Gaming Machines

The gaming machine addresses the issue of players becoming overly involved by using a difference ball number counting mechanism and effect control means to manage game progression and notify players of non-game states, resulting in a more balanced and peaceful gaming experience.

JP7679077B2Active Publication Date: 2025-05-19SOPHIA CO LTD
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Patent Information

Application Number
JP2021190633
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-11-24
Publication Date
2025-05-19
Estimated Expiration
2041-11-24

AI Technical Summary

Technical Problem

Conventional gaming machines do not effectively prevent players from becoming overly involved in games, leading to a lack of peace of mind during gameplay.

Method used

A gaming machine equipped with a difference ball number counting mechanism, game stop means, suppression means, and effect control means, which includes a display system to notify players of non-game states and manage game progression to prevent excessive involvement.

Benefits of technology

The solution allows players to play games with peace of mind by preventing excessive involvement and ensuring a balanced gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that allows a player to play a game comfortably while preventing the player from being infatuated with the game.SOLUTION: Game control means of a game machine includes: game stop means capable of generating a game inexecutable state in which a game cannot be executed on the basis of a difference between the number of put-out game media and the number of used game media; start storage means capable of storing start memories as an execution right of the game; and prior determination means capable of determining a result of the game beforehand, before the game based on the start memories is executed. Upon receipt of a determination result of the prior determination means from the game control means, performance control means can execute a notice performance on the basis of the determination result, but does not execute the notice performance even when receiving the determination result in the case where the difference between the number of put-out game media and the number of used game media is a predetermined value or more.SELECTED DRAWING: Figure 100B
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines capable of executing games (such as games, etc.) (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, there has been room for improvement in preventing players from being overly involved in the game.

[0005] Therefore, an object of the present invention is to provide a gaming machine that prevents players from being overly involved and allows them to play games with peace of mind.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine capable of executing a game, a difference ball number counting means for counting the difference ball number from the number of game media paid out or the number of game media determined to be paid out and the detection result of the used game media, and a game stop means capable of generating a game impossible state in which the game cannot be executed when a predetermined condition based on the difference ball number is satisfied. A suppression means capable of suppressing the occurrence of a non-game state when the game is in a predetermined state, A first area that can be read from and written to by the first program and is made read-only and write-protected from the second program to serve as a work area for game control, a second area that is read-only and write-protected from the first program and is made readable and writable from the second program, and an unused area disposed between the first area and the second area; storage means including these; and effect control means that can be guided by effect means including display means for giving notice of the occurrence of a non-game state. The second program can store the number of balls in the second area, and the first program can store a flag indicating the occurrence of a non-game state in the first area based on the number of balls stored in the second area. The flag is not initialized when the power is turned on, the number of balls is initialized when the power is turned on, the game stop means can generate a non-game state based on the flag, and the effect control means In a predetermined state, before the establishment of a predetermined condition, When the number of balls is within a predetermined range before the occurrence of the non-game state, give notice of the occurrence of the non-game state First and can display a notice display on the display means After the establishment of a predetermined condition, the display means can display a second warning display that warns of the occurrence of a non-game state after the release of a suppression state in which the occurrence of the non-game state is suppressed. .

Effect of the Invention

[0007] According to one aspect of the present invention, it is possible to provide a gaming machine that prevents players from getting overly involved and allows them to play games with peace of mind.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the front, rear, left, and right refer to the directions as seen from the player during the game.

[0010] [Overall View of the Gaming Machine] FIG. 1 is a diagram for explaining the gaming machine.

[0011] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island facility via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Further, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge, and the right end side is the opening end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit 17.

[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 surface of the game board 30 is attached. The cover glass 14 functions as a game visual recognition area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. 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, access can be made to the game area 32 of the game board 30. Further, by opening the front frame 12 with the glass frame 15 not opened, access can be made to a game control device (main board) 100 (see FIG. 3) and the like disposed on the back side of the game board 30.

[0014] Various frame components are disposed at the edge portion around the cover glass 14 of the glass frame 15.

[0015] Decoration devices 18a, 18b, 18c capable of performing light emission effects according to the game state are disposed at the upper center, the right side portion, and the left side portion of the glass frame 15. The decoration devices 18a, 18b, 18c house lighting members such as LEDs inside, and are effect devices that perform light emission effects according to the game state. The lighting members disposed inside these decoration devices 18a, 18b, 18c constitute a part of the frame decoration device 18 (see FIG. 4).

[0016] The decoration device 18a is a top unit that extends in the left - right direction of the gaming machine 10 above the glass frame 15 (or the opening - and - closing frame) and protrudes obliquely forward. The decoration device 18a has a substantially flat front portion 456 with various displays such as the model name. Although the decoration device 18a is fixed and does not operate in this embodiment, in order to reduce the sense of oppression on the player, it may protrude from the retracted initial position (normal position) to a forward, upward, or diagonal operating position only when necessary, or move in the front - rear direction or the up - down direction. When the decoration device 18a (here, the top unit) operates (moves), it becomes a frame effect device (movable accessory) that can operate from the initial position to the operating position.

[0017] The decoration device 18b is a protruding effect unit (front - frame light - emitting unit) that extends vertically on the right side of the glass frame 15 and protrudes forward. The decoration device 18c is a protruding effect unit (front - frame light - emitting unit) that extends vertically on the left side of the glass frame 15 and protrudes forward. The decoration devices 18b and 18c irradiate light toward the player on the central side (inside) of the gaming machine 10 and light leaks to the outside of the gaming machine 10 from a plurality of openings.

[0018] Upper speakers 19a are respectively disposed at the upper - right - hand corner portion and the upper - left - hand corner portion of the glass frame 15. Separately from these upper speakers 19a, two lower speakers 19b are provided at the lower part of the gaming machine 10. The lower speakers 19b are disposed at the lower - left - hand corner portion of the glass frame 15 and the lower - right - hand corner portion of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc. The left and right upper speakers 19a are respectively covered by right - side and left - side speaker decoration members 470.

[0019] An upper - tray unit 20 having an upper tray 21 capable of storing game balls (game media) is attached to the lower part of the glass frame 15. The upper tray 21 is formed in a box shape that is open at the top. The game balls stored in the upper tray 21 are supplied to the ball - launching device one by one.

[0020] The upper plate unit 20 further includes an effect operation device that receives input operations from the player, a ball lending operation device that receives input operations from the player, and a decoration device 22 that performs light emission effects and the like according to the game state.

[0021] The effect operation device is an operation device including an effect button 25, a cross key switch 450, and volume adjustment button switches 451a and 451b, and is provided at the upper center and the left side of the upper plate unit 20 so that it is easy for the player to operate. The effect button 25 is arranged within the opening of the operation panel 490 so as to be surrounded by the operation panel 490. The operation panel 490 can reflect light by means of surface metal plating or making the whole made of metal, and has, for example, a silver (silver color) metallic luster. When the effect button 25 emits light, the light from the effect button 25 is reflected by the surrounding operation panel 490, making the light emission effect of the effect button 25 effective.

[0022] The effect button 25 may include a built-in effect button switch 25a and a touch panel 25b provided on the surface.

[0023] The volume adjustment button switches 451a and 451b are provided on the upper left side of the operation panel 690 of the upper plate unit 20, and are used to increase or decrease (+-) the volume of the speakers 19 (the upper speaker 19a and the lower speaker 19b) for adjustment. The cross key switch 450 (cross key SW) is provided adjacent to the volume adjustment button switches 451a and 451b on the upper left side of the operation panel 490 of the upper plate unit 20, and is used to adjust, for example, the brightness of the LED for effect. The cross key switch 450 may also be called a direction key switch, and may be a general one composed of a plurality (for example, four) of switches arranged in the front, back, left, and right directions. For example, in a predetermined state such as when waiting for customers and / or during a game (during a play), the volume adjustment button switches 451a and 451b may be pressed down to adjust the volume of the speaker 19, and the switch in front of or behind the cross key switch 450 may be pressed down to adjust the light amount (brightness, luminance) of the LED for effect or the like. Note that, without providing the volume adjustment button switches 451a and 451b, the volume of the speaker 19 may be adjusted by pressing down the switch on the left or right of the cross key switch 450.

[0024] By operating the effect operation device (especially the effect button 25) by the player, an effect can be performed by intervening the player's operation in a special figure variation display game or the like displayed on the display device 41 (see FIG. 2). For example, an effect pattern (effect mode) can be selected, or a preview effect for previewing the result of the variation display game corresponding to the start memory in advance can be executed. Note that the variation display game includes a special figure variation display game, and when simply referred to as a variation display game, it refers to the special figure variation display game in this specification.

[0025] Also, not only during the execution of the variation display game, but also when the player operates the effect operation device during non-execution, the effect pattern may be changed.

[0026] Note that the game states during the execution of the variable display game consist of a plurality of game states. The normal game state (normal state) is a game state in which no special game state has occurred. Also, the special game state is, for example, a time-limited state as a specific game state, a state in which the probability of occurrence of a special result (e.g., a big win) is high in the variable display game (certain probability change state, probability variation state), a big win state (special game state), and a small win game state (small win state). Thus, the gaming machine 10 has a plurality of game states with different probabilities of occurrence of special results, and the game control device 100 (game state selection means, setting means) can select (set) one game state from among the plurality of game states as the current game state.

[0027] Here, the certain probability change state (specific game state) includes those that continue until the next big win occurs (loop type), those that continue until a predetermined number of variable display games are executed (number cut type, ST), and those that continue until winning a predetermined probability drop lottery (drop lottery type), etc.

[0028] Furthermore, instead of determining whether to generate the certain probability change state by a big win symbol random number, the certain probability change state may always be generated when a big win occurs.

[0029] The game ball lending operation device is an operation device that the player operates when borrowing a game ball, and is provided at the upper right side of the operation panel 490 of the upper plate unit 20. The game ball lending operation device includes a balance display unit 490a, a game ball lending button 27, and a return button 28. The balance display unit 490a is a display area in which the balance of a prepaid card or the like is displayed. The game ball lending button 27 is a button that the player operates when borrowing a game ball, and the return button 28 is a button that the player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10.

[0030] The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission effects and the like according to the game state, and is provided on the upper plate unit 20. The lighting member disposed inside the decoration device 22 constitutes a part of the frame decoration device 18 (see FIG. 4).

[0031] Below the glass frame 15 including the above-described upper plate unit 20 and the like, and at the lower part of the front frame 12, there are provided an operation handle 24 for controlling the operation of a ball launching device (not shown) and a lower plate unit 29 including a lower plate 23 capable of storing game balls and the like. The lower plate unit 29 and the upper plate unit 20 are conformable in shape and are arranged side by side in the vertical direction. By operating the upper plate operation unit 435 of the upper plate unit 20, the game balls on the upper plate 21 can be made to flow down to the lower plate 23.

[0032] The operation handle 24 is located at the lower right part of the front frame 12 and is disposed below the lower speaker 19b on the right side. When the player rotates the operation handle 24, the ball launching device launches the game balls supplied from the upper plate 21 into the game area 32 of the game board 30. The launching speed of the game balls launched from the ball launching device is set to increase as the rotation operation amount of the operation handle 24 increases. That is, the ball launching device can change the launching momentum (speed), which is the momentum of launching the game balls into the game area 32, corresponding to the operation of the operation handle 24 by the player, and can launch the game balls in various launching modes with different launching momenta. The launching modes include left hitting (normal hitting) in which the game balls flow down on the left side of the game area 32 and right hitting in which the game balls flow down on the right side of the game area 32.

[0033] The lower plate 23 of the lower plate unit 29 is disposed below the upper plate unit with a predetermined interval from the upper plate unit 20. The lower plate 23 has a ball drain hole 23a penetrating the bottom surface of the lower plate 23 in the vertical direction and an opening / closing operation part 23b for opening and closing the ball drain hole 23a. When the player operates the opening / closing operation part 23b to open the ball drain hole 23a, the game balls stored in the lower plate 23 can be discharged to the outside through the ball drain hole 23a.

[0034] On the back side of the front frame 12, there are arranged a power supply device 400 that supplies power to various devices, an upper tank 448 that stores game balls replenished from a replenishing device (not shown) installed in the island equipment, a payout device (payout unit) that pays out the game balls flowing down from the upper tank 448 to the upper tray 21, and the like.

[0035] 〔Game Board〕 Subsequently, with reference to FIG. 2, the game board 30 of the gaming machine 10 will be described. FIG. 2 is a front view of the game board 30 provided in the gaming machine 10.

[0036] As shown in FIG. 2, the game board 30 includes a flat game board main body 30a that serves as a mounting base for various members. The game board main body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board main body 30a. The gaming machine 10 is configured to perform a game by firing a game ball from a ball launching device into the game area 32 surrounded by the guide rails 31. In the game area 32, members such as a windmill and obstacle pins are arranged as members for changing the flowing direction of the game ball, and the launched game ball flows down through the game area 32 while changing the rolling direction by these members.

[0037] At approximately the center of the game area 32, a center case (front configuration body) 40 that forms a window portion serving as a display area for a variable display game is attached. Behind the window portion formed in the center case 40, a display device 41 as an effect display device (variable display device) that variably displays a plurality of identification information is arranged. The display device 41 includes, for example, a liquid crystal display, and is arranged so that the display content can be visually recognized from the front side of the game board 30 through the window portion of the center case 40. Note that the display device 41 is not limited to one including a liquid crystal display, and may include a display such as an EL or a CRT.

[0038] On the display screen (display unit) of the display device 41, a plurality of variable display areas are provided, and identification information (special symbols) and characters that produce variable display games are displayed in each variable display area. In addition, images based on the progress of the game (such as jackpot display, fanfare display, ending display, etc.) are displayed on the display screen.

[0039] Also, in the center case 40, an inlet 40a to a warp passage 40e for guiding the game balls flowing down in the game area 32 to the inside of the center case 40 and a stage portion 40b where the game balls that have passed through the warp passage 40e can roll are provided. Since the stage portion 40b of the center case 40 is arranged above the start winning opening 36 and the normal variable winning device 37, the game balls rolling on the stage portion 40b are likely to win the start winning opening 36 or the normal variable winning device 37.

[0040] An upper effect unit 40c and a side effect unit 40d are provided on the upper part and the right side part of the center case 40, respectively. The upper effect unit 40c and the side effect unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board effect device 44 (see FIG. 4).

[0041] A normal symbol start gate (general symbol start gate) 34 is provided in the game area 32 on the right side of the center case 40. Inside the general symbol start gate 34, a gate switch (SW) 34a (see FIG. 3) for detecting the game balls that have passed through the general symbol start gate 34 is provided. When the game balls driven into the game area 32 pass through the general symbol start gate 34, a general symbol variable display game is executed.

[0042] A general winning opening 35 is arranged in the game area 32 at the lower left of the center case 40, and a general winning opening 35 is also arranged in the game area 32 at the lower right of the center case 40. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning openings 35.

[0043] In the game area 32 below the center case 40, a start winning opening (start opening 1, first start winning area) 36 that gives the start condition of the special figure variable display game is provided. In the game area 32 on the right side of the center case 40, below the normal figure start gate 34, a normal variable winning device 37 (normal electric accessory, general electric) having a second start winning opening (start opening 2, second start winning area) is provided. The normal variable winning device 37 includes a movable member (movable piece) 37b that rotates forward to convert to a state where it is easy for the game ball to flow in. When the movable member 37b is in the closed state, the game ball cannot win the normal variable winning device 37. When the game ball wins the start winning opening 36 or the normal variable winning device 37, a special figure variable display game is executed as an auxiliary game. Note that in the start winning opening 36, it is easier for the game ball to win when hitting left, and in the normal variable winning device 37, it is easier for the game ball to win when hitting right.

[0044] The movable member 37b is a so-called bell-type normal electric accessory. When the result of the normal figure variable display game becomes a predetermined stop display mode, it operates via a general electric solenoid 37c (see FIG. 3) and opens, changing to an open state (a winning easy state advantageous to the player) where it is easy for the game ball to flow into the normal variable winning device 37. The movable member 37b is in a closed state (a non-winning easy state, a winning difficult state) where it is difficult for the game ball to flow into the normal variable winning device 37 unless it is in the open state (winning easy state). Note that in this embodiment, unlike the normal variable winning device 37, the start winning opening 36 does not have a movable member (opening and closing member) and is always in an open state (open state), but a configuration having a movable member (opening and closing member) is also possible.

[0045] Note that the movable member 37b is controlled by a game control device 100 described later. The game control device 100 increases the frequency of occurrence of a winning-easy state by shortening the variation time of the general drawing variation display game or setting the winning probability of the general drawing variation display game to a higher probability than normal, or by making the occurrence time of the winning-easy state longer than that of the winning-easy state occurring in the normal game state where no special game is performed, thereby generating a time-saving state (general power support state) as the aforementioned specific game state. Note that even in the probability-variable state (excluding the latent probability-variable state), the time-saving state (general power support state) occurs repeatedly.

[0046] In the game area 32 to the right of the start winning opening 36, there is provided a first special variation winning device 38 (special electric accessory) having an attack-type opening and closing door 38c that opens the lower large winning opening by retracting from the front to the back side by a lower large winning opening solenoid 38b (see FIG. 3). The first special variation winning device 38 converts from a state where the large winning opening is closed (a blocking state disadvantageous to the player) to an open state (a game state advantageous to the player) according to the result of the special drawing variation display game, and facilitates the inflow of game balls into the lower large winning opening, thereby giving the player a predetermined game value (for example, prize balls or the number of time-saving times / number of probability-variable times after the big win ends). Note that a lower large winning opening switch 38a (count switch) is provided in the lower large winning opening as a detection means for detecting game balls that have entered the large winning opening. Note that in the first special variation winning device 38, game balls are more likely to win when hitting the right side.

[0047] Above the game area 32 above the normal variable winning device 37, there is provided a second special variable winning device 39 having an opening and closing door 39c that opens the upper large winning opening by rotating in a direction in which the upper end side falls to the right by the upper large winning opening solenoid 39b (see FIG. 3). The second special variable winning device 39 converts from a state where the large winning opening is closed (a blocking state disadvantageous to the player) to an open state (a special game state advantageous to the player) according to the result of the special figure variable display game, and facilitates the inflow of game balls into the large winning opening, thereby giving the player a predetermined game value (for example, prize balls or the number of time-saving times / assured variable times after the jackpot ends). Note that inside the large winning opening, there is disposed an upper large winning opening switch 39a (count switch) (see FIG. 3) as detection means for detecting game balls that have entered the large winning opening. In the second special variable winning device 39, it is easier for game balls to win when hitting the right side. Also, the lower large winning opening switch 38a and the upper large winning opening switch 39a are collectively referred to as the large winning opening switch 43.

[0048] Inside the second special variable winning device 39, a specific area 86 (so-called V winning opening) is provided. When a game ball enters the specific area 86 (V winning opening) after the opening and closing door 39c is opened by a small win, the jackpot is determined. The specific area 86 may be opened for a long time only during a small win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball through the specific area 86 (V winning) via a sensor (the specific area switch 72 described later), etc. When detecting a V winning, it determines to shift to the jackpot state after the small win ends, and transmits information (such as a specific area passage command) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41 or the like.

[0049] That is, in the present embodiment, the gaming machine 10 is a so-called one-kind two-kind hybrid machine (1 + 2 kind machine). In the present embodiment, when the second special variable winning device 39 is opened by a small win, a game ball makes a V winning in the specific area 86 (V winning opening) inside the second special variable winning device 39, and a jackpot occurs.

[0050] When a game ball wins a prize at the general winning opening 35, the start winning opening 36, the normal variable winning device 37, and the big winning openings of the special variable winning devices 38 and 39, the payout control device 200 (see Fig. 3) discharges the number of prize balls corresponding to the type of the winning opening from the payout device to the upper tray 21. Also, in the lower game area 32, an out opening 30b for collecting game balls that did not win a prize at the winning openings or the like is provided. Further, near the general winning opening 35, the start winning opening 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, an LED (a part of the board decoration device 46 described later) capable of emitting light when a game ball wins a prize is disposed.

[0051] Also, outside the game area 32 and at the lower right corner of the game board main body 30a, a collective display device 50 for executing a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a normal figure variable display game is provided. The collective display device 50 includes display units 51 to 60 configured from LED lamps (light emitting parts, light emitting members) for displaying information such as the current game state.

[0052] The collective display device 50 has a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game configured by a 7-segment type display (LED lamp) or the like, a variable display unit 53 (normal figure display, lamps D8, D10, D18) for the normal figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, normal figure hold display 56) for notifying the stored number of starts (holds) of each variable display game. The special figure 1 hold display 54 is composed of lamps D11 and D12. The special figure 2 hold display 55 is composed of lamps D13 and D14. The normal figure hold display 56 is composed of lamps D15 and D16.

[0053] In addition, the batch display device 50 is provided with a first game state display unit 57 (first game state display, lamp D7) that notifies whether it is a right-handed hit (when a right-handed hit should be made) or a left-handed hit (normal hit), a second game state display unit 58 (second game state display, lamp D17) that lights up when a time-short state occurs to notify the occurrence of the time-short state, a third game state display unit 59 (third game state display, probability state display unit, lamp D9) that displays that the probability state of a big win is a high probability state when the gaming machine 10 is powered on, and a round display unit 60 (lamps D3 - D6) that displays the number of rounds at the time of a big win (the number of opening and closing times of the special variable winning devices 38 and 39).

[0054] In the special figure 1 display 51 and the special figure 2 display 52, the variable display game is executed by a variable display that repeats the lighting and extinguishing (flashing) of identification information (for example, the central segment). Note that the special figure 1 display 51 and the special figure 2 display 52 are not limited to such segment-type display units, and may be composed of an aggregate of a plurality of LEDs. When executing a variable display, all lighting and extinguishing (simultaneous flashing of all LEDs), cyclic lighting (lighting and extinguishing in a predetermined order at predetermined intervals from any one of the LEDs), or lighting and extinguishing (flashing) or cyclic lighting by a predetermined number of LEDs among a plurality of LEDs may be performed by all the LEDs provided as the display. Also in the general figure display 53, the variable display game is executed by a variable display (flashing) that repeats the lighting and extinguishing of lamps D10 and D18. Also, the general figure display 53 can be appropriately configured in the same manner as the special figure 1 display 51 and the special figure 2 display 52.

[0055] The lamp display device 80 has lamp display units 1 and 2 (LEDs) that execute a variable display (flashing) that repeats the lighting display and the extinguishing display as symbols (the fourth special symbol, the 4th symbol described later), and lamp display units 3 - 6 (LEDs) for notifying the stored number of starts (hold) of each special figure variable display game. Note that the lamp display device 80 is controlled by an effect control device 300 (described later).

[0056] The lamp display units 1 and 2 flash at a predetermined flashing cycle (e.g., 200 msec (milliseconds)) as variable display. That is, the switching between the off state and the on state of the lamp display units 1 and 2 is performed within a period of half of the flashing cycle (e.g., 100 msec). While the variable display time in the special drawing 1 display 51, the special drawing 2 display 52, and the general drawing display 53 of the batch display device 50 is measured by the game control device 100, the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later).

[0057] The lamp display units 3 and 4 (special drawing 1 hold LEDs 1 and 2) display the special drawing 1 hold number (first start memory number) by a combination of the off state, the on state, and the flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LEDs 1 and 2) display the special drawing 2 hold number (second start memory number) by a combination of the off state, the on state, and the flashing state. The lamp display units 3 - 6 end the display of the hold number when a big win occurs, but display the hold number in cases other than during the big win state (including the case where a reach described later occurs in the display device 41).

[0058] Next, the game flow in the gaming machine 10, and the details of the general drawing variable display game and the special drawing variable display game will be described.

[0059] In the gaming machine 10, the game is played by shooting a game ball from a ball shooting device (not shown) toward the game area 32. The shot game ball rolls down the game area 32 while changing its rolling direction by obstacle pins, windmills, etc. arranged at various places in the game area 32, and enters the general drawing start gate 34, the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the special variable winning devices 38 and 39, or flows into the out port 30b provided at the bottom of the game area 32 and is discharged from the game area 32. When a game ball wins in the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the special variable winning devices 38 and 39, a corresponding number of prize balls are discharged to the upper tray 21 via the payout device according to the type of the winning opening where the ball won.

[0060] The general pattern start gate 34 is provided with a gate switch 34a (see FIG. 3) for detecting a game ball that has passed through the general pattern start gate 34. When a game ball passes through the general pattern start gate 34, it is detected by the gate switch 34a, and based on the determination result of the random number value for winning determination extracted at this time, a general pattern variable display game is executed.

[0061] In a state where the general pattern variable display game cannot be started, for example, when the general pattern variable display game has already been performed and the game has not ended, or when the result of the general pattern variable display game is a win and the normal variable winning device 37 has been converted to an open state, when a game ball passes through the general pattern start gate 34, if the general pattern start stored number (general pattern hold number) is less than the upper limit number, the stored number is incremented (+1).

[0062] The general pattern start memory (general pattern hold) stores a random number value for winning determination for determining the win or loss of the general pattern variable display game. When this random number value for winning determination matches the determination value, the general pattern variable display game is a win and a specific result mode (specific result) is derived.

[0063] The general pattern variable display game is executed on the general pattern display 53 provided in the batch display device 50. The general pattern display 53 is composed of LEDs that indicate a win when in a lit state as general identification information (general pattern), and indicate a loss when in an extinguished state. By flashing these LEDs, the variable display of the general identification information is performed, and after the elapse of a predetermined variable display time, the result is displayed by lighting or extinguishing the LEDs.

[0064] When the general pattern random number value extracted when passing through the general pattern start gate 34 is a winning value, the general pattern (general pattern) displayed on the general pattern display 53 stops in a winning state and becomes a winning state. At this time, when the general electricity solenoid 37c (see FIG. 3) is driven, the movable member 37b is converted to an open state for a predetermined time (for example, 3 seconds × 2 times), and the entry of game balls into the normal variable winning device 37 is permitted.

[0065] The winning of the game balls into the start winning opening 36 and the winning into the normal variation winning device 37 are detected by the start opening 1 switch 36a (see FIG. 3) and the start opening 2 switch 37a (see FIG. 3). The game balls that win into the start winning opening 36 are detected as the start winning balls of the special figure 1 variation display game and are stored up to a predetermined upper limit number, and the game balls that win into the normal variation winning device 37 are detected as the start winning balls of the special figure 2 variation display game and are stored up to a predetermined upper limit number.

[0066] When detecting the start winning balls of the special figure variation display game, jackpot random values, jackpot symbol random values, each variation pattern random values, etc. are extracted. These random values are stored as special figure start winning memories in the special figure hold memory area (a part of the RAM) of the game control device 100 up to a predetermined number of times (for example, up to 8 times at most). The stored number of the special figure start winning memories is displayed on the special figure 1 hold display 54 and the special figure 2 hold display 55 for notifying the start winning number of the integrated display device 50, and is also displayed on the display screen of the display device 41.

[0067] The game control device 100 executes the special figure 1 variation display game on the special figure 1 display 51 based on the winning into the start winning opening 36 or the first start memory (special figure 1 start memory, special figure 1 hold). Also, the game control device 100 executes the special figure 2 variation display game on the special figure 2 display 52 based on the winning into the normal variation winning device 37 or the second start memory (special figure 2 start memory, special figure 2 hold).

[0068] The special figure 1 variation display game (the first special figure variation display game) and the special figure 2 variation display game (the second special figure variation display game) are performed by variably displaying identification information (special symbols, special figures) on the special figure 1 display 51 and the special figure 2 display 52 and then stopping and displaying a predetermined result mode.

[0069] Also, on the display device 41, a decorative special figure variation display game is executed in which a plurality of types of identification information (for example, numbers, symbols, character symbols, etc.) are variably displayed corresponding to each special figure variation display game.

[0070] In the decorative special symbol variable display game in the display device 41, the decorative special symbol (identification information) composed of the above-mentioned numbers and the like starts variable display (scroll display) in the order of left (first special symbol), right (second special symbol), and middle (third special symbol), and after a predetermined time, the symbols that are changing are sequentially stopped, and the result of the special symbol variable display game is displayed. Also, in the display device 41, various effect displays such as the appearance of characters are performed to enhance the interest. Furthermore, in the decorative special symbol variable display game, as another decorative special symbol (identification information), in the lamp display units 1 and 2 of the lamp display device 80, the fourth special symbol (4th symbol) changes by repeating lighting display and extinguishing display (flashing). The variable display of the lamp display units 1 and 2 stops with "extinguishing" in the case of a miss and "lighting" in the case of a big win or a small win after a predetermined time from the start.

[0071] When a game ball wins a prize in the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random value at the time of prize detection is a big win value), a specific result mode (special result mode) is derived from the display symbol as the result of the special symbol variable display game, and it becomes a big win state (special game state). Correspondingly, the display mode of the display device 41 becomes a special result mode (for example, a state where numbers such as "7,7,7" are aligned).

[0072] At this time, the special variable winning devices 38 and 39 convert the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds) by energizing the big winning opening solenoids (38b, 39b) (see FIG. 3). That is, the big winning openings provided in the special variable winning devices 38 and 39 open wide until a predetermined time or a predetermined number of game balls win a prize, and during this period, the privilege that the player can obtain many game balls is given.

[0073] When a game ball wins a prize at the first start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as the result of the special variable display game, and a small win state is entered. Correspondingly, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value).

[0074] At this time, the special variable winning devices 38 and 39 are energized to the big winning opening solenoids 38b and 39b (see FIG. 3), so that the big winning opening is converted from the closed state to the open state for a predetermined short time. Since the total open time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the player can obtain fewer game values (number of acquired balls) in the small win state than in the jackpot state. Although the big winning opening is in the open state in both the small win state and the jackpot state, the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 (upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win).

[0075] Here, the difference between a jackpot and a small win will be described.

[0076] A big win is a special result accompanied by the operation of a conditional device, and a small win is a specific result not accompanied by the operation of the conditional device. The conditional device is something that operates when a big win occurs (stop display of big win symbols) in a special figure variable display game. When the conditional device operates, for example, it means that a specific flag for continuously operating special variable winning devices 38 and 39 as special electric accessory devices is set when a big win state occurs. Also, when the conditional device operates, it may mean that there has been a passage of a game ball to a specific area 86 (V winning). When the conditional device does not operate, it means that, for example, the above-mentioned specific flag is not set, such as when simply winning a small win lottery. However, as will be described later in this embodiment, when there is a V winning during a small win state, the conditional device will operate. Note that the "conditional device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically. Also, the "conditional device" is a term generally used in the field of pachinko gaming machines as a device whose operation is a necessary condition for continuous operation of electric accessory devices, and is used in this specification as a term having the same meaning.

[0077] Specifically, in the case of a big win, the special variable winning device is opened by setting a big win flag, while in the case of a small win, the special variable winning device is opened by setting a small win flag.

[0078] Note that the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays or as the same display, but are set so that each special figure variable display game is not executed simultaneously. Note that the special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game, and there is start storage for the special figure 1 variable display game and the special figure 2 variable display game. When the state becomes such that the special figure variable display game can be executed, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation).

[0079] Regarding the decorative special figure variable display game in the display device 41, the special figure 1 variable display game and the special figure 2 variable display game may be executed on separate display devices or separate display areas, or may be executed on the same display device or display area. In this case, the decorative special figure variable display games corresponding to the special figure 1 variable display game and the special figure 2 variable display game may not be executed simultaneously.

[0080] In the following description, when the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, it is simply referred to as the special figure variable display game.

[0081] Also, although not particularly limited, for the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 39a), a non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that has a coil for magnetic detection and detects a game ball by utilizing the phenomenon that the magnetic field changes when a metal approaches the coil is used. Further, for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the front frame opening detection switch 64 (main body frame opening detection switch) provided on the front frame (gaming frame) 12 or the like, a microswitch having a mechanical contact can be used.

[0082] 〔Game control device〕 FIG. 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 includes a game control device 100 (main board), and the game control device 100 is a main control device (main board) that comprehensively controls the game, and includes a CPU unit 110 having a game microcomputer (hereinafter referred to as a game microcomputer) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 that connects between the CPU unit 110, the input unit 120, and the output unit 130.

[0083] The CPU unit 110 includes a game microcomputer (CPU) 111 called an amusement chip (IC), and an oscillator such as a crystal oscillator, and has an oscillation circuit (crystal oscillator) 113 that generates the operating clock of the CPU, timer interrupts, and the clock serving as a reference for the random number generation circuit. For the game control device 100 and electronic components such as solenoids and motors driven by the game control device 100, DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400 are supplied to enable operation.

[0084] The power supply device 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of DC32V from an AC power supply of 24V, a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC voltage of DC32V, a backup power supply unit 420 that supplies the power voltage to the internal RAM of the game microcomputer 111 during a power failure, and a control signal generation unit 430 that has a power failure monitoring circuit and generates and outputs control signals such as a power failure monitoring signal and a reset signal for notifying the game control device 100 of the occurrence and recovery of a power failure.

[0085] In this embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be configured to be provided on a separate board or integrated with the game control device 100, that is, on the main board. Since the game board 30 and the game control device 100 are to be replaced when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a board separate from the power supply device 400 or the main board as in the embodiment, they can be excluded from the replacement target to achieve cost reduction.

[0086] The backup power supply unit 420 can be composed of a single large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 (especially the built-in RAM) of the game control device 100 so that the data stored in the RAM is retained even during a power outage or after the power is turned off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, detects a power outage when it drops to, for example, 17V or less, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from the time of power-on or power restoration.

[0087] In addition, the game control device 100 is provided with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read at the time of power-on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal and resets the entire control system.

[0088] In addition, the game control device 100 (main board) is provided with a setting key switch 93. When the setting key switch 93 is turned on by an operator's rotation operation or the like, it makes the probability setting value (setting value) corresponding to the setting regarding the game conditions (game) changeable. Note that the RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operator's operation. In the present embodiment, the probability setting value is a setting value for setting winning probabilities such as the big win probability and the small win probability, but other game conditions (such as effects) other than probability can also be changed according to the probability setting value. For example, the higher the probability setting value, the higher the winning probability may be set. The setting key switch 93 and the RAM initialization switch 112 constitute setting change means (setting change device 42, setting means) that can change the setting (probability setting value) regarding the game conditions. Note that instead of the RAM initialization switch 112, another switch may be used as the setting value change switch, or a dedicated and independent setting value change switch may be provided.

[0089] The setting key switch 93 and the RAM initialization switch 112 are arranged at positions (inaccessible positions) where they cannot be operated unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112.

[0090] As will be described later, when the gaming machine 10 is powered on (power restored after a power outage), the gaming machine 10 can shift to various states such as a setting variable state (setting change state, setting possible state, setting change mode) in which the probability setting value can be changed (settable), and a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112.

[0091] In this embodiment, the probability setting value is defined in, for example, six levels, namely probability setting value 1 (setting 1), probability setting value 2 (setting 2), probability setting value 3 (setting 3), probability setting value 4 (setting 4), probability setting value 5 (setting 5), and probability setting value 6 (setting 6). Generally, setting 1 is the setting most disadvantageous to the player, and setting 6 is the setting most advantageous to the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings, and settings 5 and 6 are high settings.

[0092] In the probability setting change process, each time the operator presses the RAM initialization switch 112, the working setting value (setting) in the working setting value area changes as follows: setting value 0 (setting 1, probability setting value 1) → setting value 1 (setting 2, probability setting value 2) → setting value 2 (setting 3, probability setting value 3) → setting value 3 (setting 4, probability setting value 4) → setting value 4 (setting 5, probability setting value 5) → setting value 5 (setting 6, probability setting value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ···. Thus, the RAM initialization switch 112 also functions as a setting value change switch. For the sake of explanation, during the setting change state (setting change mode), working setting values 0 to 5 are provided corresponding to probability setting values 1 to 6 respectively, but the working setting value and the probability setting value may be aligned in the same numerical range (i.e., 0 to 5 or 1 to 6) and treated as the same (making the working setting value and the probability setting value the same numerical value).

[0093] Note that instead of operating the RAM initialization switch 112 (setting value change switch), the probability setting value may be changed by rotating the setting key switch 93 to a predetermined position. Also, the probability setting value is not limited to six levels. And the display probability setting value corresponding to the selected working setting value of 0 to 5 is displayed on a performance display device 152, etc., which is, for example, a 4-digit 7-segment type (8-segment type including dot Dp) display. Also, information regarding the setting value such as the display probability setting value (for example, a display from which probability setting values 1 to 6 can be read) may be displayed on the front surface of the gaming machine (for example, the integrated display device 50). Also, information regarding the setting value such as the display probability setting value may be displayed on the front surface of the gaming machine (for example, the integrated display device 50) not only during the setting variable state or the setting confirmation state, but also during the execution of the game control (during the execution of the game process described later).

[0094] The game microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a, a read-only ROM (Read Only Memory) 111b, and a RAM (Random Access Memory) 111c that can be read and written at any time.

[0095] The ROM 111b stores non-volatilely the unchangeable information (programs, fixed data, determination values of various random numbers, etc.) for game control. The RAM 111c is used as a work area of the CPU 111a and a storage area for various signals and random number values during game control. Information related to the game (game information) is stored therein, and it serves as a holding storage means capable of retaining the stored information even when a power failure occurs. As the ROM 111b or the RAM 111c, an electrically rewritable non-volatile memory such as an EEPROM may be used.

[0096] In addition, the ROM 111b stores, for example, a variation pattern table for determining variation patterns (variation modes) that define the execution time of a special figure variable display game, production contents, the presence or absence of a reach state, etc. The variation pattern table is a table for the CPU 111a to refer to the variation pattern random numbers 1 to 3 stored as start-up memory to determine the variation pattern. The variation pattern table includes a deviation variation pattern table selected when the result is a miss, a jackpot variation pattern table selected when the result is a jackpot, and the like. Further, these pattern tables include a table (such as a second half variation group table or a second half variation pattern selection table) for determining the second half variation pattern, which is the variation pattern after the reach state, and a table (such as a first half variation group table or a first half variation pattern selection table) for determining the first half variation pattern, which is the variation pattern before the reach state.

[0097] Here, "reach" (reach state) refers to a gaming machine 10 having a display device whose display state can change, the display device deriving and displaying a plurality of display results at different times, and when the plurality of display results assume a predetermined special result mode, the gaming state becomes a gaming state advantageous to the player (special gaming state). It refers to a display state in which, at a stage where some of the plurality of display results have not yet been derived and displayed, the display results that have already been derived and displayed satisfy the conditions for assuming the special result mode. In other words, the reach state refers to a display mode that does not deviate from the display conditions for assuming the special result mode even at a point in time when the variable display control of the display device has progressed to a stage before the display results are derived and displayed. And, for example, a state in which variable display is performed in a plurality of variable display areas while maintaining a state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state. Also, the reach state is a display state at a point in time when the display control of the display device has progressed to a stage before the display results are derived and displayed, and refers to a display state when at least a part of the display results of a plurality of variable display areas determined before the display results are derived and displayed satisfy the conditions for assuming the special result mode.

[0098] Therefore, for example, in the case where a decorative special figure variable display game displayed on the display device corresponding to the special figure variable display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas of the display device and then stops the variable display in the order of left, right, and middle to display the result mode, a state where the variable display stops in the left and right variable display areas in a state satisfying the conditions for assuming the special result mode (for example, the same identification information) is the reach state. Additionally, at the point in time when the variable display in all variable display areas is once stopped, a state where any two of the left, middle, and right variable display areas satisfy the conditions for assuming the special result mode (for example, a state where the same identification information is obtained, excluding the special result mode) can be regarded as the reach state, and the variable display of the remaining one variable display area may be performed from the reach state.

[0099] The reach state includes a plurality of reach effects, and as types (kinds) of reach effects with different possibilities (different degrees of expectation) of deriving a special result mode (jackpot mode), normal reach (N-reach), special 1 reach (SP1-reach), special 2 reach (SP2-reach), special 3 reach (SP3-reach), and premium reach are set. Note that the degree of expectation (expected value) of the jackpot is set to increase in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. Also, the reach state is included in the variable display mode at least when a special result mode is derived in a special figure variable display game (when it is a jackpot). That is, it may also be included in the variable display mode when it is determined that a special result mode is not derived in a special figure variable display game (when it is a loss). Therefore, the state in which the reach state occurs is a state with a higher probability of being a jackpot compared to the case where the reach state does not occur.

[0100] Note that the degree of expectation of the effect (preview) suggests the probability of hitting the jackpot when the effect is selected, and can be calculated based on the selection rate of the effect when it is a jackpot and the selection rate of the effect when it is not a jackpot (when it is a loss).

[0101] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, and also generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Although not shown in the figure, the gaming microcomputer 111 includes a random number generation circuit for generating a jackpot random number for determining a jackpot in the special figure variable display game, a jackpot symbol random number for determining a jackpot symbol, a small win symbol random number for determining a small win symbol, a symbol random number for each support for determining a time-saving symbol (stop symbol for each support) described later, a variable pattern random number for determining a variable pattern (including the execution time of the variable display game in various reaches and variable displays without a reach) in the special figure variable display game, etc., and a clock generator for generating a timer interrupt signal with a predetermined period (e.g., 4 msec (milliseconds)) for the CPU 111a and a clock for giving an update timing to the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0102] Also, in the process related to the special figure variable display game, the CPU 111a acquires one of the plurality of variable pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and acquires one of the plurality of variable pattern tables based on the game result (jackpot or loss) of the special figure variable display game, the probability state (normal probability state or high probability state) of the special figure variable display game as the current game state, the start memory number, etc. Here, when executing the special figure variable display game, the CPU 111a serves as a variable allocation information acquisition means for acquiring one of the plurality of variable pattern tables stored in the ROM 111b.

[0103] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and drives the payout motor 91 of the payout unit according to a prize ball payout command (command or data) from the game control device 100 to perform control for paying out prize balls. Further, the payout control device 200 drives the payout motor 91 of the payout unit based on a loan ball request signal from the card unit 600 to perform control for paying out loan balls.

[0104] Connected to the input section 120 of the gaming microcomputer 111 are a radio wave sensor 62 (board radio wave sensor) that detects the emission of radio waves to the gaming machine, a gate switch 34a of the general drawing start gate 34, a start port 1 switch 36a in the first start winning port 36, a start port 2 switch 37a in the second start winning port 37 (ordinary variable winning device), a winning port switch 35a of the general winning port 35, and large winning port switches 43 (lower large winning port switch 38a, upper large winning port switch 39a) of the special variable winning devices 38 and 39. A negative logic signal such that the high level supplied from these switches is 11V and the low level is 7V is input, and an interface chip (proximity I / F) 121 that converts it into a positive logic signal of 0V - 5V is provided.

[0105] Furthermore, the interface chip (proximity I / F) 121 is connected to a specific area switch 72, a remaining ball discharge port switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage (V win) of a gaming ball into the specific area 86 (V winning port). The remaining ball discharge port switch 73 detects a gaming ball that has passed through the remaining ball discharge port that discharges gaming balls from the special variable winning devices 38 and 39. The out ball detection switch 74 detects all gaming balls that have been launched into the gaming area and ended the game (i.e., all gaming balls that have passed through the winning port or the out port 30b).

[0106] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read into the game microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 43 are input to the third input port 124.

[0107] Also, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the abnormality detection signal output when detecting an abnormality of a sensor or a switch are input to the second input port 123.

[0108] Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72, the remaining ball discharge port switch 73, or the out ball detection switch 74 are input to the fourth input port 126.

[0109] Also, input to the second input port 123 are the detection signal of the magnetic sensor switch 61 for fraud detection provided on the front frame 12 or the like of the gaming machine 10, the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, the signal from the front frame opening detection switch 64 (main body frame opening detection switch) provided on the front frame 12 (main body frame) or the like, and the signal from the vibration sensor 65 that detects the vibration of the gaming machine 10.

[0110] Also, the second input port 123 captures the setting key switch signal from the setting key switch 93 and supplies it to the game microcomputer 111 via the data bus 140.

[0111] Also, among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied to a test firing test device (not shown) from the game control device 100 via the relay board 70. Further, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the third input port 124.

[0112] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, in addition to a voltage such as 5V necessary for the operation of a normal IC from the power supply device 400, a voltage of 12V is supplied to the proximity I / F 121.

[0113] The data held by the third input port 124 can be read by the game microcomputer 111 asserting (changing to the active level) the enable signal CE2 by decoding the address assigned to the third input port 124. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described later.

[0114] In addition, the input unit 120 takes in a frame wave illegal signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on the input of a touch switch provided on the operation handle 24, and a signal from the RAM initialization switch 112, and is provided with a first input port 122 that supplies the signals to the game microcomputer 111 via the data bus 140. The overflow switch signal is a signal output when it is detected that a predetermined amount or more of game balls are stored in the lower tray 23 (when it is full). The frame wave illegal signal is a signal output based on the detection of a radio wave by a frame wave sensor provided on the front frame 12 (main body frame), and the payout busy signal is a signal indicating whether the payout control device 200 is in a state where it can receive a command.

[0115] In addition, the input unit 120 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the game microcomputer 111 and the like. The Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then taken into the game microcomputer 111 via the data bus 140. That is, it is treated as a signal equivalent to the signals from the various switches described above. This is because there are restrictions on the number of terminals for receiving external signals provided on the game microcomputer 111.

[0116] On the other hand, the reset signal RST from which noise has been removed by the Schmitt buffer 125 is directly input to the reset terminal provided on the game microcomputer 111 and is also supplied to each port of the output unit 130. Further, the reset signal RST is directly output to the relay board 70 without passing through the output unit 130, so as to turn off the firing test signal held at the port (not shown) of the relay board 70 for output to the firing test device.

[0117] Also, it may be configured such that the reset signal RST can be output to the firing test device via the relay board 70. Note that the reset signal RST is not supplied to each port 122, 123, 124 of the input unit 120. The data set to each port of the output unit 130 by the game microcomputer 111 immediately before the reset signal RST is input needs to be reset to prevent malfunction of the system, but the data read by the game microcomputer 111 from each port of the input unit 120 immediately before the reset signal RST is input is discarded due to the reset of the game microcomputer 111.

[0118] The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the game microcomputer 111 to the effect control device 300 and the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the effect control device 300 and the payout control device 200 by serial communication. Note that it is one-way communication such that a signal cannot be input from the side of the effect control device 300 to the game control device 100.

[0119] Furthermore, the output unit 130 is configured to be capable of mounting a buffer 133 that is connected to the data bus 140 and outputs data notifying the special figure symbol information of the variable display game and signals indicating the probability state of a big win to a test firing test device of a certification organization (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced and sold product) installed in a game parlor. Note that the detection signal of a switch that does not require processing, such as the start port switch output from the proximity I / F 121, is supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0120] On the other hand, detection signals that cannot be directly supplied to the test firing test device, such as the magnetic sensor switch 61 and the radio wave sensor 62, are once taken into the game microcomputer 111, processed into other signals or information, and supplied as error signals indicating that the game machine is in a state where it cannot be game-controlled from the data bus 140 to the buffer 133 and then to the test firing test device via the relay board 70.

[0121] Note that the relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing test device, a connector that relays and transmits the signal line of the detection signal of the switch that does not pass through the buffer, and the like. The chip enable signal CE output from the game microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selectively controlled by the signal CE is supplied to the test firing test device.

[0122] In addition, the output unit 130 is provided with a second output port 134 for outputting on / off data of a segment line to which the anode terminal of an LED is connected according to the content to be displayed on the batch display device 50, and on / off data of a digit line to which the cathode terminal of the LED of the batch display device 50 is connected. There is a fourth output port 136 for output.

[0123] Further, the output unit 130 is provided with a third output port 135 for outputting on / off data of a segment line to which the anode terminal of an LED is connected according to the content to be displayed on the batch display device 50, and on / off data of a digit line to which the cathode terminal of the LED of the batch display device 50 is connected. There is a fourth output port 136 for output.

[0124] In addition, the output unit 130 is provided with a sixth output port 141 for outputting on / off data of a segment line to which the anode terminal of an LED is connected according to the content to be displayed on the performance display device 152, and on / off data of a digit line to which the cathode terminal of the LED of the performance display device 152 is connected. There is a seventh output port 142 for output.

[0125] In addition, the output unit 130 is provided with a fifth output port 137 for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a game hall internal management device (hall computer)) installed in a game parlor, so that information about the gaming machine 10 can be supplied to the external device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the Schmitt buffer 132.

[0126] Furthermore, the output unit 130 is provided with a first driver (drive circuit) 138a that receives open / close data signals such as the general power solenoid 37c, the big winning port solenoids 38b and 39b output from the second output port 134, generates a solenoid drive signal, and outputs it; a second driver 138b that outputs an on / off drive signal for the segment lines on the current supply side of the batch display device 50 output from the third output port 135; a third driver 138c that outputs an on / off drive signal for the digit lines on the current draw side of the batch display device 50 output from the fourth output port 136; and a fourth driver 138d that outputs an external information signal supplied to an external device such as a management device from the fifth output port 137 to the external information terminal 71.

[0127] Furthermore, the output unit 130 is provided with a segment driver 150a for performance display that outputs an on / off drive signal for the segment lines on the current supply side of the performance display device 152 output from the sixth output port 141, and a digit driver 150b for performance display that outputs an on / off drive signal for the digit lines on the current draw side of the performance display device 152 output from the seventh output port 142.

[0128] In order to enable the first driver 138a to drive a solenoid operating at 32V, DC32V is supplied from the power supply device 400 as the power supply voltage. Also, DC12V is supplied to the second driver 138b that drives the segment lines of the batch display device 50. Since the third driver 138c that drives the digit lines is for drawing out the digit lines corresponding to the display data with current, the power supply voltage may be either 12V or 5V.

[0129] The second driver 138b that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the third driver 138c that outputs the ground potential draws current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs sequentially selected in the dynamic driving method in the batch display device 50 and lights them up. The performance display segment driver 150a that outputs 12V supplies current to the anode terminal of the LED via the segment line, and the performance display digit driver 150b that outputs the ground potential draws current from the cathode terminal via the digit line, so that the power supply voltage flows through the LEDs sequentially selected in the dynamic driving method in the performance display device 152 and lights them up. The fourth driver 138d that outputs an external information signal to the external information terminal 71 is supplied with DC12V in order to give the external information signal a level of 12V. Note that the buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the relay board 70 side instead of the output unit 130 of the game control device 100, that is, the main board.

[0130] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to enable two-way communication so that the game microcomputer 111 can transmit and receive data by serial communication with the inspection device 500. Note that since such transmission and reception of data is performed using the serial communication terminal of the game microcomputer 111 in the same manner as a normal general-purpose microprocessor, ports such as the input ports 122, 123, and 124 are not provided.

[0131] In this embodiment, the performance display device 152 is composed of a plurality (four) of 7-segment type (8-segment type including the dot Dp) displays (LED lamps), and the performance display drivers 150a and 150b are LED drivers, but it is not limited thereto.

[0132] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided elsewhere. For example, the performance display device 152 can display display probability setting values, accessory ratios, ball emission rates, and the number of discharged balls.

[0133] Here, the number of discharged balls is the number of game balls discharged from the game area 32 (also called the number of out balls), and is the sum of the number of game balls passing through the winning openings (number of wins) and the number of game balls passing through the out opening 30b. The number of discharged balls can be obtained by counting signals from the out ball detection switch 74, etc. In this embodiment, the winning openings include the general winning opening 35, the start winning opening 36 (first start winning opening, start opening 1), the normal variable winning device 37 (second start winning opening, start opening 2), and the special variable winning devices 38, 39 (big winning opening).

[0134] The ball emission rate is the ratio (percentage) of the total number of prize balls to the number of discharged balls (or the number of launched balls introduced into the game area 32), and is calculated by (number of acquired balls ÷ number of discharged balls) × 100 (%). That is, the ball emission rate is the number of acquired balls (total number of prize balls) per 100 discharged balls.

[0135] For example, the accessory ratio is the percentage (%) (= so-called continuous accessory ratio) of the number of prize balls obtained by winning the big winning opening during the big win state among all the prize balls obtained by winning the winning openings during a predetermined period (for example, from when the power of the gaming machine 10 was turned on until now). Note that the accessory ratio may be the percentage of the number of prize balls obtained by winning the big winning opening (during the big win state and the small win state) among all the prize balls (= big winning opening ratio), or the percentage of the number of prize balls obtained by winning the big winning opening and the normal variable winning device 37 (second start winning opening) (= the so-called accessory ratio (total accessory ratio) generally used).

[0136] Furthermore, the game control device 100 also has the function of a safety device. The safety device is a game stop means (a stopping means) that can generate a game stop state (a game impossible state, a game prohibited state) in which games such as a special figure variable display game, a normal figure variable display game, and a round game (a game during a big win or a small win) cannot be executed due to the establishment of operating conditions (predetermined conditions) based on the number of safety balls and the number of discharged balls. In the game stop state, a new special figure variable display game and a new normal figure variable display game cannot be started. With the safety device, it is possible to appropriately take countermeasures against fraud in cases such as when the number of safety balls is abnormally large due to fraud, and it is also possible to suppress the player's immersion in the game. When the immersion is suppressed, the player can play the game with peace of mind.

[0137] In this embodiment, the safety device is a function realized by software (a program) in the game control device 100, and is also called a complete function (or an ending function, a stopping function). Of course, the safety device may be provided as hardware such as an electric circuit or a circuit board.

[0138] Also, in this embodiment, the operating conditions of the safety device are that (1) the number of difference balls indicating the difference between the number of safety balls and the number of discharged balls reaches a difference ball reference value (a predetermined value), and (2) it is neither during a big win nor during a small win. The number of difference balls is obtained by subtracting the number of discharged balls from the number of safety balls (number of difference balls = number of safety balls - number of discharged balls). Thus, the operating conditions of the safety device consist of two-stage conditions (1) and (2). The operating conditions may be other things. For example, for condition (1), it is also possible to configure that the number of safety balls reaches a predetermined value. Also, for condition (2), it is possible to configure that the special variable winning device is not operating, or that the big winning opening is not in an open state.

[0139] In this embodiment, the number of safety balls is the total number of prize balls (acquired balls, balls discharged) determined to be discharged during a predetermined period (for example, the period from power-on to the present). If there is an error in the discharge of prize balls (game balls), the total number of prize balls determined to be discharged will not be equal to the total number of prize balls actually discharged onto the upper tray 21 via the payout device. However, the total number of prize balls actually discharged may be measured with a detection switch or the like and used as the number of safety balls. Also, the number of balls discharged (number of out balls) is the number of game balls discharged from the game area 32, and can be counted by counting the signal from the out ball detection switch 74.

[0140] Note that instead of the number of balls discharged, the number of balls launched, which is the number of balls launched and introduced into the game area 32, may be used, and the number of balls remaining may be the number of safety balls - the number of balls launched. The number of balls launched and the number of balls discharged of the game balls may be collectively referred to as the number of balls used (number of balls remaining = number of safety balls - number of balls used). From the number of balls launched, foul balls that were launched by the ball launching device but did not reach the game area 32 are excluded. When one game ball is launched by the ball launching device, the number of balls remaining is decreased by 1, and when one foul ball occurs, it is increased by 1. A detection switch (detection sensor) for counting the number of balls launched may be provided near the upper end of the guide passage for the game balls launched onto the game board 30, that is, at the entrance of the game balls into the game area 32.

[0141] 〔Effect control device〕 Next, the configuration of the effect control device 300 (sub-board) will be described with reference to FIG. 4. FIG. 4 is a block diagram of the effect control system of the gaming machine 10.

[0142] The effect control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC) like the game microcomputer 111, a VDP (Video Display Processor) 312 as a graphic processor that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls the output of sound for reproducing various melodies and sound effects from the speaker 19.

[0143] The main control microcomputer 311 is connected to a program ROM 321 composed of a PROM (programmable read-only memory) that stores programs and various data executed by the CPU, a RAM 322 that provides a work area, a FeRAM 323 that can retain stored contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM that provides a work area is also provided inside the main control microcomputer 311.

[0144] In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display content, and instructs the VDP 312 on the content of the output video, gives instructions on the reproduced sound to the sound source LSI 314, controls the lighting of decorative lamps, drives and controls motors and solenoids, and manages the production time, etc.

[0145] The VDP 312 is provided with a RAM 312a that provides a work area and a scaler 312b for enlarging and reducing images. In addition, an image ROM 325 storing character images and video data and a super-fast VRAM (video RAM) 326 used for developing and processing image data such as characters read from the image ROM 325 are connected to the VDP 312.

[0146] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured such that data is transmitted and received in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case.

[0147] To the main control microcomputer 311 from the VDP312, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the transmission timing of data are input. Note that to the main control microcomputer 311 from the VDP312, interrupt signals INT0~n for notifying the processing status such as the end of drawing to the VRAM and a wait signal WAIT for notifying that it is in a state of waiting for the reception of commands and data from the main control microcomputer 311 are also input.

[0148] The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in the LVDS (low-voltage differential signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input to the signal conversion circuit 313 from the VDP312, and the video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit 313.

[0149] An audio ROM 327 in which audio data is stored is connected to the audio source LSI 314. The main control microcomputer 311 and the audio source LSI 314 are connected via an address / data bus 340. Also, an interrupt signal INT is input from the audio source LSI 314 to the main control microcomputer 311. The effect control device 300 is provided with an amplifier circuit 337 including an audio power amplifier for driving the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12, and the audio generated by the audio source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0150] In addition, the effect control device 300 is provided with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Via the command I / F 331, a decoration special figure reservation number command, a decoration special figure command, a variation command, a stop information command, etc. transmitted from the game control device 100 to the effect control device 300 are received as effect control command signals (effect commands). Since the game microcomputer 111 of the game control device 100 operates on DC5V and the main control microcomputer 311 of the effect control device 300 operates on DC3.3V, the command I / F 331 is provided with a function for signal level conversion.

[0151] In addition, the effect control device 300 is provided with a panel decoration LED control circuit 332 that drives and controls a panel decoration device 46 having an LED (light-emitting diode) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (for example, the frame decoration device 18, etc.) having an LED (light-emitting diode) provided on the glass frame 15, and a panel effect movable body control circuit 334 that drives and controls a panel effect device 44 (for example, a movable accessory that enhances the effect in cooperation with the effect display on the display device 41, etc.) provided on the game board 30 (including the center case 40). Note that the panel decoration device 46 may include the aforementioned lamp display device 80.

[0152] These control circuits 332 to 334 that drive and control lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via the address / data bus 340. Note that a frame effect movable body control circuit that drives and controls a frame effect device (for example, the top unit) of a motor or the like (a motor that moves the top unit, etc.) provided on the glass frame 15 may be provided.

[0153] Furthermore, the effect control device 300 has a function of detecting the on / off state of an effect button switch 25a built in an effect button 25 provided on the glass frame 15, a touch panel 25b provided on the surface of the effect button 25, a cross key switch 450, volume adjustment button switches 451a and 451b, and an effect prop switch 47 (effect motor switch) that detects the initial position of a motor in the board effect device 44, etc., and inputting a detection signal to the main control microcomputer 311. A switch input circuit 336 is provided that detects the state of a volume adjustment switch 335 provided in the effect control device 300 and inputs a detection signal to the main control microcomputer 311.

[0154] The normal power supply unit 410 of the power supply device 400 supplies a DC voltage at a desired level to the effect control device 300 having the above-described configuration and electronic components controlled thereby. In addition to DC32V for driving a motor and a solenoid, a display device 41 composed of a liquid crystal panel, DC12V for driving a motor and an LED, DC5V which is the power supply voltage of the command I / F 331, it is configured to generate a voltage of DC15V for driving a motor, an LED, and a speaker.

[0155] Furthermore, when an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the effect control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410.

[0156] The reset signal generated by the control signal generation unit 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. Also, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 334 (IORESET signal) that drive and control a lamp, a motor, etc., to reset these. Further, a cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the effect control device 300, and the cooling FAN 45 is driven when the power of the effect control device 300 is turned on.

[0157] Next, game control performed in these control circuits will be described. The CPU 111a of the game microcomputer 111 of the game control device 100 extracts a random value for determining a hit in the normal pattern based on the input of a detection signal of a game ball from the gate switch 34a provided in the normal pattern start gate 34, and compares it with the determination value stored in the ROM 111b to determine whether the normal pattern variable display game is a hit or a miss.

[0158] Then, a normal pattern variable display game is displayed on the normal pattern display 53, in which the identification symbol is variably displayed for a predetermined time and then stops and is displayed. When the result of the normal pattern variable display game is a hit, a special result mode is displayed on the normal pattern display 53, and the normal solenoid 37c is operated to control the movable member 37b of the normal variable winning device 37 to be opened for a predetermined time (for example, 3 seconds × 2 times) as described above. That is, the game control device 100 serves as conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the normal pattern variable display game is a miss, control is performed to display a miss result mode on the normal pattern display 53.

[0159] Also, based on the input of a detection signal of a game ball from the start port 1 switch 36a provided in the start winning port 36, start winning (start storage) is stored, and based on the start storage, a random value for determining a big win in the special pattern 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special pattern 1 variable display game is a hit or a miss.

[0160] Also, based on the input of the detection signal of the game ball from the start port 2 switch 37a provided in the normal variable winning device 37, starting memory is stored. Based on the starting memory, a random number value for determining a jackpot in the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.

[0161] Then, the CPU 111a of the game control device 100 outputs a control signal (production control command) including the determination results of the special figure 1 variable display game and the special figure 2 variable display game to the production control device 300. And, on the special figure 1 display 51 and the special figure 2 display 52, a special figure variable display game in which the identification symbol is variably displayed for a predetermined time and then stops displaying is displayed. That is, the game control device 100 forms game control means for controlling the progress of the variable display game based on the winning of the game ball flowing down in the game area 32 into the starting winning area (the first starting winning port 36, the normal variable winning device 37).

[0162] Also, based on the control signal from the game control device 100, the production control device 300 displays a decorative special figure variable display game corresponding to the special figure variable display game on the display device 41. Further, based on the control signal from the game control device 100, the production control device 300 performs processes such as setting the production state, outputting sounds from the speakers 19a and 19b, and controlling the light emission of various LEDs. That is, the production control device 300 forms production control means for controlling the production related to the game (variable display game, etc.).

[0163] Then, when the result of the special figure variable display game is a win, the CPU 111a of the game control device 100 displays a special result mode on the special figure 1 display 51 and the special figure 2 display 52 and generates a special game state. In the process of generating the special game state, the CPU 111a performs control, for example, to open the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b to allow the game ball to flow into the big winning port.

[0164] Then, one round (R) is defined as opening the big winning opening until either a predetermined number (e.g., 10) of game balls wins the big winning opening or a predetermined openable time (e.g., 27 seconds or 0.05 seconds) elapses from the opening of the big winning opening, and a control (cycle game) is performed by continuing (repeating) this for a predetermined number of rounds (e.g., 15 times, 11 times, or 2 times). That is, when the stop result mode becomes the special result mode, the game control device 100 forms big winning opening opening / closing control means for performing control to open and close the big winning opening. Also, when the result of the special figure variable display game is a miss, control is performed to display the miss result mode on the special figure 1 display 51 and the special figure 2 display 52.

[0165] In addition, based on the result mode of the special figure variable display game, after the end of the special game state, the game control device 100 can generate a high-probability state as a game state. The high-probability state (probability change state) is a state where the probability of a winning result in the special figure variable display game is higher compared to the normal probability state. Also, regardless of which special figure variable display game, the special figure 1 variable display game or the special figure 2 variable display game, the result mode of which causes the high-probability state, both the special figure 1 variable display game and the special figure 2 variable display game will be in the high-probability state.

[0166] Furthermore, based on the result mode of the special figure variable display game, after the end of the special game state, the game control device 100 can generate a time-saving state (specific game state) as a game state. In the time-saving state, control may be performed to set the general figure variable display game and the normal variable winning device 37 to the time-saving operation state, and in order to control so that the opening time of the normal variable winning device 37 per unit time is substantially increased compared to the normal game state where no special game is performed, it becomes the general power support state. Note that even in a high-probability state (normal probability change state) excluding the latent probability change state, the time-saving state is repeatedly set to perform general power support.

[0167] Note that in the time-saving state, the execution time (special figure variable time) of the special figure variable display game can also be shortened compared to normal, and the time-shortening variation of the special figure variable display game can also be executed.

[0168] In the time-saving state, for the result of each play of the general drawing variation display game, the number of opening times (general power opening times) of the general variation winning device 37 can be set to a second opening number of times (for example, 4 times) that is more than the first opening number of times (for example, 2 times). Also, in the time-saving state, the probability (general drawing probability, general drawing winning probability) of the result of the general drawing variation display game being a winning result can be set to a high probability that is higher than the normal probability (low probability) in the normal operation state.

[0169] In the time-saving state, by changing any one or more of the general drawing variation time, general drawing stop time, general power opening times, general power opening time, and general drawing probability, the time for the state conversion of the general variation winning device 37 to the open state is extended compared to normal. As a result, in the time-saving state, winning in the general variation winning device 37 is made easier than in the normal game state where no special game is played, and the number of executions of the special drawing variation display game per unit time can be increased compared to the normal game state. Also, it is possible to set a plurality of types of time-saving states with different things to be changed. Also, in the normal operation state, the movable member 37b may be set not to open (general drawing probability is 0). Also, either the first opening mode or the second opening mode may be selected when it is a winning result. In this case, the selection probabilities of the first opening mode and the second opening mode may be made different. Also, the high probability state and the time-saving state can occur independently of each other, and both can occur simultaneously or only one of them can occur.

[0170] 〔Transition state at power-on〕 As described above, depending on the on / off states of the RAM initialization switch 112 and the setting key switch 93 at power-on, the system transitions to four states (modes).

[0171] When the RAM initialization switch 112 and the setting key switch 93 are turned on at power-on, it transitions to a setting variable state (setting change state, setting possible state, setting change mode) in which the probability setting value (setting value) can be changed (set) (see A1030 - A1039 in Fig. 5B and Fig. 15).

[0172] Next, when the power is turned on and the setting key switch 93 is on but the RAM initialization switch 112 is off, it shifts to the setting confirmation state (setting confirmation mode) where the probability setting value can be confirmed (see A1034 - A1039 in FIG. 5B and FIG. 15).

[0173] Also, when the power is turned on and the setting key switch 93 is off but the RAM initialization switch 112 is on, it shifts to the RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the RAM111c (see A1045 - A1047 in FIG. 5B).

[0174] When the power is turned on and both the setting key switch 93 and the RAM initialization switch 112 are off, it shifts to the normal power - on state (normal power - on mode) and simply enters a state where only power - on occurs.

[0175] [Control of the Game Control Device] Hereinafter, the control of a gaming machine that performs such a game will be described. First, the control executed by the game microcomputer (game microcontroller) 111 of the game control device 100 will be described. The control process by the game microcontroller 111 mainly consists of the main process shown in FIGS. 5A, 5B, and 5C and the timer interrupt process shown in FIG. 9 that is performed at a predetermined time period (for example, 4 msec).

[0176] [Main Process (Game Control Device)] First, the main process will be described. FIGS. 5A, 5B, and 5C are flowcharts showing the procedure of the main process by the game control device 100. The main process starts when the power is turned on. In the flowchart of the process executed by the game control device 100, the step numbers are represented as "A****".

[0177] As shown in FIG. 5A, when the game control device 100 starts the main process, first, it executes a process of prohibiting interrupts (A1001). Further, it executes a stack pointer setting process of setting a stack pointer, which is the head address of the area for saving the values of registers and the like when an interrupt occurs (A1002).

[0178] Subsequently, it designates register bank 0 as the register bank to be used (A1003), and sets the upper address of the RAM head address in a predetermined register (A1004). For example, when the address of the RAM is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0179] Next, the game control device 100 outputs a firing prohibition signal and sets the firing permission signal to the prohibited state (A1005). The firing permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a firing prohibition signal, and the firing of the game balls from the ball firing device is prohibited. Thereafter, the game control device 100 reads the states of the setting key switch 93 and the RAM initialization switch 112 (A1006). That is, it reads the signals from the setting key switch 93 and the RAM initialization switch 112.

[0180] Furthermore, the game control device 100 sets a power delay timer (A1007). By setting a predetermined initial value in the power delay timer, a standby time (for example, 3 seconds) is set to wait until the programs of the slave control means (for example, the payout control device 200 and the effect control device 300) that perform various controls according to the instructions from the game control device 100 serving as the main control means start up normally. Thereby, in the case where the game control device 100 starts up first when the power is turned on and a command is sent to the slave control device before the slave control device (for example, the payout control device 200 or the effect control device 300) starts up, it is possible to avoid the slave control device missing the command. That is, the game control device 100 serves as standby means for setting a predetermined standby time for delaying the start-up of the main control means (game control device 100) and waiting for the start-up of the slave control devices (payout control device 200, effect control device 300, etc.) when the power is turned on.

[0181] Also, the counting of the power delay timer is performed using a storage area (a RAM area outside the target for validity determination or a register, etc.) that is not subject to the validity determination (checksum calculation) of the RAM. Thereby, when calculating check data such as the checksum of the RAM area, it is not necessary to exclude a part of the RAM area for calculation, so it is possible to prevent the control at the time of power-on from becoming complicated.

[0182] Note that by reading the states of the setting key switch 93 and the RAM initialization switch 112 before the start of the standby time, the operations of the setting key switch 93 and the RAM initialization switch 112 can be surely detected. That is, if the states of the setting key switch 93 and the RAM initialization switch 112 are read after the standby time has elapsed, it is necessary to operate the setting key switch 93 and the RAM initialization switch 112 after waiting for the standby time to elapse, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from when the power is turned on until the standby time has elapsed. However, by reading the state before the start of the standby time, it is possible to prevent a situation where the operations of the setting key switch 93 and the RAM initialization switch 112 performed at the time of power-on are not accepted without performing such troublesome operations.

[0183] When the power delay timer is set (A1007), the game control device 100 executes processing for measuring the standby time and monitoring the occurrence of a power failure during the standby time (from A1008 to A1010).

[0184] When the power failure monitoring process is started, the game control device 100 first determines whether a power failure has occurred by reading the power failure monitoring signal input from the power supply device 400 via the port and the data bus (A1008). If a power failure has occurred (the result of A1008 is "Y"), it waits until the power of the gaming machine is cut off.

[0185] If the game control device 100 determines that no power failure has occurred (the result of A1008 is "N"), it updates the power-on delay timer by -1 (A1009) and determines whether the value of the timer is 0 (A1010). If the value of the timer is not 0 (the result of A1010 is "N"), that is, if the standby time has not ended, the process returns to step A1008.

[0186] That is, the game control device 100 serves as power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. As a result, it becomes possible to respond to a power failure that occurs during the period in which the startup of the game control device 100 serving as the main control means is delayed, and it is possible to appropriately handle problems at the time of power-on. Note that access to the RAM is not permitted until the end of the standby time, and the stored content at the time of the previous power-off is kept as it is. Therefore, there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to take a backup of the RAM, and the control burden can be reduced.

[0187] On the other hand, when the value of the timer is 0 (the result of A1010 is "Y"), that is, when the standby time has ended, the game control device 100 permits access to a read / write memory (RWM) such as the RAM or EEPROM that can be read from and written to (A1011), and outputs off data to all output ports (sets the output to a state where there is no output) (A1012).

[0188] Next, the game control device 100 sets a serial port (a port pre-mounted on the game microcomputer 111, which is used for communication with the effect control device 300 and the payout control device 200 in this embodiment) (A1013).

[0189] Next, the game control device 100 activates a CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (A1014). Note that the CTC circuit is provided in the clock generator within the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for the CPU 111a and a signal CTC that gives a trigger for random number update to be supplied to the random number generation circuit based on the divided signal.

[0190] Subsequently, the game control device 100 sets a RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) (A1015). Here, once, a flag assuming an abnormality is set in a predetermined register.

[0191] Next, the game control device 100 determines whether the value in the power failure inspection area 1 in the RWM is normal power failure inspection area check data (A1016). And if it is normal (the result of A1016 is "Y"), it determines whether the value in the power failure inspection area 2 in the RWM is normal power failure inspection area check data (A1017).

[0192] Furthermore, if the value of the power failure inspection area 2 is normal (the result of A1017 is "Y"), the gaming control device 100 executes a checksum calculation process (A1018) to calculate the checksum of a predetermined area (for example, the in-area work area) in the RWM, and determines whether the calculated checksum matches the checksum at the time of power failure (A1019). If the checksums match (the result of A1019 is "Y"), the RAM is normal, and a RAM abnormality flag indicating an abnormality of the RAM is cleared (A1020). Then, the process proceeds to the process of step A1021.

[0193] Also, when it is determined that the check data in the power failure inspection area is not normal data (the result of A1016 is "N" or the result of A1017 is "N"), or when the checksums do not match (the result of A1019 is "N"), the gaming control device 100 proceeds to the process of step A1021 without clearing the RAM abnormality flag.

[0194] Next, the gaming control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). When both switches are on (the result of A1021 is "Y"), the gaming control device 100 shifts to a setting variable state (setting change mode) and executes the process during probability setting change in steps A1030 - A1040.

[0195] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the gaming control device 100 determines whether a RAM abnormality flag indicating an abnormality of the RAM (here, RAM 111c) is set (A1022). When the RAM abnormality flag is not set (the result of A1022 is "N"), the gaming control device 100 determines whether a probability setting change in progress flag is set (A1023). When the probability setting change in progress flag is not set (the result of A1023 is "N"), the gaming control device 100 executes the process during probability setting confirmation (during setting confirmation state, during setting confirmation mode) in steps A1034 - A1040, the RAM initialization process (RAM clear process) in steps A1044 - A1047, or the process at the time of normal power-on (power recovery) in steps A1044, A1048 - A1051.

[0196] When the probability setting change in progress flag is set (the result of A1023 is "Y"), the gaming control device 100 transmits a command for main abnormality error notification notifying that there is an abnormality in the gaming control device 100 (main board, main substrate) to the effect control device 300 (A1024). The effect control device 300 that has received the command for main abnormality error notification notifies that there is an abnormality in the gaming control device 100.

[0197] Subsequently, the game control device 100 outputs to the drivers 150a and 150b of the performance display device 152 in order to display the 7-segment display data (error display data of "E1") at the time of game stop on the performance display device 152 (A1025). Then, it outputs the on-data of the security signal for notifying an external device (such as a game hall internal management device (hall computer) or an information collection terminal) of an abnormality to the external information terminal 71 (A1026). Here, even if information regarding a big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state. Thereafter, the processes of steps A1025 and A1026 are repeated and the device waits, and waits again for the power to be turned on after performing the operation of changing the settings (the on operations of both the setting key switch 93 and the RAM initialization switch 112). During the repeated waiting while waiting by repeating the processes of steps A1025 and A1026, interrupts remain prohibited (A1001), and since the timer interrupt process (Fig. 9) capable of executing the special figure 1 and 2 game processes and the normal figure game process cannot be executed, games (such as special figure variable display games, normal figure variable display games, and round games) cannot be executed.

[0198] In this way, assuming that there is an abnormality when the probability setting change in progress flag is set without performing the operation of changing the settings (the on operations of both the setting key switch 93 and the RAM initialization switch 112), the processes of A1024 - A1026 are executed. For example, when the power is turned off and restarted during the probability setting change (before the setting change is completed), the probability setting change in progress flag may be set without performing the operation of changing the settings.

[0199] On the other hand, even when the RAM abnormality flag is set (when the result of A1022 is "Y"), the game control device 100 transmits a command for main abnormality error notification notifying that there is an abnormality in the game control device 100 (main board) to the effect control device 300 (A1024), outputs the 7-segment display data at the time of game stop (data for error display of "E1") to the drivers 150a and 150b of the performance display device 152 (A1025), and outputs the on-data of the security signal to the external information terminal 71 in order to notify the external device of the RAM abnormality (A1026). Note that, as described above, even when information regarding a big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state.

[0200] Thereafter, it is determined whether or not a power failure has occurred (A1027). When a power failure has not occurred (when the result of A1027 is "N"), the processes of steps A1025 and A1026 are repeated and waiting is performed. On the other hand, when it is determined that a power failure has occurred (when the result of A1027 is "Y"), off-data is output to all output ports (A1028), and access to RWMs (read write memories) such as the RAM and EEPROM that can be read from and written to is prohibited (A1029). Thereafter, it waits until the power of the gaming machine is turned off.

[0201] When both the setting key switch 93 and the RAM initialization switch 112 are on (the result of A1021 is "Y"), the game control device 100 starts the process during probability setting change (during the setting variable state), and first determines whether the RAM abnormality flag is set (A1030). When the RAM abnormality flag is set (the result of A1030 is "Y"), since it is unknown whether the probability setting value is correct, the probability setting value stored in the probability setting value area of the RAM 111c is cleared to the initial value (for example, the minimum setting value "1") (A1031), and then the probability setting change flag indicating that the probability setting is being changed is set (A1032). When the RAM abnormality flag is not set (the result of A1030 is "N"), the probability setting change flag is set without clearing the probability setting value (A1032). Next, a command during probability setting change is transmitted to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1037. Note that the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that the probability setting is being changed.

[0202] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM abnormality flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1034). When the setting key switch 93 is on (the result of A1034 is "Y"), it means that the RAM initialization switch 112 is off, and the process during probability setting confirmation (during the setting confirmation state) starts, and the probability setting confirmation flag indicating that the probability setting is being confirmed is set (A1035). Then, a command during probability setting confirmation is transmitted to the effect control device 300 (effect control board) (A1036), and the process proceeds to step A1037. Note that the effect control device 300 that has received the command during probability setting change notifies the display device 41 etc. that the probability setting is being confirmed.

[0203] After step A1033 or step A1036, the game control device 100 executes the processes of steps A1037 to A1043 as common processes during probability setting change and probability setting confirmation.

[0204] First, in order to output a security signal during probability setting change and probability setting confirmation, the game control device 100 saves 128 ms (predetermined time) in the security signal control timer area (A1037). Note that the counting of the security signal control timer and the output of the security signal are executed in the probability setting change / confirmation process (Fig. 15) described later. However, if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal are executed in the external information editing process (A1319). During probability setting change and probability setting confirmation, the security signal is output for at least 50 ms.

[0205] Next, the game control device 100 permits interrupts (A1038). Thereby, the timer interrupt process (Fig. 9) becomes executable. Then, it is determined whether the setting key switch 93 is off (A1039). If the setting key switch 93 is on (the result of A1039 is "N"), it is determined whether a power failure has occurred (A1040). If a power failure has not occurred (the result of A1040 is "N"), the process returns to step A1039. On the other hand, if a power failure has occurred (the result of A1040 is "Y"), the processes at the time of power failure of steps A1063 - A1069 are executed.

[0206] In this way, as long as the setting key switch 93 is on and no power failure has occurred, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed continues.

[0207] On the other hand, when the setting key switch 93 is off (the result of A1039 is "Y"), the game control device 100 prohibits interruptions (A1041) and transmits a command for ending notification to the effect control device 300 (effect control board) (A1042). Note that upon receiving the command for ending notification, the effect control device 300 ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.

[0208] Next, the game control device 100 determines whether or not the probability setting change flag is set, that is, whether or not the probability setting has been changed so far (A1043). When the probability setting change flag is set (the result of A1043 is "Y"), that is, when the probability setting has been changed so far, the RAM initialization process (described later) in steps A1045 - A1047 is executed. On the other hand, when the probability setting change flag is not set (the result of A1043 is "N"), that is, when the probability setting has been confirmed so far, the normal process at power-on (power recovery) after step A1048 is executed.

[0209] When the setting key switch 93 is off (the result of A1034 is "N"), the gaming control device 100 determines whether the RAM initialization switch 112 is on (A1044). When the RAM initialization switch 112 is on (the result of A1044 is "Y"), in the RAM 111c, the RAM area other than the probability setting value area for storing the probability setting value is cleared to 0 (A1045). That is, except for the probability setting value stored in the probability setting value area, the game information stored in the RAM 111c is cleared to 0. Here, the aforementioned probability setting change in progress flag is also cleared here. Also, the acquired game ball number area for storing the number (total) of acquired prize balls obtained within a predetermined time period (here, within one interruption of the timer interruption) is also cleared to 0. And the safety device operation in progress flag area for storing the safety device operation in progress flag indicating whether the safety device (described above) is in operation is also cleared to 0 (safety device operation in progress flag = 0), and the operation of the safety device is released. Note that in step A1045, in either case of RAM clear with setting change (when the result of A1043 is "Y") and RAM clear without setting change (when the result of A1044 is "Y"), the operation of the safety device is released by clearing the safety device operation in progress flag area to 0, but the operation of the safety device may be released only in one of the cases. That is, when clearing the RAM in step A1045, the safety device operation in progress flag area may not be cleared to 0 in some cases.

[0210] Also, here, in addition to the probability setting value area, there is a configuration where the stack area and the unused area are not cleared, and the performance display work area (a part of the out-of-area work area) related to the performance information and its display (performance display) and the stack area (out-of-area stack area) do not need to be cleared. Note that the performance information is derived based on the number of prize balls obtained by winning, and is, for example, the ball output rate, the base value (the ball output rate in the normal game state), the accessory ratio, the number of discharged balls, etc.

[0211] Next, the game control device 100 saves the initial values at the time of RAM initialization in the area to be initialized (A1046). Then, it transmits the command at the time of RAM initialization to the effect control device 300 (effect control board) (A1047), and proceeds to the process of step A1052. Note that the area not cleared to 0 in step A1045 is excluded from the area to be initialized.

[0212] On the other hand, when the RAM initialization switch 112 is off (the result of A1044 is "N"), since both the setting key switch 93 and the RAM initialization switch 112 are off, the game control device 100 starts the process at the time of normal power-on (power recovery from a power failure), and saves the initial values at the time of power recovery (when power is restored) in the area to be initialized as the power recovery process (A1048). The area to be initialized here includes the power failure inspection area 1, the power failure inspection area 2, and the checksum area in the in-area work area (Fig. 6). In addition, since all errors are re-monitored at the time of normal power-on, the area to be initialized includes any area in the in-area work area and the out-of-area work area (Fig. 6) related to an error or error monitoring (such as the area of test signal output data related to an error). Also, the aforementioned probability setting confirmation flag is cleared (initialized) here. The area to be initialized in step A1048 may be added as necessary. Note that, unlike at the time of RAM initialization, at the time of normal power-on, the safety device operation flag area in the in-area work area (Fig. 6) is not cleared (initialized) so that the operation of the safety device is not released, and the value is maintained.

[0213] Also, the safety device-related work areas related to the safety device for the out-of-area work area (the safety device counter area, the safety device operation information area, and the old operation information area described later) are not initialized in step A1048 but are initialized in the safety device information initialization process (A1053) described later. Note that by initializing the safety device counter value (information regarding the number of balls) in the safety device counter area, the margin (the allowable range of the number of balls, the limit of the number of balls) until the operation of the safety device (the occurrence of the game stop state) regarding the number of balls can be increased. The work area for performance display in the out-of-area work area is also not initialized in step A1048 but may be initialized in the performance display editing process (A1059) as described later.

[0214] Also, in step A1048 at the time of normal power-on without RAM initialization (power recovery from a power outage), the ceiling counter area (described later) that stores the ceiling counter value indicating the number of executions of the special figure variation display game in a state other than the probability-variable state after power-on or after the big win ends may not be cleared (initialized) so as not to disadvantage the player and the value may be maintained. As described later, when the ceiling counter value reaches the ceiling number of times, the time shortening state occurs (Fig. 36B), but since the ceiling counter value is not cleared (initialized), the remaining number of game times until the occurrence of the time shortening state (until the ceiling number of times) does not change due to power-on, and the player does not suffer a disadvantage.

[0215] Note that when this number of executions (i.e., the ceiling counter value) or the remaining number of game times until the ceiling (ceiling number of times - number of executions) is displayed on the display device 41 by the variation number display 677 (see Figs. 92, 100, etc.) described later, the effect control device 300 may match the variation number display 677 with the ceiling counter value in the ceiling counter area at the time of normal power-on, or may display the variation number display 677 with the initial value 0 without matching. Note that when not matching, the variation number display 677 will display a value that does not reflect the ceiling counter value.

[0216] Similarly, in step A1048, in order not to cause disadvantages to the casino side (pachinko parlor side), the time reduction variation count 1 (described later) corresponding to the remaining execution counts of the special figure variation display games (special figure 1 variation display game and special figure 2 variation display game) in the time reduction state is stored in the time reduction variation count 1 area, and the time reduction variation count 2 (described later) corresponding to the remaining execution counts of the special figure 2 variation display game in the time reduction state is stored in the time reduction variation count 2 area may also be maintained without being cleared (initialized). Also, in models where the probability variation state of the probability cut type (ST) exists, in order not to cause disadvantages to the casino side, the high probability variation count area (ST counter) where the high probability variation count corresponding to the remaining execution counts of the special figure variation display games (special figure 1 variation display game and special figure 2 variation display game) in the probability variation state is stored may also be maintained without being cleared (initialized). Further, in models where a limit is provided for the number of consecutive jackpot occurrences (which may also be the number of consecutive jackpots described later), in order not to cause disadvantages to the casino side, the jackpot count area where the number of consecutive jackpot occurrences is stored may also be maintained without being cleared (initialized).

[0217] Next, a command at the time of power failure recovery corresponding to the process number prepared for reasonably executing the special figure game process and the like described later is transmitted to the effect control device 300 (effect control board) (A1049), and the process proceeds to the process of step A1050.

[0218] Note that the command at the time of RAM initialization transmitted in the process of step A1047 and the command at the time of power failure recovery transmitted in the process of step A1049 include a model designation command indicating the type of the gaming machine, a decorative special figure 1 reservation count command and a decorative special figure 2 reservation count command indicating the reservation counts of special figures 1 and 2, a probability information command indicating the probability state (high probability state or low probability state) and the presence or absence of the time reduction state, an effect count information command indicating the number of times the special figure variation display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on.

[0219] Furthermore, the commands at the time of RAM initialization and the commands at the time of power failure recovery include a set value information command (probability setting value information command) indicating the set value information (setting information) which is the probability setting value (set value) of the gaming machine 10. The game control device 100 only needs to transmit the set value information command to the effect control device 300 only once when the power is restored (turned on). After that, the effect control device 300 can perform effect control by referring to the set value information stored by itself.

[0220] In addition, the commands at the time of RAM initialization also include a RAM initialization command (RAM clear command). The effect control device 300 that has received the RAM initialization command, for example, displays a customer waiting demo on the display device 41, and notifies the RAM initialization (RAM clear) for 30 seconds with the sound of the LEDs and speakers such as the panel decoration device 46. In addition, the commands at the time of power failure recovery include a screen specification command for specifying the display content of the screen of the display device 41. Note that the screen specification command is a customer waiting demo command during normal processing (when it is neither changing nor in the middle) for both FIGS. 1 and 2 of the special drawing, and may be a recovery screen command otherwise. In addition, the commands at the time of power failure recovery may include a command indicating the ceiling counter value in order to match the fluctuation count display 677 and the ceiling counter value as described above.

[0221] Next, it is determined whether or not the safety device is operating (A1050). For example, as a safety device operation flag, when a "1" indicating that the safety device is operating is saved in the safety device operation flag area, it can be determined that the safety device is operating (safety device operation flag = 1). When the safety device is operating (the result of A1050 is "Y"), a safety device operation command indicating that the safety device is operating is transmitted to the effect control device 300 (effect control board) (A1051), and the process proceeds to step A1052. When the safety device is not operating (the result of A1050 is "N"), the process directly proceeds to the process of step A1052.

[0222] Then, the information (value) of the flag register is saved (PUSH) in the in-area stack area (A1052), and a safety device information initialization process for initializing safety device information related to the safety device (such as the safety device counter value, safety device operation information, and old operation information described later) is executed (A1053). After that, the information of the flag register is restored (POP) (A1054). Note that, except when the game is stopped due to a RAM abnormality (A1025 - A1026), the safety device information (such as the safety device counter value) is initialized (cleared) unconditionally when the power is turned on. However, a count continuation switch is provided, and when the power is turned on while pressing the count continuation switch, it is not necessary to initialize (clear) the safety device information.

[0223] Note that, as described later, when shifting to the safety device information initialization process, the stack pointer is switched from the in-area stack area related to game control to the out-of-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since the flag of the flag register (especially the zero flag) may change when saving the stack pointer for game control in the stack pointer save area of RAM111c, the information of the flag register is saved in advance in step A1052. The flag register is a flag in which each of the 8 bits takes a value of 0 or 1. Note that, for the flag register, those disclosed in Japanese Patent Application Laid-Open No. 2013-233299, Japanese Patent Application Laid-Open No. 2018-94101, etc. can be used.

[0224] Next, the game control device 100 activates and sets the random number generation circuit (A1055). Specifically, the CPU 111a sets a code (designated value) for activating the random number generation circuit in a predetermined register (CTC update permission register) within the random number generation circuit. Also, the setting of the bit permutation pattern of the hardware random number generated by the hardware of the random number generation circuit is performed. In this embodiment, the random number generation circuit generates jackpot random numbers, winning symbol random numbers (such as jackpot symbol random numbers, small winning symbol random numbers, support winning symbol random numbers, etc.), ordinary winning random numbers, and variation pattern random numbers 1 to 3 as random numbers updated only by hardware. These random numbers may be so-called "high-speed counters" updated based on a clock at a speed equal to or higher than the operating clock.

[0225] The bit permutation pattern is a pattern that defines the way of swapping the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) in a predetermined order and storing it as a different bit arrangement (the arrangement after bit permutation in the lower row).

[0226] In this embodiment, by swapping the bits of the random number according to the bit permutation pattern, the regularity of the random number can be disrupted and the secrecy of the random number can be enhanced. Note that the bit permutation pattern may be a fixed single pattern, may be selected from a plurality of patterns prepared in advance, or may be set arbitrarily by the user.

[0227] Next, the game control device 100 prohibits interrupts (A1056) and determines whether the game is in a stopped state (A1057). It can be determined that the game is in a stopped state when the safety device is operating (when the safety device operation flag = 1) or when a strong error 2 (described later) that requires stopping the game (such as a special symbol variation display game, an ordinary symbol variation display game, a round game, etc.) has occurred.

[0228] When the game is not stopped (the result of A1057 is "N"), the information (value) of the flag register is saved (PUSH) to the in-area stack area (A1058), and performance display editing processing for calculating performance information such as the base value (number of balls out rate) is executed (A1059). Here, performance information (such as accessory ratio and number of balls out rate) may be calculated. Also, when there is an abnormality in the performance display work area (a part of the out-of-area work area) related to the performance information and its display (performance display), this may be cleared. Thereafter, the information of the flag register is restored (POP) (A1060), and interrupts are permitted (A1061). In addition to the case where no errors have occurred at all, when a weak error (described later) or a strong error 1 (described later), which is an error other than the strong error 2, has occurred, the game is not stopped, and the processing of steps A1058 - A1060 including the performance display editing processing is executed. Note that when a weak error or a strong error 1 has occurred, a configuration in which the processing of steps A1058 - A1060 is not executed is also possible.

[0229] Note that, as described later, when shifting to the performance display editing processing, the stack pointer is switched from the in-area stack area related to game control to the out-of-area stack area related to safety device information, performance information, and performance display (display of performance information). At that time, since the flag (especially the zero flag) of the flag register may change when saving the stack pointer for game control to the stack pointer save area of RAM111c, the information of the flag register is saved in advance in step A1058.

[0230] On the other hand, when the game is stopped (the result of A1057 is "Y"), the game control device 100 permits interrupts (A1061) without executing performance display editing processing or the like. That is, when the safety device is activated or a strong error 2 has occurred, the performance display editing processing (especially the base value calculation processing during the performance display editing processing) is not executed, so performance information such as the base value is not newly calculated and does not change. Note that even when a strong error 2 has occurred, a configuration in which the game is not stopped and the performance display editing processing or the like is executed is also possible. Also, by permitting interrupts, the timer interrupt processing (Figure 9) can be executed.

[0231] In this embodiment, errors are classified into three types: weak errors, strong error 1, and strong error 2. Note that the effect control device 300 that has received an error / illegal command can set and execute error notifications of different intensities corresponding to weak errors, strong error 1, and strong error 2 in the error / illegal setting process (B1316).

[0232] For example, the effect control device 300 may increase the volume of the error notification sound from the speaker or the brightness (intensity) of the LED (the effect LED of the panel decoration device 46 or the frame decoration device 18) that emits light for error notification in the order of weak error < strong error 1 ≤ strong error 2. Note that the speaker volume or the LED brightness of strong error 1 and strong error 2 may be the same. Also, when a weak error occurs, the effect control device 300 may set the volume of the notification sound to the volume adjusted in the hall / player setting mode process (B0011) (below the maximum volume), and when strong error 1 and strong error 2 occur, the volume of the notification sound may be set to the maximum volume.

[0233] Weak errors include a shoot ball cut-off error in which a shoot ball cut-off switch signal is generated in response to a shortage of game balls before payout, and an overflow error in which an overflow switch signal is generated in response to the lower tray 23 being full. In the case of a weak error, the external information signal is not output to the external information terminal 71 (see Fig. 54A). Also, weak errors may include a switch abnormality error and a payout abnormality error in which a status signal indicating a payout abnormality is generated.

[0234] Strong error 1 is a frame opening error related to frame opening, and includes a glass frame opening error and a main body frame opening error (front frame opening error). In the case of strong error 1, the door / frame opening signal (A9305) is output as an external information signal to the external information terminal 71 (see Fig. 54A).

[0235] Strong error 2 is an illegal error related to irregularities and it is preferable to stop the game. It includes magnet irregularity, board radio wave irregularity, frame radio wave irregularity, vibration irregularity, abnormal discharge error, V-pass error, big winning opening irregularity, and general electricity irregularity. In strong error 2, a security signal (A9322) is output as an external information signal to external information terminal 71 (see Fig. 54A). Also, strong error 2 may include a remaining ball error. When strong error 2 has occurred, the game (such as a special figure variable display game, a general figure variable display game, or a round game) is stopped and it can be determined that the game is in a stopped state (A1057). Also, when strong error 2 has occurred, similar to when the safety device has activated, a game stop state (a state where games such as a special figure variable display game, a general figure variable display game, and a round game (during a big win or a small win) cannot be executed, a non-playable state, a game prohibited state) can occur.

[0236] After step A1061, the game control device 100 determines whether a power outage has occurred (A1062). If a power outage has not occurred (the result of A1062 is "N"), the process returns to the process of step A1056. Thereby, until a power outage occurs, the loop process of steps A1056 - A1062 is repeated. And until a power outage occurs, as long as the game does not stop, that is, as long as the safety device does not activate or strong error 2 does not occur, performance information such as the base value can be repeatedly calculated in the performance display editing process (A1059).

[0237] Note that since the repetition period of the loop process is much shorter than the interrupt period of the timer interrupt (a predetermined time period, for example, 4 msec), the performance display editing process is executed many times during the interrupt period. Therefore, when there is a winning of a game ball or a change in the number of discharged balls (entry of a game ball into out port 30b), etc., the performance information such as the base value can be changed immediately.

[0238] When a power outage occurs (if the result of A1062 is "Y"), the game control device 100 starts the processing at the time of power outage, once prohibits interrupts (A1063), and outputs off data to all output ports (A1064). Then, it saves the power outage inspection area check data 1 in the power outage inspection area 1 (A1065), and saves the power outage inspection area check data 2 in the power outage inspection area 2 (A1066). Furthermore, it executes a checksum calculation process for calculating the checksum at the time of power-off of the RWM (A1067), and further saves the calculated checksum in the checksum area (A1068). Finally, it executes a process for prohibiting access to the RWM (A1069) and waits until the power of the gaming machine is turned off.

[0239] In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power-off, it is possible to determine whether the information stored in the RWM before the power-off is correctly backed up when the power is restored.

[0240] As described above, the main process has been explained. For example, if the setting key switch and the RAM initialization switch are turned on during the processing of steps A1056 - A1062, a determination process similar to that of step A1021 is performed, and by setting the probability setting change in progress flag in the same manner as step A1032, it may be possible to switch to the setting variable state (setting change mode) as many times as desired while the gaming machine 10 is operating.

[0241] 〔Example of RAM area configuration〕 FIG. 6 is a diagram showing the configuration of the RAM 111c of the game microcomputer 111. As shown in FIG. 6, from the head address of the RAM 111c, an in-area work area, an unused area, an in-area stack area, an unused area, an out-of-area work area, an unused area, and an out-of-area stack area are arranged in order. The unused area between the in-area work area and the in-area stack area (game control stack area, in-area stack area), and the unused area between the out-of-area work area and the out-of-area stack area (out-of-area stack area) may not exist.

[0242] The in-RAM work area (game control work area, first area) is a work area for game control that is read and written by the in-area program and read by the out-of-area program. The in-RAM work area includes a probability setting value area, a test signal output data area (including the area for test signal output data related to errors), a random number area, a switch control area, a segment area, a power failure inspection area 1, a power failure inspection area 2, a checksum area, etc. In addition, it includes a safety device operation flag area indicating whether the safety device is operating (has operated) and an acquired game ball number area for storing the number of acquired game balls obtained as prize balls within one interruption of the timer interruption (for example, 4 msec).

[0243] The out-of-RAM work area (second area) is an area that is read and written by the out-of-area program and read by the in-area program. The out-of-RAM work area includes a safety device counter area for storing a safety device counter value corresponding to the number of balls (number of balls + initial value), a safety device operation information area for storing safety device operation information corresponding to the state of the safety device, and an old operation information area for storing old operation information, and can store safety device information related to the safety device. The safety device counter area (3-byte size) is basically not read by the in-area program, but may be read and referenced by the in-area program when transmitting the safety device counter value or the number of balls information to the effect control device 300 by the ball command. In the present embodiment, the safety device counter value is a value obtained by adding a predetermined initial value (100,000) to the number of balls in proportion to the number of balls (safety device counter value = number of balls + 100,000). However, the safety device counter value is not limited to this as long as it is associated with the number of balls and implies the number of balls. Separating the out-of-RAM work area from the in-RAM work area can improve the development efficiency of the program, and it also becomes easier to initialize these areas separately.

[0244] Furthermore, the off-region work area includes a work area for performance display related to performance information and performance display, and can store performance information, information related to performance display, etc. In addition, the off-region work area may store information related to test signals and information related to error monitoring. In the off-region work area, the safety device related work area related to safety device information (including the safety device counter area, the safety device operation information area, and the old operation information area) and the work area for performance display related to performance information and performance display may be clearly separated and arranged, or may be mixed.

[0245] Then, the off-region stack area is shared when performing processing related to performance information and performance display, and when performing processing related to safety devices. In addition, the off-region stack area is also used when performing processing related to test signals and processing related to error monitoring.

[0246] Note that the in-region program (the program for in-region processing) and the off-region program (the program for off-region processing) are arranged with an unused area in between in ROM111b and are distinguished. The in-region program of the ROM consists of a game control program, game control data, etc., and includes a main program corresponding to the main processing (Figs. 5A - 5C) and an interrupt processing program corresponding to the timer interrupt processing described later. The subroutine of the main program or the interrupt processing program may be an off-region program. The off-region program of the ROM includes a safety device information initialization program corresponding to the safety device information initialization processing, a performance display editing processing program corresponding to the performance display editing processing, and an off-region integration processing program corresponding to the off-region integration processing described later.

[0247] 〔Safety device information initialization processing〕 Next, the details of the safety device information initialization process (A1053) in the main process will be described. FIG. 7 is a flowchart showing the procedure of the safety device information initialization process. In the safety device information initialization process, the safety device counter area, the safety device operation information area, and the old operation information area are initialized or cleared, and the safety device information such as the safety device counter value, the safety device operation information, and the old operation information is set to the initial values (initial information). Note that the safety device operation information is information indicating the current state, and the old operation information indicates the previous state (mainly before the last interruption).

[0248] First, the game control device 100 saves the stack pointer in the stack pointer save area of the out-of-area work area (A1101), and sets the address value indicating the head of the out-of-area stack area as the value of the out-of-area stack area in the stack pointer (A1102). Thereby, the stack pointer indicating the stack to be used is switched from the in-area stack area to the out-of-area stack area.

[0249] Next, the game control device 100 saves (PUSHes) the information (values) of the registers in the out-of-area stack area (A1103). The registers to be saved may be only the registers to be protected (the registers used within the safety device information initialization process), or all general-purpose registers may be saved. To save all general-purpose registers, save (PUSH) both register bank 0 and register bank 1.

[0250] Subsequently, the game control device 100 saves the initial value (100,000) in the safety device counter area, and the safety device counter value becomes the initial value (A1104). Since the safety device counter value (= the number of balls + the initial value) may become smaller than the initial value when the number of balls decreases from 0, such as when a big win does not occur, the initial value is set to be greater than 0, but it may also be a value other than 100,000. In this way, when power is restored after a power failure (when the power is turned on), the safety device counter value is initialized (cleared) so as not to be disadvantageous to the player. However, the ceiling counter value indicating the number of times the special figure variable display game has been executed except in the probability-variable state does not have to be initialized (cleared) when power is restored unless the RAM initialization switch 112 is on. When the safety device counter value (information regarding the number of balls) is initialized (cleared), the margin (the allowable range of the number of balls, the limit of the number of balls) until the operation of the safety device (the occurrence of the game stop state) regarding the number of balls can be increased, which is beneficial to the player. On the other hand, as described above, since the ceiling counter value is not cleared (initialized) when power is restored after a power failure (when the power is turned on), the remaining number of game times until the occurrence of the time-saving state (until the ceiling number of times) does not change due to the power-on, which is beneficial to the player. Then, the safety device non-operation information (value 0) corresponding to the non-operation state (normal state) of the safety device is saved as the safety device operation information in the safety device operation information area (A1105). Furthermore, the safety device non-operation information (value 0) is saved as the old operation information in the old operation information area (A1106).

[0251] Next, the game control device 100 restores the saved registers (A1107), loads from the stack pointer save area and sets the stack pointer (A1108), and ends the safety device information initialization process. The set stack pointer indicates the address of the in-area stack area.

[0252] In the above-described safety device information initialization process, when writing information directly to the RAM without using a register, the register is not saved / retrieved. In this case, since the register is not saved to the RAM either, the stack pointer-related processes (A1101, A1102, A1103, A1107, A1108) are also unnecessary. Also, the save / retrieve of the flag register (A1052, A1054) before and after the safety device information initialization process is also unnecessary.

[0253] Note that in this embodiment, when the safety device counter value is 0 to 189,999 (safety device counter = 0 to 189,999), the safety device operation information is the safety device non-operation information (value 0) corresponding to the non-operation state (pre-operation notice state, operation warning state, or normal state other than the operation state) in which the safety device is not operating (normal). When the safety device counter value is 190,000 to 194,999 (safety device counter = 190,000 to 194,999), the safety device operation information is the safety device pre-operation notice information (value 1) corresponding to the pre-operation notice state that warns of the operation of the safety device.

[0254] Also, when the safety device counter value reaches the counter reference value of 195,000 (safety device counter = 195,000) but the game cannot be stopped, the safety device operation information is the safety device operation warning information (value 2) corresponding to the operation warning state that warns of the operation of the safety device. In this case, even if the number of difference balls (= number of safe balls - number of discharged balls) reaches the difference ball reference value of 95,000, since it is during a big win or a small win, the above-mentioned condition (1) is satisfied but condition (2) is not satisfied, corresponding to the case where the operation condition of the safety device is not satisfied.

[0255] Furthermore, when the safety device counter value reaches 195,000 (safety device counter = 195,000) and the game is stopped, the safety device operation information is the safety device operation information (value 3) corresponding to the operation state (operation state) in which the safety device is operating. In this case, since the number of difference balls reaches the difference ball reference value of 95,000 and it is neither during a big win nor a small win, both of the above-mentioned conditions (1) and (2) are satisfied, corresponding to the case where the operation condition of the safety device is satisfied.

[0256] 〔Performance display editing process〕 Next, the details of the performance display editing process (A1059) in the main process will be described. FIG. 8 is a flowchart showing the procedure of the performance display editing process.

[0257] First, the game control device 100 saves the stack pointer in the stack pointer save area of the out-of-area work area (A1201), and sets the address value indicating the head of the out-of-area stack area (out-of-area use stack area) as the value of the out-of-area stack area in the stack pointer (A1202). Thereby, the stack pointer indicating the stack to be used is switched from the in-area stack area to the out-of-area stack area.

[0258] Next, the game control device 100 saves (PUSH) the register information (value) in the out-of-area stack area for both register bank 0 and register bank 1 (A1203). Here, it is preferable to save all the general-purpose registers. Then, a validity determination for determining the validity of the performance display work area in the out-of-area work area is executed, and when it is not valid and abnormal, initialization (including initial value setting) of the performance display work area is executed (A1204).

[0259] In the validity determination, when the value stored in the work area for performance display is a value that cannot exist in design or deviates from the design value (when it is outside the predetermined range), it can be determined as invalid. For example, it is determined whether a specific value (e.g., 5Ah) is stored in the performance display RAM initialization flag indicating that the initialization of the work area for performance display has been completed, it is determined whether the number for managing the progress of the division process used for base value calculation, etc. is within the predetermined range, it is determined whether the value of the switch counter is within the range not exceeding the number of switches whose values are monitored, it is determined whether the display period management number indicating the current display period is within the range of the number of periods (0 to 3), and it is determined whether the aggregation interval number indicating the current aggregation interval is within the range of the number of intervals (0 to 4). Thus, in the validity determination, it is preferable to determine whether the value of the area used as a pointer to the data table is within the predetermined range. Thereby, it is possible to prevent in advance the program from running wild by acquiring a value outside the range. Also, since the validity determination is performed for each performance display editing process, it is effective.

[0260] Note that since the validity determination is executed each time the performance display editing process is executed, when the work area for performance display is invalid, its initialization can be immediately executed, and abnormal performance display (display of abnormal base value, etc.) can be prevented as much as possible.

[0261] Also, the initialization of the work area for performance display (including initial value setting) targets the area other than the stack pointer save area so as to protect the stack pointer save area. In this embodiment, the out-of-area stack area is not initialized, but it may be initialized. Even when the out-of-area stack area is initialized, the values of the registers saved in the out-of-area stack area are protected and not initialized. Since the initialization of the work area for performance display is executed separately from the initialization of the in-area work area (game control work area) and the in-area stack area (game control stack area), it does not affect the in-area work area and the in-area stack area.

[0262] Subsequently, the game control device 100 determines whether it is the timing to switch the aggregation period for aggregating data (such as the number of normal out balls and the number of normal prize balls) used for calculating the base value (out ball rate) (A1205). An aggregation period is provided for the total number of out balls (total discharged balls, total out balls) from power-on, and the aggregation period is switched every time the total number of out balls reaches a plurality of predetermined numbers (for example, every time it increases by 60,000).

[0263] For example, the timing to switch the aggregation period is the timing when the total number of out balls from power-on becomes 300, 60,300, 120,300, 180,300,... as predetermined numbers. That is, the width of the aggregation period is basically 60,000 except for the first first aggregation period, the first aggregation period = 0 to 300, the second aggregation period = 300 to 60,300, the third aggregation period = 60,300 to 120,300, the fourth aggregation period = 120,300 to 180,300, the fifth aggregation period = 180,300 to 240,300,... The aggregation period numbers indicating the first to fifth aggregation periods are 0 to 4 respectively, and the aggregation period number is maintained at 4 for the sixth aggregation period and later. Note that the current aggregation period number is stored in the work area for performance display.

[0264] When it is the timing to switch the aggregation period (the result of A1205 is "Y"), the game control device 100 makes a switching setting for the aggregation period (A1206). In the switching setting of the aggregation period, it clears the total out counter that counts the total number of out balls (total out balls), the normal out counter that counts the number of normal out balls (normal out balls) which is the number of out balls (discharged balls) within each aggregation period, and the normal prize ball counter that counts the number of normal prize balls which is the total number of all prize balls (acquired balls) within each aggregation period, or shifts (moves) the final base value (or the latest base value) of each aggregation period to the base value storage area of the adjacent aggregation period.

[0265] When it is not the timing to switch the aggregation period (the result of A1205 is "N"), the gaming control device 100 determines whether there is an input of a switch to the input port to be monitored (A1207). In the present embodiment, the input ports to be monitored are the third input port 124 and the fourth input port 126 (see FIG. 3).

[0266] Here, for each input port to be monitored, the information on the switch rising edge copied to the performance display work area (copied in step A9603 of FIG. 58) is checked. For each input port to be monitored, there is an 8-bit area for storing the copied information on the switch rising edge. When the information on the switch rising edge is all 0 for all the input ports to be monitored, it can be determined that there is no input, and in other cases, it can be determined that there is an input. Note that as the information on the switch rising edge, unless masked at the time of copying, the bit corresponding to the switch with a new input (detection) in the input process (A1303) is set to 1, and the bit corresponding to the switch with no new input is set to 0.

[0267] When there is an input of a switch to the input port to be monitored (the result of A1207 is "Y"), the gaming control device 100 checks the input of the switch corresponding to the switch counter (target switch) to obtain input information (A1208). The target switches here are the lower large winning port switch 38a of the first special variable winning device 38, the upper large winning port switch 39a of the second special variable winning device 39, the start port 1 switch 36a of the first start winning port 36, the start port 2 switch 37a of the second start winning port 37 (ordinary variable winning device), the winning port switch 35a of the general winning port 35 (left winning port switch, right winning port switch), the out ball detection switch 74, etc., which can change the base value (or the ball output rate) by detecting the game balls.

[0268] Subsequently, the game control device 100 determines whether it is the valid period of the target switch (A1209). Note that when cheating at the big winning opening or general winning cheating occurs and winning at the big winning opening or the second start winning opening 37 becomes invalid, that is, when the big winning opening switches 38a, 39a or the start opening 2 switch 37a is not valid. Also, there are switches that are always valid, such as the first start winning opening 36 and the out ball detection switch 74.

[0269] When it is the valid period of the target switch (the result of A1209 is "Y"), the game control device 100 determines whether there is an input to the target switch corresponding to the switch counter (A1210). When it is not the valid period of the target switch (the result of A1209 is "N") or when there is no input to the target switch (the result of A1210 is "N"), the process proceeds to step A1218.

[0270] When there is an input to the target switch (the result of A1210 is "Y"), the game control device 100 clears the input information (1 bit) of the bit corresponding to the target switch (A1211) and determines whether it is in the normal base state (A1212). The normal base state (low base state) is a period during which the base value can be calculated and updated, and in this embodiment, it is the normal game state.

[0271] When it is in the normal base state (during the normal game state) (the result of A1212 is "Y"), if the target switch is a switch to which a prize ball is awarded, the game control device 100 updates the normal prize ball number, which is the total number of prize balls within the aggregation period, by adding the number of prize balls corresponding to the target switch (A1213). Subsequently, when the target switch is the out ball detection switch 74, the normal out ball number (normal out number, normal discharge ball number), which is the number of out balls within the aggregation period, is updated by adding 1 (A1214). Next, when the target switch is the out ball detection switch 74, the total out ball number (total out number, total discharge ball number) is updated by adding 1 (A1215).

[0272] In addition, in the present embodiment, the out ball detection switch 74 detects all the game balls discharged from the game area 32 (i.e., all the game balls that have passed through the winning opening or the out opening 30b). Not only the game balls that have entered the out opening 30b, but also the game balls that have entered the winning openings (the first start winning opening 36, the second start winning opening 37, the big winning opening, or the general winning opening 35) are guided to the out ball detection switch 74 via a passage or the like (not shown) and detected.

[0273] When the game control device 100 is not in the normal base state which is the normal game state (the result of A1212 is "N"), it updates only the total out ball number without updating the normal prize ball number or the normal out ball number (A1215). Therefore, in the high base state (the second game state, the time-saving state, the probability-variable state, or the special game state) which is not the normal base state, neither the normal prize ball number nor the normal out ball number is updated, and the base value (normal prize ball number ÷ normal out ball number) calculated from the normal prize ball number and the normal out ball number is not updated and remains unchanged. It is also possible to configure such that the base value can be updated (changed) as the ball output rate in all game states by eliminating the determination process regarding the normal base state in step A1212.

[0274] Next, the game control device 100 updates the switch counter by +1 in order to change the target switch to the next one in the next performance display editing process (A1216). Note that the performance display editing process is executed at a time interval much shorter than the interrupt period (predetermined time period, for example, 4 msec) of the timer interrupt (for example, several μsec) by the loop process in the main process. For this reason, during the interrupt period, the performance display editing process is repeatedly executed, and the switch counter (for example, from 0 to 7) covers all the bits of all the switches (for example, bit 0 to bit 7) for each input port to be monitored. Also, the switch counter is updated to 0 after the final value (for example, 7), and the input of the switch is started to be checked for the next input port to be monitored. For example, after the input of the switch is first checked for the third input port 124, the input of the switch is then checked for the fourth input port 126.

[0275] On the one hand, when there is no switch input to all the input ports to be monitored (the result of A1207 is "N"), the gaming control device 100 executes a base value calculation process (predetermined process) for calculating the base value (A1217). Note that there may be a case where there is no switch input to the input ports to be monitored from the beginning. On the other hand, even if there was an initial switch input to some or all of the input ports to be monitored, after checking the switch input for all the input ports to be monitored, the input information of the target switch with an input is cleared (A1211), so that there is no switch input to all the input ports to be monitored.

[0276] In the base value calculation process, the base value is the ratio of the normal number of prize balls to the normal number of out balls, and is calculated as the normal number of prize balls ÷ the normal number of out balls. Therefore, when a game ball enters the start winning opening (start winning opening 36, normal variable winning device 37), the big winning opening, or the general winning opening 35, as a first step, the normal number of prize balls is updated and changed by the input (detection) of the switches 35a, 36a, 37a, 38a, 39a of the winning opening to which the prize balls are awarded, and the base value changes, and as a second step, the normal number of out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value changes. That is, when one game ball enters the winning opening, the base value changes in two steps (is affected). When a game ball enters the out opening 30b that opens on the game board 30, the normal number of out balls is updated and changed by the input (detection) of the out ball detection switch 74, and the base value also changes. On the other hand, when a game ball enters the general pattern start gate 34, neither the normal number of prize balls nor the normal number of out balls is updated or changed by the ball entry itself, so the base value is maintained without change. Even if a game ball enters the general pattern start gate 34, since no prize balls are awarded, the normal number of prize balls is not updated.

[0277] Regardless of whether the base value changes or not, it will be output as a performance display to the performance display device 152 by the processing in steps A1624 - A1630 of the output process. However, when the safety device is operating and the game is stopped, or when a strong error 2 occurs and the game is stopped, the performance display device 152 outputs off data and turns off.

[0278] Note that, as a special example, the calculation of the base value may be executed only during the real-time value display period for displaying the real-time value (bL.) of the base value. In this special example, the normal winning ball number and the normal out ball number are updated until the real-time value display period arrives, but the base value is not calculated and does not change.

[0279] After step A1216 or A1217, the game control device 100 restores the saved register (A1218), sets the stack pointer by loading it from the stack pointer save area (A1219), and ends the performance display editing process. The set stack pointer indicates the address of the in-area stack area.

[0280] Note that in FIG. 8, the process of step A1217 may be performed immediately after step A1214, and a configuration may be adopted in which the base value calculation process is performed immediately after the normal winning ball number or the normal out ball number is updated without waiting for the input check of all switches of the input port to be monitored.

[0281] 〔Timer Interrupt Processing〕 Next, the timer interrupt processing will be described. FIG. 9 is a flowchart showing the procedure of the timer interrupt processing (interrupt processing program). The timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111a. When a timer interrupt occurs in the game microcomputer 111, the timer interrupt processing is started.

[0282] When the timer interrupt processing is started, the game control device 100 first designates register bank 1 as the register bank to be used (A1301), and sets the upper address of the RAM start address in a predetermined register (A1302). By switching from register bank 0 used in the main process to register bank 1 at the start of the timer interrupt processing, it is equivalent to saving the registers used in the main process. Note that when the timer interrupt processing is started, it automatically enters the interrupt prohibited state.

[0283] Next, the game control device 100 executes input processing for reading inputs from various sensors and switches, capturing signals, that is, reading the states of each input port (A1303). Next, based on the probability setting change flag and the probability setting confirmation flag, it determines whether it is during probability setting change or probability setting confirmation (A1304). If it is during probability setting change or probability setting confirmation (the result of A1304 is "Y"), it executes probability setting change / confirmation processing for changing or confirming the probability setting value (A1305).

[0284] When the game control device 100 is neither during probability setting change nor during probability setting confirmation (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control (light emission control) of LEDs (A1306). Note that when a firing prohibition signal is output in the process of step A1005 in the main process, by performing this output processing, a firing permission signal can be output and the firing permission signal can be set to the permitted state.

[0285] Next, the game control device 100 executes payout command transmission processing for outputting commands (such as payout commands) set in the transmission buffer in various processes to the payout control device 200 (A1307). After that, it executes winning port switch / status monitoring processing for monitoring whether normal signals are input from the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 39a, and monitoring for errors (such as whether the front frame and the glass frame are not open) (A1308).

[0286] Next, the game control device 100 determines whether the game is in a stopped state (A1309). It can be determined that the game is in a stopped state when the safety device is activated (when the safety device activation flag = 1) or when a serious error 2 that requires the game to be stopped has occurred.

[0287] When the game is not stopped (the result of A1309 is "N"), the special drawing game process (A1310), the accessory game process (A1311), the general drawing game process (A1312), and the segment LED editing process (A1313) are executed. After that, the processes after step A1314 are executed. In addition to the case where no error occurs at all, when a weak error and a strong error 1 occur, the special drawing game process (A1310), the accessory game process (A1311), the general drawing game process (A1312), and the segment LED editing process (A1313) are also executed.

[0288] In the segment LED editing process, settings related to the driving of some of the plurality of segment LEDs constituting the batch display device 50 (such as the memory display unit and the round display unit: LED lamps D3 - D7, D11 - D17) are executed. In addition, settings related to the driving of some other parts of the batch display device 50 (the variable display unit: LED lamps D1, D2, D8, D10, D18) are executed in the symbol variation control processes (A2615, A2617, A7615). Settings related to the driving of some other parts of the batch display device 50 (the probability state display unit: LED lamp D9) are executed in the power failure recovery process (A1048) and the like.

[0289] When the game is stopped (the result of A1309 is "Y"), the game control device 100 proceeds to the processes after step A1314 without executing the special drawing game process (A1310), the accessory game process (A1311), the general drawing game process (A1312), and the segment LED editing process (A1313). In this way, when the safety device operates or when a strong error 2 occurs and the game is stopped, the special drawing game process (A1310) and the general drawing game process (A1312) are not executed, so the special drawing reservation numbers (A2906, A4611) and the general drawing reservation numbers (A7707, A7918) do not change. On the other hand, when a weak error or a strong error 1 occurs and the game is not stopped, and the special drawing game process (A1310) and the general drawing game process (A1312) are executed, the special drawing reservation numbers (A2906, A4611) and the general drawing reservation numbers (A7707, A7918) can change by +1 update (when a reservation occurs) or -1 update (when a reservation is cleared).

[0290] In addition, according to the types of errors such as weak errors, strong error 1, and strong error 2, it is also possible to configure to execute any one part of the special figure game process (A1310), accessory game process (A1311), general figure game process (A1312), and segment LED editing process (A1313) and not execute the others. For example, when strong error 2 occurs, only the segment LED editing process may be executed.

[0291] Furthermore, the game control device 100 transmits safety device operation information corresponding to the state of the safety device to the effect control device 300 as an effect command, or executes a safety device related process (A1314) that can set a safety device operation in progress flag. Then, it executes a magnet irregularity monitoring process (A1315) to check the detection signal from the magnetic sensor switch 61 and determine whether there is any abnormality. Furthermore, it executes a radio wave irregularity monitoring process (board radio wave irregularity monitoring process) (A1316) to check the detection signal from the radio wave sensor 62 of the game board and determine whether there is any abnormality.

[0292] After that, the game control device 100 executes a vibration irregularity monitoring process (A1317) to monitor irregularities due to vibration based on the input from the vibration sensor 65. Next, it executes an abnormal discharge monitoring process (A1318) to monitor abnormal discharge from the big winning opening. In the abnormal discharge monitoring process, based on the inputs from the big winning opening switch 39a, the specific area switch 72 (V winning opening switch), and the remaining ball discharge port switch 73 in the special variable winning device 39, the abnormal discharge of the special variable winning device 39 is monitored, and when an abnormal discharge occurs, an abnormal discharge in progress flag is set. Note that the game balls that have passed through the big winning opening switch 39a of the special variable winning device 39 are discharged through the specific area switch 72 (V winning opening switch) or the remaining ball discharge port switch 73.

[0293] Next, the game control device 100 executes an external information editing process (A1319) to set the signals output to various external devices in the output buffer. Then, similar to step A1309 and the like, it determines whether the game is in a stopped state (A1320).

[0294] When the game is not stopped (the result of A1320 is "N"), the game control device 100 saves the flag register in the in-area stack area (A1321), and executes out-of-area integration processing such as updating the safety device counter value (calculating the number of balls) and display control of the performance display device 152 (A1322). After that, the flag register is restored (A1323), and the timer interrupt process is terminated. When the safety device is not activated and strong error 2 has not occurred, the game is not stopped, and the processes of steps A1321 - A1323 including out-of-area integration processing are executed.

[0295] Note that, as will be described later, when shifting to out-of-area integration processing, the stack pointer is switched from the in-area stack area related to game control to the out-of-area stack area. At that time, since the flag of the flag register (especially the zero flag) may change when saving the stack pointer for game control in the stack pointer save area of RAM111c, the flag register is saved in advance in step A1321.

[0296] On the other hand, when the game is stopped (the result of A1320 is "Y"), the game control device 100 terminates the timer interrupt process without executing out-of-area integration processing or the like. That is, when the safety device is activated (when the safety device activation flag = 1) or when strong error 2 has occurred, out-of-area integration processing is not executed, so the safety device counter value is not updated and the display content of performance displays such as the base value is not updated. As a result, unnecessary control during game stop can be omitted.

[0297] Note that, different from the above, even when strong error 2 occurs, it is also possible to have a configuration where the special figure game process (A1310), accessory game process (A1311), general figure game process (A1312), and segment LED editing process (A1313) are executed without stopping the game. Also, even when strong error 2 occurs, it is possible to have a configuration where out-of-area integration processing or the like is executed.

[0298] Also, when returning from the timer interrupt process, the restoration of the interrupt prohibition state and the restoration of the register bank designation are automatically performed. However, depending on the CPU used, after the external information editing process, a process of permitting interrupts or a process of returning the register bank designation to register bank 0 may be performed.

[0299] 〔Output Process〕 Next, the details of the output process (A1306) in the timer interrupt process (Fig. 9) will be described. Fig. 10 is a flowchart showing the procedure of the output process.

[0300] The game control device 100 first outputs off data to the output port 135 (segment output port) (see Fig. 3) that outputs the data of the segments of the batch display device (LED) 50 to reset the output port 135 (A1601). Subsequently, off output data for all solenoids (big winning port solenoids 38b, 39b, lever solenoid 86b, general electric solenoid 37c) is set (A1602). Then, in the same way as in step A1309 and the like, it is determined whether the game is stopped (A1603). When the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 that requires the game to be stopped has occurred, it can be determined that the game is stopped.

[0301] When the game control device 100 is not in the game stop state (the result of A1603 is "N"), it synthesizes the data to be output to the solenoid output port 134 that outputs the data of the big winning port solenoids 38b, 39b, lever solenoid 86b, and general electric solenoid 37c (A1604). Then, it outputs the data to the solenoid output port 134 (A1605). When the game is in the stop state (the result of A1603 is "Y"), it does nothing and proceeds to the process of step A1605 to output off data (A1602) to the solenoid output port 134. As a result, when the game is in the stop state, the operation of all solenoids stops, and the big winning port, the specific area 86, the ordinary variable winning device 37, etc. are closed and enter the closed state. In this way, the big winning port is closed in the game stop state, and the round game (the game during big win or small win) cannot be executed.

[0302] Then, the game control device 100 updates the value of the digit counter for sequentially scanning the digit lines of the batch display device (LED) 50 by +1 within the range of 0 to 3 (it is only incremented by 1, but when it reaches 3, it is updated to 0) (A1606). Further, digit output data for the digit line of the LED corresponding to the value of the digit counter is acquired (A1607). Then, the acquired digit output data and the external information data are combined (A1608), and the combined data is output to the digit output / external information output port 136 (A1609).

[0303] Next, the game control device 100 sets off data as the segment output data to the segment lines (A1610). And the output data of firing prohibition is set (A1611). Further, similar to step A1603 etc., it is determined whether or not the game is in a stopped state (A1612).

[0304] When the game control device 100 is not in the game stop state (the result of A1612 is "N"), it loads the segment output data from the segment area in the RAM 111c corresponding to the value of the digit counter to the segment lines (A1613), sets the output data of firing permission (A1614), and outputs the loaded segment output data to the output port 135 for segment output (A1615). Note that this segment area may be included in the in-area work area (game control work area).

[0305] In this way, when the game is not in the stop state, each time the value of the digit counter is updated by +1 within the range of 0 to 3, a new digit line is selected, and segment output data is output to the eight segment lines of the digit connected by this digit line. Digits 0 to 3 (digit 0 to 3) are sequentially selected, and a dynamic drive method (dynamic lighting control) for the batch display device 50 is realized.

[0306] On the other hand, when the game is stopped (the result of A1612 is "Y"), the game control device 100 outputs off data (A1610) to the output port 135 for segment output without performing the processes of steps A1613 and A1614 (A1615). As a result, when the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 has occurred, the batch display device 50 turns off in the game stop state. Thereby, in the game stop state, the special figure variable display game and the general figure variable display game cannot be executed. And the player who sees the batch display device 50 can recognize that the game is stopped, that the safety device has been activated, or that a strong error 2 (irregular error) has occurred.

[0307] Subsequently, the game control device 100 loads and synthesizes the external information data output to the external information terminal 71 (A1616), and further synthesizes the synthesized external information data and the output data of launch permission or launch prohibition (A1617), and finally outputs the synthesized data to the external information / launch permission signal output port 137 (A1618). Here, when the game is not stopped, the output data is launch permission (A1614), and when the game is stopped, the output data is launch prohibition (launch stop) (A1611). As a result, in the game stop state when the safety device is activated or when a strong error 2 has occurred, the launch of the game ball from the ball launch device is prohibited, while if the game is not in the stop state, the launch of the game ball from the ball launch device is permitted. Note that even in the game stop state, it is also possible to configure to permit the launch of the game ball from the ball launch device and not prohibit the launch (launch stop).

[0308] Next, the game control device 100 loads and synthesizes the data output to the test terminal output port 1 on the relay board 70 for outputting the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 1 on the relay board 70 (A1619). After that, the game control device 100 loads and synthesizes the data output to the test terminal output port 2 on the relay board 70 for outputting the test signal to the test firing test device, and outputs the synthesized data to the test terminal output port 2 on the relay board 70 (A1620).

[0309] Next, the game control device 100 loads and synthesizes the data to be output to the test terminal output port 3 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 3 on the relay board 70 (A1621). Further, it loads and synthesizes the data to be output to the test terminal output port 4 on the relay board 70 that outputs a test signal of the firing test device, and outputs the synthesized data to the test terminal output port 4 on the relay board 70 (A1622). Then, it loads and synthesizes the data to be output to the test terminal output port 5 on the relay board 70 that outputs a test signal to the firing test device, and outputs the synthesized data to the test terminal output port 5 on the relay board 70 (A1623).

[0310] Next, the game control device 100 outputs off data to the output port 141 (segment output port 2) that outputs the data of the segments of the performance display device (LED) 152 to reset the output port 141 (A1624). Next, it updates the value of the digit counter 2 for sequentially scanning the digit lines of the performance display device 152 by +1 within the range of 0 to 3 (it is only incremented by 1, but the next value after 3 is updated to 0) (A1625). Further, it acquires the digit output data to the digit lines of the LEDs corresponding to the value of the digit counter 2 (A1626). Then, it outputs the acquired digit output data to the output port 142 (digit output port 2) (A1627).

[0311] Next, the game control device 100 determines whether the game is stopped, in the same way as in step A1603 etc. (A1628). When the game is not stopped (the result of A1628 is "N"), it loads the segment output data from the performance display device segment area in the RAM 111c corresponding to the value of the digit counter 2 (A1629). The performance display device segment area is included in the performance display work area related to performance information and its display (performance display). Then, it outputs the loaded segment output data to the output port 141 (segment output port 2) for the performance display device 152 (A1630), and then ends the output process.

[0312] On the other hand, when the game is stopped (the result of A1628 is "Y"), the gaming control device 100 ends the output process without executing the processes of steps A1629 and A1630. Therefore, when the safety device is activated and the game is stopped (when the safety device activation flag = 1) or when a strong error 2 occurs and the game is stopped, the segment output data in the segment area of the performance display device cannot be output to the output port 141. Thus, the off data of step A1624 is directly output to the output port 141 for the performance display device 152. And in this case, when the value of the digit counter 2 makes a full cycle within the range of 0 to 3, all the LEDs of the performance display device 152 are forcibly turned off and become non-displayed. The person in charge or the staff at the game hall who sees the performance display device 152 can recognize that the game is stopped, the safety device has been activated, or a strong error 2 (irregular error) has occurred.

[0313] Also, even if a strong error 2 occurs, it is possible to configure the game not to stop and execute the processes of steps A1629 and A1630.

[0314] 〔Payout Opening Switch / Status Monitoring Process〕 Next, the details of the payout opening switch / status monitoring process (A1308) in the timer interrupt process (Fig. 9) will be described. Fig. 11 is a flowchart showing the procedure of the payout opening switch / status monitoring process.

[0315] The gaming control device 100 first clears the acquired game ball number area included in the in-area work area to 0 (A2001). Thereby, the acquired game ball number area becomes an area for storing the number of acquired prize balls (total) acquired within one interrupt (within a predetermined time period). Note that the number of acquired game balls is equal to the increase in the number of safe balls within one interrupt. Then, a payout opening monitoring table 1 corresponding to the upper large payout opening switch 39a in the upper large payout opening (special variable payout device 39) is prepared (A2002). And an irregularity & payout monitoring process is executed to monitor whether there is an irregular payout in the upper large payout opening and detect a normal payout while the upper large payout opening is not open (A2003).

[0316] After that, the game control device 100 prepares a winning port monitoring table 2 corresponding to the lower large winning port switch 38a in the lower large winning port (special variable winning device 38) (A2004). Then, it executes fraud & winning monitoring processing to monitor whether there is any fraudulent winning in the lower large winning port even though the lower large winning port is not open and to detect normal winning (A2005).

[0317] Then, the game control device 100 prepares a winning port monitoring table corresponding to the start port 2 switch 37a in the normal variable winning device 37 (A2006). Then, it executes fraud & winning monitoring processing to monitor fraudulent winning and to detect normal winning (A2007). Subsequently, it prepares a winning port monitoring table for winning port switches that are always win-able and do not require fraud monitoring (A2008). The winning port switches that are always win-able are the start port 1 switch 36a, the general winning port 35, and the like.

[0318] Next, the game control device 100 executes winning count counter update processing to update the winning count (A2009). Then, it updates a state scan counter for sequentially designating which switch or signal among a plurality of switches and signals whose states are to be monitored is the target of the current monitoring (A2010). The state scan counter is updated within the range from 0 to 3.

[0319] After that, the game control device 100 prepares a gaming machine state monitoring table 1 for setting the state to be monitored according to the value of the state scan counter (A2011). Then, it executes gaming machine state check processing to determine states such as whether an error has occurred (A2012).

[0320] By referring to the value of the status scan counter in the gaming machine status monitoring table 1, when the value of the status scan counter is 0, monitoring of the status (switch abnormality error) based on the abnormality detection signal output due to the occurrence of, for example, a disconnected switch connector is set. When the value of the status scan counter is 1, monitoring of the status (shooting ball depletion error) based on the shooting ball depletion switch signal from the payout control device 200 is set. When the value of the status scan counter is 2, monitoring of the status (overflow error) based on the overflow switch signal is set. When the value of the status scan counter is 3, monitoring of the status (payout abnormality error) based on the payout abnormality status signal is set. Thus, in the gaming machine status monitoring table 1, weak errors are monitored.

[0321] Next, the game control device 100 prepares a gaming machine status monitoring table 2 for setting the status to be monitored according to the value of the status scan counter (A2013). Then, it executes a gaming machine status check process for determining the status such as whether an error has occurred (A2014).

[0322] By referring to the value of the status scan counter in the gaming machine status monitoring table 2, when the value of the status scan counter is 0, monitoring of the status (glass frame opening error) based on the signal output from the glass frame opening detection switch is set. When the value of the status scan counter is 1, monitoring of the status (main body frame opening error, front frame opening error) based on the signal output from the front frame opening detection switch is set. Also, when the value of the status scan counter is 2, monitoring of the status (frame radio wave irregularity) based on the frame radio wave irregular signal is set. When the value of the status scan counter is 3, monitoring of the status based on the touch switch signal is set.

[0323] Next, the game control device 100 determines whether the value of the status scan counter is 0 (A2015). And when the value of the error scan counter is not 0 (the result of A2015 is "N"), it proceeds to the process of step A2017.

[0324] In addition, when the value of the error scan counter is 0 (the result of A2015 is "Y"), the game control device 100 executes a payout busy signal check process for setting a busy signal status (payout busy signal flag) based on a payout busy signal indicating whether the payout control device 200 can start payout control (A2016), and proceeds to the process of step A2017.

[0325] Note that the process of step A2016 is executed only when the value of the status scan counter updated every timer interrupt is 0, so it will be executed at a rate of once every four timer interrupts. That is, when the timer interrupt is performed every 4 ms, the process of A2016 will be performed every 16 ms.

[0326] Next, the game control device 100 executes a V-pass timing monitoring process for monitoring whether a game ball has passed through the specific area switch 72 at an inappropriate timing (A2017). In the V-pass timing monitoring process, a V-pass error is set when a detection signal of the specific area switch 72 is generated at an inappropriate timing.

[0327] Subsequently, the game control device 100 executes a remaining ball monitoring process for monitoring whether there is no game ball remaining in the specific area switch 72 (A2018), and ends the winning port switch / status monitoring process.

[0328] Note that the V-pass timing monitoring process and the remaining ball monitoring process in the winning port switch / status monitoring process are necessary for a so-called one-type two-type hybrid machine (1 + 2 types of machines) as in this embodiment, and may not be necessary for a normal one-type pachinko machine.

[0329] 〔Illegality & Winning Monitoring Process〕 FIG. 12 is a flowchart showing the procedure of the illegality & winning monitoring process. The illegality & winning monitoring process is executed in steps A2003, A2005, and A2007 in the winning port switch / status monitoring process shown in FIG. 11.

[0330] The cheating & winning monitoring process is a process performed on the lower large winning opening switch 38a in the special variable winning device 38, the upper large winning opening switch 39a of the special variable winning device 39, and the winning opening switch (start opening 2 switch 37a) in the normal variable winning device 37. Regarding the second start winning opening (normal variable winning device 37) and the large winning opening (special variable winning devices 38 and 39), since it is easy to perform cheating such as forcibly opening the opening / closing member to put the game ball in and pay out the prize balls, in addition to detecting winning, cheating is monitored.

[0331] First, the game control device 100 checks the cheating monitoring period flag of the winning opening switch to be error-monitored (A2101), and determines whether it is within the cheating monitoring period (A2102). For example, the cheating monitoring period is a period when the winning opening switch to be error-monitored does not originally detect a game ball. For example, when the winning opening switch is the lower large winning opening switch 38a, it is a period other than during the special game state in which the special variable winning device 38 is opened.

[0332] Then, when it is within the cheating monitoring period (the result of A2102 is "Y"), the game control device 100 determines whether there is an input to the target winning opening switch (A2103). When there is no input to the target winning opening switch (the result of A2103 is "N"), the target notification timer update information is loaded (A2112). When there is an input to the target winning opening switch (the result of A2103 is "Y"), the target cheating winning count is updated by +1 (A2104), and it is determined whether the cheating winning count after addition is equal to or more than the cheating occurrence determination count (for example, 5) to be monitored (A2105).

[0333] The reason for setting the determination count to 5 is, for example, to prevent cases such as when a game ball is pinched by the door member of the large winning opening when the open large winning opening is converted to the closed state, and the game ball wins after passing the valid period of the count switch or when noise is added to the signal from being judged as cheating, and to prevent being easily judged as an error even though it is not cheating.

[0334] Then, when the number of determinations is not more than the determined number (the result of A2105 is "N"), the game control device 100 prepares a winning port monitoring table for the target winning port switch (A2110). Also, when the number of determinations is more than the determined number (the result of A2105 is "Y"), the number of illegal winnings is fixed at the number of illegal occurrence determinations (A2106), and an initial value (for example, 60000 ms) is saved in the target illegal winning notification timer area (A2107).

[0335] Next, the game control device 100 prepares the target illegal occurrence command as a production command (A2108), and further prepares an illegal winning occurrence flag as an illegal flag (A2109). Then, the prepared illegal flag is compared with the value in the target illegal flag area (A2120).

[0336] On the other hand, when it is not the illegal monitoring period (the result of A2102 is "N"), the game control device 100 prepares a winning port monitoring table for the target winning port switch (A2110), and executes a winning count counter update process for setting the prize balls (A2111). Details of the winning count counter update process will be described later.

[0337] Then, the game control device 100 loads the target notification timer update information (A2112), and determines whether or not the update of the notification timer is permitted (A2113). When the update of the notification timer is not permitted (the result of A2113 is "N"), the illegal & winning monitoring process ends. On the other hand, when the update of the notification timer is permitted (the result of A2113 is "Y"), if the target notification timer is not 0, it is updated by -1 (A2114). Note that the minimum value of the notification timer is set to 0.

[0338] The update of the notification timer is permitted when the winning port switch to be error-monitored is the winning port switch (start port 2 switch 37a) within the normal variable winning device 37. Also, when there are two winning port switches in one special variable winning device (big winning port), the update of the notification timer is permitted when the winning port switch to be error-monitored is one of them, and not permitted when the winning port switch to be error-monitored is the other. This prevents the update of the notification timer from occurring at twice the frequency for false notifications regarding one special variable winning device, and from timing out in half of the specified time (e.g., 60000 ms).

[0339] Thereafter, the game control device 100 determines whether the value of the notification timer is 0 (A2115). If the value is not 0 (the result of A2115 is "N"), that is, if the time has not run out, the fraud & winning monitoring process ends. Also, if the value of the notification timer is 0 (the result of A2115 is "Y"), that is, if the time has run out or has already run out, a target fraud cancellation command is prepared as an effect command (A2116), and a fraud winning cancellation flag is prepared as a fraud flag (A2117). Then, it is determined whether it is the moment when the value of the notification timer has become 0 (A2118).

[0340] When the value of the notification timer has become 0 at the moment (the result of A2118 is "Y"), that is, when the value of the notification timer has become 0 in the current fraud & winning monitoring process, the game control device 100 clears the target fraud winning count (A2119).

[0341] Also, after the process of step A2119 is completed, or when it is not the moment when the value of the notification timer has become 0 (the result of A2118 is "N"), that is, when the value of the notification timer has become 0 in the fraud & winning monitoring process before the previous time, the game control device 100 compares the prepared fraud flag with the value in the target fraud flag area (A2120).

[0342] When the prepared fraud flag matches the value of the target fraud flag area (the result of A2120 is "Y"), the game control device 100 ends the fraud & winning monitoring process. When the prepared fraud flag does not match the value of the target fraud flag area (the result of A2120 is "N"), the game control device 100 saves the prepared fraud flag to the target fraud flag area (A2121), executes the effect command setting process (A2122), and then ends the fraud & winning monitoring process.

[0343] Through the above processes, when fraud occurs, a fraud occurrence command is sent to the effect control device 300, and when the fraud is lifted, a fraud cancellation command is sent to the effect control device 300, thereby setting the start and end of fraud notification.

[0344] 〔Prize Count Counter Update Process〕 FIG. 13 is a flowchart showing the procedure of the prize count counter update process. The prize count counter update process is executed in step A2009 of the winning port switch / status monitoring process shown in FIG. 11 or step A2111 of the fraud & winning monitoring process shown in FIG. 12.

[0345] First, the game control device 100 determines whether the game is in a stopped state (A2201). When the safety device is activated (when the safety device activation flag = 1) or when a strong error 2 that requires the game to be stopped has occurred, it can be determined that the game is in a stopped state.

[0346] When the game control device 100 determines that the game is not in a stopped state (the result of A2201 is "N"), it acquires the number of winning port switches to be monitored from the winning port monitoring table (A2202) and determines whether there is an input to the target winning port switch (A2203). In the winning table of the winning port monitoring table, for each winning port switch to be monitored, the number of prize balls, the address of the prize count counter area 1, the address of the prize count counter area 2, etc. are defined. When there is no input (the result of A2203 is "N"), it updates the table address to the address of the next record (A2215) and determines whether the monitoring of all switches has been completed (A2216).

[0347] On the other hand, when there is an input to the target winning port switch (the result of A2203 is "Y"), the gaming control device 100 loads the number of acquired game balls from the acquired game ball number area (A2204), adds the number of bonus balls corresponding to the target winning port switch to the number of acquired game balls (A2205), and saves the added value to the acquired game ball number area (A2206). As a result, the number of acquired game balls stored in the acquired game ball number area is updated for each winning port switch, and the number of acquired game balls finally becomes the number (total) of bonus balls acquired within one interruption.

[0348] Note that the acquired game ball number area is in the in-area work area, written by the program for updating the winning count counter (a part of the in-area program), and only read by the program for the difference ball confirmation process (a part of the out-of-area program) described later. Note that even if an input is made to all the winning port switches simultaneously, the total value of the bonus balls is less than 255 (1 byte), so no upper limit check is performed on the number of acquired game balls.

[0349] Next, the gaming control device 100 loads the value of the target winning count counter area 1 (A2207), and updates the loaded value by +1 (A2208). Further, it determines whether an overflow occurs due to the updated value (A2209). The winning count counter area 1 has a size of 2 bytes (0 to 65535).

[0350] When no overflow has occurred (the result of A2209 is "N"), the gaming control device 100 saves the updated value to the winning count counter area 1 (A2210). After the processing of step A2210 is completed, or when an overflow has occurred (the result of A2209 is "Y"), the gaming control device 100 loads the value of the target winning count counter area 2 (A2211).

[0351] After that, the game control device 100 updates the loaded value by +1 (A2212), and determines whether an overflow occurs based on the updated value (A2213). If no overflow occurs (the result of A2213 is "N"), the updated value is saved in the winning count counter area 2 (A2214). The winning count counter area 2 has a size of 1 byte (0 to 255).

[0352] After the processing of step A2214 is completed, or when an overflow occurs (the result of A2213 is "Y"), the game control device 100 updates the table address to the address of the next record (A2215). Then, it determines whether the monitoring of all switches has ended (A2216).

[0353] If the monitoring of all switches has not ended (the result of A2216 is "N"), the game control device 100 returns to the process of step A2203 that determines whether there is an input to the target winning port switch. Also, if the monitoring of all switches has ended (the result of A2216 is "Y"), the winning count counter update process ends. As a result, until the monitoring of all switches ends, the processes of steps A2203 - A2216 are repeated, and the number of acquired game balls (total), which is the number of prize balls acquired within one interruption, is obtained. Also, based on the winnings to each winning port (each winning area) within one interruption, the winning count counter areas 1 and 2 are updated and the winning information is stored.

[0354] If the game is in a stopped state (the result of A2201 is "Y"), the game control device 100 does nothing and ends the winning count counter update process. As a result, in the game stopped state, the detection of game balls by the winning port switch becomes invalid, the number of acquired game balls is not updated, and since the winning count counter areas 1 and 2 are not updated, the winning information is not stored and no prize balls are obtained (paid out). Note that the payout of prize balls based on the winning information stored before the game stops (that is, when the detection of game balls by the winning port switch is valid) continues even in the game stopped state.

[0355] The winning count counter area 1 is an area used to transmit a payout command (bonus ball command) for instructing the payout control device 200 to pay out bonus balls, and stores data on winnings corresponding to bonus balls for which the payout command has not yet been transmitted. That is, the winning count counter area 1 forms a bonus ball command counter capable of storing information related to the bonus ball command.

[0356] The winning count counter area 2 is an area used to transmit a main bonus ball signal for outputting to an external device every time the number of bonus balls generated by winning at the winning port (number of balls to be paid out) reaches a predetermined number (here, 10), and stores data on winnings corresponding to bonus balls for which the generation process of the main bonus ball signal has not been performed. That is, the winning count counter area 2 forms a main bonus ball signal counter capable of storing information related to the main bonus ball signal.

[0357] In each of these winning count counter areas, winning count counter areas are provided for each number of bonus balls set for each winning port (for example, 3 bonus balls, 2 bonus balls, 10 bonus balls, 14 bonus balls), and the count number of the corresponding winning count counter area is incremented by 1 based on winning at the winning port. That is, the information on the winning is made storable in units of one winning at the winning port. Note that the winning count counter area 1 (2 bytes) is allocated a larger area than the winning count counter area 2 (1 byte) so that more winning data can be stored. This is because the main bonus ball signal can be transmitted regardless of the state of the transmission destination, while the payout command may be withheld from transmission depending on the state of the payout control device 200 which is the transmission destination, and there is a possibility that more untransmitted data will accumulate.

[0358] 〔Game machine state check process〕 FIG. 14 is a flowchart showing the procedure of the game machine state check process. The game machine state check process is executed in steps A2012, A2014, etc. in the winning port switch / state monitoring process shown in FIG. 11.

[0359] The game control device 100 first acquires a state monitoring table corresponding to the state scan counter (A2301). The state scan counter is set with a value in the range from 0 to 3 corresponding to the game state. The relationship between the state monitoring table and the state scan counter is as described in the winning port switch / state monitoring process.

[0360] Subsequently, the game control device 100 determines whether the signal to be checked is on (A2302). When the signal to be checked is not on (the result of A2302 is "N"), that is, when the signal to be checked is off, it prepares a state off flag as a state flag (A2303), acquires and prepares the target state off command (A2304). Furthermore, it acquires the target state off monitoring timer comparison value (A2305). The state off flag indicates a normal state for error-related signals and a non-touch state for touch switch signals.

[0361] On the other hand, when the signal to be checked is on (the result of A2302 is "Y"), the game control device 100 prepares a state on flag as a state flag (A2306), acquires and prepares the target state on command (A2307). Furthermore, it acquires the target state on monitoring timer comparison value (A2308). The state on flag indicates an abnormal or illegal state for error-related signals and a touched state for touch switch signals.

[0362] When the process of step A2305 or step A2308 ends, the game control device 100 determines whether the value of the target signal control area matches the state of the acquired signal (A2309). If they match (the result of A2309 is "Y"), it proceeds to the process of step A2312. If they do not match (the result of A2309 is "N"), it saves the acquired signal state in the target signal control area (A2310) and clears the target state monitoring timer (A2311).

[0363] Subsequently, the game control device 100 updates the target state monitoring timer by +1 (A2312). Further, it determines whether the value of the updated state monitoring timer is greater than or equal to the corresponding timer comparison value (A2313). If the value of the updated state monitoring timer is less than the corresponding timer comparison value (the result of A2313 is "N"), the game machine state check process ends.

[0364] On the other hand, when the value of the updated state monitoring timer is greater than or equal to the corresponding timer comparison value (the result of A2313 is "Y"), the game control device 100 updates the state monitoring timer by -1 and sets it to the value of the timer comparison value - 1 (A2314). Further, it determines whether the prepared state flag matches the value in the target state flag area (A2315). If they match (the result of A2315 is "Y"), the game machine state check process ends.

[0365] On the other hand, when the prepared state flag does not match the value in the target state flag area (the result of A2315 is "N"), the game control device 100 saves the prepared state flag in the target state flag area (A2316). Finally, it executes the effect command setting process for setting the effect command (A2317) and ends the game machine state check process.

[0366] The effect command here is either a state off command or a state on command. If the state on command is an error - related command, the effect control device 300 is made to start error notification. As state on commands for making the effect control device 300 start error notification, there are commands corresponding to payout errors (including weak errors) related to the payout of game balls, such as a shoot ball out error, an overflow error, and a payout abnormality error, and commands corresponding to frame opening errors (including strong error 1) such as a glass frame opening error and a main body frame opening error, and commands corresponding to an error of frame radio wave irregularity (including strong error 2).

[0367] 〔Probability Setting Change / Confirmation Process〕 Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be described. FIG. 15 is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0368] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value here is stored in the probability setting value area in the in-area work area of the RAM 111c.

[0369] When the probability setting value is within the normal range (the result of A2401 is "Y"), the game control device 100 sets the probability setting value display data corresponding to the probability setting value (A2402) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the game control device 100 sets the extinguished light data as the probability setting value display data (A2403) and outputs it to the performance display device 152 via the drivers 150a and 150b (A2404).

[0370] Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152 and is stored in the probability setting value display data area. In order to prevent confusion among the hall-related personnel such as the person in charge and the staff of the game arcade, if the jackpot probabilities (and small win probabilities) are the same even if the probability setting values are different, the display probability setting values may be made the same by associating them with the jackpot probabilities (and small win probabilities). That is, the same display probability setting value may mean the same jackpot probability (and small win probability).

[0371] Next, if the security signal control timer is not 0, the game control device 100 updates it by -1 (A2405). The security signal control timer is 128 ms (predetermined time) set in step A1037. Subsequently, the on-data of the security signal for notifying an external device (such as an in-arcade management device (hall computer)) of an abnormality is output to the external information terminal 71 (A2406). Here, other signals to the external information terminal 71 such as the jackpot signal are maintained in the off state.

[0372] After that, the game control device 100 determines whether the probability setting change flag is set (A2407). If the probability setting change flag is not set (the result of A2407 is "N"), that is, when the probability setting is being confirmed, the probability setting change / confirmation process ends without doing anything.

[0373] When the probability setting change flag is set (the result of A2407 is "Y"), that is, when the probability setting is being changed, the game control device 100 determines whether it is the first timer interrupt process after power-on (A2408). If it is the first timer interrupt process after power-on (the result of A2408 is "Y"), the probability setting change / confirmation process ends. This is to prevent the situation where the probability setting value is updated unintentionally when the RAM initialization switch 112 is kept pressed.

[0374] When it is not the first timer interrupt process after power-on (the result of A2408 is "N"), the game control device 100 determines whether there is an input to the RAM initialization switch 112 (A2409). If there is no input to the RAM initialization switch (the result of A2409 is "N"), the probability setting change / confirmation process ends.

[0375] When there is an input to the RAM initialization switch 112 (when the result of A2409 is "Y"), the working setting value in the working setting value area (in RAM111c or a register) is incremented by 1 within the range where it can be obtained, and the probability setting value in the probability setting value area is incremented by 1 corresponding to the working setting value (A2410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. Then, the probability setting change / confirmation process ends. Note that a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in RAM111c or a register) that stores the working setting value when entering the setting change mode. Note that when incrementing by 1 when the working setting value is 5 (probability setting value 6), it can return to the working setting value 0 (probability setting value 1). Therefore, the probability setting values 1 to 6 can be repeatedly incremented by 1 and switched. Also, the range where the working setting value can be obtained is, for example, 0 to 1 or 0 to 5 in the case of multi-stage setting where there are multiple probability setting values, but is only 0 in the case of single-stage setting. In the case of multi-stage setting, each time the RAM initialization switch 112 is operated, the working setting value and the probability setting value are updated to different values, but in the case of single-stage setting, they remain the same value (are updated to the same value) even if updated.

[0376] Also, each time the probability setting value is incremented by 1 or when there is a switch of the game state to a state where settings are variable or the like, a command (setting value information command) for notifying the effect control device 300 of the setting value may be transmitted. Similarly, each time the probability setting value is incremented by 1 or when there is a switch of the game state to a state where settings are variable or the like, a test signal may be made outputtable to an external firing test device. Note that it is preferable to stop these transmissions and outputs when there is an abnormality such as a main abnormality in the game control device 100. In addition, when there is a switch of the game state such as a probability variation state, a time shortening state, or a jackpot state, or at the start of a special figure variation display game, a command (setting value information command) for notifying the effect control device 300 of the setting value may be transmitted, or a test signal may be made outputtable to an external firing test device.

[0377] Note that in the above description, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is directly updated in response to the update of the working setting value. However, the probability setting value (working setting value) being changed in the working setting value area of the RAM 111c may be stored, and when the setting key switch 93 is turned off and the setting change operation is completed (when the result of A1039 is "Y"), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. By doing so, when a power failure occurs during the setting change (when the result of A1040 is "Y"), it is possible to prevent a situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value.

[0378] 〔Special Figure Game Process〕 Next, the details of the special figure game process (A1310) in the above-described timer interrupt process will be described. FIG. 16 is a flowchart showing the procedure of the special figure game process. In the special figure game process, the inputs of the start port 1 switch 36a and the start port 2 switch 37a are monitored, the overall control of the process related to the special figure variable display game is performed, and the display setting of the special figure is performed.

[0379] The game control device 100 first executes a start port switch monitoring process (A2600) for monitoring the winnings of the start port 1 switch 36a and the start port 2 switch 37a. In the start port switch monitoring process, when a game ball wins in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. The details of the start port switch monitoring process will be described later.

[0380] Subsequently, a specific area switch monitoring process (A2601) for monitoring the winning (entry of the game ball) of the game ball into the specific area 86 (V winning port) is executed. The details of the specific area switch monitoring process will be described later.

[0381] Next, the game control device 100 executes the upper large winning opening switch monitoring process (A2602). In the upper large winning opening switch monitoring process, detection of game balls by the count switch 39a provided in the special variable winning device 39 is monitored.

[0382] Next, if the special figure game process timer is not 0, the game control device 100 updates it by -1 (subtracts by 1) (A2603). With the -1 update, the special figure game process timer will be timed by the interrupt cycle (4 msec) of the timer interrupt process. Note that the minimum value of the special figure game process timer is set to 0. Next, it is determined whether the special figure game process timer is 0 (A2604). If the special figure game process timer is not 0 (the result of A2604 is "N"), the process proceeds to step A2619.

[0383] When the special figure game process timer of the game control device 100 is 0 (the result of A2604 is "Y"), that is, when the time is up or already up, the game control device 100 sets the special figure game sequence branch table, which is referred to for branching to the process corresponding to the special figure game process number, in the register (A2605). Further, the branch destination address of the process corresponding to the special figure game process number is acquired using the special figure game sequence branch table (A2606). Subsequently, a subroutine call is made according to the special figure game process number to execute the game branching process corresponding to the special figure game process number (A2607).

[0384] When the game process number is "0" in step A2607, the game control device 100 monitors the start of the variation of the special figure variation display game, and executes the special figure normal process for setting the start of the variation of the special figure variation display game, setting the effects, and setting the information necessary for performing the process during the special figure variation, etc. Note that the details of the special figure normal process will be described later.

[0385] When the game process number is "1" in step A2607, the game control device 100 executes a special figure variation process (A2609) for setting the stop display time of the special figure in the special figure and setting the information necessary for performing the process during the special figure display. For example, in the special figure variation process, necessary information such as a symbol stop command indicating the stop of the special symbol and a stop display time corresponding to the stop symbol pattern is set, the process number "2" related to the process during the special figure display is set, and it is saved in the special figure game process number area.

[0386] When the game process number is "2" in step A2607, the game control device 100 executes a special figure display process (A2610) for setting the information necessary for shifting to the jackpot state or the minor jackpot state. For example, in the special figure display process, if the result of the special figure variation display game is a jackpot, the condition device operation information indicating that the condition device is operating is set in the condition device operation information area, the process number "0" related to the normal special figure process is set, and it is saved in the special figure game process number area. If the result of the special figure variation display game is a minor jackpot, necessary information such as a minor jackpot fanfare command and the time before the minor jackpot opening is set, the process number "3" related to the process before the minor jackpot opening is set, and it is saved in the special figure game process number area. If the result of the special figure variation display game is a loss, the process number "0" related to the normal special figure process is set, and it is saved in the special figure game process number area.

[0387] When the game process number is "3" in step A2607, the game control device 100 executes a process before the minor jackpot opening (A2611). For example, in the process before the minor jackpot opening, the opening time of the major winning port due to the minor jackpot (minor jackpot opening time, for example, 1.6 seconds) is saved in the special figure game process timer area, on data is saved in the upper major winning port solenoid output data area, a command during the minor jackpot opening is set as an effect command, the process number "4" related to the process during the minor jackpot opening is set, and it is saved in the special figure game process number area.

[0388] When the game process number is "4" in step A2607, the game control device 100 executes the small win release process (A2612). For example, in the small win release process, the small win remaining ball process time (e.g., 3.0 seconds) is saved in the special figure game process timer area, and the process number "5" related to the small win remaining ball process is set and saved in the special figure game process number area.

[0389] When the game process number is "5" in step A2607, the game control device 100 executes the small win remaining ball process (A2613). For example, in the small win remaining ball process, the process number "0" related to the special figure normal process is set and saved in the special figure game process number area.

[0390] When the process based on the special figure game process number ends, after preparing the special figure 1 variation control table for controlling the variation of the special figure 1 display 51 (A2614), the game control device 100 executes the symbol variation control process related to the special figure 1 display 51 (A2615). Then, after preparing the special figure 2 variation control table for controlling the variation of the special figure 2 display 52 (A2616), the game control device 100 executes the symbol variation control process related to the special figure 2 display 52 (A2617). Next, the lever solenoid control process (A2618) for controlling the opening operation of the lever solenoid 86b to open the lever solenoid 86b during a small win is executed to end the special figure game process.

[0391] 〔Start port switch monitoring process〕 Next, the details of the start port switch monitoring process (A2600) in the special figure game process will be described. FIG. 17 is a flowchart showing the procedure of the start port switch monitoring process.

[0392] The game control device 100 first prepares a winning monitoring table for the start winning opening 36 (start opening 1) (A2701), executes a hardware random number acquisition process (A2702), and determines whether there is a winning at the start winning opening 36 (A2703). If there is no winning at the start winning opening 36 (the result of A2703 is "N"), the processes after step A2709 are executed. On the other hand, if there is a winning at the start winning opening 36 (the result of A2703 is "Y"), it is determined whether it is a game state of hitting right (A2704).

[0393] When the game control device 100 determines that it is not a game state of hitting right (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is a game state of hitting right (the result of A2704 is "Y"), a right hitting instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written into the serial transmission buffer, and the effect command will be transmitted to the effect control device 300.

[0394] That is, in the general power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right hitting instruction notification command is prepared and an effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning opening 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball does not pass through the general figure start gate 34 without hitting right. Therefore, in the general power support state (time shortening state), hitting right is more advantageous than hitting left. However, if there is a winning at the start winning opening 36 during the general power support state (that is, if it is hit left during the general power support state), a right hitting instruction notification command is transmitted to the effect control device 300, and the effect control device 300 executes a notification (warning) instructing to hit right by the right hitting instruction display on the display device 41 or the like.

[0395] Next, after the game control device 100 prepares a table for setting the information held by the start winning opening 36 (start opening 1) (A2707), it executes the special figure start opening switch common process (A2708). Then, it prepares a winning monitoring table for the second start winning opening (normal variable winning device 37) (A2709), executes the hard random number acquisition process (A2710), and determines whether there is a winning at the second start winning opening (A2711). If there is no winning at the second start winning opening (the result of A2711 is "N"), the start opening switch monitoring process ends.

[0396] On the other hand, when there is a winning at the second start winning opening (the result of A2711 is "Y"), the game control device 100 determines whether the normal electric accessory (normal variable winning device 37) is in operation, that is, whether the normal variable winning device 37 is in an open state where a winning of a game ball is possible (A2712). If the normal electric accessory is in operation (the result of A2712 is "Y"), the process proceeds to step A2714.

[0397] On the other hand, when the normal electric accessory is not in operation (the result of A2712 is "N"), the game control device 100 determines whether an irregularity in the normal electric accessory is occurring (A2713). It is determined that an irregularity in the normal electric accessory is occurring when the number of illegal winnings at the normal variable winning device 37 is equal to or more than the illegal occurrence determination number (for example, 5). The normal variable winning device 37 does not allow a game ball to win in the closed state and only allows a game ball to win in the open state. Therefore, when a game ball wins in the closed state, it means that some abnormality or irregularity has occurred, and if there is such a game ball that has won in the closed state, the number of such game balls is counted as the number of illegal winnings. Then, when the number of illegal winnings counted in this way is equal to or more than a predetermined illegal occurrence determination number (upper limit value), it is determined that an illegal occurrence is in progress.

[0398] When the general power irregularity is not occurring (the result of A2713 is "N"), after preparing a table for setting the hold information by the second start winning opening (normal variable winning device 37) (A2714), the special figure start opening switch common process is executed (A2715), and the start opening switch monitoring process ends. Also, when it is determined in A2713 that the general power irregularity is occurring (the result of A2713 is "Y"), the start opening switch monitoring process also ends. That is, no more second start memories are generated.

[0399] 〔Special Figure Start Opening Switch Common Process〕 Next, the details of the special figure start opening switch common process (A2708, A2715) in the start opening switch monitoring process will be described. FIG. 18 is a flowchart showing the procedure of the special figure start opening switch common process. The special figure start opening switch common process is a process commonly performed for each input when there is an input to the start opening 1 switch 36a or the start opening 2 switch 37a.

[0400] The game control device 100 first loads the start port signal output count, which is the number of times to output information regarding the number of winning times at the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a, to the external management device of the gaming machine 10 (A2901), updates the loaded value by +1 (A2902), and determines whether the output count overflows (A2903). When the output count does not overflow (the result of A2903 is "N"), the updated value is saved in the start port signal output count area of the RWM (A2904), and the process proceeds to the process of step A2905. On the other hand, when the output count overflows (the result of A2903 is "Y"), the process proceeds to the process of step A2905. In this embodiment, values from "0" to "255" can be stored in the start port signal output count area. And when the loaded value is "255", the updated value becomes "0" by the +1 update, and it is configured to determine that the output count overflows.

[0401] Next, the game control device 100 determines whether the number of special figure reservations (starting memory number) to be updated corresponding to the starting port switch to be monitored among the starting port 1 switch 36a and the starting port 2 switch 37a is less than the upper limit value (here, 4) (A2905). If the number of special figure reservations to be updated is not less than the upper limit value (the result of A2905 is "N"), the common process for the special figure starting port switch is terminated. Also, if the number of special figure reservations to be updated is less than the upper limit value (here, 4) (the result of A2905 is "Y"), the number of special figure reservations to be updated (the number of special figure 1 reservations or the number of special figure 2 reservations) is updated by +1 (A2906), and the winning flag for the target starting port is saved (A2907).

[0402] Next, the game control device 100 calculates the address of the random number storage area corresponding to the starting port switch to be monitored and the number of special figure reservations (A2908), and saves the jackpot random number prepared in step A2805 in the jackpot random number storage area of the RWM (A2909). Next, the jackpot symbol random number of the special figure variable display game started by the detection of the starting port switch to be monitored is extracted and saved in the jackpot symbol random number storage area of the RWM (A2910). Subsequently, the minor jackpot symbol random number of the special figure variable display game started by the detection of the starting port switch to be monitored is extracted and saved in the minor jackpot symbol random number storage area (A2911). Also, the sub jackpot symbol random number for determining the time-saving symbol is extracted, and the sub jackpot symbol random number is saved in the sub jackpot symbol random number storage area of the RWM (A2912).

[0403] Note that in this embodiment, since a jackpot is surely generated by a V win after a minor jackpot as described above, it is not necessary to use the minor jackpot symbol random number, and step A2911 is an option and may not be executed. Also, since there is no minor jackpot result in the special figure 1 variable display game, if the starting port switch to be monitored is the starting port 1 switch 36a, it is not necessary to extract the minor jackpot symbol random number.

[0404] Note that the small win symbol random number, the non-winning symbol random number, and the big win symbol random number are used to determine the stop symbol number at the time of a small win, the stop symbol number at the time of a non-winning, or the stop symbol number at the time of a big win, and the small win stop symbol pattern, the non-winning stop symbol pattern, or the big win stop symbol pattern corresponding to these stop symbol numbers in the special drawing 1 stop symbol setting process (A3403) and the special drawing 2 stop symbol setting process (A3503) described later.

[0405] In the present embodiment, in order to avoid confusion, the small win symbol random number, the non-winning symbol random number, and the big win symbol random number are each provided independently. However, in order to reduce the random number storage area of the RWM, one random number (common random number) may be shared to allocate the small win symbol (stop symbol number and small win stop symbol pattern at the time of a small win), the non-winning symbol (stop symbol number and non-winning stop symbol pattern at the time of a non-winning), and the big win symbol (stop symbol number and big win stop symbol pattern at the time of a big win). That is, when determining the small win symbol, the range of the common random number may be divided and assigned to each small win symbol, when determining the non-winning symbol, the range of the common random number may be divided and assigned to each non-winning symbol, and when determining the big win symbol, the range of the common random number may be divided and assigned to each big win symbol.

[0406] Next, the game control device 100 saves the variable pattern random numbers 1 to 3 in the variable pattern random number storage area of the corresponding RWM (A2913), and executes a special figure hold information determination process (preliminary determination process, look-ahead process) that can determine the result (game result) of the variable display game in advance (A2914). In the special figure hold information determination process, a look-ahead stop symbol command corresponding to stop symbol information (big win stop symbol, small win stop symbol, short time stop symbol, loss stop symbol) based on the saved big win random number or win symbol random numbers (big win symbol random number, small win symbol random number, support win symbol random number), etc., and a look-ahead variable pattern command corresponding to the first half variable number (number of pre-reach variations) and the second half variable number (number of post-reach variations) based on the saved variable pattern random numbers 1 to 3 are set as production commands. Then, a decoration special figure hold number command corresponding to the start port switch and the special figure hold number of the monitoring target is prepared as a production command (A2915), and a production command setting process (A2916) is executed to end the special figure start port switch common process. In this way, the game control device 100 constitutes a preliminary determination means that can determine the result of the variable display game in advance before the variable display game based on start storage is executed.

[0407] Here, the game control device 100 (RAM111c) forms a start storage means that extracts a predetermined random number based on the inflow of game balls into the start winning areas of the start winning port 36 and the normal variable winning device 37, and stores a predetermined number as the start storage that becomes the execution right of the variable display game up to the upper limit. Further, the start storage means (game control device 100) stores various random number values extracted based on the winning of game balls in the first start winning port (start winning port 36) as the first start storage up to the upper limit of a predetermined number, and stores various random number values extracted based on the winning of game balls in the second start winning port (normal variable winning device 37) as the second start storage up to the upper limit of a predetermined number.

[0408] [Specific area switch monitoring process] Next, the details of the specific area switch monitoring process (A2601) in the special figure game process will be described. FIG. 19 is a flowchart showing the procedure of the specific area switch monitoring process.

[0409] The game control device 100 first determines whether it is in the small win state (A3001). If the special figure game process number is "4" or "5", it can be determined that it is in the small win state. When it is in the small win state (the result of A3001 is "Y"), it determines whether the condition device is operating (A3002). If the condition device operation information indicating that the condition device is operating is set, it can be determined that the condition device is operating.

[0410] When the condition device is not operating (the result of A3002 is "N"), the game control device 100 determines whether there is an input to the specific area switch 72 (A3003). When there is an input to the specific area switch 72 (the result of A3003 is "Y"), that is, when there is a winning (V winning) in the specific area 86, it saves the condition device operation information indicating that the condition device is operating in the condition device operation information area (A3004) and ends the specific area switch monitoring process.

[0411] When it is not in the small win state (the result of A3001 is "N"), when the condition device is operating (the result of A3002 is "Y"), or when there is no input to the specific area switch 72 (the result of A3003 is "N"), it ends the specific area switch monitoring process without doing anything.

[0412] 〔Special figure normal process〕 Next, the details of the special figure normal process (A2608) in the special figure game process will be described. FIG. 20 is a flowchart showing the procedure of the special figure normal process.

[0413] The game control device 100 first determines whether it is in the accessory normal process of the accessory game process described later and whether the remaining ball counter of the big winning opening is 0 (A3200). If it is not in the accessory normal process or the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N"), it does not start the special figure variable display game and proceeds to the process of step A3215.

[0414] When the game control device 100 is in the normal processing of the accessory and the remaining ball counter of the big winning opening is 0 (the result of A3200 is "Y"), it determines whether the special figure 2 reservation number (the second start memory number) is 0 (A3201). When the special figure 2 reservation number is 0 (the result of A3201 is "Y"), it determines whether the special figure 1 reservation number (the first start memory number) is 0 (A3206). Then, when the special figure 1 reservation number is 0 (the result of A3206 is "Y"), it determines whether the customer waiting demo has started (A3211). If the customer waiting demo has not started (the result of A3211 is "N"), it sets the in-customer-waiting-demo flag in the customer waiting demo flag area (A3212).

[0415] Subsequently, the game control device 100 prepares the customer waiting demo command as an effect command (A3213), performs the effect command setting process (A3214), and proceeds to the process of step A3215. On the other hand, in step A3211, if the customer waiting demo has started (the result of A3211 is "Y"), it sets "0" related to the normal processing of the special figure as the process number (A3215), saves the process number in the special figure game process number area (A3216), clears the variable symbol discrimination flag area (A3217). Then, it saves the in-illegal-monitoring-period flag in the big winning opening illegal monitoring period flag area (A3218) and ends the normal processing of the special figure.

[0416] Also, when the special figure 2 reservation number is not 0 (the result of A3201 is "N"), the game control device 100 executes the special figure 2 variation start process (A3202), prepares the decoration special figure reservation number command (decoration special figure 2 reservation number command) corresponding to the special figure 2 reservation number as an effect command (A3203), and executes the effect command setting process (A3204). Then, it executes the process transfer setting process during the special figure variation of the special figure 2 (A3205) and ends the normal processing of the special figure.

[0417] In the process transfer setting process during the special figure variation of the special figure 2, it sets "1" as the process number, saves the process number in the special figure game process number area, clears the customer waiting demo flag area, and saves the in-variation flag in the special figure 2 variation control flag area.

[0418] Also, when the reserved number of Special Figure 1 is not 0 (the result of A3206 is "N"), the game control device 100 executes the Special Figure 1 variation start process (A3207), prepares the decoration special figure reserved number command (decoration special figure 1 reserved number command) corresponding to the reserved number of Special Figure 1 as an effect command (A3208), and executes the effect command setting process (A3209). Then, it executes the process transition setting process during the special figure variation of Special Figure 1 (A3210) and ends the normal special figure process.

[0419] In the process transition setting process during the special figure variation of Special Figure 1, "1" is set as the process number and the process number is saved in the special figure game process number area, the customer waiting demo flag area is cleared, and the variation flag is saved in the special figure 1 variation control flag area.

[0420] In this way, by checking the reserved number of Special Figure 2 before checking the reserved number of Special Figure 1, if the reserved number of Special Figure 2 is not 0, the Special Figure 2 variation start process (A3202) will be executed. That is, the Special Figure 2 variation display game will be executed prior to the Special Figure 1 variation display game (Special Figure 2 reserved number priority digestion). In other words, when there is a second start memory in the second start memory means (game control device 100), the game control device 100 serves as a priority control means for preferentially executing the variation display game based on the second start memory over the variation display game based on the first start memory. Note that in the case of Special Figure 1 reserved number priority digestion where the Special Figure 1 variation display game is preferentially executed over the Special Figure 2 variation display game, the determination in step A3201 may be made by determining whether the reserved number of Special Figure 1 is not equal to 0.

[0421] 〔Special Figure 1 Variation Start Process〕 Next, the details of the Special Figure 1 variation start process (A3207) in the normal special figure process will be described. FIG. 21 is a flowchart showing the procedure of the Special Figure 1 variation start process. The Special Figure 1 variation start process is a process performed at the start of the Special Figure 1 variation display game.

[0422] The game control device 100 saves a special figure 1 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 1) in the variation symbol determination area (A3401). Subsequently, it executes a big win flag 1 setting process for performing processes such as setting deviation information and big win information in the big win flag 1 for determining whether the special figure 1 variation display game is a big win (A3402). Details of the big win flag 1 setting process will be described later.

[0423] Next, the game control device 100 executes a special figure 1 stop symbol setting process related to the setting of the special figure 1 stop symbol (symbol information) for the special figure 1 variation display game (A3403). In the special figure 1 stop symbol setting process, at the time of deviation, at the time of support win, or at the time of big win, the stop symbol number and the deviation stop symbol pattern, support win stop symbol pattern, or big win stop symbol pattern corresponding to this stop symbol number are saved. The stop symbol numbers at the time of support win or at the time of big win are determined corresponding to the support win symbol random number and the big win symbol random number, respectively.

[0424] Furthermore, the game control device 100 executes a special figure information setting process for setting special figure information which is a parameter for setting the variation pattern (A3404).

[0425] Subsequently, the game control device 100 prepares a special figure 1 variation pattern setting information table which is a table in which information for referring to various information related to the setting of the variation pattern of the special figure 1 variation display game is set (A3405).

[0426] Thereafter, the game control device 100 executes a variation pattern setting process (A3406) for setting a variation pattern (variation pattern number), which is a variation mode in the special figure 1 variation display game. Next, the game control device 100 executes a variation start information setting process (A3407) for setting information on the start of the variation of the special figure 1 variation display game, and ends the special figure 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is acquired and saved in the special figure game process timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a presentation command, and a presentation command setting process is performed. Also, in the variation start information setting process, the special figure hold count related to the special figure type (special figure 1 or special figure 2) of the special figure variation display game to be started is updated by -1 (decreased by 1).

[0427] 〔Special Figure 2 Variation Start Process〕 Next, the details of the special figure 2 variation start process (A3202) in the special figure normal process will be described. FIG. 22 is a flowchart showing the procedure of the special figure 2 variation start process. The special figure 2 variation start process is a process performed at the start of the special figure 2 variation display game, and performs the same processes as those in the special figure 1 variation start process shown in FIG. 21 for the second start memory.

[0428] The game control device 100 first saves a special figure 2 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 2) in the variation symbol discrimination area (A3501). Subsequently, a big win flag 2 setting process is executed (A3502) to perform processes such as setting deviation information and big win information in the big win flag 2 for determining whether the special figure 2 variation display game is a big win.

[0429] Next, the game control device 100 executes a stop symbol setting process (A3503) related to setting the stop symbols (symbol information) of the special figure 2 variable display game. Further, it executes a special figure information setting process (A3504) for setting special figure information which is a parameter for setting the variable pattern. Subsequently, it prepares a special figure 2 variable pattern setting information table (A3505) which is a table in which information for referring to various information related to setting the variable pattern of the special figure 2 variable display game is set.

[0430] Thereafter, the game control device 100 executes a variable pattern setting process (A3506) for setting the variable pattern of the special figure 2 variable display game. Finally, it executes a variable start information setting process (A3507) for setting information on the start of the variation of the special figure 2 variable display game, and ends the special figure 2 variation start process.

[0431] 〔Big win flag 1 setting process〕 Next, the details of the big win flag 1 setting process (A3402) in the special figure 1 variation start process will be described. FIG. 23 is a flowchart showing the procedure of the big win flag 1 setting process.

[0432] The game control device 100 first saves the deviation information in the big win flag 1 area and the sub-win flag 1 area (A3601). Next, it loads a big win random number from the special figure 1 big win random number storage area (for reserved number 1) of the RWM, prepares it (A3602), and clears the special figure 1 big win random number storage area (for reserved number 1) to 0 (A3603). Note that the area for reserved number 1 is an area for storing information (random numbers, etc.) about the special figure start memory with the earliest digestion order (the earliest among the special figures here). Thereafter, it executes a big win determination process (A3604) for determining whether it is a big win according to whether the prepared big win random number value matches the big win determination value.

[0433] When the determination result of the big win determination process (A3604) is a big win (the result of A3605 is "Y"), the game control device 100 overwrites and saves the big win information in the big win flag 1 area where the deviation information was saved in step A3601 (A3606), and ends the big win flag 1 setting process.

[0434] On the other hand, when the determination result of the big win determination process (A3605) is not a big win (the result of A3605 is "N"), optionally, based on the obtained big win random number value, a support win determination process for determining whether the special figure variation display game is a support win is executed (A3607), and the result of the determination is determined whether it is a support win (A3608). In this embodiment, the big win random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the big win determination). Here, the support win (time reduction win) of the special figure variation display game refers to the time reduction result (specific result) that enters the time reduction state from the next special figure variation display game. Corresponding to this time reduction result, the effect control device 300 can display the time reduction symbol on the display device 41 as the stop result of the decorative special figure variation display game.

[0435] When the special figure variation display game is a support win (the result of A3608 is "Y"), the game control device 100 overwrites and saves the support win information in the support win flag 1 area where the loss information was saved in step A3601 (A3609), and ends the big win flag 1 setting process. On the other hand, when the special figure variation display game is not a support win (the result of A3608 is "N"), the big win flag 1 setting process is ended without saving the support win information in the support win flag 1 area.

[0436] In this way, in this embodiment, the result of the special figure 1 variation display game is one of "big win", "support win (time reduction win)", and "loss", and there is no "small win". Note that steps A3607 - A3609 are provided optionally, and these can be omitted, and it is not necessary to provide "support win (time reduction win)" in the result of the special figure 1 variation display game. Also, a configuration in which "small win" is provided in the result of the special figure 1 variation display game is also possible.

[0437] In the big win flag 1 setting process, the support win information is saved in the support win flag 1 area. However, since the big win and the support win do not overlap, the support win information may be saved in the big win flag 1 area.

[0438] 〔Big Win Flag 2 Setting Process〕 Next, the details of the big win flag 2 setting process (A3502) in the special figure 2 variation start process will be described. FIG. 24 is a flowchart showing the procedure of the big win flag 2 setting process. This process performs the same processing as the processing in the big win flag 1 setting process shown in FIG. 23 for the second start memory.

[0439] The game control device 100 first saves the deviation information in the big win flag 2 area, the small win flag 2 area, and the auxiliary win flag 2 area (A3701). Next, it loads and prepares a big win random number from the special figure 2 big win random number storage area (for reserved number 1) of the RWM (A3702), and clears the special figure 2 big win random number storage area (for reserved number 1) to 0 (A3703). Note that the area for reserved number 1 is an area for storing information (such as random numbers) about the special figure start memory with the earliest digestion order (the earliest among special figure 2 here). After that, a small win determination process is executed to determine whether it is a small win according to whether the prepared big win random number value matches the small win determination value (A3704).

[0440] If the determination result of the small win determination process (A3704) is a small win (the result of A3705 is "Y"), the game control device 100 overwrites and saves the small win information in the small win flag 2 area where the deviation information was saved in step A3701 (A3706), and ends the big win flag 2 setting process.

[0441] On the other hand, when the special figure variable display game is not a small win (the result of A3705 is "N"), the game control device 100 executes a support win determination process (A3707) to determine whether the special figure variable display game is a support win based on the acquired big win random number value, and determines whether the result of the determination is a support win (A3708). In this embodiment, the big win random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the big win determination). Here, the support win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) that enters the time shortening state from the next special figure variable display game. Corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game.

[0442] When the special figure variable display game is a support win (the result of A3708 is "Y"), the game control device 100 overwrites and saves the support win information in the support win flag 2 area where the deviation information was saved in step A3701 (A3709), and ends the big win flag 2 setting process.

[0443] On the other hand, when the determination result of the support win determination process (A3707) is not a support win (the result of A3708 is "N"), optionally, a big win determination process may be executed to determine whether it is a big win according to whether the prepared big win random number value matches the big win determination value (A3710). When the determination result of the big win determination process (A3710) is a big win (the result of A3711 is "Y"), the game control device 100 overwrites and saves the big win information in the big win flag 2 area where the deviation information was saved in step A3701 (A3712), and ends the big win flag 2 setting process. On the other hand, when the determination result of the big win determination process (A3710) is not a big win (the result of A3711 is "N"), the big win flag 2 setting process ends while the deviation information is saved in the big win flag 2 area.

[0444] As described above, in this embodiment, the result of the special figure variable display game is one of "small win", "support win (time-saving win)", and "loss", but optionally, it is also possible to provide a configuration in which "big win" is set as the result of the special figure variable display game.

[0445] In addition, in the big win flag 2 setting process, the small win information is saved in the small win flag 2 area and the support win information is saved in the support win flag 2 area. However, since big win, support win, and small win do not overlap, the small win information and the support win information may be saved in the big win flag 2 area.

[0446] 〔Big win determination process〕 Next, the details of the big win determination process (A3604, A3710) in the big win flag 1 setting process, the big win flag 2 setting process, etc. will be described. FIG. 25A is a flowchart showing the procedure of the big win determination process. The big win determination process is a process common to the big win determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure reservation information determination process and the like.

[0447] The game control device 100 first sets an upper limit determination value corresponding to the probability setting value (A3800), sets a lower limit determination value of the big win determination value (A3801), and determines whether the value of the target big win random number is less than the lower limit determination value (A3802). Note that a big win means that the big win random number matches the big win determination value. The big win determination value is a plurality of consecutive values, and when the big win random number is greater than or equal to the lower limit determination value, which is the lower limit value of the big win determination value, and less than or equal to the upper limit determination value, which is the upper limit value of the big win determination value, it is determined to be a big win. The upper limit determination value may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0448] If the value of the target big win random number is less than the lower limit determination value (the result of A3802 is "Y"), the game control device 100 sets a loss (other than a big win) as the determination result (A3804) and ends the big win determination process.

[0449] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value (A3803). If the value of the jackpot random number is greater than the upper limit determination value (the result of A3803 is "Y"), a miss (other than jackpot) is set as the determination result (A3804). On the other hand, if the value of the jackpot random number is not greater than the upper limit determination value (the result of A3803 is "N"), a jackpot is set as the determination result (A3805). When the determination result is set, the jackpot determination process ends.

[0450] 〔Low jackpot determination process〕 Next, the details of the low jackpot determination process (A3704) in the big win flag 2 setting process will be described. FIG. 25B is a flowchart showing the procedure of the low jackpot determination process. The low jackpot determination process is a process common to the low jackpot determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure reservation information determination process and the like.

[0451] The game control device 100 first sets a low jackpot upper limit determination value corresponding to the probability setting value (A3900), and determines whether the value of the jackpot random number of the target (special figure 2) is less than the low jackpot lower limit determination value (A3901). Note that a low jackpot means that the jackpot random number matches the low jackpot determination value. The low jackpot determination value is a plurality of consecutive values, and when the jackpot random number is greater than or equal to the low jackpot lower limit value, which is the lower limit value of the low jackpot determination value, and less than or equal to the low jackpot upper limit value, which is the upper limit value of the low jackpot determination value, it is determined to be a low jackpot. The low jackpot upper limit determination value may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0452] Naturally, in order to avoid the same special figure variation display game result being both a low jackpot and a big win, the range of the low jackpot determination value (between the low jackpot lower limit determination value and the low jackpot upper limit determination value) does not overlap with the range of the aforementioned big win determination value (between the lower limit determination value and the upper limit determination value). In this embodiment, a separate low jackpot random number is not provided, and the big win random number is also used for the determination of the low jackpot, but a configuration in which a separate low jackpot random number is provided is also possible.

[0453] When the value of the jackpot random number for the target (Special Figure 2) is less than the minor winning lower limit determination value (the result of A3901 is "Y"), the gaming control device 100 sets a miss as the determination result (A3903) and ends the minor winning determination process.

[0454] Also, when the value of the jackpot random number is not less than the minor winning lower limit determination value (the result of A3901 is "N"), the gaming control device 100 determines whether the value of the jackpot random number for the target (Special Figure 2) is greater than the minor winning upper limit determination value (A3902). When the value of the jackpot random number is greater than the minor winning upper limit determination value (the result of A3902 is "Y"), the gaming control device 100 sets a miss as the determination result (A3903). On the other hand, when the value of the jackpot random number is not greater than the minor winning upper limit determination value (the result of A3902 is "N"), the gaming control device 100 sets a minor win as the determination result (A3904). After setting the determination result, the gaming control device 100 ends the minor winning determination process. In this embodiment, the minor winning lower limit determination value and the minor winning upper limit determination value are set so that the minor winning probability is 1 / 8 (= 12.5%), but the minor winning probability may be other values.

[0455] 〔Substitute win determination process〕 Next, the details of the substitute win determination processes (A3607, A3707) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be described. FIG. 25C is a flowchart showing the procedure of the substitute win determination process. The substitute win determination process is a process common to the substitute win determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure retention information determination process and the like.

[0456] The game control device 100 first sets a support per upper limit determination value corresponding to the probability setting value (A7001). Next, it sets the lower limit determination value of the support per determination value (A7002), and determines whether the value of the target jackpot random number is less than the lower limit determination value (A7003). Note that "support per" means that the jackpot random number matches the probability setting value and the support per determination value corresponding to the game state. Th...

Claims

[Claim 1] In a gaming machine capable of executing a game, a ball difference counting means for counting the number of paid-out balls based on the number of paid-out game media or the number of game media determined to be paid-out, and the detection result of the game media used; A game stopping means capable of generating a game disabled state in which a game cannot be played by establishing a predetermined condition based on the difference in the number of balls; A suppression means capable of suppressing the occurrence of the non-playable state when the game is in a predetermined state; a storage means including: a first area that is readable and writable by a first program and readable and unwritable by a second program, and serves as a work area for game control; a second area that is readable and unwritable by the first program and readable and writable by the second program; and an unused area disposed between the first area and the second area; A presentation control means capable of providing a notice of the occurrence of the non-playable state by a presentation means including a display means; Equipped with The second program is capable of storing the difference in the number of balls in the second area, The first program is capable of storing a flag indicating the occurrence of the non-playable state in the first area based on the difference in the number of balls stored in the second area, The flag is not initialized at power-on, The difference in the number of balls is initialized when the power is turned on, The game stopping means is capable of generating the game disabled state based on the flag, The performance control means, in the predetermined state, Before the establishment of the predetermined condition, when the difference in the number of balls is within a predetermined range before the occurrence of the non-playable state, a first notice display for notifying the occurrence of the non-playable state can be displayed on the display means; After the predetermined condition is established, a second notice display for notifying the occurrence of the non-playable state after a suppression state in which the occurrence of the non-playable state is suppressed is released can be displayed on the display means. Amusement machine.

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