Gaming Machines

The gaming machine's display system addresses the lack of engagement in conventional machines by displaying game history information and prioritizing game stop notifications, thereby enhancing player interaction and fun even after errors occur.

JP7657490B2Active Publication Date: 2025-04-07NEWGIN KK
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Patent Information

Application Number
JP2023216061
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-21
Publication Date
2025-04-07
Estimated Expiration
2043-12-21

AI Technical Summary

Technical Problem

Conventional gaming machines do not effectively enhance player engagement by allowing players to easily access and share game history information, even after errors occur, which limits the fun and interactive experience.

Method used

A gaming machine equipped with a display system that shows game history information, even in error states, and prioritizes game stop notifications over identification information, allowing players to continue their game experience until specific conditions are met.

Benefits of technology

This solution enhances player engagement by allowing players to maintain their game experience even after errors occur, improving the overall fun and interaction with the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007657490000003
Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine capable of executing a game includes display means capable of displaying game history information as information related to the game history. The game machine may enter a predetermined error state that can be cancelled by operating a reset switch, and may enter a specific error state that cannot be canceled by operating the reset switch. The display means can display the game history information even in the predetermined error state, and can display the game history information even in the specific error state. When a predetermined condition is satisfied in the predetermined error state, the game machine enters a game disabled state in which the game is stopped. When a predetermined condition is satisfied in the specific error state, the game machine enters the game disabled state in which the game is stopped.SELECTED DRAWING: Figure 7
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Description

[Technical field]

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

[0002] Conventionally, there exist gaming machines in which an error that has occurred can be cleared by operating a reset switch (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2021-180774 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional gaming machines, even when play is stopped after an error occurs, there is room to make information about the game history more easily accessible to the player, thereby improving the player's interest in the game.

[0005] Therefore, an object of the present invention is to improve the enjoyment of games. [Means for solving the problem]

[0006] In a representative embodiment of the present invention, a gaming machine capable of executing a game includes a display means capable of displaying game history information as information relating to a game history, and a predetermined error state that can be released by operating a reset switch may occur, and a specific error state that cannot be released by operating the reset switch may occur, and the display means includes: The display device is capable of displaying identification information that changes depending on the execution of a game, Even in the predetermined error state, the game history information can be displayed, and even in the specific error state, the game history information can be displayed, and the game history information can be displayed when a predetermined condition is satisfied in the predetermined error state. Stop The state the law of nature,The game is started when a predetermined condition is satisfied in the specific error state. Stop It becomes a state A game stop notification executed in response to the game stop state can be displayed in priority to the identification information, and the game history information can be displayed even during a variable display. do. Effect of the Invention

[0007] According to one aspect of the present invention, interest in games can be increased. [Brief description of the drawings]

[0008] [Figure 1] 1 is an oblique view of the gaming machine from the front side. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing an example of the configuration of a game control system of a gaming machine. [Figure 4] 2 is a block diagram showing an example of the configuration of a performance control system of a gaming machine. [Diagram 5] FIG. [Figure 6] 11 is a table showing examples of error modes. [Figure 7] 11 is a screen transition diagram showing a time series of display screens of a display device, and is an example of a screen transition when a door opening error occurs. FIG. [Figure 8] This is a screen transition diagram (first half) that explains an example of a screen transition when a ball jam error occurs. [Figure 9] This is a screen transition diagram (second half) explaining an example of a screen transition when a ball jam error occurs. [Figure 10] FIG. 11 is a screen transition diagram illustrating an example of a screen transition when a right-hit error occurs. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] [Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the terms front (front), back (back), left, and right are based on the directions seen by a player during play.

[0010] [Overall view of the gaming machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of this embodiment is an enclosed gaming machine (smart pachinko machine), and gaming balls as gaming media circulate inside the gaming machine and are not provided as gaming value on a tray such as an upper tray. Gaming value is provided as numerical data instead of gaming media (gaming balls). Note that the configuration of the following embodiment can also be applied to gaming machines that are not enclosed.

[0011] The gaming machine 10 is equipped with an opening / closing frame that is attached to a frame 11 fixed to the island equipment and can be rotated open and closed via hinges 16. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). The left end of the opening / closing frame is the shaft-mounted end attached to the hinge 16, and the right end is the open end that is opened by rotation. The frame 11 and the front frame 12 form an outer frame unit.

[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that allows a game area 32 (see FIG. 2) formed on the game board 30 to be viewed. Note that the cover glass 14 is shown as an example of a transparent member, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent member holding frame that holds the transparent member.

[0013] The front frame 12 and the glass frame 15 can be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 with the glass frame 15 not opened, the game control device (main board) 100 (see FIG. 3) and the like arranged on the back side of the game board 30 can be accessed.

[0014] Various frame-constituting members are disposed around the edge of the glass frame 15 around the cover glass 14 .

[0015] Decorative devices 18a, 18b, and 18c capable of producing light effects according to the game status are disposed on the upper, right, and left sides of the glass frame 15. The decorative devices 18a, 18b, and 18c house lighting components such as LEDs 46 (see FIG. 4) inside, and are performance devices that produce light effects according to the game status. These decorative devices 18a, 18b, and 18c collectively constitute the frame decorative device 18.

[0016] Upper speakers 19a are disposed in the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, lower speakers 19b are provided in the lower part of the gaming machine 10. The lower speaker 19b is disposed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0017] The performance operation device is located on an operation panel extending left and right at the bottom of the glass frame 15, and is an operation device including a performance button 25 and a directional key switch 450.

[0018] The effect button 25 includes a built-in effect button switch 25a (see FIG. 4) that detects when it is pressed. A plurality of effect buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross key switch, or may be a general type consisting of a plurality of (e.g., four) switches arranged on the front, back, left, right, etc. The directional key switch 450, for example, adjusts the brightness of the effect LED 46 by increasing or decreasing (+-) with the two switches on the left and right, and adjusts the volume of the speaker 19 (upper speaker 19a and lower speaker 19b) by increasing or decreasing (+-) with the two switches on the front and back.

[0019] By operating the performance operation device (particularly the performance button 25), the player can perform a performance in which the player's operation is involved in the special symbol variable display game displayed on the display device 41. For example, a performance pattern (performance mode) can be selected, or a preview performance that predicts the result of the variable display game can be executed. Note that the variable display game includes a special symbol variable display game (special symbol variable display game), and when it is simply referred to as a variable display game, this specification refers to the special symbol variable display game unless otherwise specified.

[0020] In addition, the presentation content may be changed not only when the variable display game is being played, but also when the game is not being played by the player operating the presentation operation device.

[0021] The game state when the variable display game is executed consists of a plurality of game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low ball output rate (base value). The special game state is a non-normal game state, and includes a specific game state and a special game state. For example, the specific game state includes a normal power support state (high base state) in which it is easy to win the second start winning port of the normal variable winning device 37, and a state in which the probability of a special result (for example, a jackpot) occurring in the variable display game is high (probability change state, probability change state). The special game state includes a jackpot state and a small jackpot game state (small jackpot state). The high base state is a state in which the ball output rate (base value) is higher than the normal game state, and corresponds to the normal power support state. The special game state may also be included in the high base state because it has a large number of winning balls. The game control device 100 (game state selection means, setting means) can select (set) one game state from the plurality of game states to set it as the current game state.

[0022] An operating handle 24 for controlling the operation of a ball launcher (not shown) is provided below the glass frame 15 and at the bottom of the front frame 12.

[0023] The operating handle 24 is disposed, for example, at the lower right of the front frame 12 and to the right of the lower speaker 19b. When the player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game ball into the game area 32 of the game board 30. The launching speed of the game ball launched from the ball launching device is set to be faster as the rotation operation amount of the operating handle 24 increases. That is, the ball launching device can change the launching force, which is the force (speed) with which the game ball is launched into the game area 32, in response to the operation of the operating handle 24 by the player, and can launch the game ball in various launching modes with different launching forces. The launching modes (hitting methods) corresponding to the launching operation (operation amount) of the operating handle 24 include a left hit (normal hit) in which the game ball flows down on the left side of the game area 32, and a right hit in which the game ball flows down on the right side of the game area 32.

[0024] In the enclosed gaming machine 10, gaming balls discharged from the gaming area 32 are resupplied to the ball launching device, and there is no exchange of gaming balls with the outside of the gaming machine 10 (island equipment) or discharge of gaming balls into the tray.

[0025] In addition, on the back side of the front frame 12, a game control device 100, a performance control device 300, a power supply device 400 that supplies power to various devices, etc. are arranged (see Figures 3 and 4).

[0026] The card unit 201 is a so-called inter-machine sandwich, and is installed between the gaming machine 10 and the adjacent gaming machine on the gaming island. The card unit 201 is installed on the left side of the gaming machine 10 and is connected to the gaming machine 10 so as to be able to communicate with the gaming machine 10. The card unit 201 has an insertion section 202 into which a card, which is a data storage medium such as an IC card, is inserted. The card can store the remaining amount of money deposited, and the number of balls on the card (the number of game values ​​owned), which is the number of balls owned by the player. The card balls are valid only on the day they are generated, and the balls on the card after that day may be added to the balls saved managed by the gaming establishment (the balls saved are converted into saved balls). The card may store the personal information of the player or the remaining amount of payment (prepaid balance). The card unit 201 has a cash insertion section 203 into which cash can be inserted as paper money. The amount of money deposited into the cash insertion section 203 is added to the remaining amount stored in the card.

[0027] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball loan operation section 211, a payout operation section 212, a return operation section 213, a game ball number display section 214, and a balance display section 215. The game ball number display section 214 and the balance display section 215 are provided in a monitor such as a liquid crystal monitor. The ball loan operation section 211 is operated when increasing the number of balls held on the gaming machine side (the number of usable game balls, the number of usable game values), which is the number of game balls that can be used by a player, based on the balance stored in the card. The number of balls held on the gaming machine side is numerical data managed by the gaming machine 10. The payout operation section 212 is operated when increasing the number of balls held on the gaming machine side based on the number of balls held on the card. The return operation section 213 is operated when receiving the return of a card inserted in the card unit 201. The number of balls held on the card is displayed on the game ball number display section 214. The remaining balance display section 215 displays the remaining balance.

[0028] The card unit 201 includes a unit control device 220, which includes a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a executes a unit control program to perform a predetermined control. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 so as to be able to communicate bidirectionally. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 so as to be able to communicate with it via the payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in a gaming facility (amusement arcade). The hall computer can communicate with a server installed in a data center outside the gaming facility via a network.

[0029] The CPU 220a can rewrite the memory contents of the card inserted into the insertion unit 202. The CPU 220a receives an input of an input amount signal output when cash is inserted into the cash insertion unit 203. The CPU 220a also increases the number of balls held by the gaming machine in response to an operation signal from the ball lending operation unit 211 or the payout operation unit 212, and performs control to return cards in response to an operation signal from the return operation unit 213. The CPU 220a also controls the display contents of the game ball number display unit 214 and the remaining amount display unit 215.

[0030] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the number of balls held on the card. The counting signal is information that can identify the number of balls held on the gaming machine side that is to be transferred as the number of balls held on the card of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.

[0031] The gaming machine 10 is provided with a ball number display unit 217 that displays the number of balls held by the gaming machine (the number of available gaming values), which is the number of available gaming balls that can be used by the player. As an example, the ball number display unit 217 is configured with multiple (for example, six) seven-segment LED lamps arranged in a row, and can display multiple (six-digit) numbers.

[0032] The gaming machine 10 includes a counting operation unit 218, which is operated when the player ends the game on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the above-mentioned counting signal. The gaming machine 10 includes a counting notification unit 218a, which notifies whether or not counting is possible. As an example, the ball number display unit 217, the counting operation unit 218, and the counting notification unit 218a are disposed on the front side of the glass frame 15.

[0033] The number of prize balls awarded to a player (number of awarded game balls, number of awarded game values, amount of awarded game value) is added to the number of balls held by the gaming machine (number of usable game values). The number of prize balls is awarded as game balls in non-enclosed gaming machines, but is awarded as numerical data in enclosed gaming machines. The number of balls fired into the gaming area 32 (or the number of balls discharged from the gaming area 32) becomes the number of used game balls (number of used game values) in enclosed gaming machines, and can be stored and managed as numerical data. The new number of balls held by the gaming machine is calculated by subtracting the number of used game balls from the current number of balls held by the gaming machine and adding the number of prize balls.

[0034] [Game board] Next, the game board 30 of the gaming machine 10 will be described with reference to Fig. 2. Fig. 2 is a front view of the game board 30 provided in the gaming machine 10.

[0035] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by a guide rail 31 is provided on the front side of the game board body 30a. The game machine 10 is configured to play a game by shooting game balls from a ball launcher into the game area 32 surrounded by the guide rail 31. The shooting passage 29 guides the game balls from the ball launcher to the game area 32. In the game area 32, windmills, obstacle nails, and the like are arranged as members for changing the flow direction of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these members.

[0036] A window 40 that serves as a display area for the variable display game is provided in the approximate center of the game board main body 30a. A display device 41 is disposed behind the window 40 as a performance display device (variable display device) that variably displays (variably displays) multiple pieces of identification information. The display device 41 includes, for example, a liquid crystal display, and is disposed so that the display contents can be viewed from the front side of the game board 30 through the window 40. The display device 41 is not limited to one that includes a liquid crystal display, and may include a display such as an organic electroluminescence display.

[0037] A plurality of variable display areas are provided on the display screen (display section) of the display device 41, and identification information (special symbols) and images that produce a variable display game are displayed in each variable display area.

[0038] An upper performance unit 40a and a side performance unit 40b are provided on the upper and right sides of the game board 30. The upper performance unit 40a and the side performance unit 40b have performance LEDs 46 and perform light emission performances, and can also perform action performances (movement performances, rotation performances) as performance movable bodies 44 (movable role objects, see FIG. 4).

[0039] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 on the right side of the window 40. A gate switch (SW) 34a is provided inside the normal symbol start gate 34 for detecting a game ball that has passed through the normal symbol start gate 34 (see FIG. 3). When a game ball shot into the game area 32 passes through the normal symbol start gate 34, a normal symbol variation display game is executed.

[0040] A general winning port 35 (general winning area) is arranged in the game area 32 on the lower left of the window 40, and a general winning port 35 is also arranged in the game area 32 on the lower right of the window 40. The entry of game balls into these general winning ports 35 is detected by winning port switches (SW) 35a (1 to n) provided in the general winning ports 35.

[0041] In the game area 32 below the window 40, a start winning port 36 (first start winning port, start winning port 1, first start winning area) that provides the start condition of the special chart variable display game is provided. In the game area 32 on the right side of the window 40, a normal variable winning device 37 (normal electric device, normal electric) equipped with a second start winning port (second start winning port, start winning port 2, second start winning area) is provided below the normal chart start gate 34. The normal variable winning device 37 is equipped with a movable member 37b (movable piece) that rotates forward or the like to change the state to one in which the game ball can easily flow in. When the movable member 37b is in a closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning port 36 or the normal variable winning device 37, the special chart variable display game is executed. In this embodiment, the game ball is more likely to enter the start winning hole 36 when hit from the left, and the game ball is more likely to enter the normal variable winning device 37 when hit from the right.

[0042] When the result of the normal variable display game becomes a predetermined stop display mode, the movable member 37b operates via the normal power solenoid 37c (see FIG. 3) to open, changing to an open state (an easy-to-win state advantageous to the player) in which game balls easily flow into the normal variable winning device 37. If the movable member 37b is not in the open state (easy-to-win state), it becomes a closed state (a non-easy-to-win state, a difficult-to-win state) in which game balls do not easily flow into the normal variable winning device 37. In this embodiment, the start winning port 36 does not have a movable member (opening / closing member) unlike the normal variable winning device 37, and is always in an open state (open state), but a configuration having a movable member (opening / closing member) is also possible.

[0043] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of occurrence of the easy-to-win state by shortening the variation time of the normal map variation display game or by making the winning probability of the normal map variation display game higher than normal, or by lengthening the occurrence time of the easy-to-win state compared to the easy-to-win state that occurs in the normal game state in which no special play is performed, thereby generating a time-saving state (normal power support state) as a specific game state. Note that the time-saving state (normal power support state) also occurs overlappingly in the probability variation state (excluding the latent probability variation state).

[0044] In the game area 32 below the normal variable winning device 37, a special variable winning device 39 is provided having an opening / closing door 39c that opens the large winning port (large winning area) by operating a large winning port solenoid 39b (see FIG. 3). The special variable winning device 39 converts the large winning port from a closed state (a closed state disadvantageous to the player) to an open state according to the result of the special chart variable display game, and by facilitating the inflow of game balls into the large winning port, it is designed to give the player a predetermined game value (for example, the number of time-saving / probability-changing times after the end of the prize ball or the end of the big win). In addition, a large winning port switch 39a (count switch) (see FIG. 3) is arranged in the large winning port as a detection means for detecting the game ball that has entered the large winning port. In addition, the special variable winning device 39 is designed to make it easier for game balls to enter when hitting from the right.

[0045] A specific area 86 (so-called V winning port) is provided inside the special variable winning device 39. For example, if a game ball enters the specific area 86 (V winning port, V winning area) after the opening and closing door 39c is opened by a small win, a big win is confirmed. The specific area 86 may be opened for a long time only during a small win so that the game ball can easily pass through. The game control device 100 can detect the passage of the game ball into the specific area 86 (V winning) via a sensor (specific area switch 72 described later) or the like, and when it detects a V winning, it determines that the game will transition to a big win state (V winning big win state) after the small win ends, and transmits information indicating that a V winning has occurred (specific area passing command, etc.) to the performance control device 300 described later. Then, the performance control device 300 can notify the V winning on the display device 41 or the like.

[0046] That is, in this embodiment, the gaming machine 10 is a so-called 1 type 2 type mixed machine (1+2 type machine). In this embodiment, the special variable winning device 39 is opened by a small win, and the gaming ball enters a specific area 86 (V winning hole) in the special variable winning device 39, resulting in a big win. The configuration of this embodiment can also be applied to gaming machines other than the 1 type 2 type mixed machine.

[0047] When a game ball enters the large winning port of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, the payout control device 200 (see FIG. 3) gives the number of winning balls according to the type of winning port as numerical data and adds it to the number of balls held by the gaming machine (the number of usable game balls, the number of usable game values). In addition, the lower game area 32 is provided with an outlet 30b for collecting game balls that did not enter the winning ports. In addition, the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning device 39, or their vicinity, are provided with performance LEDs 46 that can emit light when a game ball enters a prize.

[0048] In addition, outside the game area 32, in the lower right corner of the game board main body 30a, a collective display device 50 that executes a special chart change display game (special chart 1 change display game, special chart 2 change display game) and a normal chart change display game is provided. The collective display device 50 is an information display device that is composed of LED lamps (light-emitting parts, light-emitting members) and displays information such as the current game state, and includes display units 51 to 60.

[0049] The collective display device 50 has a first special chart change display unit 51 (special chart 1 display, 8 LED lamps) and a second special chart change display unit 52 (special chart 2 display, 8 LED lamps) for the change display game, which are composed of a group of multiple LED lamps, a change display unit 53 (normal chart display, 3 LED lamps) for the normal chart change display game, and a memory display unit (special chart 1 hold display unit 54, special chart 2 hold display unit 55, normal chart hold display unit 56) for notifying the start memory number (hold number) of each change display game. The special chart 1 display unit 51 and the special chart 2 display unit 52 may be 7-segment type display units. The special chart 1 hold display unit 54 is composed of two LED lamps. The special chart 2 hold display unit 55 is composed of two LED lamps. The normal chart hold display unit 56 is composed of two LED lamps.

[0050] The collective display device 50 is also provided with a first game status display unit 57 (first game status indicator, one LED lamp) that indicates whether it is time to hit to the right (when you should hit to the right) or when it is time to hit to the left (when you are hitting normally), a second game status display unit 58 (second game status indicator, one LED lamp) that lights up when a time-saving state occurs to indicate the occurrence of the time-saving state, a third game status display unit 59 (third game status indicator, probability state display unit, one LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the gaming machine 10 is turned on, and a round display unit 60 (four LED lamps) that displays the number of rounds at the time of a jackpot (the number of times the special variable winning device 39 is opened and closed, the upper limit of the number of rounds).

[0051] In the special chart 1 display 51 and the special chart 2 display 52, the variable display game (pattern variable game) is executed by a variable display (variable display) in which the identification information (for example, a part or all of the multiple LED lamps) is repeatedly turned on and off (blinking). Note that multiple types of identification information (patterns) may be displayed in a variable manner while being switched on and off. In addition, the variable display game may be performed by all LED lamps provided as displays for the variable display game being turned on and off (all LEDs flashing simultaneously), circulating (any one LED lamp is turned on and off in a predetermined order at predetermined times), or by turning on and off (blinking) or circulating lighting by a predetermined number of LEDs among the multiple LED lamps. In the normal chart display 53, the variable display game (pattern variable game) is also executed by a variable display (variable display, flashing) in which the three LED lamps are repeatedly turned on and off. In addition, the normal chart display 53 can also be appropriately configured in the same manner as the special chart 1 display 51 and the special chart 2 display 52. In this way, since the pattern (special pattern or ordinary pattern) displayed (display mode, display state) on the special pattern 1 display 51, the special pattern 2 display 52, or the ordinary pattern display 53 fluctuates (changes) over time in the variable display game, the variable display game is also called a pattern variable game.

[0052] Next, the flow of the game in the gaming machine 10, the details of the regular chart variation display game and the special chart variation display game will be described.

[0053] In the gaming machine 10, a game is played by shooting a gaming ball from a ball launcher (not shown) toward the gaming area 32. The shot gaming ball flows down the gaming area 32 while changing the rolling direction due to obstacle nails, windmills, etc. arranged in various places in the gaming area 32, and wins or enters the normal start gate 34, the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, or flows into the out port 30b provided at the bottom of the gaming area 32 and is discharged from the gaming area 32. Then, when a gaming ball wins the normal winning port 35, the start winning port 36, the normal variable winning device 37, or the special variable winning device 39, the number of winning balls according to the type of winning port is added to the number of balls held by the gaming machine (the number of available gaming balls). The ball number display unit 217 displays the number of balls held by the gaming machine after the addition.

[0054] The normal map start gate 34 is provided with a gate switch 34a that detects the game ball that has passed through the normal map start gate 34. When the game ball passes through the normal map start gate 34, it is detected by the gate switch 34a, and a normal map variation display game is executed based on the result of the determination of the normal map winning random number (the winning determination random number) extracted at this time.

[0055] In a state where the normal map variation display game cannot be started, for example, when the normal map variation display game has already been played and the normal map variation display game has not ended, or when the result of the normal map variation display game is a win and the normal variation winning device 37 is converted to an open state, when the game ball passes through the normal map start gate 34, if the normal map start memory number (normal map reserve number) is less than the upper limit number, the memory number is incremented (+1). The game control device 100 (RAM 111c) serves as a start memory means that stores the extracted predetermined random number (normal map winning random number, normal map random number) as a start memory that becomes the execution right of the normal map variation display game, up to a predetermined number, based on the passage of the game ball through the normal map start gate 34. In addition, when there are multiple types of winning results (normal map winning patterns) of the normal map variation display game, the normal map winning pattern random number is also extracted to distribute the winning results (to draw), and both the normal map winning random number and the normal map winning pattern random number are stored as start memories.

[0056] In this way, the normal map start memory (normal map reserve) stores a normal map hit random number value as a hit determination random number value for determining whether the normal map fluctuation display game is a hit or a miss, and when this hit determination random number value matches the determination value, the normal map fluctuation display game is a hit and a specific result pattern is derived.

[0057] The regular pattern variation display game (pattern variation game) is executed by the regular pattern display device 53 provided in the collective display device 50. The regular pattern display device 53 is composed of an LED that indicates a win when lit as regular identification information (regular pattern, regular pattern) and indicates a miss when unlit, and displays the variation of the regular identification information by flashing this LED, and displays the result by turning on or off the LED after a predetermined variation display time has elapsed.

[0058] If the normal random number value extracted when passing through the normal start gate 34 is a winning value, the normal pattern (normal pattern) displayed on the normal pattern display 53 stops as a winning result and enters a winning state (normal pattern winning state). At this time, the normal power solenoid 37c is driven, and the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds x 2 times), allowing the game ball to enter the normal variable winning device 37. The opening time (for example, 3 seconds) of the movable member 37b of the normal variable winning device 37 may be called the normal power opening time.

[0059] The entry of the game ball into the start winning hole 36 and the entry into the normal variable winning device 37 are detected by the start winning hole 1 switch 36a (see FIG. 3) and the start winning hole 2 switch 37a (see FIG. 3). The game ball that enters the start winning hole 36 is detected as the start winning ball of the special chart 1 variable display game, and is stored up to a predetermined upper limit (here, 4). The game ball that enters the normal variable winning device 37 is detected as the start winning ball of the special chart 2 variable display game, and is stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) serves as a start memory means that stores a predetermined number of extracted random numbers as start memories that become the right to execute the special chart variable display game, based on the entry of the game ball into the start winning hole 36 or the start winning area (start hole) of the normal variable winning device 37.

[0060] When detecting the starting winning ball of the special symbol variation display game, various random numbers such as a jackpot random number, a jackpot pattern random number, a variation pattern random number, etc. are extracted. These random numbers are stored in the special symbol reserve memory area (part of the RAM) of the game control device 100 as a special symbol start memory for a predetermined number of times (for example, up to 8 times (4 times x 2)). The number of special symbol start memories is displayed on the special symbol 1 reserve display 54 and the special symbol 2 reserve display 55 for notifying the number of starting winnings of the collective display device 50, and is also displayed on the display screen of the display device 41.

[0061] The game control device 100 executes a special chart 1 variable display game on the special chart 1 display device 51 based on a winning entry to the start winning port 36 or the first start memory (special chart 1 start memory, special chart 1 reservation). Also, the game control device 100 executes a special chart 2 variable display game on the special chart 2 display device 52 based on a winning entry to the normal variable winning device 37 or the second start memory (special chart 2 start memory, special chart 2 reservation).

[0062] The special chart 1 change display game (first special chart change display game, first pattern change game) and the special chart 2 change display game (second special chart change display game, second pattern change game) are played by displaying a change in identification information (special pattern, special chart) on the special chart 1 display 51 and the special chart 2 display 52, and then stopping to display a predetermined result pattern.

[0063] In addition, the display device 41 executes a decorative special chart variable display game that variably displays multiple types of identification information corresponding to each special chart variable display game. The identification information in the display device 41 is composed of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may be different for each of the multiple types of identification information.

[0064] The decorative special symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scroll display or rotation display) of the identification information (decorative special symbol, decorative special symbol) consisting of the above-mentioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the varying symbols sequentially after a predetermined time, thereby displaying the result of the special symbol variation display game. In the display device 41, multiple types of identification information are displayed in a variable manner while being replaced. In this way, the identification information (decorative special symbol) displayed on the display device 41 varies (including change and movement) over time in the decorative special symbol variation display game, so the decorative special symbol variation display game is also called a pattern variation game. In addition, in the display device 41, various performance displays such as the appearance of character images are performed to increase interest. In addition, instead of or together with the decorative special pattern change display game, a decorative ordinary pattern change display game in which the identification information (decorative ordinary pattern, decorative ordinary pattern) changes over time in response to the ordinary pattern change display game (pattern change game) on the ordinary pattern display 53 may be executed on the display device 41 by scrolling or rotating, etc., in the same manner as the decorative special pattern change display game.

[0065] When the game ball enters the start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is the jackpot value), a specific result state (special result state) is derived from the displayed symbols as the result of the special symbol variable display game, and the jackpot state (special game state) is entered. Correspondingly, the display state of the display device 41 becomes the special result state (for example, a state in which numbers such as "777" are lined up).

[0066] At this time, the special variable prize winning device 39 converts the large prize winning port from a closed state to an open state for a predetermined time (e.g., 30 seconds) by energizing the large prize winning port solenoid 39b (see FIG. 3). In other words, the large prize winning port provided in the special variable prize winning device 39 opens wide for a predetermined time or until a predetermined number of game balls win, and during this time the player is granted the privilege of winning many game balls as prize balls (game value).

[0067] When a game ball enters the first start winning hole 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random number value at the time of winning detection is a small win value), a special result state (small win result state) is derived by the displayed pattern as a result of the special chart variable display game, and a small win state is achieved. Correspondingly, the display state of the display device 41 becomes a small win result state. In this embodiment, the jackpot random number value is also used to determine a small win, but the small win value (small win determination value) is different from the jackpot value (jackpot determination value). Also, the small win random number value may be used to determine a small win.

[0068] At this time, the special variable winning device 39 converts the large prize opening from a closed state to an open state for a predetermined short time by energizing the large prize opening solenoid 39b (see FIG. 3). Note that the total opening time of the large prize opening is shorter in the small win state (small win game state) than in the big win state (special game state), so the game value (number of balls acquired) that the player can acquire is smaller in the small win state than in the big win state. Note that the large prize opening is in an open state in both the small win state and the big win state, but the big win state may be called the first special game state and the small win state may be called the second special game state.

[0069] Here, we will explain the difference between a big win and a small win.

[0070] A big win is a special result that accompanies the operation of a condition device, and a small win is a special result that does not accompany the operation of a condition device. The condition device is activated when a big win occurs in a special pattern variable display game (a big win pattern stops being displayed), and the activation of the condition device means, for example, that a big win state occurs and a specific flag is set to continuously activate the special variable winning device 39 as a special electric device. The "condition device" may be a software means such as a flag that is turned on and off by software as described above, or a hardware means such as a switch that is turned on and off electrically.

[0071] Specifically, in the case of a big win, the big win flag is set to open the special variable winning device, whereas in the case of a small win, the small win flag is set to open the special variable winning device. However, if there is a V win during a small win state, the condition device will be activated.

[0072] In addition, the special chart 2 variable display game is executed in priority over the special chart 1 variable display game, and when there is a start memory of the special chart 1 variable display game and the special chart 2 variable display game, and it becomes possible to execute the special chart variable display game, the special chart 2 variable display game is executed (special chart 2 reserved priority consumption, special chart 2 priority change). Alternatively, the special chart 1 variable display game and the special chart 2 variable display game may be executed in the order in which the winning (i.e., the start memory) occurred (winning order consumption), and when the start memory of the special chart 1 variable display game and / or the special chart 2 variable display game occurs and it becomes possible to execute the special chart variable display game, the variable display game based on the oldest generated start memory may be executed.

[0073] In addition, when there is no distinction between the special chart 1 change display game and the special chart 2 change display game, they are simply referred to as the special chart change display game.

[0074] [Game Control Device] 3 is a block diagram of a game control system of the game machine 10. The game machine 10 is equipped with a game control device 100 (main board) that serves as a main control means. The game control device 100 is a main control device that controls games in an integrated manner, and is composed of a game microcomputer 111 (hereinafter referred to as a game microcomputer), an input section 120 having an input port, an output section 130 having an output port, a driver, and a data bus that connects the game microcomputer 111, the input section 120, and the output section 130. The game microcomputer 111 can receive various signals and data via the input section 120, and can transmit various signals and data via the output section 130.

[0075] The gaming microcomputer 111 may be connected to an oscillator circuit (crystal oscillator) that has an oscillator such as a crystal resonator and generates a clock that serves as a reference for the CPU's operating clock, timer interrupt, and random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are supplied with a DC voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400, to enable them to operate.

[0076] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC voltage of DC 32V from a 24V AC power supply and a DC / DC converter that generates a lower level DC voltage such as DC 12V or DC 5V from a voltage of DC 32V, a backup power supply 420 that supplies power supply voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage, and a control signal generating unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal that notifies the game control device 100 of the occurrence of a power outage and a reset signal that notifies of recovery (recovery, restoration) from a power outage.

[0077] The backup power supply 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply 420 is supplied to the gaming microcomputer 111 (particularly the built-in RAM 111c) of the gaming control device 100, so that data stored in the RAM 111c is retained even during a power outage or after the power is cut off. The control signal generating unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and outputs a power outage monitoring signal. In addition, when the power is turned on or when the power is restored, a reset signal is output after a predetermined time has elapsed from that point.

[0078] The gaming control device 100 is also provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a RAM initialization process is performed to forcibly initialize information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200. Here, initialization basically means a 0 clear that erases information and sets it to 0, but some values ​​such as performance information (base value) may be maintained at their current values ​​without being cleared to 0. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop process of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0079] The RAM clear switch 112 is provided on the game control device 100 inside the gaming machine 10, and is therefore located in a position that cannot be operated (inaccessible position) unless the front frame 12 (main body frame) is opened. In other words, general players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be provided in a location other than the game control device 100.

[0080] The gaming microcomputer 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read Only Memory), and a random access memory (RAM) 111c (Random Access Memory) that can be read and written at any time.

[0081] The ROM 111b stores unchanging information for game control (programs, fixed data, judgment values ​​of various random numbers, etc.) in a non-volatile manner. The RAM 111c is used as a working area for the CPU 111a during game control and as a storage area for various signals and random numbers, and stores information related to games (game information) and serves as a storage means capable of storing and retaining stored information even in the event of a power outage.

[0082] Also, the ROM 111b stores a variation pattern table for determining a variation pattern (variation mode and variation time) that specifies, for example, the execution time of the special chart variation display game, the performance contents, and the occurrence or non-occurrence of a reach state. The variation pattern table is a table for the CPU 111a to determine a variation pattern by referring to one or more variation pattern random number values ​​stored as a start memory. Also, the variation pattern table includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. The pattern table may include a table (such as a latter half variation group table or a latter half variation pattern selection table) for determining a latter half variation pattern that is a variation pattern after the reach state is reached, and a table (such as a first half variation group table or a first half variation pattern selection table) for determining a former half variation pattern that is a variation pattern before the reach state is reached.

[0083] The CPU 111a executes the game control program in the ROM 111b, generates control signals (commands) for the payout control device 200 and the performance control device 300, generates and outputs drive signals for the solenoid and the display device, and controls the entire game machine 10. Although not shown, the gaming microcomputer 111 is equipped with a random number generating circuit for generating a jackpot random number value for determining a jackpot in the special chart variable display game, a special chart pattern random number value for determining a jackpot pattern (a jackpot stop pattern), a small win pattern (a small win stop pattern), and a time-saving pattern (a support hit pattern, a support hit stop pattern), and a variation pattern random number value for determining a variation pattern in the special chart variable display game (including information on the variable display of various reaches and no reaches, information on the execution time of the special chart variable display game, etc.). The random number generation circuit can also generate a random number value for determining whether the regular symbol variable display game is a hit, and a random number value for determining the regular symbol hit result (regular symbol hit).

[0084] In addition, the CPU 111a acquires one of the plurality of variation pattern tables stored in the ROM 111b in the process related to the special chart variation display game. Specifically, the CPU 111a selects and acquires one of the plurality of variation pattern tables based on the game result (jackpot or miss) of the special chart variation display game, the probability state (normal probability state or high probability state) of the special chart variation display game as the current game state, the number of start memories, etc. Here, the CPU 111a serves as a variation distribution information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111b when executing the special chart variation display game.

[0085] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and performs control to pay out prize balls (game value) as numerical data in accordance with payout instructions (commands or data) from the game control device 100.

[0086] The input section 120 of the gaming microcomputer 111 is connected to the gate switch 34a of the normal start gate 34, the winning port switch 35a of the normal winning port 35, the starting port 1 switch 36a in the first starting winning port 36, the starting port 2 switch 37a in the second starting winning port (normal variable winning device 37), and the large winning port switch 39a of the special variable winning device 39. The outputs from the gate switch 34a, the winning port switch 35a, the starting port 1 switch 36a, the starting port 2 switch 37a, and the large winning port switch 39a are also supplied from the gaming control device 100 to a test firing device (not shown) via a relay board 70. In addition, the detection signals of the starting port 1 switch 36a and the starting port 2 switch 37a may be input directly to the gaming microcomputer 111 in addition to the input section 120. The switch connected to the input section 120 may be, for example, a switch that magnetically detects game balls.

[0087] Furthermore, the specific area switch 72, the remaining ball outlet switch 73, and the out ball detection switch 74 are each connected to the input unit 120. The specific area switch 72 detects the passage (V entry) of a game ball to the specific area 86 (V entry). The remaining ball outlet switch 73 detects a game ball that has passed through the remaining ball outlet that discharges game balls from the special variable entry device 39. The out ball detection switch 74 detects all game balls that have been shot into the game area and finished playing (i.e., all game balls that have passed through the entry port or the out port 30b). In addition to the game balls that have entered the out port 30b, game balls that have entered the entry ports (first start entry port 36, second start entry port (normal variable entry device 37), large entry port, or general entry port 35) are guided to the out ball detection switch 74 via a passage or the like not shown in the figure and are detected.

[0088] In addition, various types of fraud / abnormality sensors 67 (error sensors) that detect errors such as fraud and abnormalities in the gaming machine 10 are connected to the input unit 120. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, a glass frame open detection switch (door opening / closing sensor) for detecting glass frame open provided on the glass frame 15 or the like of the gaming machine 10, a front frame open detection switch (main frame open detection switch, door opening / closing sensor) for detecting front frame open provided on the front frame 12 (main frame) or the like, and a vibration sensor that detects vibrations of the gaming machine 10.

[0089] In addition, the input unit 120 takes in a signal from the RAM clear switch 112 and supplies it to the gaming microcomputer 111 via the data bus. In addition, data may be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

[0090] Data is transmitted from the game control device 100 to the performance control device 300, for example, by serial communication, via the output unit 130. Note that communication between the game control device 100 and the performance control device 300 is one-way communication that does not allow signals to be input from the performance control device 300 to the game control device 100. Data may be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

[0091] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing test signal from the output unit 130 to a test firing test device of a certification agency (not shown) via a relay board 70. The buffer 133 is a component that is not mounted on a game control device (main board) of a game machine as an actual machine (mass-produced product) installed in an amusement store (game parlor).

[0092] The output unit 130 is provided with an output port that outputs open / close data for the normal solenoid 37c that opens the normal variable prize winning device 37, the special prize opening solenoid 39b that opens the special variable prize winning device 39, and the lever solenoid 86b that operates the lever to open the specific area 86. The output unit 130 is further provided with a driver that receives the open / close data signal, generates a solenoid drive signal, and outputs it.

[0093] Furthermore, the output unit 130 can output on / off data for the LEDs of the collective display device 50 as data to be displayed on the collective display device 50, using a corresponding output port and driver.

[0094] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using a corresponding output port and driver. The external information terminal 71 can be connected to an external device (such as an information collection terminal or an internal management device for the gaming facility (hall computer)) installed in, for example, an amusement facility, and can supply information related to the gaming machine 10 to the external device. Note that the number of external information terminals 71 may be set in consideration of the number of types of external information and the number of output destinations for the external information.

[0095] Furthermore, the output unit 130 can output, as data to be displayed on the performance display device 152, LED on / off data of the performance display device 152 using a corresponding output port and driver.

[0096] In this embodiment, the performance display device 152 is made up of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), but is not limited to this.

[0097] The performance display device 152 is provided on the game control device 100 (main board), but may be provided elsewhere. For example, the performance display device 152 can display performance information such as ball payout rate (base value). The performance information is derived based on the number of winning balls (number of game values) obtained by winning, and is, for example, the ball payout rate (base value), the ratio of roles, the number of discharged balls, etc.

[0098] The ball output rate (base value) is the ratio (proportion) of the total number of winning balls to the number of balls discharged (or the number of balls fired into the game area 32), and is calculated as (number of acquired balls ÷ number of discharged balls) × 100 (%). In other words, the ball output rate is the number of acquired balls (total number of winning balls) per 100 discharged balls. The number of discharged balls can be obtained by counting the signal of the out ball detection switch 74, etc. In an enclosed game machine, the number of acquired balls (total number of winning balls) is the number of game values ​​(amount of game value) that are granted as numerical data.

[0099] For example, the feature ratio is the percentage (= so-called continuous feature ratio) of the number of prize balls (number of balls won by feature) obtained by winning in a large winning slot during a jackpot state out of the total number of prize balls (total number of prize balls) obtained by winning in a winning slot during a specified period (for example, from when the gaming machine 10 is turned on to the present) (= the total number of prize balls).

[0100] [Safety device (complete function)] Furthermore, the game control device 100 also has a function of a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game not possible state, game prohibited state) in which the special chart change display game, the normal chart change display game, and round play (play during a big win or a small win) cannot be executed as games by establishing an operating condition (predetermined condition) based on the number of safe balls and the number of discharged balls. In the game stop state, a new special chart change display game and a new normal chart change display game cannot be started. The safety device can take appropriate measures against fraud in cases where the number of safe balls is abnormally high due to fraud, and may also be able to suppress a player's addiction to the game. If addiction is suppressed, the player can play with peace of mind.

[0101] In this embodiment, the safety device is a function realized by software (program) in the game control device 100, and is also called a completion function (or an ending function, a stop function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0102] In this embodiment, the operating condition of the safety device is (1) that the number of balls difference, which indicates the difference between the number of safe balls and the number of discharged balls in a specified period, reaches a ball difference reference value (predetermined value), and (2) that the device is neither a big win nor a small win. The number of balls difference is the number of safe balls minus the number of discharged balls in a specified period (number of balls difference = number of safe balls - number of discharged balls). In this way, the operating condition of the safety device consists of two stages of conditions (1) and (2). The number of balls difference regarding condition (1) may be the number of balls difference in a specified period from the time of the minimum value of the number of balls difference to the present, that is, the number of balls difference based on the minimum value (the increase in the number of balls difference from the minimum value), and may further correspond to the maximum increase in the number of balls difference during one day's business (so-called MY). The operating condition may be other, and for example, the condition (1) may be configured to be that the number of safe balls reaches a predetermined value. The condition (2) may be configured to be that the special variable winning device is not in operation, or that the large winning port is not in an open state.

[0103] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded in a predetermined period. The number of discharged balls (number of out balls) is the number of game balls discharged from the game area 32 in a predetermined period, and can be counted by counting the signal from the out ball detection switch 74.

[0104] Note that the number of launched balls, which is the number of launched balls launched and introduced into the play area 32, may be used instead of the number of ejected balls, and the difference in the number of balls may be the number of safe balls - the number of launched balls. The number of launched game balls and the number of ejected balls may be collectively referred to as the number of used balls (difference in the number of balls = number of safe balls - number of used balls). Foul balls that were launched by the ball launcher but did not reach the play area 32 are excluded from the number of launched balls, and the difference in the number of balls is deducted by -1 each time a game ball is launched by the ball launcher, and is added by +1 each time a foul ball is produced.

[0105] For example, the state of the safety device will be in a non-operated state (an activation notice state, an activation warning state, or a normal state where the safety device is not activated) in response to a difference in the number of balls of less than 90,000. The state of the safety device will be an activation notice state that notifies the activation of the safety device in response to a difference in the number of balls of 90,000 to 94,999. In response to reaching a difference in the number of balls of 95,000, the state will be an activation warning state that warns the activation of the safety device, or an activated state (activated state) where the safety device is activated.

[0106] In addition, when the difference in the number of balls reaches 95,000, the activation warning state will be activated if there is a big hit or a small hit, and the activation state will be activated if there is neither a big hit nor a small hit. Therefore, if the safety device is activated before a big hit or a small hit occurs, a game stop state (game prohibition state) will occur immediately after, and the activation warning state will not occur. In addition, the safety device is likely to be activated before a big hit or a small hit occurs in a time-saving state or a probability change state.

[0107] On the other hand, when the big win or small win ends and the big win or small win is no longer occurring, the safety device transitions from the activation warning state to the activation state (activating state).

[0108] In the activation notice state, the performance control device 300 displays an activation notice display (for example, the text "Play will end soon") on the display device 41. In the activation warning state of the safety device during a small win or a big win, the performance control device 300 displays an activation warning display (for example, the text "Play will end after the win") on the display device 41.

[0109] When the safety device is in operation (not during a small win or big win), i.e., when the game is stopped, the presentation control device 300 displays an operation indication 513 (the words "play stopped") on the display device 41. When the safety device is in operation, the game control device 100 sets a safety device operation flag (safety device operation flag) to on, which indicates that the safety device is in operation. The safety device operation flag (safety device operation flag) is cleared to 0 (safety device operation flag = 0) by RAM initialization processing (RAM clear processing), and the operation of the safety device is deactivated.

[0110] In the game stop state, the special chart change display game, the normal chart change display game, and the round game (game during a big win or a small win) cannot be executed as games. In order to do this, for example, in the game stop state, the detection of the game ball at the winning port switch is disabled, the winning port (winning) is disabled, the solenoid stops so that the big winning port, the specific area 86, the normal winning device 37, etc. are closed, the launch of the game ball from the ball launching device is stopped (prohibited), and the launch is stopped, and the collective display device 50 is turned off. In the game stop state, not only can the special chart change display game and the normal chart change display game not be continued, but a new special chart change display game and a new normal chart change display game cannot be started.

[0111] [Transition state when power is turned on] Depending on the on / off state of the RAM clear switch 112 when the power is turned on, the device transitions to various states (modes).

[0112] When the RAM clear switch 112 is turned on at the time of power-on, the state transitions to a RAM initialization state (RAM clear mode), and a RAM initialization process (RAM clear process) is executed to initialize the RAM 111c. When the RAM clear switch 112 is turned on, the state first becomes RAM clear preparation (initialization preparation), and when the RAM clear switch 112 is turned on again during RAM clear preparation, the RAM 111c may be initialized by the RAM initialization process (RAM clear process). When the RAM initialization process is executed, the game control device 100 may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0113] If the RAM clear switch 112 is off when the power is turned on, the system transitions to a normal power recovery state (normal power recovery mode), in which power is simply restored.

[0114] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be described with reference to Fig. 4. Fig. 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-board, sub-control means) that can control the image of the display device 41, the sound of the speakers 19a and 19b, the light emission of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. That is, the performance control device 300 can control the performance related to the game. The performance LED 46 may be a full-color LED (light-emitting diode) that can emit light in various colors.

[0115] The performance control device 300 includes a control microcomputer 311 (CPU), a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the control microcomputer 311, and a sound control unit 314 that controls the sound output to play various melodies, sound effects, etc. from the speaker 19.

[0116] A ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a working area are connected to the control microcomputer 311. The control microcomputer 311 also has a RAM (e.g., a cache memory) therein that provides a working area.

[0117] The control microcomputer 311 analyzes commands from the game control device 100, determines the display content, and instructs the VDP 312 on the content of the output video, as well as performing processes such as instructing the sound control unit 314 on the sound to be played, turning on the performance LED 46, controlling the drive of the motor and solenoid of the performance movable body 44, and managing the performance time.

[0118] The VDP 312 is provided with a RAM that provides a working area, and a scaler for enlarging and reducing images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0119] The sound control unit 314 includes a sound ROM in which sound data including voice is stored, and an amplifier circuit that amplifies the sound data.

[0120] The performance control device 300 is also provided with an interface chip (command I / F) that receives commands sent from the game control device 100. The performance control device 300 receives the special symbol reservation number command, decorative special symbol command, variation command, symbol stop command, and the like sent from the game control device 100 to the performance control device 300 via the command I / F as performance control instruction signals (performance commands).

[0121] The performance control device 300 also has a performance LED control circuit 332 that drives and controls the performance LEDs (light emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (such as movable parts that work together with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, the glass frame 15, etc.

[0122] These control circuits 332, 334, which drive and control the performance LED 46 and the motor and solenoid of the performance movable body 44, are connected to the control microcomputer 311 via an address / data bus.

[0123] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has a function of inputting a detection signal indicating the on / off state of the performance button switch 25a built into the performance button 25 provided in the glass frame 15 and a detection signal indicating the on / off state of the directional key switch 450 to the control microcomputer 311. The switch input circuit 336 also inputs a detection signal of a volume adjustment switch 335 that enables a person related to the game establishment (a store clerk, a staff member, a manager, a supervisor) to adjust the volume (maximum volume, etc.) of the speakers 19a, 19b to the control microcomputer 311.

[0124] Normal power supply section 410 of power supply device 400 supplies a desired level of DC voltage to performance control device 300 having the configuration described above and the electronic components controlled thereby.

[0125] [Basic Control] Next, a basic control in the gaming machine 10 will be described. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether the normal game is a hit (a random number value for a normal game hit) based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal game start gate 34, compares it with the judgment value stored in the ROM 111b, and judges whether the normal game is a hit or a miss.

[0126] Then, the normal map display 53 displays a normal map variation display game in which the identification pattern is displayed in a variable manner for a predetermined period of time, and then the pattern is stopped. If the result of the normal map variation display game is a win, the normal map display 53 displays a special result state, and the normal power solenoid 37c is operated, and the movable member 37b of the normal variation winning device 37 is controlled to open as described above for a predetermined period of time (for example, 3 seconds x 2 times). If the result of the normal map variation display game is a loss, the normal map display 53 is controlled to display a loss result state.

[0127] In addition, a first start memory is stored based on the input of a game ball detection signal from the start port 1 switch 36a provided in the start winning port 36 (first start port), and based on the first start memory, a random number value for determining a jackpot (jackpot random number value) of the special chart 1 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 1 variable display game is a win or a loss, etc.

[0128] In addition, a second start memory is stored based on the input of a game ball detection signal from the start port 2 switch 37a provided in the normal variable winning device 37 (second start port), and based on the second start memory, a random number value for jackpot determination (jackpot random number value) of the special chart 2 variable display game is extracted and compared with the determination value stored in ROM 111b to determine whether the special chart 2 variable display game is a win or a loss.

[0129] Then, the CPU 111a of the game control device 100 outputs a control signal (performance control command) including the judgment result of the special symbol 1 variable display game and the special symbol 2 variable display game to the performance control device 300. Then, the special symbol variable display game in which the identification symbol is displayed variably for a predetermined time and then stopped is displayed on the special symbol 1 display device 51 and the special symbol 2 display device 52. That is, the game control device 100 constitutes a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).

[0130] Also, the performance control device 300 displays a decorative special chart variable display game corresponding to the special chart variable display game on the special chart 1 display device 51 and the special chart 2 display device 52 on the display device 41 based on a command (control signal) from the game control device 100. Furthermore, the performance control device 300 performs processing such as setting the performance state, outputting sound from the speakers 19a and 19b, and controlling the emission of various performance LEDs 46 based on a command (control signal) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variable display game, etc.).

[0131] When the result of the special chart variable display game is a small win or a big win, the CPU 111a of the game control device 100 displays the special result state on the special chart 1 display 51 or the special chart 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control to open the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b, for example, to allow the game balls to flow into the big winning port.

[0132] Then, one round (R) is defined as opening the large prize opening until one of the following conditions is met: a predetermined number of game balls (e.g., 10 balls) enter the large prize opening, or a predetermined time for opening (e.g., 27 seconds or 0.05 seconds) has elapsed since the opening of the large prize opening. This is controlled (repeated) for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times) (cycle play). Also, if the result of the special chart variation display game is a miss, control is performed to display the result state of the miss on the special chart 1 display 51 or the special chart 2 display 52.

[0133] Furthermore, the game control device 100 can generate a high probability state (specific game state) as a game state after the special game state ends, based on the result state of the special chart variation display game. The high probability state (probability change state) is a state in which the probability of a winning result in the special chart variation display game is higher than the normal probability state. Furthermore, regardless of whether the high probability state is reached based on the result state of either the special chart 1 variation display game or the special chart 2 variation display game, both the special chart 1 variation display game and the special chart 2 variation display game will be in the high probability state. In the high probability state (probability change state), the game control device 100 sets a special chart high probability flag indicating a high probability state.

[0134] In addition, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result state of the special chart variation display game and the number of times it is executed. In the time-saving state, the normal chart variation display game and the normal variation winning device 37 may be controlled to be in a time-saving operation state, and the normal power support state is established because the opening time of the normal variation winning device 37 per unit time is controlled to be substantially longer than in a normal game state in which no special game is performed. Note that even in a high probability state (normal probability state) other than the latent probability state, the time-saving state is overlapped and normal power support is executed.

[0135] In addition, in the time-saving state, the execution time of the special chart change display game (special chart change time) can be shortened more than usual, and time-saving changes in the special chart change display game can also be executed.

[0136] In addition, in the time-saving state, it is possible to set the number of times the normal variable winning device 37 opens (the number of normal power openings) for one winning result of the normal variable display game to a second number of times (for example, four times) that is greater than the first number of times (for example, two times). In addition, in the time-saving state, it is possible to set the probability of a winning result of the normal variable display game (normal probability, normal winning probability) to a high probability that is higher than the normal probability (low probability) in the normal operation state.

[0137] In the time-saving state, the time for converting the normal variation winning device 37 to the open state is extended more than usual by changing one or more of the normal pattern variation time, normal pattern stop time, normal power opening count, normal pattern opening time, and normal pattern probability. As a result, in the time-saving state, it becomes easier to win the normal variation winning device 37 than in the normal game state in which no special game is played, and the number of times the special pattern variation display game is executed per unit time can be increased more than in the normal game state, and the execution interval of the special pattern variation display game can also be shortened. It is also possible to set multiple types of time-saving states in which the things to be changed are different. It is also possible to set the movable member 37b not to be opened in the normal operation state (normal pattern probability is 0). When there are multiple types of normal pattern winning results (normal pattern winning patterns), the normal pattern opening time (long opening, short opening) and the number of times the normal pattern is opened may be changed according to the type of normal pattern winning result (normal pattern winning A, normal pattern winning B, etc.). Depending on the type of time-saving state (normal power support state), the normal power release time and the number of normal power releases associated with each normal winning result may be changed. Also, the high probability state (probability change state) and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur.

[0138] The game control device 100 basically sets a time-saving flag indicating the time-saving state in the time-saving state. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended) in which the opening time of the normal variable winning device 37 is extremely short and the ball payout rate (base value) is low may be treated as a normal game state in which there is substantially no normal power support and no special play is performed (slight time-saving).

[0139] The time-saving state includes a time-saving state that occurs immediately after a jackpot due to a jackpot (a time-saving), a time-saving state that occurs when the ceiling number of times is reached without a jackpot (ceiling time-saving, b time-saving, play time), and a time-saving state that occurs when the time-saving pattern stops displaying (support hit) without a jackpot (sudden time-saving, c time-saving). In addition, when the number of times (excluding the number of times in the probability change state) of the special pattern variable display game executed after turning on the power or after the jackpot state ends reaches the ceiling number of times, the time-saving state (play time) will be entered even if the jackpot or time-saving pattern is not won. Regarding the a time-saving (b time-saving, c time-saving are also possible), there may be multiple time-saving states (a1, a2, a3, etc.) that correspond to the normal hit result (normal hit pattern) and have different normal power opening times and normal power opening times. In addition, the time-saving end condition for the time-saving state (normal power support state) to end is, for example, that the special chart variable display game or the normal chart variable display game is executed a predetermined number of times (time-saving number of times, power support number of times) in the time-saving state. In addition, the time-saving state in which the time-saving end condition is stipulated by the number of times the normal chart variable display game is executed may be called the normal chart ST state.

[0140] After the time-saving state ends, a remaining reservation consumption state can be generated in which the second start memory (special chart 2 start memory, special chart 2 reservation) remaining at the time of the time-saving state ending is consumed. In the remaining reservation consumption state (remaining reservation consumption mode), the second start memory generated by winning the normal variable winning device 37 (normal power) during the time-saving state is consumed as a remaining reservation, and the special chart 2 variable display game is executed. The remaining reservation consumption state is a state advantageous to the player because the special chart 2 variable display game is executed. In addition, the special chart 2 variable display game is generally more advantageous to the player than the special chart 1 variable display game in terms of the number of rounds at the time of a jackpot and the probability of a small jackpot (and thus the probability of a V-winning jackpot).

[0141] To explain in more detail below, the control processing by the gaming microcomputer 111 of the gaming control device 100 consists of a main processing (main program) that starts when the power is turned on, and a timer interrupt processing (interrupt processing program) that is performed at a predetermined time period (e.g., 4 msec).

[0142] For example, the game control device 100 checks for abnormalities in the RAM 111c in the main process, and if the RAM 111c is abnormal, access to the RAM 111c is prohibited so that the game cannot be played unless the RAM clear switch 112 is on. For example, an abnormality in the RAM 111c can be determined by checking whether the checksum stored in the RAM 111c when the power is cut off (power outage) matches the checksum when the power is turned on. If the RAM 111c is normal, it transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 when the power is turned on.

[0143] In the main process, a loop process is provided to repeatedly allow interrupts. While the interrupts are allowed, the timer interrupt process is executed. During the loop process, performance information such as the ball output rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (interrupts may be prohibited before updating in order to stabilize the ball output rate).

[0144] In the timer interrupt processing, it is possible to execute input processing for receiving input from various switches via the input unit 120, output processing for producing various outputs via the output unit 130, special pattern game processing for controlling the special pattern change display game and setting the display of special patterns on the collective display device 50, regular pattern game processing for controlling the regular pattern change display game and setting the display of regular patterns on the collective display device 50, and error monitoring processing for monitoring for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0145] In addition, in the timer interrupt process, when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and a start memory is generated, a pre-determination (pre-reading determination) is performed that can determine the game result based on the winning in advance at a stage before the start of the special chart variable display game based on the start memory. The game control device 100 constitutes a pre-determination means (pre-reading determination means) that can determine the result of the variable display game in advance before the variable display game based on the start memory is executed.

[0146] Furthermore, in the timer interrupt processing, it is possible to execute a safety device related processing for performing processing related to the safety device (complete function), a difference ball number counting processing for updating a counter for counting the difference ball number, etc. In the safety device related processing, safety device related information such as the operating state of the safety device is transmitted as a command to the performance control device 300, and a safety device operating flag indicating that the safety device is operating is set.

[0147] In the main process that starts when the power is turned on, the game control device 100 can transmit power failure recovery commands indicating that the power has been restored or turned on, and RAM initialization related commands related to RAM initialization, to the performance control device 300. The RAM initialization related commands include a RAM initialization command indicating that the RAM is being cleared (initialized) and a RAM clear preparation command indicating that the RAM is being prepared for clearing.

[0148] In addition, during timer interrupt processing, the game control device 100 can send commands to the performance control device 300 as follows.

[0149] The game control device 100 can transmit game status commands indicating game status such as normal game status, time-saving status (normal power support status), special chart high probability status (probability change status), error commands indicating errors such as fraud or abnormality, and safety device related commands related to safety devices. The safety device related commands include a difference ball information command indicating the difference ball number, an operation notice command corresponding to the operation notice status of the safety device, an operation warning command corresponding to the operation warning status of the safety device, and an operation command corresponding to the operation status of the safety device.

[0150] The game control device 100 can transmit customer waiting commands related to a customer waiting state where no game is being played, a variation command indicating a variation pattern of the special chart variation display game, a decorative stop pattern command (decorative special chart command) indicating a decorative stop pattern displayed on the display device 41 corresponding to a losing pattern, a big win pattern, a small win pattern, a time-saving pattern, etc., as a result of the special chart variation display game, a pattern stop command indicating the stop of the special chart variation display game, and a winning command corresponding to each stage of the big win state or the small win state. Here, the customer waiting commands include a customer waiting demo command that instructs a customer waiting demo such as a movie demo on the demo screen. In addition, the winning commands include an opening command (fanfare command) corresponding to the opening (fanfare) of a small win or a big win, a round command corresponding to a round of a small win or a big win, an interval command corresponding to an interval between rounds, and an ending command corresponding to an ending of a big win or a small win.

[0151] The game control device 100 can transmit a special figure 1 reservation number command and a special figure 2 reservation number command indicating the start memory number when the first start memory number (special figure 1 reservation number), which is the number of the first start memory (special figure 1 reservation), and the second start memory number (special figure 2 reservation number), which is the number of the second start memory (special figure 2 reservation), change. In addition, the game control device 100 can transmit a regular figure reservation number command indicating the regular figure start memory number when the regular figure start memory number (regular figure reservation number), which is the number of the regular figure start memory (regular figure reservation), changes. In addition, the game control device 100 can increase the first start memory number by 1 when a game ball wins (enters) the start winning hole 36 and the first start memory occurs, and can increase the second start memory number by 1 when a game ball wins (enters) the regular variable winning device 37 and the second start memory occurs. The game control device 100 can reduce the first start memory number by 1 at the start of a special chart 1 variable display game based on the first start memory, and can reduce the second start memory number by 1 at the start of a special chart 2 variable display game based on the second start memory.

[0152] In addition, the game control device 100 can transmit a look-ahead command when a game ball enters the start winning hole 36 (first start hole) or the normal variable winning device 37 (second start hole) and the first start memory or the second start memory occurs. The look-ahead command includes a look-ahead stop pattern command corresponding to the stop pattern information (jackpot stop pattern, small win stop pattern, time-saving stop pattern, miss stop pattern) based on the jackpot random number value or special pattern random number value saved as the first start memory or the second start memory, and a look-ahead fluctuation pattern command based on the saved fluctuation pattern random number value.

[0153] In addition, the game control device 100 can transmit necessary commands to the presentation control device 300, such as a hitting instruction notification command (left hit instruction notification command, right hit instruction notification command) that instructs (suggests) the player on the recommended hitting method (launch mode) depending on the game state or changes in the game state, and a specific area passage command that indicates a V win.

[0154] The performance control device 300 performs processing according to the command received from the game control device 100, for example, as follows.

[0155] When the performance control device 300 receives a power failure recovery command, it displays text such as "Restoring" on the display device 41, and when it receives a RAM initialization command, it displays text such as "RAM clearing" on the display device 41 and issues an alert for, for example, 30 seconds by illuminating the performance LED 46 and sounding the speakers 19a, 19b (especially when RAM clearing is in progress). When the performance control device 300 receives a RAM clear preparation command, it displays text such as "RAM clear preparation" on the display device 41.

[0156] When the performance control device 300 receives an error command, it may display text such as "Error Occurring" on the display device 41, and may notify the error by illuminating the performance LED 46 and making a sound from the speakers 19a, 19b depending on the type of error command. Note that if the error command contains information indicating the content of the error, the content of the error may be displayed on the display device 41.

[0157] When the performance control device 300 receives the difference ball information command, it may display the difference ball number on the display device 41. When the performance control device 300 receives the operation notice command, the operation warning command, or the operation command, it displays text such as "Play will end soon", "Play will end after the win", or "Play is ending" on the display device 41 in response to each command.

[0158] When the performance control device 300 receives a customer waiting demo command in the customer waiting state, it displays a customer waiting demo such as a movie demo (video) on the display device 41. Note that the customer waiting state is entered when both the first start memory number and the second start memory number are zero and the special chart variation display game is not being executed. The customer waiting demo may start after a predetermined time has elapsed since the start of the customer waiting state.

[0159] When the performance control device 300 receives a variation command indicating a variation pattern and a stop pattern command indicating a decorative stop pattern on the display device 41, it executes a variation-related performance setting process to set a performance related to the decorative special chart variation display game on the display device 41 based on the content of the variation pattern, the special chart type (special chart 1 or special chart 2), the type of stop pattern (miss pattern, big win pattern, small win pattern, time-saving pattern, etc.). In addition, when a game ball enters the start winning hole 36 or the normal variation winning device 37 in the customer waiting state, or when the first start memory or the second start memory remains after the special chart variation display game ends, the game control device 100 starts the special chart variation display game on the special chart 1 display device 51 or the special chart 2 display device 52 of the collective display device 50, and transmits the variation command, the stop pattern command, etc. to the performance control device 300.

[0160] In the variation-related performance setting process, it is possible to set a notice performance that appears during the special chart variation display game and can notice the result of the special chart variation display game, a variation performance such as a pseudo-successive performance or a reach performance on the display device 41, and a specific decorative stop pattern. The variation command may include information on the number of pseudo consecutive performances, which is the number of pseudo-successive performances (number of pseudo variations), and information on the type (type) of reach performance corresponding to the reach state. The pseudo-successive performance is a performance in which a pseudo variation that changes and temporarily stops a decorative special pattern on the display device 41 is performed a predetermined number of times in one special chart variation display game. In addition, in the variation-related performance setting process, it is possible to set the light emission mode of the performance LED 46 and the sound mode of the speakers 19a, 19b according to the notice performance or the variation performance.

[0161] Here, the term "reach" (reach state) refers to a display state in which the display result already derived and displayed in the decorative special chart variable display game has not yet been derived and displayed on the display device 41 and satisfies the conditions for a special result state. When the display result becomes a special result state on the pay line (for example, on a line in the vertical or horizontal direction) of the display device 41, the game state becomes a special game state that is advantageous to the player. In addition, a state in which a variable display is performed by multiple variable display areas while maintaining a state in which all special result states are aligned (so-called full rotation reach) is also included in the reach state.

[0162] Therefore, for example, if the decorative special chart variable display game displayed on the display device 41 in response to the special chart variable display game displays multiple identification information for a predetermined period of time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, center, etc. to display the result state, a state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.

[0163] In the reach state, multiple reach effects can be executed, and reach effects with different expectations (reliabilities) for deriving a special result mode (jackpot mode) are set as systems (types) such as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expectations (reliabilities) for a jackpot increase in the following order: no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. A state in which a reach state has occurred is a state in which the possibility of a jackpot is higher than when a reach state has not occurred.

[0164] The expectation (reliability) of the performance (notice) indicates the probability of a jackpot if the performance is selected, and can be calculated based on the selection rate of the performance when it is a jackpot and the selection rate of the performance when it is not a jackpot (when it is a miss). The higher the selection rate of the performance when it is a jackpot, the higher the expectation, and the higher the selection rate of the performance when it is a miss, the lower the expectation. The jackpot includes the aforementioned V-winning jackpot, and the expectation of the V-winning jackpot is approximately the same as the expectation of the small jackpot that generates the V-winning. The expectation can be set not only for the jackpot, but also for the expectation of the occurrence of advantageous states other than the jackpot (for example, small jackpot state, time-saving state) and advantageous events (for example, reach).

[0165] When the performance control device 300 receives a pattern stop command indicating the stop of the special symbol variable display game, it sets the stop of the decorative special symbol variable display game on the display device 41. It is also possible to configure the game control device 100 to send a variable time command indicating the value of the variable time to the performance control device 300, and the performance control device 300 to set the stop of the decorative special symbol variable display game after the variable time has elapsed from the start of the decorative special symbol variable display game.

[0166] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a small or big win, when it receives a round command, it executes a round performance, which is the performance during a round, when it receives an interval command, it executes an interval performance in the interval between rounds, and when it receives an ending command, it executes an ending performance corresponding to the ending of a big or small win.

[0167] When the performance control device 300 receives the special chart 1 reserved number command or the special chart 2 reserved number command, it displays reserved displays corresponding to the special chart start memory (special chart reserved) on the display device 41 or the like in the same number as the special chart 1 reserved number or the special chart 2 reserved number. Also, when the performance control device 300 receives the normal chart reserved number command, it may display reserved displays corresponding to the normal chart start memory (normal chart reserved) in the same number as the normal chart reserved number on the display device 41 or the like. When the performance control device 300 receives a look-ahead change pattern command and a look-ahead stop pattern command as the look-ahead command, it sets the look-ahead notice performance (look-ahead performance, look-ahead notice) by drawing a drawing probability corresponding to the look-ahead command. Examples of look-ahead notice performance include continuous notice performance and reserved change notice. Examples of continuous notice performance include chance eye look-ahead performance related to the decorative stop pattern.

[0168] When the performance control device 300 receives a left hit instruction notification command and a right hit instruction notification command as the hitting instruction notification command, it can execute a left hit instruction display and a right hit instruction display corresponding to each command on the display device 41. When the performance control device 300 receives a specific area passing command, it may execute a performance to congratulate the V winning on the display device 41.

[0169] In addition, the performance control device 300 is capable of receiving commands necessary for control other than those mentioned above from the game control device 100.

[0170] [Back of the gaming machine] Next, the configuration of the game control device 100 (main board) and the like disposed on the back side of the game machine 10 will be described with reference to Fig. 5. Fig. 5 is a back view of the game machine 10.

[0171] On the back surface of the gaming machine 10, a gaming control device 100, a payout control device 200, a performance control device 300 (sub-board), and a power supply device 400 are arranged.

[0172] The game control device 100 can transmit a performance control command (performance command) to the performance control device 300, and the performance control device 300 controls the display device 41 and the like based on the performance control command. The payout control device 200 counts the game media (game balls) as game value circulating in the enclosed game machine 10 (smart pachinko machine) based on the data transmitted from the game control device 100. The power supply device 400 also supplies power to various devices.

[0173] The gaming control device 100 is also provided with a RAM clear switch 112, which is pressed and turned on when the power is turned on to perform a RAM initialization process. In the RAM initialization process, information stored in the RAM 111c in the gaming microcomputer 111 and the RAM in the payout control device 200 is forcibly initialized (reset), and if an error occurs, the error is also reset (released).

[0174] The payout control device 200 is provided with an error release switch 230, and the error release process is performed by pressing the error release switch 230 to turn it on. In the error release process, for example, the information about the error itself is erased (reset) to cancel the notification of the error, and if the cause of the error is in the information inside the gaming machine 100 (the payout control device 200, the gaming control device 100, etc.), the information may be reset or the program may be reset to remove the cause, and the state in which the game cannot be played due to the error (unplayable state) may be released. On the other hand, even if the error release switch 230 is pressed, if the cause of the error is not removed, the error state may occur again after the error release switch 230 is pressed.

[0175] Furthermore, if the error that has occurred is a severe error such as an illegal magnet or radio wave, the error will not be cleared even if the cause of the error is removed, and the error will not be cleared even if the error clear switch 230 is pressed. Therefore, to clear a severe error, it is necessary to perform RAM initialization processing by pressing the RAM clear switch 112 when powering on. Note that if the RAM clear switch 112 is pressed at any time other than when powering on, the RAM initialization processing will not be performed and the error will not be cleared.

[0176] The error reset switch 230 may not be provided in the payout control device 200, and the RAM clear switch 112 may be used as the error reset switch 230 (or may serve as both). In this case, the RAM initialization process is performed by pressing the RAM clear switch 112 when the power is turned on, and the error reset process is performed by pressing the switch when there is a resettable error other than when the power is turned on. Also, the error reset switch 230 may be provided in the game control device 100 or the performance control device 300, rather than in the payout control device 200.

[0177] In addition, the RAM clear switch 112 and the error reset switch 230 are provided on the back side of the gaming machine 10, and cannot be operated (accessed) unless, for example, the front frame 12 is opened. In other words, general players cannot access and operate these switches. In addition, since the RAM clear switch 112 and the error reset switch 230 are provided on the back side of the gaming machine 10, they are not hidden (overlapped) by the operation of internal or external devices attached to the gaming machine 10.

[0178] [Error Mode] Next, errors that can be cleared by the error clear switch 230 and errors that cannot be cleared will be described with reference to Fig. 6. Fig. 6 is a table showing examples of error modes.

[0179] Errors that can be cleared by the error clear switch 230 include, for example, an abnormal communication error between control boards, a ball jam error, an unpaid prize ball error, a subtraction mechanism switch error, a game ball circulation mechanism error, and a remaining ball error.

[0180] The control board communication abnormality error occurs when a communication abnormality occurs between control boards, for example, between the game control device 100 and the performance control device 300. The ball jam error occurs when game balls are jammed in the winning holes (general winning hole 35, start winning hole 36, normal variable winning device 37, and the large winning hole of the special variable winning device 39), and the prize ball non-payment error occurs when a prize ball (game value) is not paid out even though a game ball has won in the winning hole.

[0181] The subtraction mechanism switch error occurs when the number of game balls does not decrease even when game balls are released from the enclosed game machine 10 (smart pachinko machine), and the game ball circulation mechanism error (circulating ball shortage error) occurs when the game ball circulation mechanism becomes clogged with balls and the number of circulating game balls becomes too few. The remaining ball error occurs when the difference between the number of game balls that have passed through the big prize opening switch 39a and the number of game balls that have passed through the remaining ball discharge opening switch 73 (the value of the remaining ball counter) does not become zero.

[0182] These error states (predetermined error states) can be released by pressing the error release switch 230. It is also possible to configure the system so that, even if the cause of these errors is removed, information regarding these errors is not erased (reset) and the error notification continues unless the error release switch 230 is pressed. By using the error release switch 230 in this manner, errors can be released without restarting the gaming machine 10 (powering it on after being turned off) or performing RAM initialization processing. Although the ball jamming error, subtraction mechanism switch error, and game ball circulation mechanism error are classified as separate errors, the game ball circulation mechanism error may include the ball jamming error and the subtraction mechanism switch error.

[0183] Furthermore, errors that cannot be reset by the error reset switch 230 include, for example, a door open error and a right-hand strike error.

[0184] The door open error occurs when the opening of the front frame 12 (main frame) or glass frame 15 of the gaming machine 10 is detected by the door opening / closing sensor (main frame open detection switch, glass frame open detection switch). The right hit error occurs when a right hit is performed even though the payout rate (base value) is in a low base state (a state in which left hit is recommended) where the payout rate is low. Note that these error states (specific error states) that cannot be reset by the error reset switch 230 are not reset even if the error reset switch 230 is pressed, but can be reset by closing the front frame 12, stopping right hit, and removing the cause of the error. In addition, the door open error cannot be reset even if the gaming machine 10 is restarted or RAM initialization processing is performed, and occurs as long as the opening of the front frame 12, etc. of the gaming machine 10 continues to be detected.

[0185] [Screen transition when a door open error occurs] Next, a screen transition when a door opening error occurs will be described with reference to Fig. 7. Fig. 7 is a screen transition diagram showing the display screen of the display device 41 in chronological order, and is an example of the screen transition when a door opening error occurs.

[0186] (A) is a display screen of the display device 41 when a variable display game is being executed in a normal gaming state.

[0187] The display screen of the display device 41 is provided with a plurality of variable display areas 610 (left area 610A, right area 610B, center area 610C), a variable display area 615, and a start memory display area (reserved consumption area 640, first reserved display section 630a, second reserved display section 630b (see FIG. 8)). The left pattern A, right pattern B, and center pattern C of the decorative special symbols (identification information, large symbol (symbol)) in the variable display area 610, and the small symbol (identification information) in the variable display area 615 are displayed in a variable manner ("↓↓↓"). In addition, since the variable display game is being executed, a variable reserved display 633 is displayed in the reserved consumption area 640.

[0188] The number "0" indicating the number of reserved special charts 1 and the number "0" indicating the number of reserved special charts 2 are displayed on the special chart 1 reserved number display unit 650 and the special chart 2 reserved number display unit 660, respectively, and no reserved display is displayed on the first reserved display unit 630a. The first reserved display unit 630a displays a reserved display corresponding to the start memory of the main variable display game (the first start memory of the special chart 1 variable display game in FIG. 7) during normal game play. Note that, although only the first reserved display unit 630a is displayed in FIG. 7 (A), a second reserved display unit 630b may be provided to display a reserved display corresponding to the second start memory of the subordinate special chart 2 variable display game or a general chart start memory (general reserved) of the general chart variable display game.

[0189] When the front frame 12 (main body frame) or glass frame 15 of the gaming machine 10 is opened during play and a door open error occurs, the performance control device 300 displays a door open error notification 671 on the display screen as shown in (A). The door open error may also be notified by sound from the speakers 19a and 19b or by light emission from the performance LED 46.

[0190] The door opening error notification 671 displays, for example, the text "The door is open." The door opening error notification 671 is preferentially displayed above the variable display area 610 (the front layer), and a part of the large pattern in the variable display area 610 is overlapped and hidden by the door opening error notification 671. In this way, the door opening error notification 671 is displayed in front of the decorative special pattern so that it is easy for the player to see, so that the player and the store staff (attendant) of the game facility can be easily notified that the gaming machine 10 is in a door opening error state. Note that the door opening error notification 671 may be preferentially displayed not only above the variable display area 610 but also above the start memory display area (for example, the reserved consumption area 640).

[0191] Furthermore, even if the gaming machine 10 is in a door open error state, the gaming control device 100 can continue the variable display game being executed as is. Then, after the variable display game being executed ends, as shown in (c), the gaming machine 10 enters a state in which a new variable display game cannot be executed and the game is stopped (unplayable state). In this way, even if the door open error state occurs, the variable display game is not forcibly stopped and is executed normally, and then the stopped result is displayed, so that the player can play up to a good round number, which can increase the interest of the game.

[0192] In addition, when the door open error state occurs, the game control device 100 may first enter a launch stop state in which the launch (launch) of game balls is stopped, then execute a variable display game until there are no waiting start memories, and stop the game after all start memories are consumed (fully consumed). In this way, by setting the predetermined condition for stopping the game after the door open error state to the full consumption of the waiting start memories, the player can continue playing until a point that is convenient for the player, and the interest of the game can be increased. In addition, if a big win or a small win occurs when the start memories are fully consumed, the launch stop state may be released until the round game ends, and the game may be stopped after the round game ends. In addition, if there are waiting start memories after the round game ends, the game may be stopped after the start memories are fully consumed. Furthermore, when the door open error state occurs during a round game, the game may be maintained in a playable state until the round game ends, and the game may be stopped after the round game ends. By delaying the time until the game becomes unplayable in this manner, the player does not miss the opportunity to win many game balls as prize balls (game value) in a round of play, thereby increasing the interest of the game.

[0193] In addition, the game control device 100 may stop the game so that even if a game ball enters a winning hole or the like after a predetermined time (for example, 10 seconds) has elapsed since the door opening error state was entered and the launching stop state, no prize ball or start memory is generated. By stopping the game after a predetermined time has elapsed since the launching stop state in this way, the game stops when the game balls flowing down the game board 30 run out, and the impact on the player when the game is stopped can be reduced, so that the interest of the game can be increased. In addition, the game control device 100 may set the launching stop state when the door opening error state occurs and the player releases his / her hand from the operation handle 24, so that the game ball cannot be launched even if the player operates the operation handle 24 after that. When the front frame 12 or the like is opened, it becomes difficult for the player to operate the operation handle 24, so that the player can easily release his / her hand from the operation handle 24. Therefore, by setting the gaming machine 10 to the launching stop state at the timing when the hand is released once, the discomfort felt by the player due to the inability to shoot out the game ball can be reduced.

[0194] As shown in (c), when the game is stopped, a game stop notification 672 is displayed on the display screen. For example, the words "game stopped" are displayed on the game stop notification 672. The game stop notification 672 is preferentially displayed above the variable display area 610 (the front layer), and a part of the decorative special pattern of the variable display area 610 is overlapped and hidden by the game stop notification 672. In this way, the game stop notification 672 is displayed in front of the decorative special pattern so that it is easy for the player to see, so that the game machine 10 can be easily notified to the player and the store staff of the game arcade that the game is stopped. Note that the game stop notification 672 may be preferentially displayed above the start memory display area (for example, the reserved consumption area 640) instead of above the variable display area 610, like the door opening error notification 671.

[0195] In addition, a presentation button image 673 that resembles the presentation button 25 and text such as "information" can be displayed on the display screen while the game is stopped.

[0196] The effect button image 673 is an image that guides (suggests, explains) the player that an information inquiry screen 674 can be called up by pressing the effect button 25. When the player presses the effect button 25, the information inquiry screen 674 is displayed on the display screen as shown in (D).

[0197] In the information inquiry screen 674, various information can be inquired (confirmed), and objects (images showing options) for inquiring about, for example, error information or game history information are displayed in a selectable manner. The player can select an object in the information inquiry screen 674 by, for example, operating the directional key switch 450 (directional key SW, cross key switch) up and down, and can confirm the selected object by pressing a button provided in the center or near the directional key switch 450. The object selected in the information inquiry screen 674 (for example, "error information" in (E)) can be displayed in a manner different from other objects (high brightness, thick frame, different color, animation, etc.). In addition, when "Back" is selected and confirmed in the information inquiry screen 674, it is possible to return to the previous screen, and the information inquiry screen 674 can be hidden. Note that in a game stop state, the large and small symbols may not be visible, and the information inquiry screen 674 can be displayed large and prioritized above the variable display areas 610 and 615 (the layer on the front side). The information inquiry screen 674 may be displayed in priority on a layer on the front side of the game stop notification 672 and the door open error notification 671.

[0198] As shown in (e), when "Error Information" is selected and confirmed on the information inquiry screen 674, an error information screen 675 is displayed on the display screen.

[0199] The error information screen 675 displays details of the error that occurred (door open error), such as the error number (e.g., "No. e001201"), the content of the error (e.g., "Door open error status"), and guide information for resolving the error (e.g., "Please close the door").

[0200] Also, as shown in (O2), when "game history information" is selected and confirmed on the information inquiry screen 674, a game history information screen 676 is displayed on the display screen.

[0201] The game history information screen 676 displays the number of starts (e.g., "158"), the number of jackpots (e.g., "55"), and the number of chance wins (e.g., "20") as information (game history information) related to the game history of the gaming machine 10. In addition, a detailed breakdown of the number of jackpots (e.g., the number of 15R, 8R, and 2R) may be displayed by displaying and selecting an object called "details."

[0202] [Screen transition when a ball jam error occurs] Next, the screen transition when a ball jam error occurs will be described with reference to Figures 8 and 9. In the following figures, the parts that overlap with the contents explained in Figure 7 will be omitted as appropriate.

[0203] Figure 8 is a screen transition diagram (first half) that explains an example of a screen transition when a ball jam error occurs, and Figure 9 is a screen transition diagram (second half) that explains an example of a screen transition when a ball jam error occurs.

[0204] (F) is a display screen of the display device 41 when a variable display game is being executed in a specific gaming state (time-saving state (normal power support state, high base state)).

[0205] On the display screen of the display device 41, the large pattern in the variable display area 610 and the small pattern in the variable display area 615 are displayed in a variable manner ("↓↓↓"), and the variable pending display 633 is displayed in the pending consumption area 640. In addition, the special pattern 1 pending number display section 650 and the special pattern 2 pending number display section 660 respectively display the number "0" indicating the number of reserved patterns 1 and the number "1" indicating the number of reserved patterns 2, and one pending display is displayed in the second pending display section 630b. The second pending display section 630b displays a pending display corresponding to the start memory of the main variable display game during a specific game state (in FIG. 8, the second start memory of the special pattern 2 variable display game and the normal pattern start memory (normal pattern pending) of the normal pattern variable display game).

[0206] When a ball jam error occurs during play, in which a game ball gets stuck in a winning slot or the like, the performance control device 300 displays a ball jam error notice 677 on the display screen as shown in (K).

[0207] The ball jam error notification 677 displays, for example, the text "Ball jam error." The ball jam error notification 677 is preferentially displayed above the variable display area 610 (on the front layer), so that the player and the store staff of the game arcade can be easily informed that the gaming machine 10 is in a ball jam error state. The ball jam error notification 677 may be preferentially displayed above the start memory display area (for example, the reserved consumption area 640).

[0208] In addition, even if the gaming machine 10 is in a ball jam error state, the gaming control device 100 can continue the variable display game being executed as it is. After the variable display game being executed ends, the gaming control device 100 executes a game continuation possibility judgment (game continuation possibility diagnosis) to judge (diagnosis analysis) whether the game can be continued (continued) or not, and an error diagnosis notice 678 is displayed on the display screen as shown in (H).

[0209] For example, the text "Troubleshooting - Diagnosis analysis in progress" is displayed in the error diagnosis notification 678. Similarly to the ball jam error notification 677, the error diagnosis notification 678 is preferentially displayed above the variable display area 610 (on the front layer), making it easy for players and arcade staff to see.

[0210] In addition, in the game continuation possibility judgment, for example, the movable member 37b of the normal variable winning device 37 (normal electric device, normal electricity) of the second start winning port is rotated or fully opened several times in a short time, and it is confirmed whether the detection state of the start port 2 switch 37a (see FIG. 3) changes. For example, if the start port 2 switch 37a detects a game ball normally, or if the game ball that has been abnormally detected is no longer detected, it is judged that the game can be continued. Also, if the detection state of the start port 2 switch 37a does not change, it is judged that the game cannot be continued. The game control device 100 may also make a similar game continuation possibility judgment for other winning ports such as the large winning port.

[0211] Then, as shown in (K), when the reserved display of the second reserved display section 630b is shifted to the reserved consumption area 640 and the next variable display game is started, the large symbol in the variable display area 610 and the small symbol in the variable display area 615 are displayed in a variable manner ("↓↓↓"). In this way, after the ball jam error state occurs and the ball jam error notification 677 is notified, the player can continue playing without being interrupted while the game continuation determination is being made, so that the interest in the game can be increased. In addition, since the error that makes it impossible to continue playing can be diagnosed and analyzed during the game by the game continuation determination, the accuracy of error detection can be improved. When it is determined that the game cannot be continued by the game continuation determination (the result of the game continuation determination is "NO"), a game stop notification 679 is displayed on the display screen. Note that when it is determined that the game can be continued (the result of the game continuation determination is "YES"), the game stop notification 679 is not displayed.

[0212] Also, as shown in (K), the game stop notification 679 displays, for example, the text "Game will stop due to the end of the variable game." Therefore, the player can easily check how much longer the game can be continued. In addition, in a ball jam error state, when the number of game balls that can be launched among the number of game balls circulating in the game machine 10 (for example, 48 balls) becomes 0, the game control device 100 puts the game machine 10 into a launch stop state even if the game can be played while the game continuation possibility judgment is being executed. As a result, there are no game balls flowing down the game area 32, and no start memory is generated, so that when the start memory in the standby or variable state is lost, it becomes substantially impossible to execute a new variable display game (unplayable state).

[0213] When the variable display game (variable game) ends after the diagnostic analysis for determining whether or not the game can be continued is completed, for example, as shown in (K), the error diagnostic notification 678 displays the text "Troubleshooting - diagnostic analysis completed -" and the game stop notification 679 displays the text "Game will be stopped." By changing the text in the game stop notification 679 in this way, the player can be notified that the game will be stopped in an easy-to-understand manner.

[0214] After that, when the game stops because a new variable display game cannot be executed and the game is not playable (unplayable state), the diagnostic analysis result screen 680 is displayed on the display screen as shown in (K). Also, the variable display game that is being changed is not forcibly stopped but is executed normally and then stopped and displayed, that is, after the game continuation possibility determination is completed and the error diagnosis notice 678 is displayed, the variable game ends with a delay, and then the game becomes unplayable. As a result, the player can play to a convenient round number, which can increase the interest of the game.

[0215] The diagnostic analysis result screen 680 displays, for example, the text "Diagnosis analysis result" and the text "Game cannot be continued. Please call a store clerk." Therefore, a player who sees the diagnostic analysis result screen 680 can recognize that the game cannot be continued and that a store clerk (attendant) should be called, and can easily respond to the situation where the game has stopped. The diagnostic analysis result screen 680 is displayed preferentially above (on the front layer) the ball jam error notification 677, the error diagnosis notification 678, and the game stop notification 679, so that it can be easily viewed by players and store clerks at the game arcade.

[0216] Also, on the display screen, a performance button image 673 and characters such as "information" are displayed together with a diagnostic analysis result screen 680. Then, by the player pressing the performance button 25, an information inquiry screen 674 can be called up as described above in Fig. 7, and various information such as error information and game history information (number of starts, number of jackpots, etc.) can be inquired (confirmed). Note that, as shown in (K) to (J), the performance button image 673 may be displayed from the time when the game continuation possibility determination is performed and the error diagnosis notice 678 is displayed, so that the information inquiry screen 674 can be called up in response to pressing of the performance button 25.

[0217] After that, for example, when a store clerk opens the front frame 12 of the gaming machine 10 to deal with a situation where the game has stopped, a door open error notification 671 is displayed on the display screen as shown in (C) of Fig. 9. The door open error notification 671 is displayed preferentially above (on the front layer) the diagnostic analysis result screen 680.

[0218] Then, when the ball jam is cleared, the game center staff presses the error release switch 230 (see FIG. 5) of the payout control device 200, and the ball jam error state is released. When the ball jam error state is released, as shown in (S), the ball jam error notification 677, the error diagnosis notification 678, the game stop notification 679, and the diagnosis analysis result screen 680 are hidden. Note that even if the ball jam error state is released, the door open error state may be maintained while the door open error state remains, along with the effect button image 673 and the text "information" and the like, and the information inquiry screen 674 may be called up by pressing the effect button 25. Also, when the ball jam error state is released even in the door open error state, the effect button image 673 and the like may be hidden so that the information inquiry screen 674 cannot be called up.

[0219] Thereafter, the front frame of the gaming machine 10 is closed, thereby releasing the door open error state, and as shown in (c), the door open error notification 671 is hidden and the game becomes playable.

[0220] Next, a screen transition when a right hit error occurs during a normal game state will be described with reference to Fig. 10. Fig. 10 is a screen transition diagram for explaining an example of a screen transition when a right hit error occurs.

[0221] (T) is the display screen of the display device 41 when the customer waiting screen is displayed in the normal gaming state.

[0222] On the display screen of the display device 41, the large pattern in the variable display area 610 and the small pattern in the variable display area 615 are displayed frozen ("761"), and the special chart 1 reserved number display section 650 and the special chart 2 reserved number display section 660 respectively display the number "0" indicating the reserved number of special chart 1 and the number "0" indicating the reserved number of special chart 2.

[0223] Even if the game is in a normal game state (low base state) in which left hitting is recommended, if a game ball flowing down the right side of the game area 32 of the game board 30 is detected, causing a right hit error, the performance control device 300 displays a right hit error warning 681 on the display screen as shown in (H). A right hit error occurs, for example, when a specified number (e.g., three balls) or more of game balls are detected by the gate switch 34a of the normal game start gate 34 on the right side of the game area 32. In addition, the right hit error state of the gaming machine 10 cannot be released even if the error release switch 230 is pressed, but can be released, for example, when a predetermined time (e.g., 30 seconds) has passed since right hitting was no longer performed.

[0224] As shown in (H), the right-hit error warning 681 displays, for example, the text "Please return to left-hit." The right-hit error warning 681 is preferentially displayed above the variable display area 610 (on the front layer), so that the player can be easily informed that right-hit is not the currently recommended correct hitting method (firing mode).

[0225] If game balls are still detected flowing down the right side of the game area 32 after the right hit error warning 681 is displayed, the performance control device 300 displays a predetermined notification 682 on the display screen as shown in (T). The predetermined notification 682 is generated, for example, when a predetermined number (e.g., 5 balls) or more of game balls are detected by the gate switch 34a of the normal start gate 34. That is, when game balls flowing down the right side of the game area 32 are continuously detected, first a right hit error notification is displayed when a prescribed number (e.g., 3 balls) or more are detected, and then the predetermined notification 682 is displayed when a predetermined number (e.g., 5 balls) or more are detected.

[0226] As shown in (T), the predetermined notification 682 displays, for example, the text "30 more times until the game stops." The number of times displayed in the predetermined notification 682 is decremented by -1 each time a game ball is detected flowing down the right side of the game area 32 (for example, "30 times" to "29 times"). The predetermined notification 682 is preferentially displayed above the variable display area 610 (front layer), and the player can easily recognize that the game is not being played normally by visually checking the value being decremented by -1.

[0227] Thereafter, when the right-hand hit continues and the number of detected game balls flowing down the right side of the game area 32 reaches a specific number (for example, 35 balls) and the value of the specified notification 682 subtracted by -1 becomes "0 times", a game stop notification 679 is displayed on the display screen as shown in (T).

[0228] The game stop notification 679 displays, for example, the text "Play will be stopped because it is considered to be a fraudulent act." The game stop notification 679 is displayed preferentially above the right hit error warning 681 and the predetermined notification 682 (on the front layer) so that it is easily visible to players and game parlor staff. The game control device 100 then makes the game machine 10 unplayable so that play cannot be performed. In this way, after a predetermined number (e.g., 5 balls) of game balls flowing down the right side of the game area 32 are detected, the unplayable state is delayed until the number reaches a specific number (e.g., 35 balls). Therefore, if a player mistakenly plays a right-hand game, he or she can get an opportunity to return to a left-hand game, so that even players who are unfamiliar with games can play with confidence, which can improve the interest of the game.

[0229] Also, as shown in (Chi) to (Te), a presentation button image 673 or text such as "information" may be displayed, and in response to pressing of the presentation button 25, an information inquiry screen 674 may be called up as described above in FIG. 7, allowing the player to inquire (check) various pieces of information. In a right-hit error state in which a game may be deemed to be a fraudulent act and the game may be stopped, resulting in an inability to play, the presentation button image 673 may not be displayed, and the information inquiry screen 674 may not be able to be called up. In this way, a player who wants to inquire about various pieces of information may play a game deemed to be a fraudulent act, and there is no merit in having the game stopped, so malicious play can be suppressed.

[0230] [Effects of the embodiment or its modified example] In this embodiment, the gaming machine 10 capable of executing a game includes a display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information relating to the game history, and may enter a specific error state (e.g., control board communication abnormality error state, ball jam error state, prize ball non-payout error state, subtraction mechanism switch error state, game ball circulation mechanism error state, remaining ball error state) that can be released by operating the reset switch (error release switch 230), and may enter a specific error state that cannot be released by operating the reset switch. An error state may occur (for example, a door open error state, a right hit error state), and the display means is capable of displaying game history information even in a specified error state, and is capable of displaying game history information even in a specific error state, and when a specified condition (the result of the determination whether game can be continued is ``NO'') is satisfied in a specified error state (for example, a ball jam error state), a game becomes unplayable and game is stopped, and when a specified condition (the variable game in progress ends) is satisfied in a specific error state (for example, a door open error state), a game becomes unplayable and game is stopped.

[0231] According to such a gaming machine 10, even if the gaming machine 10 is in a predetermined error state or a specific error state, the player can play the game up to a convenient round number, so that the interest of the game can be improved. In addition, even if the gaming machine 10 is in a predetermined error state or a specific error state, the game history information can be displayed, so that the player can check the game history information and maintain his interest in the gaming machine 10 when the clerk of the game arcade deals with the error. Therefore, the convenience for the player and the visibility of the information on the game are improved, so that the interest of the game can be improved. In addition, since the game history information can be displayed even in a predetermined error state or a specific error state, it is useful for maintenance and troubleshooting. The clerk of the game arcade can easily identify the cause of the error that occurred and the solution to the problem by referring to the information on past games.

[0232] In this embodiment, the display means (display device 41) of the gaming machine 10 can display the gaming history information (gaming history information screen 676) even when the gaming is disabled and the game is stopped. With such a gaming machine 10, the player can check the gaming history information even when the game is disabled and maintain his / her interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of the information related to the game are improved, and the enjoyment of the game can be improved.

[0233] In this embodiment, the gaming machine 10 capable of executing a game is equipped with a display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information relating to the game history, and may enter a predetermined error state (e.g., control board communication abnormality error state, ball jam error state, prize ball unpaid error state, subtraction mechanism switch error state, game ball circulation mechanism error state, remaining ball error state) that can be released by operating the reset switch (error release switch 230), and may enter a specific error state (e.g., door open error state, right hit error state) that cannot be released by operating the reset switch, and the display means is capable of displaying game history information even in a predetermined error state (e.g., ball jam error state), and is capable of displaying game history information even in a specific error state (e.g., door open error state), and may enter a specific error state (e.g., door open error state) when the reset switch is operated.

[0234] According to such a gaming machine 10, by making it possible to display the gaming history information even in a predetermined error state or a specific error state, the player can check the gaming history information and maintain his / her interest in the gaming machine 10 while the arcade staff deals with the error. This improves convenience for the player and visibility of information related to the game, thereby improving the enjoyment of the game. In addition, by causing a specific error state when the reset switch is operated, the display of the gaming history information displayed in the error state can be maintained even after the reset switch is operated, making it easier for the player to check.

[0235] In this embodiment, the gaming machine 10 capable of executing a game is equipped with a display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information relating to the game history, and there may be a specific error state (e.g., a door open error state, a right hit error state) that cannot be released by operating the reset switch (error release switch 230), and the display means is capable of displaying the game history information even in the specific error state, and is capable of displaying the game history information even if a specific error state (e.g., a door open error state) becomes unplayable and play is stopped due to the satisfaction of a predetermined condition (the end of a variable game in progress).

[0236] According to such a gaming machine 10, by making it possible to display the game history information even in a specific error state, the player can check the game history information while the arcade staff is dealing with the error, thereby maintaining his / her interest in the gaming machine 10. This improves convenience for the player and visibility of information related to the game, thereby improving the enjoyment of the game.

[0237] In this embodiment, the gaming machine 10 capable of executing a game in which identification information (decorative special symbols) is variably displayed in a variable game (variable display game, game) is provided with a display means (display device 41) capable of displaying game history information (information displayed on the game history information screen 676) as information relating to the game history, and may enter a predetermined error state (e.g., control board communication abnormality error state, ball jam error state, prize ball non-payout error state, subtraction mechanism switch error state, game ball circulation mechanism error state, remaining ball error state) that can be released by operating the reset switch (error release switch 230), and the display means can display the game history information even in the predetermined error state, and even if a game is stopped due to a game becoming unplayable due to the satisfaction of a predetermined condition (the result of the game continuation determination is "NO") in the predetermined error state (e.g., ball jam error state), the game history information can be displayed, and the game can be executed in a predetermined error state (during the game continuation determination) that does not involve a game unplayable state.

[0238] According to such a gaming machine 10, even if the gaming machine 10 enters a predetermined error state, if the state does not necessitate a game disable state, the player can continue playing, so that the game can be played without interruption, and the interest of the game can be improved. Furthermore, even if the game is stopped due to a predetermined error state, the player can play up to a point that is convenient for the player, and the interest of the game can be improved. Furthermore, by making it possible to display the game history information even after the game is stopped, the player can check the game history information and maintain his interest in the gaming machine 10 when the store clerk at the game arcade deals with the error. Therefore, the convenience for the player and the visibility of the information related to the game are improved, and the interest of the game can be improved.

[0239] In this embodiment, the performance control device 300 can execute notifications (game stop notification 679, predetermined notification 682) that allow the player to recognize that a game impossible state will occur with a delay. According to such a gaming machine 10, the player can be notified that the game will stop in an easy-to-understand manner, thereby improving the interest of the game.

[0240] In this embodiment, the unplayable state cannot be released by the RAM clear switch 112. According to such a gaming machine 10, the unplayable state is not released even when the RAM clear switch 112 is pressed, so it is possible to prevent the RAM clear switch 112 from being mistakenly operated instead of the error release switch 230. Note that if a predetermined unplayable state occurs due to an act that is considered to be fraudulent activity, the unplayable state cannot be released even by the error release switch 230. According to such a gaming machine 10, the unplayable state that has occurred due to fraudulent activity cannot be easily released, so it is possible to deter further fraudulent activity.

[0241] In this embodiment, the gaming machine 10 is playable even in a predetermined error state or a specific error state. According to such a gaming machine 10, even in a predetermined error state or a specific error state, the player can play to a convenient round number, which can increase the interest of the game.

[0242] In this embodiment, in the gaming machine 10, notifications of a game-unplayable state (game stop notification 672, game stop guide notification 679, diagnostic analysis result screen 680) are prioritized over notifications of a predetermined error state or a specific error state. According to such a gaming machine 10, it is possible to easily notify a player, a store clerk, etc., that the gaming machine 10 is in a game stop state.

[0243] In this embodiment, the gaming machine 10 capable of executing a game includes a display means (display device 41) capable of displaying game history information (game history information screen 676) as information relating to the game history, and may enter a predetermined error state (e.g., control board communication abnormality error state, ball jam error state, prize ball non-payout error state, subtraction mechanism switch error state, game ball circulation mechanism error state, remaining ball error state) which can be released by operating the reset switch (error release switch 230), and may enter a specific error state (e.g., door open error state, right hit error state) which cannot be released by operating the reset switch, and the display means is capable of displaying game history information even in a predetermined error state, and is capable of displaying game history information even in a specific error state, and becomes unable to play when a predetermined condition (e.g., a variable game during a predetermined error state or a specific error state ends, or the result of the play continuation determination is "NO") is satisfied, resulting in a state in which play is not possible and play being stopped. According to such a gaming machine 10, even if the gaming machine 10 becomes unplayable, the player can continue playing up to a convenient round number, thereby improving the interest of the game. Also, even in a predetermined error state or a specific error state, the game history information can be displayed, so that the player can check the game history information while the gaming parlor staff is dealing with the error, thereby maintaining the player's interest in the gaming machine 10. Therefore, the convenience for the player and the visibility of the information related to the game are improved, thereby improving the interest of the game.

[0244] It is to be noted that the present invention is not limited to the above-described embodiment, and various modifications and alterations are possible within the scope of the technical concept, and it is clear that these are also included in the technical scope of the present invention. For example, it is possible to replace the time-saving state with a probability-changing state. For example, the performance control device can execute a part of the processing executed by the game control device, and conversely, the game control device can execute a part of the processing executed by the performance control device. For example, it is possible to combine a plurality of embodiments and a plurality of modified examples in various ways. In addition, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (slot machines, etc.). The scope of the present invention is indicated by the claims, and it is intended to include all modifications within the scope of the claims and the meaning and content equivalent thereto.

[0245] For example, when the above-mentioned embodiment is applied to a slot machine, the game media used in the game are medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (awarded). The control of the launch of game balls in a pachinko machine corresponds to the control of medal (game media) insertion in a slot machine. The number of game media used is the number of inserted medals, which is the number of medals inserted into the slot machine. And, for example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of paid out medals to the number of medals inserted into the slot machine, and the ratio of the bonuses is the ratio (%) of the number of medals paid out in a specified period of time. [Explanation of symbols]

[0246] 10 Gaming machines 25 Production button 30 Game Board 32 Gaming area 34 General starting gate 36 First start winning hole (first start hole, first start winning area) 37 Normal variable winning device (second start port, second start winning area) 39 Special variable prize device 41 Display device 50 Collective display device (LED) 86 Specific Area (V Winning Port) 100 Game control device (main board) 112 RAM clear switch 230 Error release switch 300 Performance control device (sub-board)

Claims

1. In a gaming machine capable of executing a game, A display means is provided for displaying game history information as information relating to a game history, There may be cases where a certain error state occurs that can be cleared by operating the reset switch. There may be cases where a specific error state occurs that cannot be cleared by operating the reset switch. The display means is The display device is capable of displaying identification information that changes depending on the execution of a game, The game history information can be displayed even in the predetermined error state, The game history information can be displayed even in the specific error state, When a predetermined condition is satisfied in the predetermined error state, the game is stopped, The game stop state is triggered by satisfying a predetermined condition in the specific error state, and a game stop notification executed in response to the game stop state can be displayed in priority to the identification information; A gaming machine characterized in that the gaming history information can be displayed even during a varying display.

2. 2. The gaming machine according to claim 1, wherein the display means is capable of displaying the gaming history information even when the gaming machine is in the gaming stopped state.

Citation Information

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