. In this processing, the main control CPU 72 acquires the contents of each input port, performs a predetermined calculation on the value, and stores the result in the status flag of each input port. After completing this processing, the main control CPU 72 proceeds to step S131 (outside page connector A → A).

[0382] Step S131: The main control CPU 72 executes a process to reset the main command permission signal (communication permission signal). The main command permission signal is a signal that can be set independently by the main control CPU 72 (main control device 70) and the dispensing control CPU 94 (dispensing control device 92). The main control device 70 and the dispensing control device 92 are connected by two lines, one line is a signal line and the other line is a command line.

[0383] For example, when the main control CPU 72 sets the main command permission signal, the dispensing control CPU 94 is able to send commands. On the other hand, when the dispensing control CPU 94 sets the main command permission signal, the main control CPU 72 is able to send commands.

[0384] Here, the main control CPU 72 is executing a process to reset the main command permission signal, so the dispensing control CPU 94 is in a state where it is unable to send commands.

[0385] Note that if the payout command permission signal on the payout control device 92 side is not reset, the main control device 70 can send a command. However, since payout commands (prize ball commands) are not generated while settings are being changed or confirmed, game balls are not paid out in the payout control device 92. If the main command permission signal can be set in the payout control device 92, the payout command permission signal on the payout control device 92 side may be the main command permission signal on the payout control device 92 side.

[0386] Here, if the main command permission signal on the main control unit 70 side is reset, a communication error occurs in the dispensing control unit 92. To avoid the communication error, a method may be adopted in which communication is performed with the dispensing control unit 92 and a command is sent indicating that a setting change is being made.

[0387] An advantage of adopting a method in which the main command permission signal on the main control unit 70 side is not set and communication with the dispensing control unit 92 is not performed is that there is no need to change the software of the dispensing control unit 92. In addition, the launch permission signal can be reset to prevent the game ball from being launched.

[0388] In this embodiment, the main command permission signal is described as a signal that can be independently set by the main control CPU 72 (main control device 70) and the dispensing control CPU 94 (dispensing control device 92). However, the main command permission signal can be a signal that can only be set by the main control device 70 and cannot be set by the dispensing control device 92. In this case, the dispensing control device 92 uses a dispensing command permission signal (communication permission signal) instead of the main command permission signal. When the dispensing control device 92 sets the dispensing command permission signal, the main control device 70 becomes capable of sending commands to the dispensing control device 92. When the dispensing control device 92 resets the dispensing command permission signal, the main control device 70 becomes unable to send commands to the dispensing control device 92. The main command permission signal and launch permission signal may be set by the dynamic port output process. The dynamic port output process is called by a timer interrupt once every 4 ms, so if the main command permission signal, etc. is set by the dynamic port output process, the main command permission signal, etc. can be set based on the value of the latest gaming machine status flag.

[0389] Step S131a: The main control CPU 72 checks whether or not the game is available, specifically, whether or not the value of the gaming machine status flag is "00H."

[0390] As a result, if it is confirmed that the game is available (Yes), the main control CPU 72 executes step S131b. On the other hand, if it is not confirmed that the game is available (No), the main control CPU 72 executes step S132 without executing step S131b.

[0391] Step S131b: The main control CPU 72 executes a process to set a main command permission signal to a specific bit of the output port. This allows the payout control device 92 to send commands to the main control device 70. This allows the payout of game balls if the game is playable.

[0392] By executing such processing, the main control CPU 72 can execute a prohibition process that prevents the payout control device 92 from paying out game balls by setting a predetermined prohibition state while the setting is being changed or confirmed (when the setting-related process is being executed and the game is not in a playable state) (prohibition process execution means).

[0393] The payout control device 92 sends a payout start command (start command) to the main control device 70, and enters a payout-enabled state by receiving a start confirmation command for the payout start command, and pays out game balls based on the payout command sent from the main control device 70 when in the payout-enabled state.

[0394] Furthermore, by executing such processing, the main control CPU 72 can set a predetermined prohibition state, thereby prohibiting the payout control device 92 from sending a payout start command to the main control device 70, prohibiting the payout control device 92 from entering a payout-enabled state, and preventing the payout control device 92 from executing the payout of game balls (prohibition processing execution means).

[0395] Furthermore, by executing such processing, the main control CPU 72 can set the main command permission signal (communication permission signal) on the main control device 70 side to OFF (communication not permitted) to establish a predetermined prohibited state (a state in which the main command permission signal on the main control device 70 side is OFF) (prohibition processing execution means).

[0396] Step S132: The main control CPU 72 resets (OFF) a specific bit of the output port to clear the firing permission signal. The firing permission signal is included in the targets for backup when power is interrupted. Therefore, when power is restored to the main control device 70 (pachinko machine 1), the firing permission signal is also returned to the state it was in when power was interrupted.

[0397] The launch enable signal is set in a specific bit (for example, bit 0) of a specific output port buffer (for example, the buffer for output port 3) stored in RAM 76.

[0398] Step S133: The main control CPU 72 sets a timer interrupt period. More specifically, the main control CPU 72 sets a value corresponding to a predetermined timer interrupt period (for example, 4 ms) in the counter setting register of the timer circuit 194.

[0399] Step S134: The main control CPU 72 resets the interrupt daisy chain. Specifically, as a preliminary preparation for interrupt processing, the main control CPU 72 backs up the start address of the main loop processing, which will be described later, and then executes the RETI command. By performing this processing, it becomes possible to start subsequent interrupt processing normally, and furthermore, to continue processing from the main loop processing after the interrupt processing is executed.

[0400] After the above steps are executed in the CPU initialization process, the main control CPU 72 starts executing the main loop process in step S135. As long as the power supply from the power supply control unit 162 is maintained, the main control CPU 72 repeatedly executes the main loop process.

[0401] When a setting function (setting change device 300) is added to the pachinko machine 1, the number of states that can be entered when the machine is powered on increases. In this case, it is necessary to use several operations to separate the states that can be entered when the machine is powered on: "return to normal (power recovery)," "return to RAM clear (initialization)," "setting check mode (check settings)," and "setting change mode (change settings)."

[0402] In this embodiment, in order to divide the power-on state into four states, transition determination is performed using two input devices, namely, the setting key switch 302 and the RAM clear switch 304.

[0403] The transition conditions for the four states are as follows: (1) Normal cleaning RAM clear switch: OFF Setting key switch: OFF (2) Clear RAM and restore RAM clear switch: ON Setting key switch: OFF (3) Setting confirmation mode RAM clear switch: OFF Setting key switch: ON (4) Setting change mode RAM clear switch: ON Setting key switch: ON

[0404] In this way, four states can be set by operating the setting key switch 302 and the RAM clear switch 304.

[0405] FIG. 12 is a diagram showing command transmission timing in a first procedure example of the CPU initialization process.

[0406] [Main control unit] When the power is turned on, the main control device 70 waits for 3.1 seconds [A01] and then determines the startup method [A02].

[0407] Depending on the startup method, the main control unit 70 will start up by [A03] initialization (clearing RAM), [A04] power recovery (restoring backup information), [A05] setting change, or [A06] setting confirmation.

[0408] Then, when the processes of [A03] initialization, [A04] power restoration, [A05] setting change, or [A06] setting confirmation are completed, the main control device 70 sets the main command permission signal [A07] to ON and transitions to a playable state [A08]. After setting the main command permission signal to ON, the main control device 70 becomes ready to receive commands from the payout control device 92.

[0409] [Dispensing control device] When the power is turned on, the dispensing control device 92 waits for 0.1 seconds [B01] and then executes the power-on process [B02]. During the power-on process, the dispensing control device 92 can set the main command permission signal on the dispensing control device 92 to ON.

[0410] Next, the dispensing control device 92 sets the dispensing command permission signal to ON [B03] and transitions to a startup command transmission waiting state [B04]. The startup command transmission waiting state is a state in which the main control device 70 is waiting for the main command permission signal to be set to ON, and is a state in which commands cannot be sent to the main control device 70 (a state in which commands cannot be sent to the main control device 70).

[0411] Then, when the main command permission signal is set to ON in the main control unit 70 ([A07]), the dispensing control unit 92 is in a state where it can send commands to the main control unit 70 (state where commands can be sent to the main control unit 70), and [C01] the dispensing control unit 92 sends a dispensing start command to the main control unit 70.

[0412] Upon receiving the dispensing start command, the main control unit 70 sends a start confirmation command [C02] to the dispensing control unit 92 as a response command. As a result, the payout control device 92 transitions to a playable state [B05], and becomes capable of paying out game balls.

[0413] Since game play can be stopped while settings are being changed or confirmed, it is desirable to prohibit command transmission from the payout control device 92.

[0414] In order to prohibit the dispensing control device 92 from sending commands while the settings are being changed or confirmed, the first example procedure of the CPU initialization process adopts the following method: Commands sent from the dispensing control device 92 to the main control device 70 are classified as follows:

[0415] (1) Dispense start command (check dispense operation permission) (2) Error-related commands (errors related to dispensing (full tank error, malfunction error, etc.) are reported by the performance control device)

[0416] The operation of the main control device 70 when receiving each command is as follows. (3) After receiving the command (1) above, the main control unit 70 returns a command (startup confirmation command) to the dispensing control unit 92 to permit the dispensing operation. (4) After receiving the command (2) above, an error command is sent to the performance control device 124.

[0417] Here, there is no problem if the above (4) is executed, but there is a possibility that the above (3) will perform a payout operation while the setting is being changed or confirmed. Therefore, in order to avoid the above (3), a method is adopted in which a "main command permission signal" is used and no command is sent.

[0418] The primary command permission signal is used as follows. Before sending a command, the dispensing control device 92 checks the "main command permission signal" on the main control device 70 side. The "main command permission signal" on the main control device 70 side is a signal that indicates that the main control device 70 is ready to receive a command. In this embodiment, while the settings are being changed or confirmed, the "main command permission signal" is set to the OFF state on the main control unit 70 side, creating a state in which the dispensing control unit 92 does not send commands.

[0419] In the main control unit 70, dispensing can be disabled simply by setting the main command permission signal to OFF, eliminating the need for software modifications to the dispensing control unit 92. Furthermore, the main control unit 70 can be designed without taking into account the possibility of receiving commands during setting changes or setting confirmations.

[0420] FIG. 13 is a diagram showing a list of gaming machine states. There are six gaming machine states: (1) playable state, (2) setting change state, (3) setting confirmation state, (4) setting abnormal state, (5) RAM abnormal state, and (6) checksum abnormal state.

[0421] These states can be identified by gaming machine state flags. The gaming machine status flags are stored in a gaming machine status flag storage buffer in the RAM 76, and the gaming machine status flag storage buffer is subject to backup.

[0422] The gaming machine status flag stores one of the values ​​"00H" to "05H." The status corresponding to each value is as follows: Game machine status flag = 00H: Playable state Game machine status flag = 01H: setting change status Game machine status flag = 02H: setting confirmation status Game machine status flag = 03H: Setting abnormal state Game machine status flag = 04H: RAM abnormal status Game machine status flag = 05H: Checksum abnormal status

[0423] (1) Playable state In the playable state, play is possible (enabled), but setting changes are not possible (not possible). The playable state corresponds to a state in which normal play is possible. Here, normal play is possible means that special symbol lottery, normal symbol lottery, jackpot play, etc. can be executed, and normal play is not possible means that special symbol lottery, normal symbol lottery, jackpot play, etc. cannot be executed.

[0424] (2) Setting change status In the setting change state, games are not possible, but setting changes are possible. The setting change state is a state in which setting changes are possible.

[0425] (3) Setting confirmation status In the setting confirmation state, games cannot be played and settings cannot be changed. The setting confirmation state is a state in which settings can be confirmed.

[0426] (4) Abnormal setting status In the abnormal setting state, play is impossible and setting changes are impossible. The abnormal setting state is a state in which the setting value is out of range (for example, the setting value is not one of "0 (setting 1)" to "5 (setting 6)").

[0427] (5) RAM abnormality In a RAM abnormality state, it is impossible to play the game and change settings. A RAM abnormality state occurs when the RAM is corrupted.

[0428] Whether the RAM is in an abnormal state or not is determined as follows. For each RAM, write 00H, then read it as is, and check whether 00H was obtained, and then write FFH, then read it as is, and check whether FFH was obtained. In other words, it checks whether there is a problem by writing 0 and 1 to each bit of RAM. If there is a bit that is fixed to 0 or 1, it determines that there is a RAM abnormality.

[0429] The RAM to be checked can be a part of the RAM or all of the RAM. If it is a part of the RAM, it can be F000H to F1FFH (512 bytes available under gaming machine regulations) within the area and F300H to F31AH outside the area (only the part actually used).

[0430] The determination of whether the RAM is in an abnormal state can be performed during the initialization process (step S120 in FIG. 10) when the RAM is cleared. When the RAM to be checked is a portion of the RAM, the memory area outside the region may be checked first, and then the memory area inside the region may be checked, or the memory area inside the region may be checked first, and then the memory area outside the region may be checked. When determining whether the RAM is abnormal, you can write FFH first and then read it as is, then write 00H and then read it as is. In this case, if there is no abnormality in the RAM, all checked RAM will be 00H, so there is no need to clear the RAM separately, and the control process can be simplified.

[0431] (6) Checksum abnormality In the checksum abnormal state, it is impossible to play the game and it is impossible to change the settings. The checksum abnormal state occurs when the checksum before power is turned off and the checksum when power is turned on do not match.

[0432] FIG. 14 is a diagram showing how processing is distributed when the power is turned on. When checking settings on a gaming machine with a setting change function, special conditions must be met before the machine is turned on. The following is the allocation of processing when the machine is turned on.

[0433] When the power is turned on, if the RAM clear switch is pressed, the inner frame is open, and the setting key is ON, the main control CPU 72 clears the RAM and then changes the settings (transitions to the setting change state).

[0434] When the power is turned on, if the RAM clear switch is pressed and the inner frame is closed or the setting key is OFF, the main control CPU 72 clears the RAM and then transitions to a playable state.

[0435] When the power is turned on, if the RAM clear switch is not pressed (not pressed), the inner frame is open, and the setting key is ON, the main control CPU 72 checks the settings (transitions to the setting check state). Note that the setting check may be performed only if the state before the power is turned off was playable.

[0436] When the power is turned on, if the RAM clear switch is not pressed (not pressed), the inner frame is closed, or the setting key is OFF, the main control CPU 72 continues the state before the power was turned off.

[0437] 15 and 16 are flowcharts showing a second procedure example of the CPU initialization process. The difference between the first procedure example of the CPU initialization process and the second procedure example of the CPU initialization process is that steps S131 to S131b in Fig. 11 are changed to steps S181 to S181b in Fig. 16. The out-of-page connector is also changed to B. Therefore, in the following explanation, steps S181 to S181b in FIG. 16 will be explained, and explanation of other points will be omitted.

[0438] Step S181: The main control CPU 72 executes a process to set a main command permission signal (communication permission signal) to a specific bit of the output port. This allows the dispensing control device 92 to send commands to the main control device 70.

[0439] Step S181a: The main control CPU 72 checks whether or not the game is available, specifically, whether or not the value of the gaming machine status flag is "00H."

[0440] As a result, if it is confirmed that the game is available (Yes), the main control CPU 72 executes step S132 without executing step S181b. On the other hand, if it is not confirmed that the game is available (No), the main control CPU 72 executes step S181b.

[0441] Step S181b: The main control CPU 72 executes a process to set a payout operation stop command. When the payout control device 92 receives the payout operation stop command, the payout control device 92 enters a state in which it cannot payout game balls. In this case, the payout control device 92 may enter a state in which it cannot send commands to the main control device 70.

[0442] The dispensing operation stop command is sent during the timer interrupt processing after transitioning to the main loop processing. The timer interrupt process is executed during or after the setting change, but a different process route is executed than in the game-ready state. This is also the case with the first example of the procedure of the CPU initialization process. The dispensing operation start command can be set during the power restoration initialization process (CPU initialization process) when the power is restored or during the initialization process (CPU initialization process) when the RAM is cleared. After completing the above processing, the main control CPU 72 executes step S132.

[0443] By executing such processing, the main control CPU 72 can execute prohibition processing to prevent the payout control device 92 from paying out game balls by sending a payout operation stop command (prohibition command) to the payout control device 92 while changing settings or confirming settings (while setting-related processing is being executed and the device is not in a playable state) to prevent the payout control device 92 from paying out game balls (prohibition processing execution means).

[0444] The payout control device 92 sends a payout start command (start command) to the main control device 70, and upon receiving a start confirmation command for the payout start command, transitions from a payout-disabled state to a payout-enabled state, and in the payout-enabled state, pays out game balls based on the payout command sent from the main control device 70.

[0445] In addition, by executing such processing, the main control CPU 72 can transition the payout control device 92 to a payout disabled state by sending a payout operation stop command (prohibition command) to the payout control device 92, thereby preventing the payout control device 92 from paying out game balls (prohibition processing execution means).

[0446] FIG. 17 is a diagram showing command transmission timing in the second procedure example of the CPU initialization process. The dotted lines in the figure indicate the times when a timer interrupt is possible.

[0447] [Main control unit] When power is turned on, the main control device 70 waits for 3.1 seconds [D01] and then determines the startup method [D02].

[0448] Depending on the startup method, the main control device 70 starts up by initialization (clearing RAM) [D03] or by power recovery (restoring backup information) [D04], and then sets the main command permission signal to ON [D05]. After the main command permission signal is set to ON, the device becomes ready to receive commands from the dispensing control device 92. Furthermore, depending on the determination of the activation method, the main control device 70 activates by changing the settings [D06] or by checking the settings [D07].

[0449] Then, when the processes of [D03] initialization, [D04] power restoration, [D06] setting change, or [D07] setting confirmation are completed, the main control device 70 transitions to a playable state [D08].

[0450] When the main control device 70 is in a state where it can execute timer interrupt processing, it executes processing related to [D09] setting change, [D10] setting confirmation, or [D11] playable state during the timer interrupt processing.

[0451] [Dispensing control device] When the power is turned on, the dispensing control device 92 waits for 0.1 seconds [E01] and then executes the power-on process [E02]. During the power-on process, the dispensing control device 92 can set the main command permission signal on the dispensing control device 92 to ON.

[0452] Next, the dispensing control device 92 sets the dispensing command permission signal to ON [E03] and transitions to a startup command transmission waiting state [E04]. The startup command transmission waiting state is a state in which the main control device 70 is waiting for the main command permission signal to be set to ON, and is a state in which commands cannot be sent to the main control device 70 (a state in which commands cannot be sent to the main control device 70).

[0453] [F01] The main control unit 70 checks the main command permission signal on the dispensing control unit 92 side, and if the main command permission signal on the dispensing control unit 92 side is set to ON, it sends a start command to the dispensing control unit 92.

[0454] Then, when the main command permission signal is set ON in the main control unit 70 ([D05]), the dispensing control unit 92 is in a state where it can send commands to the main control unit 70 (state where commands can be sent to the main control unit 70), and [F02] the dispensing control unit 92 sends a dispensing start command to the main control unit 70. Note that the order of sending the start command in [F01] and the dispensing start command in [F02] may be reversed.

[0455] The main control device 70, which has received the payout start command, responds by sending a start confirmation command [F03] to the payout control device 92. This puts the payout control device 92 in a state where it can payout game balls.

[0456] [F04] When the main control device 70 is started up to change settings or confirm settings ([D06] or [D07]), it sends a payout operation stop command to the payout control device 92. This causes the payout control device 92 to enter a state in which it is unable to pay out game balls.

[0457] [F05] When the processing related to the setting change or setting confirmation is completed, the main control device 70 transmits a payout operation start command to the payout control device 92. This causes the payout control device 92 to be ready to pay out game balls. Then, the payout control device 92 transitions to a playable state [E05].

[0458] When the payout control device 92 is in a state where it can execute the timer interrupt process, it executes the process related to [E06] waiting for payout permission or [E07] a game ready state during the timer interrupt process.

[0459] [G01] The payout control device 92 is set to disable payout operation for 5 seconds after receiving the start confirmation command. Therefore, if a payout operation stop command is received during that time, the payout control device 92 is prohibited from paying out. In other words, the payout is permitted for a moment, but because there is a 5-second wait, no game balls are paid out during this time. Then, because the payout operation stop command is sent before the 5-second wait ends, no game balls are paid out. Then, in this state, setting changes or setting confirmations are executed. Note that a 2-second wait is set for the payout operation start command after it is received.

[0460] In this way, the dispensing control device 92 transitions from the dispensing disabled state to the dispensing enabled state after a certain time has elapsed (after 5 seconds have elapsed, after the time G01 has elapsed) since receiving the start confirmation command. Then, the main control unit 70 sends a dispensing operation stop command (prohibition command) before a certain time has elapsed (before 5 seconds have elapsed, before the time G01 has elapsed) after sending the startup confirmation command, thereby restricting the dispensing control unit 92 from transitioning from a dispensing disabled state to a dispensing enabled state (prohibition processing execution means).

[0461] Since game play can be stopped while the settings are being changed or confirmed, it is desirable to prohibit the payout operation of the payout control device 92.

[0462] In order to prohibit the dispensing operation of the dispensing control device 92 while the settings are being changed or confirmed, the second example procedure of the CPU initialization process adopts the following method: Commands sent from the dispensing control device 92 to the main control device 70 are classified as follows:

[0463] (1) Dispense start command (check dispense operation permission) (2) Error-related commands (notifying the performance control device of errors related to payouts)

[0464] The operation of the main control device 70 when receiving each command is as follows. (3) After receiving the command (1) above, the main control unit 70 returns a command (startup confirmation command) to the dispensing control unit 92 to permit the dispensing operation. (4) After receiving the command (1) above, an error command is sent to the performance control device 124.

[0465] Here, there is no problem if the above (4) is executed, but there is a possibility that the above (3) will perform a payout operation while the setting is being changed or confirmed. Therefore, a method is adopted in which a "setting change / confirmation start command" is sent to the payout control device 92 after the start confirmation command (3) above is sent but before the game balls are actually paid out, so that the payout control device 92 does not pay out the game balls.

[0466] The operation of the dispensing control device 92 after receiving the setting change / confirmation start command is as follows. The dispensing control device 92, which has received the setting change / confirmation start command, stops dispensing. The dispensing stop state is released when a setting change / confirmation end command is received.

[0467] Here, a "setting change / confirmation start command" and a "setting change / confirmation end command" may be prepared as new commands, but a "dispensing operation start command" and a "dispensing operation stop command" may also be used. In this case, the "setting change / confirmation start command" = "dispensing operation stop command" and the "setting change / confirmation end command" = "dispensing operation start command."

[0468] This prevents unintended payouts while changing or confirming settings, and by using the "payout operation start command" and "payout operation stop command," software modifications to the payout control device 92 are not required.

[0469] 18 is a flowchart showing an example of the main loop process. Each step will be described below. The main loop process updates the random numbers (shuffling the random numbers, etc.) while waiting for the following three types of interrupts to occur. (1) Serial communication reception interrupt (when a command is received from the dispensing control device) (2) Timer interrupt (when the timer expires once every 4 ms) (3) Power failure warning interrupt (when input voltage drops due to power failure) Most of the processing related to the game is executed by timer interrupt processing.

[0470] Step S141: The main control CPU 72 executes an interrupt prohibition process. Step S142: The main control CPU 72 executes an initial value random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values ​​of vario...

Claims

1. A main control board; A frame control board, The frame control board includes: A determination means capable of determining that an error state exists when a predetermined error occurrence condition is satisfied; a switch capable of releasing the error state, This gaming machine is characterized in that when the switch is pressed while a plurality of error states are occurring, one of the currently occurring error states having the highest priority is released with each press of the switch.

2. 2. The gaming machine according to claim 1, This gaming machine is characterized in that if the power is turned off after the error state occurs and then turned on without pressing the switch while the power was off, the error notification that occurred when the power was turned off is not maintained, and an error notification is issued again when it is determined that the error condition is met again.

3. 2. The gaming machine according to claim 1, The gaming machine is characterized in that, when the power is turned off after the error state occurs and then turned on while the switch is being pressed while the power is off, the gaming machine does not detect that the switch is being pressed.

Citation Information

Patent Citations

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