Gaming machine

The gaming machine enhances player engagement by incorporating a big win game with variable effects and notifications, addressing the issue of decreased interest from game progress stops, thereby maintaining excitement and amusement.

JP7698330B2Active Publication Date: 2025-06-25KYORAKU IND CO LTD

Patent Information

Application Number
JP2023103076
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-06-23
Publication Date
2025-06-25
Estimated Expiration
2043-06-23

AI Technical Summary

Technical Problem

Conventional gaming machines experience a decrease in player interest due to the stop of game progress control, leading to a lack of engagement and excitement.

Method used

A gaming machine with a special game mode (big win game) that includes variable effect displays, sound effects, and progress control stop mechanisms, allowing for dynamic gameplay experiences with different effect modes and notifications, enhancing player interaction and engagement.

Benefits of technology

The implementation of variable effects and notifications increases player interest and amusement by providing dynamic and engaging gameplay experiences, maintaining player engagement even when game progress is temporarily halted.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of increasing interest in a game.SOLUTION: Game progress control can be stopped according to value quantity of game value given to a player, a performance operation can be executed in a performance symbol before stop-displaying the performance symbol in a variation performance, and a prior notification to notify a player that the game progress control may be stopped can be executed. Different types of performance operations can be executed during a variation performance of a first performance mode and during a variation performance of a second performance mode. The prior notification can be executed in the same manner during the variation performance of the first performance mode and during the variation performance of the second performance mode.SELECTED DRAWING: Figure 191
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Description

Technical Field

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

Background Art

[0002] Conventional gaming machines include those capable of granting gaming value to players according to the results of the game.

[0003] Among such gaming machines, there are those that can stop the progress control of the game according to the amount of gaming value granted to the player (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in the gaming machines described in the above patent documents, there is a problem that the interest of the game decreases due to the stop of the progress control of the game.

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

Means for Solving the Problems

[0007] To solve the above problems, the present invention provides, in a gaming machine capable of granting gaming value (gaming medium, gaming medium data) to a player according to the result of the game, a special game (big win game , Small Hit Game ) executable Possible special game execution means (main control board 110), and determination information (special drawing determination information) obtained based on the fulfillment of acquisition conditions (ball entry into the start port) determination means (main control board 110) capable of determining, and according to the amount of the gaming value granted to the player from the establishment of a predetermined condition (MY = 0) Update specific information (MY), and according to the value of the specific information (MY = 95000)A progress stop means (main control board 110) capable of stopping the progress control of the game (operating the acquisition upper limit device), and a display means (image display device) according to the determination result of the determination means For each of the plurality of display areas (left area, central area, right area) to variably display a plurality of effect symbols After derived display, stop the display and an effect control means (effect control board 130) capable of executing a variable effect, wherein the effect control means can be controlled to a first effect mode (for example, effect mode A) and a second effect mode (for example, effect mode B), and in the variable effect, It is possible to execute a reach effect, and it is possible to cause an effect operation (a stop-previous operation, an emphasized operation with an effect image in a preview chance symbol effect) on the effect symbol before stopping the display of the effect symbol, During the stop suggestion period indicating that the effect symbols of the variable effect stop being displayed, it is possible to output a specific sound (temporary stop sound, pseudo symbol derivation sound) when the effect symbols are derived and displayed it is possible to execute a prior notification (a pre-operation notification of the acquisition upper limit device) for notifying that the progress control of the game may be stopped by the progress stop means, and different types of the effect operations can be executed during the variable effect in the first effect mode and during the variable effect in the second effect mode, and the prior notification can be executed in the same manner (the design of the prior notification image CZ, the character arrangement, the display position, etc.) during the variable effect in the first effect mode and during the variable effect in the second effect mode Among them, in the plurality of display areas, there are a first display area (left area, right area) where a reach can be formed in the variable effect in which the reach effect is executed, and a second display area (central area) where the effect symbols can be finally derived and displayed. In the display mode when the effect symbols are derived and displayed in the first effect mode, there are a first display mode (number + character) and a second display mode (number only) different from the first display mode. Among the specific sounds, there are a first specific sound (temporary stop sound "Peshi") and a second specific sound (temporary stop sound "Pop") different from the first specific sound. In the variable effect of a loss accompanied by a predetermined reach effect (SP reach effect, SPSP reach effect), the first specific sound is less likely to be output when the effect symbols in the first display mode are derived and displayed in the second display area than when they are derived and displayed in the first display area. In the variable effect of a loss accompanied by the predetermined reach effect, the second specific sound is more likely to be output when the effect symbols in the second display mode are derived and displayed in the second display area than when the effect symbols in the first display mode are derived and displayed in the second display area characterized in that.

Advantages of the Invention

[0008] According to the present invention, it is possible to improve the amusement of the game.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] (First Embodiment) Hereinafter, the first embodiment of the present invention will be specifically described with reference to the drawings.

[0011] (Configuration of the Gaming Machine) First, the configuration of the gaming machine 1 will be described with reference to FIGS. 1 to 4. FIG. 1 is a front view of the gaming machine 1, FIG. 2 is a perspective view of a part of the front side of the gaming machine 1, FIG. 3 is a perspective view of the gaming machine 1 excluding the glass frame 4, and FIG. 4 is a rear view of the gaming machine.

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

[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a with a central portion open in the front-rear direction, and is fixed to the island equipment in a game parlor via a fixing member (for example, a nail or a fastener).

[0014] The inner frame 3 has a recessed game board mounting portion 25 with an open front for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism portion 6 at one end side in the horizontal direction (the left side in FIG. 3), and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the inner frame 3 is rotated relative to the outer frame 2 like a door, the back side of the inner frame 3 is exposed forward, so that maintenance of various devices provided on the back side of the inner frame 3 can be performed.

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

[0016] In a substantially central portion near the upper part of the glass frame 4, an opening 8 (window portion) that opens in the front-rear direction is formed, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear. Through this opening 8 and the transparent member 8a, the gaming area 5a of the gaming board 5 attached to the game board mounting portion 25 of the inner frame 3 can be visually recognized. Also, a plurality of panel surface LEDs 5b as panel lighting devices 76 are provided on the front surface side and the back surface side of the gaming area 5a, and it is possible to decorate the gaming area 5a during variable effects, jackpot games, or customer waiting effects (waiting, demo).

[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 composed of a speaker, a frame lighting device 10 having a plurality of decorative LEDs, an operation unit portion 11 where various operating devices (such as the effect button device 16 and the selection button device 18 described later) are provided, a firing operation device 13 capable of performing an operation for firing a game ball, and a third image display device 72 (left sub-display device) and a fourth image display device 73 (right sub-display device) composed of liquid crystal display panels.

[0018] The audio output device 9 is provided at two locations in the upper part and two locations in the lower part of the glass frame 4 at intervals, and performs effects by sound (music, voice) by outputting BGM (background music), SE (sound effect), etc. Also, the frame lighting device 10 is provided in a plurality around the opening 8, and performs lighting effects by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to light up when the inner frame 3 or the glass frame 4 is opened, etc., a top lamp 10b that is controlled to light up when a predetermined effect is executed, etc., and a frame effect lamp 10c that is controlled to light up during variable effects, jackpot games, or customer waiting effects (waiting, demo).

[0019] The operation unit 11 has a shape that bulges forward. In the central part of the upper surface, there is an effect button device 16 that can be operated by the player. On the left side of the upper surface, there is a selection button device 18 that can be operated by the player. Between the effect button device 16 and the selection button device 18 and on the back side of the selection button device 18, there is a counting button 20 that can be operated by the player. On the back side of the counting button 20, there is a game ball number display 13a for displaying the number of game balls (game value amount) owned by the player.

[0020] In addition, an article placement area (placement part) for placing articles (such as mobile phones, drinks, cigarettes, etc.) for the player to secure (play) the gaming machine 1 may be provided at a position where the game ball number display 135 in the operation unit 11 does not overlap front and back (for example, a position closer to the right on the upper surface of the operation unit).

[0021] The effect button device 16 is provided with an effect button 17 that can be pressed by the player, an effect button detection switch 17a (see FIG. 5) for detecting the pressing operation on the effect button 17, and a button driving device 17b (see FIG. 5) for driving the effect button 17, enabling the player to input predetermined information into the gaming machine 1.

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

[0023] The selection button device 18 is provided with a joystick 19 that can be operated by the player in the up, down, left, and right directions, and a joystick detection switch 19a (see FIG. 5) for detecting an operation on the joystick 19, enabling the player to input predetermined information into the gaming machine 1.

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

[0025] The firing operation device 13 includes a base 14 fixed to the glass frame 4, a firing handle 15 rotatably provided on the base 14, a touch sensor 15a (see FIG. 5) for detecting that the player's hand is touching the firing handle 15, and a firing volume 15b (see FIG. 5) composed of a variable resistor whose resistance value changes according to the rotation angle of the firing handle 15. It is possible to perform a light emission effect by lighting in a predetermined light emission mode by a firing handle light emission device (not shown) that is a part of the frame lighting device 10 (see FIG. 5).

[0026] In addition, when a launch permission signal is input from both the main control device 110A and the frame control device 120A described later, when the touch sensor 15a detects that the player's hand is touching the launch handle 15, and when it is detected that the launch handle 15 is being rotated by the launch volume 15b, the ball feeding unit 91 described later is driven to send out game balls one by one to the launch table of the launch device 92 described later, and the launch device 92 launches them into the game area 5a of the game board 5. In this embodiment, since the feeding of the game balls to the launch table and the subsequent launch of the game balls operate as a set, even if the hand is released from the launch handle 15 at the timing when the game balls are fed to the launch table (the timing before the game balls are launched), the game balls are launched from the launch table.

[0027] The third image display device 72 and the fourth image display device 73 perform various effect displays or display various game-related information according to the progress of the game. Specifically, a volume adjustment image for adjusting the volume of the game sound output from the audio output device 9, a light amount adjustment image for adjusting the light amounts of various lighting devices and various image displays, a customization image for customizing game effects, etc. are displayed.

[0028] In the inner frame 3, there are provided a recessed game board mounting portion 25 for mounting the game board 5 from the front opening, a ball circulation mechanism 90 for collecting the game balls launched from the launch device 92 into the game area 5a and supplying them to the launch device 92 again for recycling the game balls within the gaming machine 1, a locking mechanism 27 for locking the glass frame 4 in a closed state, a glass frame opening detection switch 31a (see FIG. 5) for detecting the opening (opening / closing) of the glass frame 4, an inner frame opening detection switch 31b (see FIG. 5) for detecting the opening (opening / closing) of the inner frame 3, and a radio wave detection sensor 54a (see FIG. 5) for detecting abnormal radio waves.

[0029] The ball circulation mechanism 90 includes a launching device 92 for launching game balls toward the game area 5a, a ball feeding unit 91 for sending out game balls one by one to the launching base of the launching device 92, a lifting and polishing device 95 for lifting the supplied game balls while polishing them, a ball passage unit 94 for flowing down the game balls that have flowed down from the game area 5a to the inlet of the lifting and polishing device 95 and for flowing down the game balls lifted by the lifting and polishing device 95 to the inlet of the ball feeding unit 91, and a foul ball passage unit 93 for merging the game balls (foul balls) that have returned without flying into the game area 5a after being launched by the launching device 92 into the ball passage unit 94.

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

[0031] The launching device 92 is provided with a launching base (not shown) where the game balls sent out from the ball feeding unit 91 are stopped, a launching base switch 92a (see FIG. 5) for detecting the game balls stopped at the launching base, and a launching solenoid 92b (see FIG. 5) for operating a launching hammer (not shown) for launching the game balls stopped at the launching base.

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

[0033] At the rear side of the ball passage unit 94, there are a winning ball passage (not shown) for collecting and flowing down the game balls that have won in various winning openings provided in the game area 5a, a winning passage count switch 94a (see Fig. 5) for detecting the game balls (winning balls) flowing down the winning ball passage, a non-winning ball passage (not shown) for collecting and flowing down the game balls that have flowed into the out opening without winning in various winning openings, a non-winning passage count switch 94b (see Fig. 5) for detecting the game balls (out balls) flowing down the non-winning ball passage, a confluence passage (not shown) for combining the game balls flowing down the winning passage, the game balls flowing down the non-winning ball passage, and the game balls flowing down the far ball passage and supplying them to the lifting and polishing device 95, and a lift-down switch 94d (see Fig. 5) for detecting the game balls supplied to the lifting and polishing device 95 at the downstream end of the confluence passage.

[0034] Also, at the front side of the ball passage unit 94, there are a lifted ball passage (not shown) for supplying the game balls lifted by the lifting and polishing device 95 to the ball feeding unit 91, a lift-up switch 94c (see Fig. 5) for detecting the game balls lifted by the lifting and polishing device 95 at the upstream end of the lifted ball passage, an excess sensor 94e (see Fig. 5) provided in the middle part of the lifted ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of the game balls (circulating game balls) waiting in the lifted ball passage, a shortage sensor 94f (see Fig. 5) provided in the downstream part of the lifted ball passage (downstream of the excess sensor 94e) for detecting a shortage (deficiency) of the game balls (circulating game balls) waiting in the lifted ball passage, and a ball extraction lever (not shown) for extracting the game balls from the ball extraction opening (not shown) provided at the downstream end of the lifted ball passage (downstream of the shortage sensor 94f) to the outside of the gaming machine.

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

[0036] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end portion of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and rotated in one direction, the lock of the inner frame 3 is released and the inner frame 3 can be opened and closed. When rotated in the other direction, the lock of the glass frame 4 is released and the glass frame 4 can be opened and closed.

[0037] Curved inner rails 35 and outer rails 36 are provided at positions near the outer edge of the game board 5, and a game area 5a where game balls can flow down is formed in the portion surrounded by the inner rail 35 and the outer rail 36. Further, between the inner rail 35 and the outer rail 36, a launch ball guide path 38 for guiding the game balls launched by the launch device 92 to the upstream portion of the game area 5a is formed. Further, at the most downstream portion of the game area 5a, an out port 39 for guiding the game balls that have flowed down to the outside of the game area (the ball passage unit 94) is formed.

[0038] At approximately the center of the game area 5a, a frame-shaped decorative frame 40 called a so-called center case for restricting the entry of game balls into the interior is provided. By this decorative frame 40, the game area 5a is divided into a left game area where game balls launched with a first launch force flow down and a right game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left game area and the right game area communicate with each other below the decorative frame 40.

[0039] A warp device 41 for introducing the game balls flowing down in the left game area into the interior of the decorative frame 40 is provided on the left side portion of the decorative frame 40, and a stage portion 42 for rolling the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and flowing them down below the decorative frame 40 is provided at the lower portion of the decorative frame 40.

[0040] Below the left side of the decorative frame 40, three general winning openings 43 into which game balls can always win (enter) are provided at intervals, and below the right side of the decorative frame 40, one general winning opening 43 into which game balls can always win (enter) is provided. When a game ball that has won (entered) the general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 6), a predetermined number (for example, 5) of game balls are added as prize balls (granting of game privileges) to the number of game balls owned by the player (game value), and the number of game balls displayed on the game ball number display 135 and the frame control display 125 (described later) is updated.

[0041] One of the three general winning openings 43 provided below the left side of the decorative frame 40 (the leftmost one) also serves as the start area of the normal symbol. When a game ball that has won the general winning opening 43 is detected by the general winning opening detection switch 43a, the right to perform a hit determination on whether to execute an auxiliary game (opening of the second start opening 47 described later) is granted (the normal symbol determination information described later is stored).

[0042] Below the stage section 42, a first start opening 45 (start winning area of the first special symbol) into which game balls can always win (enter) is provided. When a game ball that has won (entered) the first start opening 45 is detected by the first start opening detection switch 45a (see FIG. 6), a predetermined number of game balls (for example, 3) are added as prize balls (granting of game privileges) to the number of game balls owned by the player (game value), and the number of game balls displayed on the game ball number display 135 and the frame control display 125 (described later) is updated. Also, the right to perform a big hit determination on whether to execute a special game (big hit game) is granted (the special symbol determination information described later is stored).

[0043] Below the decorative frame 40 and diagonally downward to the right of the first start opening 45, a variable start section 46 is provided that can be converted from a closed state in which it is impossible or difficult for a game ball to win (enter) based on the establishment of a predetermined condition (winning in the hit determination described later) to an open state in which it is possible or easy for a game ball to win.

[0044] The variable starting section 46 has an upper surface that slopes downward in the left - right direction (left side in FIG. 1) to form a flow path for the game balls, a second starting port opening - closing member 48 that is movable in the front - rear direction, a second starting port 47 (starting winning area for the second special symbol) that opens upward directly below the second starting port opening - closing member 48, a second starting port detection switch 47a (see FIG. 6) for detecting a game ball that has won (entered) the second starting port 47, and a second starting port opening - closing solenoid 48b (see FIG. 6) for converting the second starting port 47 to a closed state by moving the second starting port opening - closing member 48 forward (winning - restricting position) and converting the second starting port 47 to an open state by moving the second starting port opening - closing member 48 rearward (winning - allowing position).

[0045] When a game ball wins the second starting port 47 that has been in an open state during the auxiliary game described later and is detected by the second starting port detection switch 47a (see FIG. 6), a predetermined number of game balls (for example, 2) are added as prize balls (granting of game privileges) to the number of game balls owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125 (described later) is updated. Also, a right to perform a jackpot determination on whether to execute a special game (jackpot game) is granted (the special figure determination information described later is stored).

[0046] In the right - hand game area on the right side of the decorative frame 40, there is a general - diagram gate 44 (starting area for the general symbol) through which game balls can always pass. When a game ball passing through the general - diagram gate 44 is detected by the gate detection switch 44a (see FIG. 6), no prize balls (game privileges) are granted, but a right to perform a hit determination on whether to execute an auxiliary game (opening of the second starting port 47 described later) is granted (the general - diagram determination information described later is stored). Note that for the general - diagram gate 44, it is easier for game balls to win (pass through) than the general winning port 43 that also serves as the starting area for the general symbol described above.

[0047] Below the general diagram gate 44, a variable winning section 49 (variable winning device) is provided which can be converted from a closed state where it is impossible or difficult for a game ball to win (enter the ball) based on the fulfillment of a predetermined condition (being determined as a big win in the big win determination) to an open state where winning is possible or easy.

[0048] The variable winning section 49 (variable winning device) has an upper surface that slopes downward in the left - right direction (right side in FIG. 1) to form a flow path for the game balls, a big winning opening closing member 51 that can move in the front - rear direction, a big winning opening 50 (winning area) that opens upward directly below the big winning opening closing member 51, a big winning opening detection switch 50a (see FIG. 6) for detecting a game ball that has won (entered the ball) into the big winning opening 50, and a big winning opening closing solenoid 51b (see FIG. 6) for converting the big winning opening 50 to a closed state by moving the big winning opening closing member 51 forward (winning restriction position) and converting the big winning opening 50 to an open state by moving the big winning opening closing member 51 rearward (winning allowable position).

[0049] Then, during the big win game described later, when the big winning opening closing member 51 moves rearward and the big winning opening 50 is converted from a closed state to an open state, if a game ball that has flowed down the upper surface of the big winning opening closing member 51 or a game ball that has reached the big winning opening 50 wins (enters the ball) into the big winning opening 50 and is detected by the big winning opening detection switch 50a, a predetermined number of game balls (for example, 10) are added as prize balls (granting of game privileges) to the number of game balls owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described later is updated.

[0050] In addition, the game balls launched in the left - hand game area either flow down along the outer edge of the decorative frame 40 as they are, or flow into the warp device 41 and then flow down through the stage section 42, and win (enter) either one of the three general winning openings 43 and the first start opening 45 provided below the decorative frame 40, or flow into the out - port 39. Therefore, the game balls do not win (pass through) the general diagram gate 44, the general winning opening 43, and the variable winning section 49 (big winning opening 50) provided in the right - hand game area.

[0051] In addition, the game balls launched into the right game area flow down through the flow path on the right side of the decorative frame 40, and almost all of them pass through the general pattern gate 44. After that, they either win a prize in one of the general winning holes 43, variable starting parts 46 (second starting holes 47), and variable winning parts 49 (big winning holes 50) provided in the right game area, or flow into the out hole 39. Therefore, they do not win a prize in the general winning hole 43 and the first starting hole 45 provided in the left game area.

[0052] On the back side of the game board 5, there is a safe ball (winning ball) flow path that accepts and allows the flow of the game balls that have won a prize in the general winning hole 43, the first starting hole 45, the second starting hole 47, and the big winning hole 50, and then allows them to flow into the winning ball passage of the ball passage unit 94, and an out ball (non-winning ball) flow path that accepts and allows the flow of the game balls that have flowed into the out hole 39, and then allows them to flow into the non-winning ball passage of the ball passage unit 94. An out ball detection switch 39a (see Fig. 6) for detecting out balls is provided at the most downstream part of the out ball flow path.

[0053] Outside the game area 5a, there is a main information display device 59 composed of a first special symbol display 60, a second special symbol display 61, a normal symbol display 62, a first special symbol hold display 63, a second special symbol hold display 64, a normal symbol hold display 65, a round number display 66, a right-handed display 67, a status confirmation display 68, and a game state display (not shown). This main information display device 59 is composed of a plurality of LEDs.

[0054] The first special symbol display 60 is a variable display for displaying (notifying) the result of the big win determination of the first special symbol based on the winning (entry) of the game ball into the first starting hole 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the big win determination of the second special symbol based on the winning (entry) of the game ball into the second starting hole 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the hit determination of the normal symbol based on the winning (passing, entry) of the game ball into the general winning hole 43 and the general pattern gate 44 that also serves as the starting area of the normal symbol.

[0055] The jackpot determination refers to obtaining special figure determination information (jackpot determination random value, special symbol determination random value, reach determination random value, special figure variation pattern determination random value, etc.) when a game ball wins (enters the hole) in the first start port 45 or the second start port 47, and determining whether to execute a jackpot game based on the obtained special figure determination information.

[0056] When a jackpot determination is made based on the winning of a game ball in the first start port 45, the first special symbol display 60 performs a variable display of the first special symbol, and after a predetermined time has elapsed, a stop display of the first special symbol for notifying the determination result is performed. Also, when a jackpot determination is made based on the winning of a game ball in the second start port 47, the second special symbol display 61 performs a variable display of the second special symbol, and after a predetermined time has elapsed, a stop display of the second special symbol for notifying the determination result is performed.

[0057] The first special symbol display 60 and the second special symbol display 61 are each composed of eight LEDs, and in the variable display of each special symbol, the lighting pattern of the LEDs changes (moves and lights) at a predetermined cycle (32 ms). When the special symbol is to be stopped and displayed, the LEDs light up in a manner (jackpot mode, loss mode) for notifying the result of the jackpot determination.

[0058] In this embodiment, "jackpot" refers to a state in which it is determined to execute a jackpot game (special game) in the jackpot determination. "Jackpot game" refers to a round game in which the big winning port 50 is converted from a closed state to an open state in a predetermined mode, and is a game state that is advantageous for a player who can easily obtain prize balls when the game is played a predetermined number of times (for example, 4 times, 10 times, etc.) with an interval in between.

[0059] In each round of the game, the maximum number of times the big winning opening 50 can be opened and the maximum opening time are predetermined. However, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, 10 balls) win (enter the ball) through the big winning opening, one round of the game ends. In this embodiment, any of a plurality of types of jackpot games (special games) with different degrees of advantage for the player can be executed.

[0060] The hit determination refers to obtaining general winning determination information (hit determination random number value, normal symbol determination random number value, general symbol variation pattern determination random number value, etc.) based on the winning (passing through, entering the ball) of game balls into the general winning opening 43 or the general symbol gate 44 that also serves as the start area of the normal symbol, and determining whether to execute an auxiliary game based on the obtained general winning determination information. When the hit determination is made, the normal symbol display 62 displays the variation of the normal symbol, and after a predetermined time has elapsed, a stop display of the normal symbol that notifies the determination result is performed.

[0061] The normal symbol display 62 is composed of three LEDs, and the LEDs blink at a predetermined interval or in a predetermined order during the variation display of the normal symbol. When the normal symbol is stopped and displayed, the LEDs light up in a manner (hit mode or miss mode) that notifies the result of the auxiliary game determination.

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

[0063] In the auxiliary game (hit game), the maximum number of times the second start opening 47 can be opened and the maximum opening time are predetermined. However, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, 10 balls) win (enter the ball) through the second start opening 47, the auxiliary game (hit game) ends. That is, the "auxiliary game" is a game state in which the start condition for the variation display of the second special symbol is likely to be satisfied. In this embodiment, a plurality of types of auxiliary games (hit games) with different degrees of advantage for the player are provided.

[0064] The first special symbol hold indicator 63 is composed of two LEDs and is for displaying the first hold number (U1), which is the number of special symbol determination information (first hold) stored when a game ball wins (enters) the first start port 45, and lights up or blinks in a manner indicating the number of first holds. Note that the maximum number of first holds that can be stored is 4, but it may be less than 4 or more than 4.

[0065] The second special symbol hold indicator 64 is composed of two LEDs and is for displaying the second hold number (U2), which is the number of special symbol determination information (second hold) stored when a game ball wins (enters) the second start port 47, and lights up or blinks in a manner indicating the number of second holds. Note that the maximum number of second holds that can be stored is 4, but it may be less than 4, more than 4, or the second hold may not be stored at all.

[0066] The normal symbol hold indicator 65 is composed of two LEDs and is for displaying the normal symbol hold number, which is the number of normal symbol determination information (normal symbol hold) stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of normal symbol holds. Note that the maximum number of normal symbol holds that can be stored is 4, but it may be less than 4, more than 4, or the normal symbol hold may not be stored at all.

[0067] Note that the first special symbol display 60 and / or the second special symbol display 61 can be composed of 7-segment LEDs. For example, when a jackpot is determined in a jackpot determination, a number such as "3" or "7" may be stopped and displayed, and when a loss is determined, "-" may be stopped and displayed. During variable display, it may be set to turn off and repeat "-".

[0068] The round number display 66 is composed of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. At the start of the jackpot game, it starts lighting the LEDs in a predetermined manner indicating the number of rounds, continues lighting the LEDs during the jackpot game, and turns off the LEDs at the end of the jackpot game. For example, in a jackpot game with four rounds, only the leftmost LED lights up, and in a jackpot game with ten rounds, all the LEDs light up.

[0069] The right shot display 67 is composed of one LED and is used to execute a right shot notification prompting the firing of a game ball towards the right game area (so-called right shot). Basically, the LED does not light up during the normal game state, and lights up during the jackpot state (special game), during the probability-variable game state described later, and during a specific short-time game state.

[0070] The state confirmation display 68 is composed of one LED and is used to execute a short-time notification indicating that it is in the short-time game state. When the short-time game state starts, the LED lights up, and when the short-time game state ends, the LED turns off.

[0071] The game state display (not shown in the figure) is composed of one LED and is used to execute a notification indicating that it is in the probability-variable game state or the short-time game state. When the power is turned on to the gaming machine 1 and it is in the probability-variable game state or the short-time game state, the LED lights up, and then when the probability-variable game state or the short-time game state ends (the game state changes), the LED turns off.

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

[0073] The sub-first variable display is for displaying (notifying) whether or not the first special symbol is in variable display. The sub-second variable display is for displaying (notifying) whether or not the second special symbol is in variable display. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined period (1 second) (lights for 0.5 seconds → extinguishes for 0.5 seconds), so that the first lamp symbol LZ1 or the second lamp symbol LZ2 is in variable display. When the corresponding special symbol stops being displayed, it extinguishes.

[0074] Note that the sub-first variable display or the sub-second variable display may be configured to notify the result of the big win determination of the special symbol. In this case, it is preferable that the LED lights up in the case of a big win and extinguishes in the case of a loss.

[0075] The sub-first hold display is for displaying the number of the first hold information (the first hold number) described later. The sub-second hold display is for displaying the number of the second hold information (the second hold number) described later. Each is composed of two LEDs. When the hold number is "0", the left and right LEDs extinguish. When the hold number is "1", the left LED lights up and the right LED extinguishes. When the hold number is "2", the left and right LEDs light up. When the hold number is "3", the left LED blinks and the right LED lights up. When the hold number is "4", the left and right LEDs blink.

[0076] The sub-ordinary symbol variable display is for displaying (notifying) the result of the winning lottery. It is composed of one LED. When the variable display of the ordinary symbol starts, the LED blinks at a predetermined interval (variable display). When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lights up in the case of a win and extinguishes in the case of a loss) stops being displayed.

[0077] Note that in the sub-ordinary symbol variable display, it may be configured to blink during the variable display of the ordinary symbol and light up or extinguish when the stop display is performed so that only whether or not the variable display of the ordinary symbol is in progress can be grasped.

[0078] The sub-general drawing hold indicator is for displaying the number of general drawing holds (general drawing hold count), and is composed of two LEDs. When the general drawing hold count is "0", the left and right LEDs are turned off. When the general drawing hold count is "1", the left LED is lit and the right LED is turned off. When the general drawing hold count is "2", the left and right LEDs are lit. When the general drawing hold count is "3", the left LED blinks and the right LED is lit. When the general drawing hold count is "4", the left and right LEDs blink.

[0079] The sub-right shooting indicator is for prompting the shooting of game balls toward the right side area of the game area 5a (so-called right shooting), and is composed of one LED. The LED is lit during the jackpot state (special game) and the time shortening state, and is turned off in other game states.

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

[0081] The first image display device 70 and the second image display device 71 perform various effect displays according to the progress of the game. The effect displays include a customer waiting demo effect performed during the non-execution of the variable display of the special symbol, a variable effect accompanied by the variable display of a plurality of effect symbols 70a performed during the execution of the variable display of the special symbol, the variable display (update variation) of the special symbol TZ (so-called fourth symbol) performed during the execution of the variable display of the special symbol, and a jackpot effect performed during the execution of the jackpot game, etc.

[0082] In addition, the second image display device 71 can perform a moving effect by moving by a liquid crystal movable device (not shown) composed of a solenoid, a motor, etc. while the first image display device 70 is executing a variable effect.

[0083] Specifically, it is configured to perform a moving effect by moving (ascending, descending) in the vertical direction between a standby position (lower position) located near the end of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. Note that the moving direction of the second image display device 71 may be the left - right direction or the front - back direction, or it may be configured to perform a moving effect by operating the effect button 17.

[0084] In the display unit (effective display area) of the first image display device 70, there are formed a variable display area for displaying three effect symbols 70a (left symbol, middle symbol, right symbol), a display area for executing a display effect (such as displaying a background image) according to the effect mode related to the execution of the variable effect, and the like.

[0085] The effect symbol 70a is composed of, for example, symbols indicating numbers from "1" to "9", and starts variable display corresponding to the start of the variable display of the special symbol executed by the first special symbol display 60 and the second special symbol display 61, and performs stop display corresponding to the stop of the variable display of the special symbol. Also, for the effect symbol 70a, for example, the numbers "3" and "7" are decorated in red, the numbers "1", "5", and "9" are decorated in green, and the numbers "2", "4", "6", and "8" are decorated in blue. Note that, as the effect symbol 70a, symbols indicating alphabets from "A" to "F" may be used.

[0086] The effect symbol 70a is configured to stop displaying for a predetermined time (for example, 0.5 seconds) in a mode (losing mode, jackpot mode) for notifying the result of the jackpot determination. The jackpot mode is a combination of the same effect symbols 70a such as "777" or "555", and the losing mode is other modes.

[0087] Note that although the mode of the variable display of the effect symbol 70a is a vertical scroll, it may be a horizontal scroll, or it may be a switching or rotation (self-rotation) on the spot.

[0088] Also, during the variable display (variable effect) of the effect symbol 70a, various effect images and movies such as background images and characters are displayed on the first image display device 70 and the second image display device 71 according to the result of the jackpot determination, so as to enhance the player's sense of expectation for the execution of the jackpot game (special game).

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

[0090] The first hold icon display area 70B is partitioned in the form of a first display section (first area), a second display section (second area), a third display section (third area), a fourth display section (fourth area) from the side closer to the corresponding icon display area 70C, and a number of first hold icons corresponding to the first hold number (U1) are displayed in the first display section to the fourth display section.

[0091] Specifically, in the first holding icon display area, in the first display part of 70B, a first holding icon indicating first holding information for which the variable display of the first special symbol is first executed is displayed; in the second display part, a first holding icon indicating first holding information for which the variable display of the first special symbol is second executed is displayed; in the third display part, a first holding icon indicating first holding information for which the variable display of the first special symbol is third executed is displayed; and in the fourth display part, a first holding icon indicating first holding information for which the variable display of the first special symbol is fourth executed is displayed.

[0092] The second holding icon display area 70D is partitioned in the form of a first display part (first area), a second display part (second area), a third display part (third area), a fourth display part (fourth area) from the left side, and the number of second holding icons corresponding to the second holding number (U2) is displayed in the first to fourth display parts.

[0093] Specifically, in the second holding icon display area 70D, in the first display part, a second holding icon indicating second holding memory for which the variable display of the second special symbol is first executed is displayed; in the second display part, a second holding icon indicating second holding memory for which the variable display of the second special symbol is second executed is displayed; in the third display part, a second holding icon indicating second holding memory for which the variable display of the second special symbol is third executed is displayed; and in the fourth display part, a second holding icon indicating second holding memory for which the variable display of the second special symbol is fourth executed is displayed.

[0094] The icon display area 70C is formed directly above the pedestal image for clearly distinguishing it from the first holding icon display area 70B and the second holding icon display area 70D, and the icon is displayed so as to ride on or float above this pedestal image.

[0095] Specifically, as the variable display of the first special symbol (performance symbol 70a) starts, the first held icons displayed in the first held icon display area 70B move (shift) one by one toward the icon display area 70C. The first held icons displayed in the first display section of the first held icon display area 70B move (shift) to the icon display area 70C to become the icons, and the icons disappear (are erased) at the end of the variable display of the first special symbol (performance symbol 70a). In other words, the disappearing effect (erasing effect) of the icons is performed.

[0096] Also, as the variable display of the second special symbol (performance symbol 70a) starts, the second held icons displayed in the second held icon display area 70D move (shift) one by one toward the icon display area 70C. The second held icons displayed in the first display section of the second held icon display area 70D move (shift) to the icon display area 70C to become the icons, and the icons disappear (are erased) at the end of the variable display of the second special symbol (performance symbol 70a). Note that the icons may be made to disappear during the variable display of the special symbol (performance symbol 70a).

[0097] The movable effect device 77 has operable first movable member 77a and second movable member 77b, and it is possible to execute an action effect by causing the first movable member 77a and the second movable member 77b to perform predetermined actions during the variable effect or jackpot game effect executed by the first image display device 70. Further, the first movable member 77a and the second movable member 77b are provided with a panel lighting device 76 having a plurality of decorative LEDs, and it is possible to emit light in a predetermined manner during the execution of the action effect.

[0098] Specifically, the first movable member 77a is configured to move (ascend, descend) between a standby position located near the end (above) of the first image display device 70 and a performance position located near the center (below) of the first image display device 70. The second movable member 77b is configured to move between a standby position that covers a part in front of the first movable member 77a and a performance position that retreats from in front of the first movable member 77a.

[0099] On the back side of the game board 5, there are provided a main control device 110A incorporating a main control board 110 for controlling the progress of the game, an effect control device 130A incorporating an effect control board 130 for controlling the effects of the game, and a transparent resin upper cover member 23 that covers the rear of the main control device 110A and the effect control device 130A. The main control device 110A and the effect control device 130A are arranged side by side vertically.

[0100] At the rear part of the effect control device 130A, there is provided a changeover switch 22 for switching to any one of a plurality of adjustment modes in which reference values of the volume of the effect sound output from the sound output device 9 and the light amounts of various light emitting sources (various lighting devices, various display devices) are set. Normally, the rear is covered by the upper cover member 23.

[0101] On the back side of the inner frame 3, there are provided a frame control device 120A (value control device) incorporating a frame control board 120 for controlling the number of game balls (game value amount) owned by the game and control related to information communication with the dedicated unit 170, a power supply device 160A incorporating a power supply board 160, a lending device connection terminal board 100 provided with a lending device connection terminal 101 for connecting a dedicated wiring for communicating with the dedicated unit 170 arranged parallel to the gaming machine 1, and a transparent resin lower cover member 120B that covers the upper rear of the frame control device 120A.

[0102] The power supply device 160A is arranged near the left and right ends of the lower part of the inner frame 3 (the right side in FIG. 4). At the left and right one side part (the part near the rotation axis of the inner frame 3 on the right side in FIG. 4), there is provided a lead-out part of a power cord with a power plug 161 provided at the tip, and a power switch 164 that can be turned on and off is provided.

[0103] The frame control device 120A is arranged such that the frame control device 120A is near the left and right other sides of the inner frame 3 (near the freely rotatable end of the inner frame 3 on the left side in FIG. 4) and overlaps the rear of the power supply device 160A so that the lead-out part of the power cord of the power supply device 160A and the power switch are exposed to the rear.

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

[0105] On the frame control board 120 built into the frame control device 120A, a frame control display 125 for displaying the number of game balls (game value amount) owned by the player, etc., similar to the game ball number display 135 provided on the glass frame 4, is provided. However, the game ball number display 135 and the frame control display 125 are arranged offset in the vertical and horizontal directions of the gaming machine 1. Specifically, the game ball number display 135 is disposed closer to the rotation axis of the glass frame 4, and the frame control display 125 is provided below the game ball number display 135 and closer to the free end of rotation of the inner frame 3.

[0106] In this way, since the game ball number display 135 provided on the front side of the gaming machine is disposed closer to the rotation axis of the glass frame 4, even when the game store employee opens the inner frame 3 or the glass frame 4, the movement range of the game ball number display 135 becomes smaller and the visibility of the game ball number display 135 does not extremely decrease, making it possible to improve the convenience of the game store employee and the player when checking the display content of the game ball number display 135.

[0107] Also, since the frame control display 125 provided on the back side of the gaming machine is provided closer to the free end of rotation of the inner frame 3, when the game store employee opens the inner frame 3 to check the frame control display 125, it becomes easier to visually recognize the frame control display 125 than when the frame control display 125 is provided closer to the rotation axis of the inner frame 3, making it possible to improve the convenience of the game store employee when checking the display content of the frame control display 125.

[0108] Further, the lower cover member 120B covers only the upper side of the frame control device 120A (such as various female connectors 127a to 127f etc. exposed from the frame control substrate case 300 described later), and does not cover various buttons provided on the lower side of the frame control device 120A (the game ball number clear button 121b related to the game ball number clear switch 121, the ball discharge button 122b related to the ball discharge switch 122, and the error release button 123b related to the error release switch 123, which will be described later). Therefore, it becomes easier to operate various buttons provided on the lower side of the frame control device 120A (the game ball number clear button 121b related to the game ball number clear switch 121, the ball discharge button 122b related to the ball discharge switch 122, and the error release button 123b related to the error release switch 123, which will be described later), and it becomes possible to improve the convenience for game store employees.

[0109] Also, the lower cover member 120B does not cover various seals (the frame management number seal 308 and the operation guide seal 309, which will be described later) attached to the frame control device 120A and the frame control display 125 mounted on the frame control substrate 120. Therefore, the lower cover member 120B does not obstruct the visibility of various seals and the frame control display 125, and it becomes possible to improve the convenience for game store employees.

[0110] Note that an upper limit acquisition device operation display unit for displaying the operation state of the upper limit acquisition device (to be described later) may be provided on the front side of the glass frame 4. The upper limit acquisition device operation display unit may be composed of an LED or a 7-segment display and may be lit when the upper limit acquisition device is operating. Alternatively, the upper limit acquisition device operation display unit may be composed of a slide panel that can be operated by a game store employee (not operable when the glass frame 4 is closed and operable when the glass frame 4 is open). When the upper limit acquisition device is not operating, the panel part slides to display the non-operating state, and when it is operating, the panel part slides to display the operating state.

[0111] (Block diagram of the entire gaming machine) Next, with reference to FIGS. 5 and 6, the block diagrams of the gaming machine 1 and the peripheral devices in the present embodiment will be described.

[0112] First, in the gaming machine 1, the game balls (game media) used in conventional pachinko machines are used. However, since the game balls do not discharge outside the gaming machine 1 (near the player's hands) and circulate inside the gaming machine, the player cannot touch the game balls. Therefore, the total number of game balls displayed on the "game ball number display 135" and the "frame control display 125" is information recorded by electromagnetic methods (for example, addition by ball lending or bonus balls, subtraction by firing). In this embodiment, for convenience, the term "payout" of game balls is used, but this does not mean paying out game balls outside the gaming machine as in conventional pachinko machines, but rather means the above-mentioned addition.

[0113] This can prevent the act of bringing game balls into the game parlor to play games. Also, it can prevent the act of obtaining game balls illegally by tampering with the game balls (for example, attaching a thread to the game ball, applying oil, using a game ball of a size different from the specified size, etc.).

[0114] Note that the game balls used in the gaming machine 1 may be the game balls (game balls that react to magnets) used in conventional pachinko machines, or game balls that do not react to magnets (for example, made of stainless steel). In the former case, the cost of manufacturing new game balls can be reduced, and in the latter case, a gaming machine that is more resistant to fraud can be realized. Also, when using game balls that do not react to magnets, in order to prevent the mixing of game balls that react to magnets, a magnet detection unit may be arranged on the ball path to monitor the game balls that react to magnets.

[0115] The main control board 110 comprehensively controls the progress (basic operations) of the game. The main control board 110 includes a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores a game control program and the like, and a main control unit 110m as a one-chip microcomputer including a main RAM 110c that serves as a work area during arithmetic processing, and input ports and output ports for main control, etc. The main CPU 110a receives an operation clock from a crystal oscillator, reads out the program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays), or transmitting a predetermined command based on the result of the arithmetic processing to the effect control board 130 or the like. Also, it transmits predetermined information (described later) to the frame control board 120.

[0116] In this embodiment, there may be descriptions of "RAM" or "RWM", but both are synonymous.

[0117] Here, the communication between the main control board 110 and the frame control board 120 is configured to be able to communicate information bidirectionally, and the communication between the main control board 110 and the effect control board 130 is configured to be able to communicate information only in one direction from the main control board 110 to the effect control board 130.

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

[0119] The various switches include a general winning opening detection switch 43a for detecting a game ball that has won (entered) the general winning opening 43, a gate detection switch 44a for detecting a game ball that has passed through the general diagram gate 44, a first start opening detection switch 45a for detecting a game ball that has won (entered) the first start opening 45, a second start opening detection switch 47a for detecting a game ball that has won (entered) the second start opening 47, a big winning opening detection switch 50a for detecting a game ball that has won (entered) the big winning opening 50, an out ball detection switch 39a for detecting a game ball flowing down the most downstream part of the out ball flow path, an RWM clear switch 111a for inputting a signal to clear the stored content of the main RAM 110c of the main control unit 110m or update a set value that is a stage of the advantage degree of the game (varying the advantage degree of the game), and a setting key switch 112a for inputting a signal to shift to a state where the set value can be changed or a state where the set value can be confirmed by an operation using the setting key. The various sensors include a first magnetic detection sensor 53a and a second magnetic detection sensor 53b for detecting a magnet.

[0120] In this embodiment, the out ball detection switch 39a counts the number of game balls launched by the player. However, a detection switch may be provided at the position where the game ball flies into the game area 5a (a position that does not become a foul ball after detecting the launched ball) to count the number of launched balls, or a detection switch may be provided on the launched ball guide path 38 (a position where the launched ball can become a foul ball after detection) to count the number of launched balls. In the case of providing a detection switch on the launched ball guide path 38, when a foul ball is detected after detecting the launched ball, 1 may be added to the number of launched balls and then 1 may be subtracted.

[0121] Connected to the output port of the main control board 110 are a main information display device 59, various solenoids, an information display 115, a frame control board 120, and an effect control board 130, etc. Through the output port, a drive control signal for controlling various solenoids is output, a display control signal for controlling various displays is output, and predetermined information is transmitted to the frame control board 120.

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

[0123] The frame control board 120 includes a frame control unit 120m as a one-chip microcomputer having a frame control CPU 120a for performing arithmetic processing, a frame control ROM 120b storing the operation program of the frame control CPU 120a, and a frame control RAM 120c serving as a work area during arithmetic processing, and also includes input ports, output ports, etc. for frame control. The frame control CPU 120a receives the operation clock from the crystal oscillator, reads out the program stored in the frame control ROM 120b, and performs arithmetic processing related to the game while using the frame control RAM 120c as a work area, thereby controlling the controlled devices (various solenoids and various displays), performing telegram communication (described later) with the main control board 110, and transmitting predetermined information (described later) to the dedicated unit 170.

[0124] The input ports of the frame control board 120 include a touch sensor 15a for detecting that the player's hand touches the firing handle 15, a firing volume 15b composed of a variable resistor whose resistance value changes according to the rotation angle of the firing handle 15, a ball discharge switch 122 for detecting that the ball discharge button 122b has been operated, an error reset button switch 123b for detecting that the error reset button 123b has been operated, a lending device connection terminal board 100 for communicating with a dedicated unit 170 installed in parallel with the gaming machine 1, a firing base switch 92a for detecting a game ball staying on the firing base, a subtraction inlet switch 91b for detecting a game ball flowing down through the ball passage unit 94, a subtraction outlet switch 91c for detecting a game ball sent to the firing device 95 by the operation of the subtraction solenoid 91a, a count button switch 20a for detecting that the count button 20 has been operated, a glass frame opening detection switch 31a for detecting the opening (opening / closing) of the glass frame 4, an inner frame opening detection switch 31b for detecting the opening (opening / closing) of the inner frame 3 (described as various opening detection sw31a, 31b in the drawing), a radio wave detection sensor 54a for detecting abnormal radio waves, a lifting and polishing device 95 for lifting while polishing the game balls, a game ball count clear switch 121 for detecting that the game ball count clear button 121b has been operated, various passage units 93, 94, etc. are connected, and when detection signals from various detection switches and various detection sensors are input to the frame control board 120 via the input ports, control processing corresponding to the detection signals is performed.

[0125] Note that the glass frame opening detection switch 31a for detecting the opening (opening / closing) of the glass frame 4 may turn ON when the glass frame 4 is open (in this case, it is determined to be open when there is an ON input), or may turn ON when the glass frame 4 is closed (in this case, it is determined to be open when there is no ON input). The same applies to the inner frame opening detection switch 31b.

[0126] Each of the various passage units 93 and 94 is provided with a far ball switch 93a for detecting a game ball (a far ball) flowing down a far ball passage for merging a game ball that has returned without flying into the game area 5a into the ball passage unit 94, a winning passage count switch 94a for detecting a game ball (a winning ball) flowing down a winning ball passage (not shown) for collecting and flowing down a game ball that has won in various winning openings provided in the game area 5a, a non-winning passage count switch 94b for detecting a game ball (an out ball) flowing down a non-winning ball passage (not shown) for collecting and flowing down a game ball that has flowed into the out port 39 without winning in various winning openings, a lift-up switch 94c for detecting a game ball lifted by a lift-up polishing device 95 at the upstream end of the lift-up ball passage, a lift-down switch 94d for detecting a game ball supplied to the lift-up polishing device 95 at the downstream end of a merging passage (not shown) for merging a game ball flowing down the winning passage, a game ball flowing down the non-winning ball passage, and a game ball flowing down the far ball passage and supplying the merged game balls to the lift-up polishing device 95, an excess sensor 94e provided in the middle part of the lift-up ball passage (downstream of the lift-up switch 94c) for detecting an excess (surplus) of game balls (circulating game balls) waiting in the lift-up ball passage, and a shortage sensor 94f provided in the downstream part of the lift-up ball flow path (downstream of the excess sensor 94e) for detecting a shortage (deficiency) of game balls (circulating game balls) waiting in the lift-up ball passage.

[0127] Connected to the output port of the frame control board 120 are an effect control board 130, a lending device connection terminal board 100, a solenoid 92b for operating a firing hammer (not shown) for firing a game ball staying on the firing base, a subtraction solenoid 91a for sending a game ball to the firing device 95, a lift-up polishing device 95, a game ball number display 135, a frame control display 125, etc. Through the output port, an output of a drive control signal for controlling various solenoids and an output of a display control signal for controlling various displays are performed.

[0128] Communication between the frame control board 120 and the effect control board 130 is configured to be able to communicate information only in one direction from the frame control board 120 to the effect control board 130. Thereby, for example, when an error is detected in the frame control board 120, the effect control board 130 can give a notification regarding the error. Note that the communication between the frame control board 120 and the effect control board 130 may be performed via the main control board 110. That is, the frame control board 120 and the effect control board 130 do not necessarily need to be directly connected.

[0129] The "game ball number display 135" is a display for displaying the total number of game balls that a player can launch (hereinafter simply referred to as the "total number of game balls"). For example, it is composed of a 6-digit 7-segment display. Note that it may be shared as a display for displaying an error code indicating the type of error that has occurred in the gaming machine 1. In this case, when no error has occurred, only the total number of game balls is displayed, and when an error has occurred, the total number of game balls and the error code may be alternately displayed. The display of the error code will be described in detail later.

[0130] The "frame control display 125" is a display for displaying the total number of game balls. For example, it is composed of a 6-digit 7-segment display. For example, when "100" is displayed as the total number of game balls on the "game ball number display 135", the total number of game balls displayed on the "frame control display 125" is also "100". If the "game ball number display 135" malfunctions and the total number of game balls cannot be displayed, the player can grasp the total number of game balls the player has by checking the total number of game balls displayed on the "frame control display 125" (it serves as a backup display in case of a malfunction).

[0131] Note that it may be shared as a display for displaying an error code indicating the type of error that has occurred in the gaming machine 1, or it may be shared as a display for displaying "display performance information (normal base value)" (see "frame control board display performance information calculation process" described later). In this case, when no error has occurred, the total number of game balls and "display performance information (normal base value)" may be alternately displayed, and when an error has occurred, the total number of game balls, "display performance information (normal base value)", and the error code may be alternately displayed.

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

[0133] When the frame control CPU 120a determines a "short press", it counts one game ball, and when it determines a "long press", it counts 250 game balls at a counting notification timing every 0.3 seconds. When the total number of game balls is less than 250 (for example, 200), all 200 are counted in the "long press" determination. A countable lamp that lights up when it is in a countable state and goes out when it is in a non-countable state may be provided.

[0134] The "game ball count clear button 121b" is a button for clearing the number of game balls recorded by an electromagnetic method. For example, it is assumed that game balls are recorded in the gaming machine 1 when the gaming machine 1 is shipped from the manufacturing factory to the game parlor, or that the game is stopped after a small number of game balls (for example, 1 ball) are recorded after the gaming machine 1 is installed in the game parlor. In such a case, problems may occur such that it is difficult for a player who wants to start a new game to play (it may give the misunderstanding that the previous player may be in the middle of a game). To solve such problems, if the power switch 164 is turned on while pressing the game ball count clear button 121b, the above-described recorded game balls can be cleared.

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

[0136] When the recorded game balls are cleared, notification that the game ball count has been cleared is given by voice output under the control of the voice control unit 148, display control under the control of the image control unit 145, and light emission control under the control of the lamp control unit 150. Note that the details of this notification will be described later.

[0137] Also, "HC·illegal monitoring information" indicating that the game balls have been cleared is finally transmitted from the gaming machine 1 to the gaming machine information center. As a result, the gaming machine information center can also grasp that the game ball count has been cleared on the gaming machine 1.

[0138] Note that the game ball count is cleared only when the power switch 164 is turned on while pressing the game ball count clear button 121b. That is, even if the "game ball count clear button 121b" is pressed while the gaming machine 1 is powered on, the game ball count is not cleared. In this case, the state of the gaming machine 1 does not change, and no notification is made by sound, display, or lighting. For example, even if the "game ball count clear button 121b" is pressed during the execution of the variable display, the variable display continues, and the audio output, display control, and lighting control corresponding to the variable display continue. This can prevent the player from suffering disadvantages even if, for example, a game store employee accidentally presses the "game ball count clear button 121b" during the variable display.

[0139] Also, the "game ball count clear button 121b" is a button used to clear the game ball count and has no other functions. For example, an error cannot be cleared by operating this button, the game balls cannot be discharged (emptied) outside the gaming machine 1 by operating this button, and the main RAM 110c and the frame control RAM 120c cannot be initialized by operating this button.

[0140] The "ball emptying button 122b" is a button for discharging the game balls outside the gaming machine 1. Although the game balls are not touched by the player's hand, regular inspection, cleaning, or replacement is recommended. In such a case, if the power switch 164 is turned on while pressing the ball emptying button 122b, the game balls can be discharged outside the gaming machine 1.

[0141] When the game balls are being discharged outside the gaming machine 1, it is notified that the ball emptying mode is in progress by voice notification under the control of the voice control unit 148 and screen notification under the control of the image control unit 145. Note that this notification will be described in detail later.

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

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

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

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

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

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

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

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

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

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

[0152] The display unit (touch panel) 174 can display, in addition to the display of the held balls and the remaining balance, an image of a ball lending button for lending game balls and an image of a return button for returning a membership card or a visitor card. The U control unit 172 can input an operation signal when the image of the ball lending button is operated by the player, and can input an operation signal when the image of the return button is operated by the player. When these operation signals are input, processing (ball lending, return) corresponding to the operation signals is performed. Further, the display unit (touch panel) 174 can display an error code, which will be described later. This will be described later.

[0153] Note that although the display unit (touch panel) 174 is configured to display an image of a ball lending button and an image of a return button and enable operation by the player, it is not limited to this. For example, a ball lending button and a return button may be provided in the dedicated unit 170, or a ball lending button and a return button may be provided on the gaming machine 1.

[0154] The U control unit 172 can count and store the gaming time and the number of gaming sessions (for example, the number of visits to the gaming store) while the membership card is inserted. It can also store the number of gaming media stored in the membership card, the amount of money used for gaming, and the number of gaming media used for gaming. And the stored information is finally transmitted to the gaming machine information center and stored in the countermeasure server of the gaming machine information center (utilized for countermeasures against player gaming dependence).

[0155] The U control unit 172 includes a hall computer output unit 173, and outputs hall computer information (for example, information indicating during a big win game, information indicating during a high probability gaming state, information indicating during an operation state of a variable time shortening function, information indicating the number of winning balls in each winning port, etc.) to the hall computer from the hall computer output unit 173. The hall computer output unit 173 includes an external terminal board pulse output signal terminal 1, an external terminal board pulse output signal terminal 2, an external terminal board pulse output signal terminal 3, and an external terminal board pulse output signal terminal 4.

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

[0157] The effect control board 130 serves as a slave control board (slave control means) that controls effects related to the game (performed on the gaming machine 1) based on the reception of effect commands from the main control board 110. The effect control board 130 includes an effect control unit 130m having a sub CPU 130a that performs arithmetic processing, a sub ROM 130b storing an effect control program, and a sub RAM 130c serving as a work area during arithmetic processing, an image control unit 145 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), the third image display device 72 (left image display device), the fourth image display device 73 (right image display device), the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., and input ports, output ports, etc. for effect control.

[0158] The sub CPU 130a reads out the game program stored in the sub ROM 130b in response to the operation clock from the crystal oscillator, and performs arithmetic processing related to the effects while using the sub RAM 130c as a work area, thereby controlling (outputting data and commands) to execute various effects on various control units (the image control unit 145, the lamp control unit 150) according to the commands received from the main control board 110, the input signals from the effect button detection switch 17a, and the joystick detection switch 19a.

[0159] To the input ports of the performance control board 130, there are connected a performance button detection switch 17a, a joystick detection switch 19a, and a button position detection sensor (not shown), etc. On the performance control board 130, when a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a joystick detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the joystick 19 has been operated is input from the joystick detection switch 19a, processing for executing a performance corresponding to the detection signal is performed.

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

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

[0162] Note that between the production control unit 130m, the image control unit 145, and the audio control unit 148, there is a general control unit (not shown) that comprehensively controls image display and audio output based on the reception of production control commands from the production control unit 130m. The image control unit 145 reads a CGROM (not shown) storing image data and the like based on the reception of a display control command (display list) from the general control unit, and controls the first image display device 70, the second image display device 71, the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). The audio control unit 148 reads an audio ROM storing audio data and the like based on the reception of an audio control command from the general control unit, and controls the audio output device 9.

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

[0164] This frame buffer area is a storage area for drawing or displaying an image, and further has a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area alternately switch between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.

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

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

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

[0168] The lamp CPU receives the operation clock from the crystal oscillator, reads out the lamp control program stored in the lamp ROM, and performs arithmetic processing related to the effect while utilizing the lamp RAM as a work area, thereby performing control (outputting data and commands) to cause the controlled devices such as various lighting devices and various drive devices to perform a predetermined effect according to the effect instruction command and the like received from the effect control unit 130m.

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

[0170] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine 1 from the power supply supplied from the outside of the gaming machine 1 and supplies it to the gaming machine 1 (main control board 110, frame control board 120, effect control board 130, and various electronic components). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether a power failure (blackout) has occurred and outputs a power-off detection signal to the main control board 110 based on the occurrence of the power failure (blackout), and a backup power supply circuit 163 for supplying a backup power supply to the main control board 110 when a power failure (blackout) occurs.

[0171] In addition, the power supply board 160 is provided with a power switch 164 that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply to the gaming machine 1 (main control board 110, frame control board 120, effect control board 130, and various electronic components) is supplied and an OFF state in which the supply stops. When the power switch 164 is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 starts. Note that the supply of the backup power supply to the main control board 110 is maintained even when the power switch 164 is in the OFF state.

[0172] The power-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and outputs a power-off detection signal to the main control board 110 when the power supply voltage becomes equal to or lower than a predetermined value. More specifically, the main CPU 110a for which the power-off detection signal becomes high level becomes an operable state, and the main CPU 110a becomes an operation stop state when the power-off detection signal becomes low level.

[0173] The backup power supply circuit 163 includes a capacitor that stores electricity when the gaming machine is energized, and supplies the backup power supply voltage stored in the capacitor to the main RAM 110c of the main control board 110 and the frame control RAM 120c of the frame control board 120 when a power failure (blackout) occurs. As a result, the stored contents of the main RAM 110c and the frame control RAM 120c are retained even during a power failure (blackout), and the control state of the game and the number of game balls (game value) owned by the player can be restored to the state before the power failure (blackout) after recovery from the power failure (blackout). Note that a backup power supply may be supplied to the effect control board 130.

[0174] (Description of game state) Next, the game state when the game progresses will be described. In the present embodiment, there are a "low probability game state" and a "high probability game state" as states related to special game determination (big win determination), and a "non-time-saving game state" and a "time-saving game state" as states related to the movable member 48 of the second start port 47. Therefore, in the present embodiment, (1) A "low probability non-time-saving game state" that is a low probability game state and a non-time-saving game state, and (2) A "low probability time-saving game state" that is a low probability game state and a time-saving game state, and (3) A "high probability time-saving game state" that is a high probability game state and a time-saving game state are provided.

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

[0176] Here, the "low-probability gaming state" means, for example, in the case where the set value (the jackpot probability in the jackpot lottery) of the degree of advantage of the game is "1", a special game determination (jackpot determination) performed on the condition that a game ball enters the first start port 45 or the second start port 47, and it refers to a gaming state in which the winning probability of the jackpot is set as low as about 1 / 300.

[0177] On the other hand, the "high-probability gaming state" means, in the case where the set value is "1", the winning probability of the jackpot is set as high as about 1 / 60, which means a gaming state more advantageous to the player compared to the low-probability gaming state. Note that the transition from the low-probability gaming state to the high-probability gaming state is performed after the end of the jackpot game.

[0178] Also, the "non-time-reduced gaming state" means an auxiliary game determination (winning determination) performed on the condition that a game ball passes through the normal pattern gate 44, in which the winning probability of winning is set as low as 1 / 16, the average time of the variable display of the normal symbol is set to about 30 seconds, and the opening time of the second start port 47 when winning is set to 0.2 seconds.

[0179] On the other hand, the "time-reduced gaming state" (variable time reduction function activation state) means that the winning probability of winning is set as high as 15 / 16, the average time of the variable display of the normal symbol is set to about 3 seconds, and the opening time of the second start port 47 when winning is set to 5 seconds, which means a gaming state more advantageous to the player with reduced consumption of game balls compared to the non-time-reduced gaming state. Note that the transition from the non-time-reduced gaming state to the time-reduced gaming state is performed after the end of the jackpot game.

[0180] Note that the "shortened game state" is set so that the average variation time of the normal symbols, the opening time of the second start port 47, and the winning probability of the hit lottery are more advantageous than those in the "non-shortened game state". However, it may be set so that only any one of the average variation time of the normal symbols, the opening time of the second start port 47, and the winning probability of the hit lottery becomes advantageous.

[0181] Also, the winning probability of a hit in the auxiliary game determination in the non-shortened game state is the same without changing according to the set value, but it may be made to vary according to the set value so that the winning probability becomes more advantageous as the set value increases. Also, regarding the winning probability of a hit in the auxiliary game determination in the shortened game state, it is the same without changing according to the set value, but it may be made to vary according to the set value so that the winning probability becomes more advantageous as the set value increases.

[0182] (Memory map of the main control unit and the frame control unit) FIG. 7 is a diagram showing the memory map of the memory area composed of the main ROM 110b and the main RAM 110c of the main control unit 110m, and the memory map of the memory area composed of the frame control ROM 120b and the frame control RAM 120c of the frame control unit 120m.

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

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

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

[0186] The information ROM area includes an information program area (A000H to A437H) where programs related to the upper limit acquisition device of the gaming machine are stored, an unused area (A438H to A47FH) where access is prohibited and "0" is stored, and an information data area (A480H to A52EH) where data related to the upper limit acquisition device of the gaming machine are stored, which are arranged in order.

[0187] The memory area of the main RAM 110c includes a game RWM area (0000H to 018FH) used as a work (working area) when executing the game program, and an information RWM area (0190H to 01FFH) used as a work (working area) when executing the information program, which are arranged in order.

[0188] The game RWM area is arranged in order as follows: a game work area (0000H - 0128H) used by the game program as work, a first unused area (0129H - 0171H) where access is prohibited and "0" is stored, a game stack area (0172H - 017FH) for temporarily storing data being processed by the game program, and a second unused area (0180H - 018FH) where access is prohibited and "0" is stored.

[0189] In the game work area, there are arranged in order a set value area for storing set values, a determination information area for storing determination information (checksum described later) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.

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

[0191] In the information work area, there are arranged in order a game medium acquisition information area for storing information related to the upper limit of acquisition of game media of the gaming machine 1, and an error information area for storing information related to various error determinations.

[0192] Note that the memory map of the memory area composed of the frame control ROM 120b and the frame control RAM 120c of the frame control unit 120m has the same configuration, so the description is omitted. Just replace the main control unit 110m, the main ROM 110b, and the main RAM 110c with the frame control unit 120m, the frame control ROM 120b, and the frame control RAM 120c respectively.

[0193] (Relationship between the game area and the information area) FIG. 8 is a diagram showing the relationship between a game area (game ROM area, game RWM area) that performs processing based on a game program and an information area (information ROM area, information RWM area) that performs processing based on an information program. Note that FIG. 8 is common to the main control unit 110m and the frame control unit 120m.

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

[0195] However, in the processing based on the game program, the content of the information RWM area cannot be updated, but it can be referred to. Also, in the processing based on the information program, the content of the game RWM area cannot be updated, but it can be referred to.

[0196] Then, as shown in FIG. 8(b), when performing processing based on an information program, after saving the flag register in the game RWM area in the processing based on the game program, the information program is called to execute the processing based on the information program, and immediately after the processing based on the information program ends and returns to the game program, the flag register is restored from the game RWM area.

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

[0198] By doing so, when performing processing based on the information program, the data used by the game program can be protected, and when returning from the information program to the game program, inconveniences will not occur.

[0199] (System Configuration Diagram) FIG. 9 is a system configuration diagram (overall schematic diagram) of the gaming machine 1 and peripheral devices.

[0200] In the game parlor, a combination of the gaming machine 1 and the dedicated unit 170 installed alongside the gaming machine 1 is installed, and by connecting the gaming machine 1 and the dedicated unit 170, the game can be played. Also, in the office of the game parlor, a hall computer and a management computer are installed.

[0201] When the gaming machine 1 and the dedicated unit 170 are not connected, or when the dedicated unit 170 is connected to the gaming machine 1 but the power of the dedicated unit 170 is OFF, counting of game balls by operating the counting button 20 and firing of game balls by operating the firing handle 15 become impossible.

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

[0203] The gaming machine information center is equipped with a machine history server, an illegal monitoring server, a performance information server, and a dependency countermeasure server. Also, it is communicably connected to an association (Nikka Group) to which a plurality of gaming machine manufacturers related to pachinko gaming machines belong, a dependency countermeasure organization, and a card company group. Also, the gaming machine information center can collect (centralized manage) the information described below from all the game parlors where the gaming machine 1 is installed.

[0204] Next, the details, flow, and physical flow of the information (the above-mentioned "predetermined information") will be described. Among the information transmitted from the gaming machine 1 (main control board 110, frame control board 120), the information to be transmitted to the gaming machine information center is encrypted by the U board 171. And only the gaming machine information center can decrypt the encrypted and transmitted information. As a result, the "main control chip ID number" and "frame control chip ID number" included in the information transmitted from the gaming machine 1 become information that cannot be known to a third party, and for example, it can be made difficult to obtain the information of the "main control chip ID number" and "frame control chip ID number" in the process of transmitting to the gaming machine information center. As a result, it is possible to prevent the situation where the information of the "main control chip ID number" and "frame control chip ID number" is illegally obtained, and after the obtained information is mounted on an illegal main control board 110 or frame control board 120, it is installed in a game parlor.

[0205] When the lending button of the game media provided in the dedicated unit 170 is operated, a "ball lending signal" is transmitted in the flow of dedicated unit 170 → lending device connection terminal board 100 → frame control board 120 ((1) in the figure). When the frame control board 120 receives the "ball lending signal", it updates the number of game balls (game value amount) owned by the player displayed on the game ball number display 135 and the frame control display 125.

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

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

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

[0209] After power is supplied to the gaming machine 1 from the power supply board 160 and the gaming machine becomes in a playable state (a state where all interrupts are permitted in step S33 of the main process described later), "HC·illegal monitoring information" is periodically transmitted in the order of the main control board 110 → frame control board 120 → lending device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center (in (2), (4), and (7) in the figure).

[0210] "HC·illegal monitoring information (Hall Con·illegal monitoring information)" mainly refers to information indicating the state of the gaming machine 1. For example, information indicating that a big win game is in progress, information indicating that a high-probability gaming state is in progress, information indicating an error occurring in the gaming machine 1, information indicating an illegal act occurring in the gaming machine 1, information indicating that a gaming ball has won at various winning openings (first start opening 45, second start opening 47, general winning opening 43, big winning opening 50), etc. Note that "HC·illegal monitoring information" will be explained in more detail later.

[0211] After power is supplied from the power supply board 160 to the gaming machine 1 and the gaming machine becomes in a playable state (a state in which all interrupts are permitted in step S33 of the main process described later), "gaming machine performance information" is periodically transmitted in the order of the frame control board 120 → the lending device connection terminal board 100 → the dedicated unit 170 → the management computer → the card company data center → the gaming machine information center (as shown in (2), (4), and (7) in the figure).

[0212] "Gaming machine performance information" mainly refers to information related to the balls output from the gaming machine 1. For example, it includes information indicating the total number of balls launched, the total number of balls won, the ratio of accessory operations, the ratio of consecutive accessory operations, information indicating the maximum number of balls output, and the like. Note that "gaming machine performance information" will be described in more detail later.

[0213] When the player inserts the membership card they possess, "player information related to dependency countermeasures" is transmitted in the order of the dedicated unit 170 → the management computer → the card company data center → the gaming machine information center (dependency countermeasure server) (as shown in (4) and (7) in the figure).

[0214] "Player information related to dependency countermeasures" includes player information stored in the membership card, gaming medium information stored in the membership card, information indicating the gaming time, information indicating the number of gaming sessions (for example, the number of visits to the gaming parlor), information indicating the amount of money used for gaming, gaming medium information used for gaming, and the like. When the gaming machine information center (dependency countermeasure server) receives this information, it updates the player information corresponding to this information. In this way, by acquiring and managing "player information related to dependency countermeasures", it becomes possible to prevent players from becoming overly engrossed in gaming.

[0215] The dedicated unit 170 is provided with output terminals (not shown in the figure) for outputting to the hall computer, and outputs "hall computer information" based on "HC·illegal monitoring information" from the output terminals (as shown in (3) in the figure). "Hall computer information" includes information indicating that a big win gaming is in progress, information indicating that a high-probability gaming state is in progress, information indicating that the variable time shortening function is in an operating state, information indicating the number of winning balls in each winning port, and the like.

[0216] When a visitor card (prepaid card) is inserted into the dedicated unit 170, "prepaid card information" is transmitted in the flow of dedicated unit 170 → management computer → card company data center (in the figure (4)(6)). At the card company data center, the received "prepaid card information" can be collected to check whether unregistered visitor cards (prepaid cards) are in circulation, for example.

[0217] The gaming machine information center accumulates the received "gaming machine installation information", "HC / illegal monitoring information", and "gaming machine performance information" in the server, determines whether there are any abnormalities, and transmits the "verification / security result" in the flow of gaming machine information center → management computer → dedicated unit 170 (in the figure (8)(5)).

[0218] The gaming machine information center has a "machine history server", "illegal monitoring server", "performance information server", and "dependency countermeasure server". The "main control chip" and "frame control chip" are supplied to each gaming machine manufacturer by the gaming machine management control chip supply company (in the figure (12)). When each gaming machine manufacturer manufactures a gaming machine (becomes ready for shipment), the "machine history server" registers the installation information of the above-mentioned "main control chip manufacturer code", "main control chip product code", "main control chip ID number" (serial number), "frame control chip manufacturer code", "frame control chip product code", "frame control chip ID number" (serial number), and registers the shipment information such as the shipment date and time (in the figure (11)). When the registration is completed, the gaming machine is shipped from each gaming machine manufacturer to the gaming parlor.

[0219] Similarly, when a U board is manufactured by the U board manufacturing company (becomes ready for shipment), the "illegal monitoring server" of the gaming machine information center registers the manufacturing information of the U board (for example, registration of the serial number) and the installation information (in the figure (10)). When the registration is completed, the U board is shipped from the U board manufacturing company to the dedicated unit manufacturing company (in the figure (9)).

[0220] Thus, after a gaming machine is installed in a game parlor, when the "gaming machine installation information" is received, it is compared with the shipping information registered in the "machine history server" to determine whether the "main control chip" and "frame control chip" of the gaming machine installed in the game parlor are legitimate (perform abnormality determination).

[0221] Note that when the "collation / security result" of the U board 171 is normal, the gaming machine 1 is set to a playable state, but when the "collation / security result" is abnormal, the gaming machine 1 can be set to a non-playable state. This can prevent the act of replacing the main control board 110 or the frame control board 120 with an illegal one and obtaining balls illegally.

[0222] In the "machine history server", in addition to registering the installation information and shipping information described above, it also stores second-hand movement information when the gaming machine is moved between game parlors and disposal information when the gaming machine is discarded, so that it can be traced in detail from when the gaming machine is installed in the game parlor until it is discarded. This can help deter the illegal disposal of gaming machines.

[0223] In the "illegal monitoring server", in addition to registering the manufacturing information of the U board and the installation information described above, it generates "security result information" indicating the above-mentioned "collation / security result" and generates an "encryption key / communication key" to prevent the "security result information" from being tampered with. This can prevent the "security result information" from being tampered with in the process (8) in the figure.

[0224] Also, the "illegal monitoring server" stores the illegal / error information generated by the gaming machine 1. For example, when a magnet detection error occurs in the gaming machine 1, it stores the fact that a magnet error has been detected in the gaming machine 1 by receiving the error code corresponding to the magnet detection error and the "HC / illegal monitoring information" indicating the illegal detection signal.

[0225] In the "Performance Information Server", it is configured to store the "display performance information (normal base value)" calculated by the frame control board 120 of the gaming machine 1 and displayed on the frame control display 125, as well as gaming machine performance information and the like that is calculated by the frame control board 120 of the gaming machine 1 but not displayed on the frame control display 125.

[0226] Also, the information stored in the "Machine History Server", "Illegality Monitoring Server", and "Performance Information Server" is transmitted to the association (Nikko Association) to which multiple gaming machine manufacturers belong. As a result, the gaming machine 1 is placed under the management of the gaming machine information center and the Nikko Association, and for this reason, it is also called a "managed gaming machine".

[0227] In the "Dependency Countermeasure Server", for each registered member player, the member number, gaming time, consumption amount, and number of gaming sessions are linked and stored, and the stored information is transmitted to the "Dependency Countermeasure Organization". Note that it may be configured such that when any of the gaming time, consumption amount, or number of gaming sessions exceeds a specified value, the gaming becomes impossible.

[0228] Also, in the transmission and reception of each of the above-described information, it is preferable that the transmission side records the transmission date and time, and the reception side is configured to be able to record the reception date and time. With this configuration, for example, when the gaming machine information center receives a "setting change in progress signal" or an "RWM clear signal" (HC·illegality monitoring information), it is possible to check whether the reception time is within the business hours of the gaming parlor or outside of the business hours, and it is possible to monitor whether "setting changes" or "RWM clears" are being performed during business hours.

[0229] (Flow of information transmission) FIG. 10 is a diagram specifically explaining the flow of information transmission and reception described in FIG. 9.

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

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

[0232] When the gaming machine information center receives the information related to the encrypted "main control chip ID number" and "frame control chip ID number", it decrypts this information and compares it with the installation information stored in the machine history server to determine whether there is any abnormality as described above.

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

[0234] When the U board 171 receives the "security result information", it decrypts this information and checks for any abnormality as described above. If there is no abnormality, the "verification phase" ends and it transitions to the "status communication phase". If there is an abnormality, the gaming machine 1 is set to a non-playable state without transitioning to the "status communication phase".

[0235] In the "status communication phase", first, when the player sits down to play the gaming machine 1, inserts a valuable item (a banknote or a membership card storing gaming media), and operates the lending button, the number of balls lent corresponding to one press of the lending button (for example, 125 balls) is sent from the U control unit 172 to the U board 171. Further, the number of balls lent (for example, 125 balls) is sent from the U board 171 to the frame control board 120.

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

[0237] As a result of the game being played, when the count button 20 is operated while the number of game balls is displayed on the game ball number display 135, the number of counted balls is transmitted from the frame control board 120 to the U board 171. For example, when the count button 20 is operated while the number of game balls displayed on the game ball number display 135 is 1000 balls, "1000" is transmitted as the number of counted balls.

[0238] Similarly, the number of counted balls is transmitted from the U board 171 to the U control unit 172. When the U control unit 172 receives the number of counted balls, it stores the number of counted balls in the membership card or visitor card.

[0239] After the U control unit 172 finishes storing the number of counted balls in the membership card or visitor card, it enables the player to return the membership card or visitor card. That is, when the return button image on the display unit 174 is operated in a state where the number of counted balls has been stored, the player can return the membership card or visitor card. On the other hand, even if the return button image on the display unit 174 is operated in a state where the number of counted balls has not been stored (during storage or not stored at all), the player is not allowed to return the membership card or visitor card. This can prevent the player from leaving (or exiting the store) with game balls remaining in the gaming machine 1.

[0240] When the return button image on the display unit 174 is operated in a state where the U control unit 172 has not finished storing the number of counted balls, the display unit 174 displays a notification prompting counting, for example, a message such as "Please press the count button 20 to perform counting." This can make the operation method easier to understand for players who are not familiar with the game.

[0241] Note that the notification for prompting counting may be performed not only by display but also by voice, lamp, or a combination thereof. Further, the gaming machine 1 may perform the notification. Thereby, the operation method can be made easier to understand.

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

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

[0244] The number of bonus balls obtained by winning game balls at each winning port (general winning port 43, start ports 45, 47, big winning port 50) in the gaming machine 1 is transmitted from the main control board 110 to the frame control board 120 every 108 ms as "gaming machine information (HC·illegal monitoring information)", and further transmitted from the frame control board 120 to the U board 171 every 300 ms as "HC·illegal monitoring information", and further transmitted from the U board 171 to the U control unit 172. Thereby, the dedicated unit 170 can also grasp the number of bonus balls generated in the gaming machine 1.

[0245] The dedicated unit 170 obtains the number of game balls displayed on the game ball number display 135, the number of game balls launched in the gaming machine 1, and the number of bonus balls obtained by winning game balls at each winning port in the gaming machine 1. Thus, for example, even if fraud is committed on the numerical value of the number of game balls displayed on the game ball number display 135, it is possible to determine from the separately obtained information on the number of launched game balls and the number of bonus balls that the number of game balls displayed on the game ball number display 135 is not normal.

[0246] The frame control board 120 periodically transmits "game machine information (HC·illegal monitoring information)", while the dedicated unit 170 transmits "hole control information" based on the "HC·illegal monitoring information". As a result, the hole control computer can grasp the state of the gaming machine 1 (during jackpot games, during high-probability game states, during the operation state of the variable time shortening function, the number of winning balls in each winning port).

[0247] The frame control board 120 transmits "game machine performance information" to the U board 171. When the U board 171 receives the "game machine performance information", it encrypts it and transmits it to the game machine information center via the U control unit 172, the management computer, and the card company data center. As a result, the game machine information center can also grasp information such as the total number of game balls launched, the total number of game balls won, the accessory ratio, the continuous accessory ratio, and the maximum payout.

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

[0249] The main control board 110 transmits "HC·Illegality Monitoring Information" to the frame control board 120 every 108 ms. As will be described later, since "HC·Illegality Monitoring Information" includes "Main Control State 1", "Main Control State 2", "Game Machine Error State", "Illegality Detection State 1", etc., for example, information related to errors detected by the main control board 110 or errors detected by the frame control board 120 is also periodically transmitted in the "Game Machine Error State" (error notification). The U board 171 encrypts the "HC·Illegality Monitoring Information" (error notification) received from the main control board 110 and the frame control board 120 and finally transmits it to the game machine information center. Also, information related to errors is transmitted to the management computer of the game parlor. As a result, the game machine information center can also periodically receive information related to errors occurring in the game machine, and can constantly monitor errors occurring in the main control board 110 and the frame control board 120. Also, since the management computer can also receive information related to errors occurring in the game machine, the game parlor can quickly grasp information related to errors and can quickly eliminate the errors. Note that the same process applies to the "Illegality Information" transmitted in the "Illegality Detection State 1".

[0250] Also, in "Main Control State 1" and "Main Control State 2", for example, the state of the game machine (during jackpot, during high-probability game state) is periodically transmitted. Then, the "HC·Illegality Monitoring Information" is encrypted by the U board 171 and finally transmitted to the game machine information center. As a result, the game machine information center can also periodically receive the state of the game machine, and can grasp that there may be illegality, for example, when frequently receiving information indicating during jackpot, etc.

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

[0252] (Jackpot Determination Table) FIG. 11(a) is a jackpot determination table for the first special symbol for determining the special symbol determination information obtained based on the winning (entry) of the game ball into the first start port 45, and FIG. 11(b) is for determining the special symbol determination information obtained based on the winning (entry) of the game ball into the second start port 47. It is a jackpot determination table for the second special symbol for (jackpot determination).

[0253] As shown in FIGS. 11(a) to 11(b), in the jackpot determination table, the current setting value, the current probability state, the jackpot determination random value, and the jackpot determination result (jackpot, loss) are associated with each other, and the approximate winning probability when it is "jackpot" is described in the rightmost column for reference.

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

[0255] For example, according to the jackpot determination table for the first special symbol shown in FIG. 11(a), when the setting value is "1" and it is in the normal game state, 200 jackpot determination random values from "100" to "299" are determined as "jackpot". And the jackpot determination random values other than those determined as jackpot are determined as "loss".

[0256] In addition, in the jackpot determination table of this embodiment, four levels of setting values are used, but it is not limited to this, and six levels of setting values may be used, or two levels of setting values may be used, or one level of setting value may be used, or the setting function may not be installed.

[0257] In addition, the special figure determination information obtained based on the winning of the game ball at the first start port 45 is stored in the first special figure determination information holding memory area of the main RAM 110c, and the special figure determination information obtained based on the winning of the game ball at the second start port 47 is stored in the second special figure determination information holding memory area of the main RAM 110c. Then, when performing the jackpot determination, the special figure determination information stored in the first special figure determination information holding memory area or the second special figure determination information holding memory area is shifted to the special figure determination information corresponding memory area of the main RAM 110c, and the jackpot determination is performed using the shifted special figure determination information.

[0258] In addition, the first special figure determination information holding memory area is divided into a first storage unit to a fourth storage unit, and hold icons corresponding to the special figure determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70B1 to the fourth display unit 70B4 of the first hold icon display area 70B. The second special figure determination information holding memory area is divided into a first storage unit to a fourth storage unit, and hold icons corresponding to the special figure determination information stored in these first to fourth storage units are respectively displayed on the first display unit 70D1 to the fourth display unit 70D4 of the second hold icon display area 70D.

[0259] (Special symbol determination table) FIG. 12(a) is a jackpot special symbol determination table for determining the type of special symbol when a jackpot is determined, and FIG. 12(b) is a losing special symbol determination table for determining the type of special symbol when a loss is determined.

[0260] As shown in FIGS. 12(a) to 12(b), in the special symbol determination table, the type of special symbol to be stopped and displayed, the special symbol determination random value, the determination result of the special symbol, the stop special figure data corresponding to the determination result, and the special symbol designation command corresponding to the determination result are associated with each other.

[0261] The special symbols "00" and "10" are losing special symbols in which the big win game is not executed. The special symbols "01" and "04" are big win special symbols that execute the first big win game, the special symbols "02" and "05" are big win symbols that execute the second big win game, and the special symbols "03" and "06" are big win symbols that execute the third big win game.

[0262] In the "first big win game", a round game in which the big winning opening 50 is opened for up to 29.5 seconds and then the big winning opening 50 is closed for 2 seconds is executed up to 6 times. In the round game, even before the elapse of the opening time, if a specified number (for example, 10) of game balls win in the big winning opening 50, one round game ends. Also, after the end of the first big win game, it is set to a low-probability non-time-short game state (time-short game state) until the variable display of the special symbol is performed 100 times.

[0263] In the "second big win game", a round game in which the big winning opening 50 is opened for up to 29.5 seconds and then the big winning opening is closed for 2 seconds is executed up to 10 times. Also, after the end of the second big win game, it is set to a high-probability time-short game state (probability-variable game state) until the variable display of the special symbol is performed 10,000 times. Therefore, from the big win winning probability in the high-probability game state, it is almost certain that the next big win will be determined.

[0264] In the "third big win game", a round game in which the second big winning opening 56 is opened for up to 29.5 seconds and then the big winning opening is closed for 2 seconds is executed up to 4 times. Also, after the end of the third big win game, it is set to a high-probability time-short game state (probability-variable game state) until the variable display of the special symbol is performed 10,000 times. Therefore, from the big win winning probability in the high-probability game state, it is almost certain that the next big win will be determined.

[0265] Note that although one losing special symbol is associated with each of the first special symbol and the second special symbol, a plurality of losing special symbols may be associated with at least one of the first special symbol and the second special symbol.

[0266] The main CPU 110a refers to the special symbol determination table shown in any of FIGS. 12(a) to (b), determines the type of the special symbol to be stopped and displayed, the type of the special symbol, the stop special symbol data, and the special symbol designation command based on the special symbol determination random value, and transmits the special symbol designation command to the effect control board 130.

[0267] As the first feature of the special symbol determination table shown in FIG. 12, the types of the jackpot special symbols and the types of the losing special symbols are the same without changing depending on the set values. By doing so, it becomes possible for the player to play the game with peace of mind without complicated game properties.

[0268] As the second feature of the special symbol determination table shown in FIG. 12, the selection ratios of various jackpot special symbols and the selection ratios of various losing symbols are constant without changing depending on the set values. By doing so, the degree of advantage for the player does not change extremely depending on the set value, and it becomes possible for the player to play the game with peace of mind.

[0269] (Special symbol variation pattern determination table) FIG. 13(a) is a special symbol variation pattern determination table for non-time reduction state for determining the variation pattern of the special symbol in the non-time reduction state, and FIG. 13(b) is a special symbol variation pattern determination table for time reduction state for determining the variation pattern of the special symbol in the time reduction state.

[0270] As shown in FIG. 13, in the special symbol variation pattern determination table, there are associated with each other the type of special symbol (starting port) for which variation display is performed, the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the first special symbol reservation number (U1) or the second special symbol reservation number (U2), the random number value for special symbol variation pattern determination, the special symbol variation pattern as the determination result, the variation time of the special symbol, and the special symbol variation pattern designation command indicating the special symbol variation pattern.

[0271] Therefore, it can be said that the "special symbol variation pattern" can specify the type of special symbol, the jackpot determination result, the type of special symbol, and the variation time of the special symbol.

[0272] The main CPU 110a refers to the special symbol variation pattern determination table shown in FIG. 13, determines the special symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the first special symbol reservation number (U1) or the second special symbol reservation number (U2), and the random number value for special symbol variation pattern determination, and transmits a special symbol variation pattern designation command corresponding to the special symbol variation pattern to the effect control board 130.

[0273] Also, in the effect control board 130, as will be described later, since the content (effect mode) of the variation effect involving the variation display of the effect symbol 70a is determined according to the variation pattern designation command (jackpot determination result, special symbol determination result, etc.), the content of the effect that can be executed in the variation effect is described in the rightmost column of the special symbol variation pattern determination table shown in FIG. 13 for reference.

[0274] As the effect content shown in the variation pattern determination table shown in FIG. 13, "normal variation", "shortened variation", "ultra-shortened variation", and "long variation" mean that the three effect symbols 70a vary rapidly separately and stop without reaching a reach.

[0275] In addition, "reach" means a variation mode that makes the player expect a jackpot game to be executed, where a part of the combination of the winning display symbols 70a that announce the jackpot temporarily stops and the other display symbols 70a fluctuate. For example, when the combination of the display symbols 70a that announce the jackpot is set to a combination of three display symbols 70a of "777", the same display symbols 70a in the left area and the right area temporarily stop at "7", and the remaining display symbols 70a in the central area fluctuate.

[0276] Note that "temporary stop" means a state where the display symbol 70a sways slightly or deforms slightly, making it appear to the player that the display symbol 70a has stopped (but is not completely stopped).

[0277] In addition, "normal reach" means a reach effect where the same display symbols 70a temporarily stop in the left area and the right area, and the remaining one display symbol 70a fluctuates in the central area, and it is the reach effect with the lowest expectation of winning the jackpot.

[0278] In addition, "SP reach" and "special SP reach" are super reach effects with a higher expectation of winning the jackpot than normal reach. A development effect is executed from the normal reach effect and then executed. For example, two display symbols 70a shrink and move to the corners of the first image display device 70, and a special reach effect is performed using almost the entire display area of the first image display device 70. Note that "special SP reach" performs a more special effect than "SP reach".

[0279] In addition, "SPSP Reach" and "SPSP '7' Reach" are special reach effects with a higher expectation of hitting the jackpot than super reach, and are executed after the normal reach effect or super reach effect. For example, a development effect is executed from the normal reach effect, and then three effect symbols 70a are reduced and moved to the corner of the first image display device 70, and a reach effect more special than "SP Reach" is performed using almost the entire display area of the first image display device 70. Note that in "SPSP Reach", the reach effect is executed with an effect symbol 70a other than "7", and in "SPSP '7' Reach", the reach effect is executed with the symbol "7".

[0280] In addition, "Full Rotation Reach" is a reach where the jackpot is determined, and is executed after the normal reach effect. For example, a development effect is executed from the normal reach effect, and then the three effect symbols 70a all become the same and fluctuate slowly, and a reach effect (a reach effect where the jackpot is determined) more special than "SPSP Reach" and "SPSP '7' Reach" is performed using almost the entire display area of the first image display device 70.

[0281] As the first feature of the special symbol variation pattern determination table shown in FIG. 13, the type of the determined special symbol variation pattern is the same without changing according to the set value. By doing so, it becomes difficult to guess the set value from the special symbol variation pattern, and it becomes possible to provide a fair game.

[0282] As the second feature of the special symbol variation pattern determination table shown in FIG. 13, the selection ratio of each special symbol variation pattern is the same without changing according to the set value. By doing so, it becomes difficult to guess the set value from the special symbol variation pattern, and it becomes possible to provide a fair game.

[0283] As the third feature of the special symbol variation pattern determination table shown in FIG. 13, when the first special symbol retention number increases to 2 or 3 during the non-time shortening state, shortening variation is likely to be determined as the variation pattern of the first special symbol. On the other hand, even when the second special symbol retention number increases to 2 or 3 during the non-time shortening state, shortening variation is not determined as the variation pattern of the second special symbol. By doing so, it is possible to improve the time efficiency (execution efficiency) of the variation display of the special symbol when hitting the left side rather than when hitting the right side in the non-time shortening state, and it becomes possible to enhance the interest of the game.

[0284] As the fourth feature of the special symbol variation pattern determination table shown in FIG. 13, even when the first special symbol retention number increases from 1 to 3 during the time shortening state, (ultra) shortening variation is not determined as the variation pattern of the first special symbol. On the other hand, when the second special symbol retention number increases from 1 to 3 during the time shortening state, (long) shortening variation is likely to be determined as the variation pattern of the second special symbol. By doing so, it is possible to improve the time efficiency (execution efficiency) of the variation display of the special symbol when hitting the right side rather than when hitting the left side in the time shortening state, and it becomes possible to enhance the interest of the game.

[0285] (Pre-determination table) FIG. 14(a) is a pre-determination table for non-time shortening state for pre-determining (pre-reading) the special symbol determination information obtained based on the winning of the game ball into the first starting port 45 during the non-time shortening state, and FIG. 14(b) is a pre-determination table for time shortening state for pre-determining (pre-reading) the special symbol determination information obtained based on the winning of the game ball into the second starting port 47 during the time shortening state.

[0286] As shown in FIG. 14, in the pre-determination table, the type of the special symbol (starting port), the jackpot determination result, the special symbol determination result, the random number value for reach determination, the random number value for special symbol variation pattern determination, the special symbol planned variation pattern as the determination result, and the pre-reading designation command indicating the special symbol planned variation pattern are associated with each other.

[0287] Therefore, it can be said that the "special figure scheduled variation pattern" can identify the type of special symbol, the determination result of the jackpot determination, the type of special symbol, and the special figure variation pattern scheduled to be executed.

[0288] The main CPU 110a refers to the pre-determination table shown in FIG. 14, determines the special figure scheduled variation pattern based on the jackpot determination random value, the special symbol determination random value, the reach determination random value, and the special figure variation pattern determination random value, and transmits a pre-reading designated command corresponding to the special figure scheduled variation pattern to the effect control board 130.

[0289] Next, a modified example of the specifications (specs) of the gaming machine 1 will be described with reference to FIGS. 15 and 16. In the present embodiment, as described in FIGS. 11 and 12 and the description of the gaming state, it is a so-called "certain variation loop type". The "certain variation loop type" means that, for example, when a "jackpot" is determined in the "normal gaming state (low probability non-time shortening gaming state)" and the special symbol "02" or "03" is determined, after the end of the jackpot game, it becomes a "high probability gaming state (high probability time shortening gaming state)". However, thereafter, in the "high probability gaming state", if the special symbol "04" (or "01") is not determined and the special symbol "05" or the special symbol "06" is determined, the "high probability gaming state" continues.

[0290] FIG. 15 is a so-called "one type two types type". The "one type two types type" has gaming states of "normal gaming state (low probability non-time shortening gaming state)" and "time shortening gaming state (low probability time shortening gaming state)". When a "jackpot" is determined in the "normal gaming state" (for example, the jackpot probability is "1 / 199"), as shown in (1), it shifts to "jackpot game 1 (4 rounds)" or "jackpot game 2 (8 rounds)" at a predetermined ratio.

[0291] When "Big Win Game 1 (4 rounds)" ends, the game shifts to "Time-Saving Game State 1". The upper limit of the number of times for this "Time-Saving Game State 1" is "1" time. However, during "Time-Saving Game State 1", it is possible to award a game ball to the second start port 47 and store special figure determination information in the first to fourth memory parts of the second special figure determination information reservation memory area respectively. With the special figure determination information obtained by awarding a game ball to the second start port 47, a maximum of "5" times of "Big Win Determination" and "Small Win Determination" can be executed.

[0292] On the other hand, when "Big Win Game 2 (8 rounds)" ends, the game shifts to "Time-Saving Game State 2". The upper limit of the number of times for this "Time-Saving Game State 2" is "7" times. However, during "Time-Saving Game State 2", it is possible to award a game ball to the second start port 47 and store special figure determination information in the first to fourth memory parts of the second special figure determination information reservation memory area respectively. With the special figure determination information obtained by awarding a game ball to the second start port 47, a maximum of "11" times of "Big Win Determination" and "Small Win Determination" can be executed.

[0293] Although the detailed control flow is omitted, as a result of executing the "Big Win Determination", if it is determined as "Big Win", the "Small Win Determination" is not executed. If it is not determined as "Big Win" as a result of executing the "Big Win Determination", the "Small Win Determination" is executed. If it is not determined as "Small Win" in the "Small Win Determination", it is a "Loss" process.

[0294] The special figure determination information obtained by awarding a game ball to the second start port 47 is determined as "Big Win" with a probability of, for example, "1 / 199". If it is not determined as "Big Win", it is determined as "Small Win" with a probability of, for example, "1 / 8". Regarding the special figure determination information obtained by awarding a game ball to the first start port 45, it may be set so as not to win the "Small Win", or the winning probability may be made difficult.

[0295] In "Shortened Game State 1" and "Shortened Game State 2", "Shortened Game State 2" is more advantageous to the player because the upper limit number of times of the shortened game state is larger. Therefore, in the image display device 70 etc., if it is "Shortened Game State 1", it is displayed as "RUSH Acquisition Challenge Mode", and if it is "Shortened Game State 2", it is displayed as "RUSH Mode", so that the player can identify the advantages and disadvantages from the display mode.

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

[0297] And, when it is determined as "Small Win" during "RUSH Acquisition Challenge Mode", as shown in (2), it shifts to "Big Win Game 3 (4 rounds)". However, the first round of "Big Win Game 3 (4 rounds)" is a small win game, and if a game ball can be awarded to the "Specific Area" provided in the big winning opening during the small win game, the big win game (second round to fourth round) will be executed. On the other hand, if a game ball cannot be awarded to the "Specific Area" during the small win game, the big win game (second round to fourth round) will not be executed.

[0298] Also, when it is determined as "Big Win" during "RUSH Acquisition Challenge Mode", as shown in (1), it shifts to "Big Win Game 4 (8 rounds)". And, when "Big Win Game 3 (4 rounds)" and "Big Win Game 4 (8 rounds)" are finished, it shifts to "RUSH Mode".

[0299] On the other hand, during "RUSH Acquisition Challenge Mode", if it is not determined as "Big Win" and not determined as "Small Win" either, "RUSH Acquisition Challenge Mode" ends and it shifts to "Normal Mode".

[0300] During the "RUSH mode", if it is determined as a "small win", as shown in (2), it will shift to the "big win game 3 (4 rounds)", and if it is determined as a "big win", as shown in (1), it will shift to the "big win game 4 (8 rounds)". Then, after the "big win game 3 (4 rounds)" and the "big win game 4 (8 rounds)" end, it will shift to the "RUSH mode".

[0301] On the other hand, during the "RUSH mode", if it is not determined as a "big win" and not determined as a "small win" either, the "RUSH mode" will end and it will shift to the "normal mode".

[0302] The gaming machine 1 in this embodiment is not limited to the above-mentioned "certain change loop type", and such a "one type two types type" may also be applicable.

[0303] Figure 16 is a so-called "small win RUSH type". The "small win RUSH type" has gaming states of "normal gaming state (low probability non-time shortening gaming state)", "time shortening gaming state (low probability time shortening gaming state)", and "high probability gaming state (high probability time shortening gaming state)". When it is determined as a "big win" in the "normal gaming state" (for example, the big win probability is "1 / 319"), as shown in (1), it will shift to the "big win game 1 (4 rounds)" or the "big win game 2 (16 rounds)" at a predetermined ratio.

[0304] After the "big win game 1 (4 rounds)" ends, it will shift to the "time shortening gaming state". The upper limit number of times of this "time shortening gaming state" is, for example, "50" times. After the "big win game 2 (16 rounds)" ends, it will shift to the "high probability gaming state".

[0305] When a "big win" is determined in the "short-time game state" (for example, the big win probability is "1 / 319"), as shown in (1), it transitions to "big win game 4 (2 rounds)" or "big win game 3 (16 rounds)" at a predetermined ratio. When "big win game 4 (2 rounds)" ends, it transitions to the "short-time game state", and when "big win game 3 (16 rounds)" ends, it transitions to the "high-probability game state". Also, when 50 variable displays are executed without determining a "big win", the "short-time game state" ends and it transitions to the "normal game state".

[0306] When a "big win" is determined in the "high-probability game state" (for example, the big win probability is "1 / 77"), as shown in (2), it transitions to "big win game 4 (2 rounds)" or "big win game 3 (16 rounds)" at a predetermined ratio.

[0307] Also, when a "small win" is determined in the "high-probability game state" (for example, the small win probability is "1 / 2.5"), as shown in (3), it transitions to the "small win game". In the "small win game", the large winning opening for small wins is opened for a predetermined time, and for example, in one "small win game", about 3 game balls can be made to win through the large winning opening for small wins. After the "small win game" ends, it transitions to the "high-probability game state".

[0308] For example, since the small win probability is "1 / 2.5", it can be said that it is in a state where winning is very easy. And after the "small win game" ends, it becomes the "high-probability game state" again. So, in the "high-probability game state", it is more advantageous for the player to continue winning at the small win probability of "1 / 2.5" without winning at the big win probability of "1 / 77" because the "small win game" can increase the number of game balls the player has.

[0309] The gaming machine 1 in this embodiment is not limited to the above-described "probability change loop type", and may also be such a "small win RUSH type".

[0310] In addition, the gaming machine 1 in the present embodiment is not limited to the "probability change loop type", "type 1 or type 2", or "small win RUSH type", but may be a so-called "ST probability change type" in which the upper limit number of times of the "high probability gaming state (high probability short-time gaming state)" is set to, for example, "100" times, or a so-called "probability change fall type" in which the "high probability gaming state (high probability short-time gaming state)" falls to the "normal gaming state (low probability non-short-time gaming state)" or the "short-time gaming state (low probability short-time gaming state)" with a predetermined probability.

[0311] Next, with reference to FIGS. 17 to 22, the details of the "gaming machine installation information" and the "HC / illegal monitoring information" will be described.

[0312] FIG. 17 shows a list of telegrams related to the communication between the main control board 110 and the frame control board 120. No. 1 has a telegram name of "gaming machine installation information notification", a transmission direction of "main control board 110 → frame control board 120", a command of "0x01", and a telegram summary of "notifying the gaming machine installation information". Also, No. 2 has a telegram name of "gaming machine installation information response", a transmission direction of "frame control board 120 → main control board 110", a command of "0x11", and a telegram summary of "responding with the gaming machine installation information reception result". Also, No. 3 has a telegram name of "gaming machine information notification", a transmission direction of "main control board 110 → frame control board 120", a command of "0x02", and a telegram summary of "notifying the gaming machine information". Here, the "gaming machine information" mentioned here refers to the "HC / illegal monitoring information". Also, No. 4 has a telegram name of "gaming machine information response", a transmission direction of "frame control board 120 → main control board 110", a command of "0x12", and a telegram summary of "responding with the gaming machine information reception result and the frame control state".

[0313] "Game machine installation information" is configured as shown in Figure 18. No.1 has a data name of "Telegram length" and a content of "0x19". Also, No.2 has a data name of "Command" and a content of "0x01". Also, No.3 has a data name of "Communication serial number" and a content of "0 fixed". Also, No.4 has a data name of "Game machine type" related to game machine installation information, and the content will be described later. Also, No.5 has a data name of "Main control chip ID number" related to game machine installation information, and the content will be described later. Also, No.6 has a data name of "Main control chip manufacturer code" related to game machine installation information, and the content is "The manufacturer code described in the management area of the main control chip". Also, No.7 has a data name of "Main control chip product code" related to game machine installation information, and the content is "The product code described in the management area of the main control chip". Also, No.8 has a data name of "Checksum" and a content of "-".

[0314] As shown in Figure 18, the data name "Game machine type" of No.4 is composed of 1 byte. Bits 3 to 0 indicate the game machine type. If Bits 3 to 0 are "0001", it indicates a "pachinko game machine". If Bits 3 to 0 are "0010", it indicates a "rotary drum game machine". If Bits 3 to 0 are "0011", it indicates an "arrangement ball game machine". If Bits 3 to 0 are "0100", it indicates a "janqiu game machine". Others are unused.

[0315] Bits 6 to 4 indicate the combination group classification. If Bits 6 to 4 are "000", it indicates the "Japan Industrial Federation" (mainly a group related to pachinko game machines). If Bits 6 to 4 are "001", it indicates the "Japan Electrical Manufacturers' Association" (mainly a group related to rotary drum game machines). Others are unused.

[0316] Bit 7 indicates the management medium. If Bit 7 is "0", it indicates game balls. If Bit 7 is "1", it indicates game medals. For example, if game machine 1 is a pachinko game machine, it will be 1-byte data such as Bit 7 being "0", Bits 6 to 4 being "000", and Bits 3 to 0 being "0001".

[0317] Although the "main control chip ID number" is omitted in the drawings, the ID for each main control chip manufacturer is transmitted in the telegram. For example, for the main control chip of manufacturer A, 9-byte data consisting of the chip individual number "23456789" + identification code is transmitted in the telegram, and for the main control chip of manufacturer B, 9-byte data consisting of the chip individual number "45678912" + identification code is transmitted in the telegram.

[0318] "Game machine installation information response" is a response from the frame control board 120 to the main control board 110 after the "game machine installation information" is transmitted from the main control board 110 to the frame control board 120. For No.1, the data name is "telegram length" and the content is "0x05". Also, for No.2, the data name is "command" and the content is "0x11". Also, for No.3, the data name is "communication serial number" and the content is "0 fixed". Also, for No.4, if the data name is "game machine installation information reception result" and the content is "0x00", it is "reception OK", and if the content is "0x01", it is the "ball extraction state" indicating that the frame control board 120 is in the ball extraction state. For No.5, the data name is "checksum" and the content is "the result of adding from the telegram length to the data part". Note that the main control board 110 does not set the game playable state unless it receives the content "0x00" (reception OK) as the "game machine installation information reception result" from the frame control board 120. This point will be described in detail later using a flowchart.

[0319] "HC·Illegitimate Surveillance Information" is configured as shown in Figure 19. No.1 has a data name of "Telegram Length" and a content of "0x0B~0x15". Also, No.2 has a data name of "Command" and a content of "0x02". Also, No.3 has a data name of "Communication Serial Number" and a content of "Sequence Number (0~255)". Also, No.4 has a data name of "Main Control Status 1", and the content is Bit0 "Big Win 1", Bit1 "Big Win 2", Bit2 "Big Win 3", Bit3 "Game Machine Status Signal 1", Bit4 "Game Machine Status Signal 2", Bit5 "Game Machine Status Signal 3", Bit6 "Game Machine Status Signal 4", Bit7 "Unused". For example, during the execution of the big win game corresponding to "Big Win 1", Bit0 and Bit1 become ON ("1"), and it is finally sent to the game machine information center that Bit0 and Bit1 of the main control status 1 are ON ("1").

[0320] Also, No.5 has a data name of "Main Control Status 2", and the content is Bit0 "During Big Win + Short Time or Advantageous State", Bit1 "During High Probability", Bit2 "During Short Time or Advantageous State", Bit3~Bit7 "Unused". For example, during the high probability game state, Bit1 becomes ON ("1"), and it is finally sent to the game machine information center that Bit1 of the main control status 2 is ON ("1").

[0321] Also, No.6 has a data name of "Game Machine Error Status", and the content is that Bit0~Bit5 are "Error Codes", Bit6 is "0 = Frame Control, 1 = Main Control" (if 0, it is an error detected by the frame control board 120, if 1, it is an error detected by the main control board 110), and Bit7 is "0 = Only Report, 1 = Report + Output to Hall Computer" (if 0, only the error notification is reported, if 1, in addition to the error notification report, output to the hall computer is also performed). For example, when an error corresponding to Bit0 occurs, Bit0 becomes ON ("1"), and it is finally sent to the game machine information center that Bit0 of the game machine error status is ON ("1").

[0322] In addition, for No. 7, the data name is "Illegality Detection Status 1", and the content is Bit0 "Setting Change In - Progress Signal", Bit1 "Setting Confirmation In - Progress Signal", Bit2 "RWM Clear Signal", Bit3 "Illegality Detection Signal 1", Bit4 "Illegality Detection Signal 2", Bit5 "Illegality Detection Signal 3", Bit6 "Upper Limit Device in Operation Signal", Bit7 "Unused". For example, if a setting change is in progress as described later, Bit0 becomes ON ("1"), and the fact that Bit0 of the illegality detection status 1 is ON ("1") is finally transmitted to the gaming machine information center.

[0323] In addition, for No. 8, the data name is "Prize Balls for Actuator Operation", and the content is "The number of prize balls due to actuator operation" (for example, the number of prize balls due to a game ball winning in the second start port 47). Also, for No. 9, the data name is "Continuous Actuator Operation Prize Balls", and the content is "The number of prize balls due to continuous actuator operation" (for example, the number of prize balls due to a game ball winning in the big winning port 50).

[0324] In addition, for No. 10, the data name related to game information is "Number of Game Information", and the content is "The number (n) of type information and count information (n) = 0 - 5 (variable length)". Also, for No. 11, the data name related to game information is "Type Information 1", and the content is "Type Information 1". Also, for No. 12, the data name related to game information is "Count Information 1", and the content is "Count Information 1".

[0325] The count information, in the first example, when 1 game ball wins in the first start port 45, it is "data indicating the first start port 45", "data indicating the number of winning balls (1)", "data indicating the number of prize balls (3)". Also, in the second example, when 1 game ball wins in the big winning port 50, it is "data indicating the big winning port 50", "data indicating the number of winning balls (1)", "data indicating the number of prize balls (15)". Also, in the third example, when 1 game ball passes through the out - ball detection switch 39a, it is "data indicating the out - ball detection switch 39a", "data indicating the number of passing balls (1)". And these data are finally transmitted to the gaming machine information center by telegram.

[0326] In addition, for No. 13, the data name related to game information is "type information n" and the content is "type information n". Also, for No. 14, the data name related to game information is "count information n" and the content is "count information n". Further, for No. 15, the data name is "checksum" and the content is "the result of adding from the telegram length to the data part".

[0327] Figure 20 is a diagram for explaining the details of the above-mentioned "main control state 1", "main control state 2", and "illegal detection state 1".

[0328] For "main control state 1", the name of Bit0 is "big win 1" and the details are "set 1 during big win 1 information notification for big win". The name of Bit1 is "big win 2" and the details are "set 1 during all big wins for big win 2 information". The name of Bit2 is "big win 3" and the details are "set 1 during states such as small win RUSH and special short time for big win 3 information". The name of Bit3 is "game machine state signal 1" and the details are "set 1 while game machine state signal 1 is ON for game machine state signal". The name of Bit4 is "game machine state signal 2" and the details are "set 1 while game machine state signal 2 is ON for game machine state signal". The name of Bit5 is "game machine state signal 3" and the details are "set 1 while game machine state signal 3 is ON for game machine state signal". The name of Bit6 is "game machine state signal 4" and the details are "set 1 while game machine state signal 4 is ON for game machine state signal". The name of Bit7 is "unused" and the details are "fixed at 0".

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

[0330] Incidentally, the small hit RUSH is as described in FIG. 16. The special short time refers to, for example, a short time gaming state that activates for relief when a low probability gaming state is played a specified number of times (for example, 1000 times of variable display) from the end of a big hit game (so-called ceiling short time), or a short time gaming state that activates with a predetermined probability when a miss is determined in a big hit determination (so-called symbol short time).

[0331] "Main control state 2" has the name "Big hit + short time or advantageous state" for Bit0, with details "Set 1 in the gaming state information during big hit and during short time or advantageous state", the name "High probability" for Bit1, with details "Set 1 in the gaming state information during high probability", the name "Short time or advantageous state" for Bit2, with details "Set 1 in the gaming state information during short time or advantageous state", and the names "Unused" for Bit3 - Bit7, with details "Fixed to 0".

[0332] "Illegality detection state 1" has the name "Setting change signal" for Bit0, with details "0 = normal, 1 = setting change in progress", the name "Setting confirmation signal" for Bit1, with details "0 = normal, 1 = setting confirmation in progress", the name "RWM clear signal" for Bit2, with details "0 = normal, 1 = RWM clear (initialization of RWM) occurred", the name "Illegality detection signal 1" for Bit3, with details "Urgency: weak 0 = normal, 1 = abnormality occurred", the name "Illegality detection signal 2" for Bit4, with details "Urgency: medium 0 = normal, 1 = abnormality occurred", the name "Illegality detection signal 3" for Bit5, with details "Urgency: strong 0 = normal, 1 = abnormality occurred", the name "Winning upper limit device operation signal" for Bit6, with details "0 = non - operating, 1 = operating", and the name "Unused" for Bit7, with details "Fixed to 0".

[0333] FIG. 21 is a diagram for explaining the details of the "gaming information" described above.

[0334] "Gaming information" has a 2 - byte structure consisting of "type information (1 byte)" and "count information (1 byte)". Further, "type information (1 byte)" is composed of "data type (Bit4 - Bit7)" and "data number (Bit0 - Bit3)".

[0335] "Data type (Bit4~Bit7)": For example, when Bit4~Bit7 is "0000", the type name is "Unused" and the content is "-"; when Bit4~Bit7 is "0001", the type name is "Start port winning", and the content is "Notify winning at the start port"; when Bit4~Bit7 is "0010", the type name is "Big winning port winning due to special electric accessory operation", and the content is "Notify winning at the big winning port"; when Bit4~Bit7 is "0011", the type name is "Winning port winning", and the content is "Notify winning at the winning port"; when Bit4~Bit7 is "0100", the type name is "All start port winning", and the content is "Notify passing of the start port or general pattern gate related to the game"; when Bit4~Bit7 is "0101", "0110", "0111", "1000", the type name is "Unused" and the content is "-"; when Bit4~Bit7 is "1001", the type name is "Number of symbol determination times", and the content is "Notify the number of symbol fluctuations related to the game"; when Bit4~Bit7 is "1010", the type name is "Number of jackpot times", and the content is "Notify the operation of the accessory continuous operation device"; when Bit4~Bit7 is "1011", the type name is "Unused" and the content is "-"; when Bit4~Bit7 is "1100", the type name is "Accessory times (number of times the big winning port is opened)", and the content is "When the number of times the big winning port is opened at small jackpot is used as the start number, notify the opening of the big winning port when the accessory continuous operation device is not operating" (refer to the first round of "Jackpot game 3 (4 rounds)" in Figure 15, which is a small jackpot game); when Bit4~Bit7 is "1101", the type name is "Passing through a specific area", and the content is "Notify passing through a specific area" (refer to the "Specific area" in Figure 15); when Bit4~Bit7 is "1110", the type name is "External terminal board pulse output", and the content is "Instruct to output a pulse from the dedicated unit (Hall con output unit 173)"; when Bit4~Bit7 is "1111", the type name is "Performance information status notification", and the content is "Notify the status required for calculating performance information".

[0336] "Data Number (Bit0~Bit3)" shall transmit, as the content (starting port number), any one of "0001" (winning at starting port 1), "0010" (winning at starting port 2), "0011" (winning at starting port 3) for Bit0~Bit3 if "Data Type (Bit4~Bit7)" is "Starting Port Winning" (the others are not used). For example, when a game ball wins at the first starting port 45, type information (1 byte) consisting of "0001" for "Data Type (Bit4~Bit7)" and "0001" for "Data Number (Bit0~Bit3)" is transmitted.

[0337] "Data Type (Bit4~Bit7)" shall transmit, as the content (big winning port number), any one of "0001" (winning at big winning port 1), "0010" (winning at big winning port 2) for Bit0~Bit3 if "Special Electric Appliance Activation Big Winning Port Winning" (the others are not used). For example, when a game ball wins at big winning port 50, type information (1 byte) consisting of "0010" for "Data Type (Bit4~Bit7)" and "0001" for "Data Number (Bit0~Bit3)" is transmitted.

[0338] "Data Type (Bit4~Bit7)" shall transmit, as the content (winning port number), any one of "0001" (winning at winning port 1), "0010" (winning at winning port 2) ··· "1111" (winning at winning port 15) for Bit0~Bit3 if "Winning Port Winning" ("0000" is not used). For example, when a game ball wins at the general winning port 43 provided at the lower right of the decoration frame 40, type information (1 byte) consisting of "0011" for "Data Type (Bit4~Bit7)" and "0001" for "Data Number (Bit0~Bit3)" is transmitted.

[0339] If "Data Type (Bits 4 - 7)" is "All Start Port Win", as the content, it transmits "0001" (win or pass) for Bits 0 - 3 (others are not used). For example, when a game ball wins at the first start port 45, type information (1 byte) consisting of "Data Type (Bits 4 - 7)" being "0100" and "Data Number (Bits 0 - 3)" being "0001" is transmitted. When a game ball passes through the general drawing gate 44, type information (1 byte) consisting of "Data Type (Bits 4 - 7)" being "0100" and "Data Number (Bits 0 - 3)" being "0001" is transmitted.

[0340] If "Data Type (Bits 4 - 7)" is "Number of Symbol Determinations", as the content, it transmits "0001" (the number of times of determination of symbols related to the game (special symbols, normal symbols)) for Bits 0 - 3 (others are not used). For example, when the first special symbol stops and is displayed, type information (1 byte) consisting of "Data Type (Bits 4 - 7)" being "1001" and "Data Number (Bits 0 - 3)" being "0001" is transmitted. When the second special symbol stops and is displayed, the same type of information is transmitted. Also, when a normal symbol stops and is displayed, the same type of information is transmitted.

[0341] If "Data Type (Bits 4 - 7)" is "Number of Jackpots", as the content, it transmits "0001" (the accessory continuous operation device operates) for Bits 0 - 3 (others are not used). For example, when the first jackpot (refer to Figure 12) is executed, type information (1 byte) consisting of "Data Type (Bits 4 - 7)" being "1010" and "Data Number (Bits 0 - 3)" being "0001" is transmitted.

[0342] If "Data Type (Bits 4 - 7)" is "Number of Accessories (Number of Times the Big Winning Port Opens)", as the content, it transmits "0001" (accessory 1) for Bits 0 - 3 (others are not used). For example, when the "Big Win Game 3" described in Figure 15 is executed, type information (1 byte) consisting of "Data Type (Bits 4 - 7)" being "1100" and "Data Number (Bits 0 - 3)" being "0001" is transmitted.

[0343] If the "data type (Bit4~Bit7)" is "passing through a specific area", as content, Bit0~Bit3 "0001" (specific area 1) is transmitted (the others are not used). For example, when the "big win game 3" described in FIG. 15 is executed and the game ball passes through the specific area, type information (1 byte) consisting of "data type (Bit4~Bit7)" being "1101" and "data number (Bit0~Bit3)" being "0001" is transmitted.

[0344] Regarding the count information in the case of "passing through a specific area", as shown in FIG. 22, Bit4~Bit7 is "fixed at 0" for "not used", and if Bit0~Bit3 is "0001", it transmits that "the number of times passing through the specific area is 1 time" (the others are not used). That is, as shown in Example 1) of FIG. 22, when the game ball passes through specific area 1 once, game information "0xD101" is transmitted. Its breakdown consists of type information (1 byte) consisting of "data type (Bit4~Bit7)" being "1101" and "data number (Bit0~Bit3)" being "0001", and count information (1 byte) consisting of "not used (Bit4~Bit7)" being "0000" and "number of passes (Bit0~Bit3)" being "0001" (1 time).

[0345] If the "data type (Bit4~Bit7)" is "external terminal board pulse output", as content, it indicates that a pulse is output from a dedicated unit (Hall element output unit 173). If the "data type (Bit4~Bit7)" is "performance information status notification", as content, the status (fixed at 1) required for calculating the performance information is transmitted (the others are not used).

[0346] Incidentally, regarding the count information in the case of "performance information status notification", as shown in Fig. 22, Bits 4 to 7 are fixed at "0", and Bit 0 is for indicating "base". If it is "0", it indicates "in low base" (for example, low-probability non-time-limited game state), and if it is "1", it indicates "in high base" (for example, low-probability time-limited game state, high-probability time-limited game state). Bit 1 is for indicating "in jackpot", if it is "0", it indicates "normal time" (for example, low-probability non-time-limited game state), and if it is "1", it indicates "in jackpot". Bit 2 is for indicating "in high probability", if it is "0", it indicates "low probability" (for example, low-probability non-time-limited game state, low-probability time-limited game state), and if it is "1", it indicates "high probability" (for example, high-probability time-limited game state). Note that Bit 3 is unused.

[0347] As shown in Example 2) of Fig. 22, when the state changes to "in high base", game information "0xF101" is transmitted, which consists of type information (1 byte) where "data type (Bits 4 to 7)" is "1111" and "data number (Bits 0 to 3)" is "0001", and count information (1 byte) where "unused (Bits 4 to 7)" is "0000" and Bit 0 of "status flag" is "1" (Bits 1 to 3 are "0").

[0348] The "HC·Illegality Monitoring Information Response" in Fig. 22 is a response from the frame control board 120 to the main control board 110 after transmitting "HC·Illegality Monitoring Information" from the main control board 110 to the frame control board 120. For No. 1, the data name is "Message Length" and the content is "0x05". Also, for No. 2, the data name is "Command" and the content is "0x12". Also, for No. 3, the data name is "Communication Sequence Number" and the content is "Communication sequence number (0 to 255)". Also, for No. 4, the data name is "HC·Illegality Monitoring Information Reception Result", and if the content is "0x00", it indicates "Reception OK". For No. 5, the data name is "Checksum" and the content is "The result of adding from the message length to the data part". Note that the main control board 110 will not set the game playable state unless it receives the content "0x00" (Reception OK) as the "HC·Illegality Monitoring Information Reception Result" from the frame control board 120. This point will be described in detail later using a flowchart.

[0349] Next, the function list and implementation area of the gaming machine will be described with reference to Figs. 23 and 24. The "Used Area" corresponds to the "Game Area" described in Figs. 7 and 8, and the "Outside the Used Area" corresponds to the "Information Area" described in Figs. 7 and 8. In the figure, "◎" indicates the implementation area, "○" indicates the area where implementation is possible, and "×" indicates that implementation is impossible.

[0350] Regarding No. 1, the "Function for Controlling the Execution of the Game", the "Used Area" of the "Main Control Unit 110m" is "◎", and the "Outside the Used Area" of the "Main Control Unit 110m", the "Used Area" of the "Frame Control Unit 120m", and the "Outside the Used Area" are "×". Note that in this embodiment, this function is executed in the "Used Area" of the "Main Control Unit 110m", and the "Function for Controlling the Execution of the Game" corresponds to, for example, the process executed in the "Main Control Board Timer Interrupt Process" described later.

[0351] Regarding No. 2 "Control of the gaming state", the "usage area" of the "main control unit 110m" is "◎", and the areas outside the "usage area" of the "main control unit 110m", the "usage area" and the areas outside the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m", and "control of the gaming state" corresponds to the function of controlling the above-described "normal gaming state", "short-time gaming state", and "high-probability gaming state".

[0352] Regarding No. 3 "Control related to launching", the "usage area" of the "main control unit 110m" is "◎", and the areas outside the "usage area" of the "main control unit 110m", the "usage area" and the areas outside the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m", and "control related to launching" corresponds to the control for launching the game ball into the game area 5a.

[0353] Regarding No. 4 "Generation of internal lottery random numbers", the "usage area" of the "main control unit 110m" is "◎", and the areas outside the "usage area" of the "main control unit 110m", the "usage area" and the areas outside the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m", and "generation of internal lottery random numbers" corresponds to the generation of random numbers used in each process executed in the following "main control board timer interrupt process".

[0354] Regarding No. 5 "Detection of winning of game balls and payout of bonus balls", the "usage area" of the "main control unit 110m" is "◎", and the areas outside the "usage area" of the "main control unit 110m", the "usage area" and the areas outside the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m", and "detection of winning of game balls and payout of bonus balls" corresponds to steps S200 and S500 of the following "main control board timer interrupt process".

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

[0356] Regarding No.7 "Control related to the special electric accessory", the "used area" of the "main control unit 110m" is "◎", and the areas outside the "used area" of the "main control unit 110m", the "used area" and the area outside the "used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "main control unit 110m", and "Control related to the special electric accessory" corresponds to step S340 of the "special figure and special electric control process" described later.

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

[0358] Regarding No.9 "Control related to the normal electric accessory", the "used area" of the "main control unit 110m" is "◎", and the areas outside the "used area" of the "main control unit 110m", the "used area" and the area outside the "used area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "used area" of the "main control unit 110m", and "Control related to the normal electric accessory" corresponds to step S250 of the "input control process" described later.

[0359] Regarding No.10 "Other controls related to game execution", the "usage area" of the "main control unit 110m" is "◎", and the areas outside the "usage area" of the "main control unit 110m", the "usage area" and the areas outside the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m".

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

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

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

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

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

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

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

[0367] Regarding No. 18 "Adding the number of paid-out game balls", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and the "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "adding the number of paid-out game balls" corresponds to steps W305 to W311 of the "frame control board game ball number update process" described later.

[0368] Regarding No. 19 "Initializing the number of game balls with the game ball number clear button", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and the "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "initializing the number of game balls with the game ball number clear button" corresponds to the process in which the frame control unit 120m clears the number of game balls when an input is made from the game ball number clear sw121 at the time of power supply.

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

[0370] Regarding No. 21 "VL power supply monitoring", the "usage area" of the "frame control unit 120m" is "○", and the "usage area", "outside the usage area" of the "main control unit 110m", and the "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "VL power supply monitoring" corresponds to the power supply for connection confirmation input from the dedicated unit 170.

[0371] Regarding No.22 "Communication Control, Communication Timer Management", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "communication control, communication timer management" corresponds to time management related to communication with the dedicated unit 170.

[0372] Regarding the generation and transmission of the No.23 "Game Machine Information Notification (Game Machine Performance Information)" telegram, the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of the "game machine information notification (game machine performance information)" telegram correspond to the process of step W507 in the "frame control board game machine information notification process" described later.

[0373] Regarding the generation and transmission of the No.24 "Game Machine Information Notification (Game Machine Installation Information)" telegram, the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of the "game machine information notification (game machine installation information)" telegram correspond to the processes of step W505 and step W509 in the "frame control board game machine information notification process" described later.

[0374] Regarding the generation and transmission of the No.25 "Game Machine Information Notification (HC·Illegality Monitoring Information)" telegram, the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and "outside the usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of the "game machine information notification (HC·illegality monitoring information)" telegram correspond to the process of step W513 in the "frame control board game machine information notification process" described later.

[0375] Regarding No. 26 "Counting Notification Message Generation and Transmission", the "Usage Area" of the "Frame Control Unit 120m" is "◎", and the "Usage Area", "Outside the Usage Area" of the "Main Control Unit 110m" and the "Outside the Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m", and "Counting Notification Message Generation and Transmission" corresponds to Step W567 of the "Frame Control Board Pachinko Ball Counting Process" described later.

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

[0377] Regarding No. 28 "Lending Receipt Result Response Message Generation and Transmission", the "Usage Area" of the "Frame Control Unit 120m" is "◎", and the "Usage Area", "Outside the Usage Area" of the "Main Control Unit 110m" and the "Outside the Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m", and "Lending Receipt Result Response Message Generation and Transmission" corresponds to Steps W609 and W610 of the "Frame Control Board Pachinko Ball Lending Process" described later.

[0378] Regarding No. 29 "Communication Control between the Main Control Unit and the Frame Control Unit", the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m" are "◎", and the "Outside the Usage Area" of the "Main Control Unit 110m" and the "Outside the Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed in the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m", and all processes related to the communication between the Main Control Unit 110m and the Frame Control Unit 120m (as an example, "Notification of Gaming Machine Installation Information" and "Response to Gaming Machine Installation Information" in the "Main Control Board Main Process") correspond.

[0379] Regarding No.30 "Aggregation of Pachinko Machine Performance Information", the "Outside the Usage Area" of the "Frame Control Unit 120m" is "◎", and the "Usage Area", "Outside the Usage Area" of the "Main Control Unit 110m", and the "Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of the "Frame Control Unit 120m", and "Aggregation of Pachinko Machine Performance Information" corresponds to the "Frame Control Board Pachinko Machine Performance Information Calculation Process" described later.

[0380] Note that No.30 to No.38 are data for one day from when the power of the pachinko machine 1 is turned on to when it is turned off. Aggregation starts when the power is turned on, and the aggregated data is cleared when the power is turned off. That is, it is different from the value calculated by the "Frame Control Board Display Performance Information Calculation Process" described later. Also, the aggregated data is not displayed on a display (for example, the frame control display 125), but is transmitted to the pachinko machine information center and shared and managed together with Nikko Kumi.

[0381] Regarding No.31 "Total Number of Fired Pachinko Balls", the "Outside the Usage Area" of the "Frame Control Unit 120m" is "◎", and the "Usage Area", "Outside the Usage Area" of the "Main Control Unit 110m", and the "Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of the "Frame Control Unit 120m", and "Total Number of Fired Pachinko Balls" corresponds to step W451 of the "Frame Control Board Pachinko Machine Performance Information Calculation Process" described later.

[0382] Regarding No.32 "Total Number of Acquired Pachinko Balls", the "Outside the Usage Area" of the "Frame Control Unit 120m" is "◎", and the "Usage Area", "Outside the Usage Area" of the "Main Control Unit 110m", and the "Usage Area" of the "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of the "Frame Control Unit 120m", and "Total Number of Acquired Pachinko Balls" corresponds to step W452 of the "Frame Control Board Pachinko Machine Performance Information Calculation Process" described later.

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

[0384] Regarding No. 34 "Number of Game Balls Obtained per Minute (Low Base)", "Outside the Usage Area" of "Frame Control Unit 120m" is "◎", and "Usage Area", "Outside the Usage Area" of "Main Control Unit 110m", and "Usage Area" of "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of "Frame Control Unit 120m", and "Number of Game Balls Obtained per Minute (Low Base)" corresponds to Step W454 of the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0385] Regarding No. 35 "Proportion of Accessories", "Outside the Usage Area" of "Frame Control Unit 120m" is "◎", and "Usage Area", "Outside the Usage Area" of "Main Control Unit 110m", and "Usage Area" of "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of "Frame Control Unit 120m", and "Proportion of Accessories" corresponds to Step W455 of the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0386] Regarding No. 36 "Continuous Proportion of Accessories", "Outside the Usage Area" of "Frame Control Unit 120m" is "◎", and "Usage Area", "Outside the Usage Area" of "Main Control Unit 110m", and "Usage Area" of "Frame Control Unit 120m" are "×". In this embodiment, the function is executed outside the "Usage Area" of "Frame Control Unit 120m", and "Continuous Proportion of Accessories" corresponds to Step W456 of the "Frame Control Board Gaming Machine Performance Information Calculation Process" described later.

[0387] Regarding No.37 "Number of Operations of the Appliance Continuous Operation Device", the "outside the usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed outside the "usage area" of the "frame control unit 120m", and the "number of operations of the appliance continuous operation device" corresponds to step W457 of the "frame control board gaming machine performance information calculation process" described later.

[0388] Regarding No.38 "Maximum Payout", the "outside the usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside the usage area" of the "main control unit 110m", and the "usage area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed outside the "usage area" of the "frame control unit 120m", and the "maximum payout" corresponds to step W458 of the "frame control board gaming machine performance information calculation process" described later.

[0389] Regarding No.39 "Generation of Gaming Machine Installation Information", all of the "usage area", "outside the usage area" of the "main control unit 110m", the "usage area", and "outside the usage area" of the "frame control unit 120m" are "○". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m". Specifically, the following information from No.40 to No.42 is generated in the "usage area" of the "main control unit 110m", the following information from No.43 to No.45 is generated in the "usage area" of the "frame control unit 120m", and the "frame control unit 120m" transmits a total of six pieces of information, namely the information from No.40 to No.42 received from the "main control unit 110m" and the information from No.43 to No.45 generated by itself, to the U board 171 (ultimately the gaming machine information center). That is, the "generation of gaming machine installation information" corresponds to step S5 of the "main control board main process" described later, step W505, and step W509 of the "frame control board gaming machine information notification process" described later.

[0390] Regarding No.40 "Main control chip ID number", for the "usage area" and "outside the usage area" of the "main control unit 110m", it is "○", and for the "usage area" and "outside the usage area" of the "frame control unit 120m", it is "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip ID number" will be described later with reference to FIG. 18.

[0391] Regarding No.41 "Main control chip manufacturer code", for the "usage area" and "outside the usage area" of the "main control unit 110m", it is "○", and for the "usage area" and "outside the usage area" of the "frame control unit 120m", it is "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip manufacturer code" will be described later with reference to FIG. 18.

[0392] Regarding No.42 "Main control chip product code", for the "usage area" and "outside the usage area" of the "main control unit 110m", it is "○", and for the "usage area" and "outside the usage area" of the "frame control unit 120m", it is "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip product code" will be described later with reference to FIG. 18.

[0393] Regarding No.43 "Frame control chip ID number", for the "usage area" and "outside the usage area" of the "frame control unit 120m", it is "○", and for the "usage area" and "outside the usage area" of the "main control unit 110m", it is "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m". The "frame control chip ID number" will be described later with reference to FIG. 50.

[0394] Regarding No.44 "Frame control chip manufacturer code", for the "usage area" and "outside the usage area" of the "frame control unit 120m", it is "○", and for the "usage area" and "outside the usage area" of the "main control unit 110m", it is "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m". The "frame control chip manufacturer code" will be described later with reference to FIG. 50.

[0395] Regarding No.45 "Frame Control Chip Product Code", for the "Usage Area" and "Outside the Usage Area" of the "Frame Control Unit 120m", they are "○", and for the "Usage Area" and "Outside the Usage Area" of the "Main Control Unit 110m", they are "× (excluded)". Note that in this embodiment, the function is being executed in the "Usage Area" of the "Frame Control Unit 120m". The "Frame Control Chip Product Code" will be described later with reference to Fig. 50.

[0396] Regarding No.46 "HC·Generation of Illegal Surveillance Information", for the "Usage Area" and "Outside the Usage Area" of the "Main Control Unit 110m" and the "Usage Area" and "Outside the Usage Area" of the "Frame Control Unit 120m", all are "○". Note that in this embodiment, the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m" are used. This will be described in detail below.

[0397] Regarding No.47 "Number of Game Balls", for the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m", they are "○", and for the "Outside the Usage Area" of the "Main Control Unit 110m" and the "Outside the Usage Area" of the "Frame Control Unit 120m", they are "×". The "Number of Game Balls" refers to the "Owned Balls" held by the player. In this embodiment, the function is being executed in the "Usage Area" of the "Frame Control Unit 120m". For example, the "Frame Control Board Game Ball Number Update Process" described later corresponds to this. On the other hand, in this embodiment, the function is not being executed in the "Usage Area" of the "Main Control Unit 110m" where it can be implemented. Of course, the function could be executed in the "Usage Area" of the "Main Control Unit 110m", but since the information related to the "Number of Game Balls" would be sent from the "Frame Control Unit 120m" to the "Main Control Unit 110m" to achieve this, considering the control load, it can be said that it is more efficient to execute the function in the "Usage Area" of the "Frame Control Unit 120m".

[0398] Regarding No. 48 "Number of Launched Balls", the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m" are "○", and the areas outside the "usage area" of the "main control unit 110m" and the areas outside the "usage area" of the "frame control unit 120m" are "×". The "number of launched balls" refers to the number of game balls launched by the player. In this embodiment, this function is executed in the "usage area" of the "frame control unit 120m". For example, the "frame control board game ball number update process" described later corresponds to this. On the other hand, in this embodiment, this function is not executed in the "usage area" of the "main control unit 110m" where it can be implemented. Of course, this function may be executed in the "usage area" of the "main control unit 110m", but in order to realize this by transmitting the information related to the "number of launched balls" from the "frame control unit 120m" to the "main control unit 110m", considering the control load, it can be said that it is more efficient to execute this function in the "usage area" of the "frame control unit 120m".

[0399] Regarding No. 49 "Total Number of Prize Balls", the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m" are "○", and the areas outside the "usage area" of the "main control unit 110m" and the areas outside the "usage area" of the "frame control unit 120m" are "×". The "total number of prize balls" refers to the total number of prize balls paid out to the player. In this embodiment, this function is executed in the "usage area" of the "frame control unit 120m". For example, the "frame control board game ball number update process" described later corresponds to this. On the other hand, in this embodiment, this function is not executed in the "usage area" of the "main control unit 110m" where it can be implemented. Of course, this function may be executed in the "usage area" of the "main control unit 110m", but in order to realize this by transmitting the information related to the "total number of prize balls" from the "frame control unit 120m" to the "main control unit 110m", considering the control load, it can be said that it is more efficient to execute this function in the "usage area" of the "frame control unit 120m".

[0400] Regarding No.50 "Main Control State 1" (see Fig. 19), the "used area" of the "Main Control Unit 110m" is "○", and the "area outside the used area" of the "Main Control Unit 110m", the "used area" and the "area outside the used area" of the "Frame Control Unit 120m" are "×". In this embodiment, the functions (processing for turning ON / OFF each Bit of the main control state 1, processing related to telegram generation / transmission of the main control state 1) are executed in the "used area" of the "Main Control Unit 110m".

[0401] Regarding No.51 "Main Control State 2", the "used area" of the "Main Control Unit 110m" is "○", and the "area outside the used area" of the "Main Control Unit 110m", the "used area" and the "area outside the used area" of the "Frame Control Unit 120m" are "×". In this embodiment, the functions (processing for turning ON / OFF each Bit of the main control state 2, processing related to telegram generation / transmission of the main control state 2) are executed in the "used area" of the "Main Control Unit 110m".

[0402] Regarding No.52 "Game Machine Error State", all of the "used area" and the "area outside the used area" of the "Main Control Unit 110m", the "used area" and the "area outside the used area" of the "Frame Control Unit 120m" are "○". The "game machine error state" corresponds to, for example, communication abnormalities between the main control board 110 and the frame control board 120, and communication abnormalities between the frame control board 120 and the dedicated unit 170. In this embodiment, the above-mentioned communication abnormalities are monitored in the "used area" of the "Main Control Unit 110m" and the "used area" of the "Frame Control Unit 120m", and the above-mentioned communication abnormalities are not monitored in the "area outside the used area" of the "Main Control Unit 110m" and the "area outside the used area" of the "Frame Control Unit 120m", but the above-mentioned communication abnormalities may be monitored in the "area outside the used area" of the "Main Control Unit 110m" and the "area outside the used area" of the "Frame Control Unit 120m".

[0403] Regarding "Detection Failure State 1" No. 53, the "used area" and "outside the used area" of the "main control unit 110m" are "○", and the "used area" and "outside the used area" of the "frame control unit 120m" are "×". In this embodiment, for example, among "Detection Failure State 1" (Fig. 19), regarding the processes of "setting change", "setting confirmation", and "RWM clear" of Bits 0 to 2, the functions are executed in the "used area" of the "main control unit 110m", and regarding the processes of "detection failure" of Bits 3 to 5 and "acquisition upper limit device" of Bit 6 (such as counting of game balls), the functions are executed outside the "used area" of the "main control unit 110m". Also, the generation of the 8-bit telegram of "Detection Failure State 1" is executed in the "used area" of the "main control unit 110m". Thereby, the "used area" and "outside the used area" of the "main control unit 110m" can be used efficiently, and it is possible to prevent the processing from concentrating only on one of the areas.

[0404] Note that the use of the "used area" and "outside the used area" regarding "Detection Failure State 1" is only an example and may be changed as appropriate. For example, the process executed in the "used area" may be executed outside the "used area", or the process executed outside the "used area" may be executed in the "used area". Also, all may be executed in the "used area", or all may be executed outside the "used area". Also, it may be executed in the "used area" and "outside the used area" of the "frame control unit 120m". For example, regarding the process of the "acquisition upper limit device" (such as counting of game balls), it may be executed in the "used area" and "outside the used area" of the "frame control unit 120m".

[0405] Regarding No. 54 "Illegality Detection State 2 (Frame Control)", for the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m", they are "○", and for the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m", they are "×". In this embodiment, for example, among "Illegality Detection State 2" (refer to Fig. 51), for the processing of "Glass Frame Release", "Inner Frame Release", and "Illegality Radio Wave Detection" of Bit0 to Bit2, and for the processing of "Abnormal Prize Ball Number Notification" and "Abnormal Launched Ball Number Notification" of Bit4 to Bit5, the functions are executed outside the "Used Area" of the "Frame Control Unit 120m", and for the processing of "Game Ball Number Clear Detection" of Bit3, the function is executed within the "Used Area" of the "Frame Control Unit 120m". Also, the generation of the 8 - Bit telegram of "Illegality Detection State 2" is executed outside the "Used Area" of the "Frame Control Unit 120m". Note that the generation of the telegram outside the "Used Area" of the "Frame Control Unit 120m" is realized, for example, by the program outside the "Used Area" referring to the RWM in the "Used Area" and generating the telegram outside the "Used Area". Thereby, the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" can be used efficiently, and it is possible to prevent the processing from concentrating only on one of the areas.

[0406] Note that the use of the "Used Area" and "Outside the Used Area" regarding "Illegality Detection State 2" is only an example and may be changed as appropriate. For example, the processing currently executed in the "Used Area" may be executed outside the "Used Area", or the processing currently executed outside the "Used Area" may be executed in the "Used Area". Also, all may be executed in the "Used Area", or all may be executed outside the "Used Area".

[0407] Regarding No.55 "Illegality Detection State 3 (Frame Control)", for the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m", they are marked with "○", while for the "Used Area" and "Outside the Used Area" of the "Main Control Unit 110m", they are marked with "×". In this embodiment, for example, among "Illegality Detection State 3" (refer to Fig. 51), regarding the processing of "Small Ball Detection" and "Iron Ball Detection" from Bit0 to Bit1, the relevant functions are executed outside the "Used Area" of the "Frame Control Unit 120m", and the generation of the 8-bit telegram named "Illegality Detection State 3" is also executed outside the "Used Area" of the "Frame Control Unit 120m". Thereby, the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" can be used efficiently, and it can be prevented that the processing is concentrated only in one of the areas.

[0408] Note that the use of the "Used Area" and "Outside the Used Area" for "Illegality Detection State 3" is only an example and can be changed as appropriate. For example, the processing that is currently executed in the "Used Area" can be executed outside the "Used Area", or the processing that is currently executed outside the "Used Area" can be executed in the "Used Area". Also, all the processing can be executed in the "Used Area", or all can be executed outside the "Used Area".

[0409] Regarding No.56 "Function for Controlling the Setting Change Device", the "Used Area" of the "Main Control Unit 110m" is marked with "○", while the "Outside the Used Area" of the "Main Control Unit 110m", the "Used Area" and "Outside the Used Area" of the "Frame Control Unit 120m" are marked with "×". Note that in this embodiment, the relevant function is executed in the "Used Area" of the "Main Control Unit 110m", and the "Function for Controlling the Setting Change Device" corresponds to the "Setting Change Processing" and "Setting Confirmation Processing" described later.

[0410] Regarding No.57, the "function of transmitting information related to effects to the peripheral substrate", the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "○", and the "area outside the used area" of the "main control unit 110m" and the "area outside the used area" of the "frame control unit 120m" are marked with "×". In this embodiment, the function of transmitting information to the effect control substrate 130 is executed in the "used area" of the "main control unit 110m", and the function of transmitting information to the effect control substrate 130 is executed in the "used area" of the "frame control unit 120m". For example, a "specific figure change pattern designation command" is transmitted from the "main control unit 110m" to the effect control substrate 130, and the effect control substrate 130 determines a variable effect pattern (game effect) based on the received "specific figure change pattern designation command". Also, information regarding the "error" detected by the "main control unit 110m" is transmitted from the "main control unit 110m" to the effect control substrate 130, and the effect control substrate 130 executes a notification corresponding to the received information regarding the "error". Similarly, information regarding the "error" detected by the "frame control unit 120m" is transmitted from the "frame control unit 120m" to the effect control substrate 130, and the effect control substrate 130 executes a notification corresponding to the received information regarding the "error".

[0411] Regarding No.58, the "function of transmitting information of the gaming machine to the peripheral substrate", the "used area" of the "main control unit 110m" and the "used area" of the "frame control unit 120m" are marked with "○", and the "area outside the used area" of the "main control unit 110m" and the "area outside the used area" of the "frame control unit 120m" are marked with "×". Note that since No.58 is the same as No.57 described above, the description is omitted.

[0412] Regarding No.59 "Unauthorized Monitoring (excluding No.60 and 61)", the "usage area" and "outside the usage area" of the "main control unit 110m" are marked with "○", while the "usage area" and "outside the usage area" of the "frame control unit 120m" are marked with "×". "Unauthorized Monitoring (excluding No.60 and 61)" corresponds to monitoring so-called "hanging" unauthorized acts, such as obtaining unauthorized big win random numbers by attaching forged wiring or unauthorized parts. In this embodiment, such monitoring is executed outside the "usage area" of the "main control unit 110m". Note that such monitoring may also be executed within the "usage area" of the "main control unit 110m".

[0413] Regarding No.60 "Unauthorized Monitoring Related to Payout of Game Balls", all of the "usage area", "outside the usage area" of the "main control unit 110m", the "usage area", and "outside the usage area" of the "frame control unit 120m" are marked with "○". In this embodiment, such monitoring is executed within the "usage area" and "outside the usage area" of the "frame control unit 120m". Note that it is also possible to configure the gaming machine 1 with a single-chip configuration of only the "main control unit 110m" instead of the two-chip configuration of the "main control unit 110m" and the "frame control unit 120m" as in this embodiment. In the case of a single-chip configuration, such monitoring may be executed within the "usage area" and "outside the usage area" of the "main control unit 110m".

[0414] Regarding No.61 "Unauthorized Monitoring Related to Lending of Game Balls", all of the "usage area", "outside the usage area" of the "main control unit 110m", the "usage area", and "outside the usage area" of the "frame control unit 120m" are marked with "○". Note that since No.61 is the same as No.60 described above, the description thereof is omitted.

[0415] Regarding No.62 "Error handling (game stop)", the "used area" of the "main control unit 110m" is "○", and the areas outside the "used area" of the "main control unit 110m", the "used area" and the area outside the "used area" of the "frame control unit 120m" are "×". In this embodiment, the process is executed in the "used area" of the "main control unit 110m". For example, after the process of step S9 in FIG. 30 is completed, after the process of step S10 in FIG. 30 is completed, the irrecoverable error handling in step S17 in FIG. 31, after the process of step S27 in FIG. 31 is completed, and after the process of step S600-6 in FIG. 46 is completed correspond to "error handling (game stop)".

[0416] Regarding No.63 "Error handling (notification only)", all of the "used area" and the area outside the "used area" of the "main control unit 110m", the "used area" and the area outside the "used area" of the "frame control unit 120m" are "○". The details of "error handling (notification only)" will be described in detail in the "display priority order of error codes" (FIG. 78) described later.

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

[0418] Regarding No.65 "Function to generate signals necessary for the test of the gaming machine", all of the "used area" and the area outside the "used area" of the "main control unit 110m", the "used area" and the area outside the "used area" of the "frame control unit 120m" are "○". In this embodiment, the function is executed outside the "used area" in the "main control unit 110m", and the function is executed using both the "used area" and the area outside the "used area" in the "frame control unit 120m".

[0419] Regarding the above No.1 to No.65, the parts marked with "×" are considered impossible to implement, but the parts marked with "×" may be implemented (execute various processes in the area marked with "×"). Also, the processes executed in the "used area" or "outside the used area" of the main control unit 110m may be executed by the "frame control unit 120m", or the processes executed in the "used area" or "outside the used area" of the "frame control unit 120m" may be executed in the "used area" or "outside the used area" of the main control unit 110m.

[0420] (Communication procedure between the main control board and the frame control board that becomes playable after the gaming machine is started) Using FIG. 25, the communication procedure between the main control board 110 and the frame control board 120 that becomes playable after the gaming machine is started (the case where the frame control board 120 is not in the ball-discharging state) will be described. Note that the "gaming machine information" in FIG. 25 corresponds to the "HC·illegal monitoring information" described in FIGS. 19 to 22.

[0421] First, when the power of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start to boot, and the boot of the frame control board 120 is completed prior to the main control board 110. Then, when the boot of the main control board 110 is completed within a maximum of 3 minutes, as the first telegram, the gaming machine installation information notification (communication serial number = 0) is sent from the main control board 110 to the frame control board 120. If the gaming machine installation information response (communication serial number = 0, reception result = reception OK) is sent from the frame control board 120 to the main control board 110 as the second telegram within 10 ms therefrom, the reception result of the gaming machine installation information is confirmed on the main control board 110. Here, since the reception result = reception OK, the main control board 110 permits the firing of the gaming balls and becomes in a playable state.

[0422] Then, 108 ms after the transmission of the first gaming machine installation information notification, a gaming machine information notification (communication serial number = 1) is transmitted from the main control board 110 to the frame control board 120 as the third telegram. If a gaming machine information response (communication serial number = 1, reception result = reception OK) is transmitted from the frame control board 120 to the main control board 110 as the fourth telegram within 10 ms from then, the reception result of the gaming machine installation information is confirmed on the main control board 110. After that, a communication sequence of transmitting and receiving telegrams in the order of the gaming machine information notification and the gaming machine information response is repeated at a cycle of 108 ms.

[0423] In addition, when the frame control board 120 cannot receive the gaming machine installation information within 3 minutes after startup, it performs error notification such as displaying an error code on the frame control display 125 as a communication line abnormality, or transmitting an error designation command to the effect control board 130. When the gaming machine installation information notification can be normally received after the communication line abnormality occurs, the error notification is terminated.

[0424] (Communication procedure between the main control board and the frame control board where the game cannot be played after the startup of the gaming machine) Using FIG. 26, the communication procedure between the main control board 110 and the frame control board 120 where the game cannot be played after the startup of the gaming machine (the case where the frame control board 120 is in the ball discharge state) will be described.

[0425] First, when the power supply of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start to boot up. Before the main control board 110, the startup of the frame control board 120 is completed, and the ball discharging operation is started to enter the ball discharging state. Then, when the startup of the main control board 110 is completed within a maximum of 3 minutes, as the first telegram, the gaming machine installation information notification (communication serial number = 0) is sent from the main control board 110 to the frame control board 120. If, within 10 ms therefrom, the frame control board 120 sends the gaming machine installation information response (communication serial number = 0, reception result = ball discharging state) to the main control board 110 as the second telegram, the main control board 110 confirms the reception result of the gaming machine installation information. Here, since the reception result is the ball discharging state, the main control board 110 permits the firing of the gaming balls but performs an infinite loop process without setting it to a playable state.

[0426] Note that after the main control board 110 and the frame control board 120 have sent and received the gaming machine installation information response with the reception result = ball discharging state, they do not communicate. The frame control board 120 continues the ball discharging operation until the power supply of the gaming machine 1 is turned off.

[0427] (Communication procedure between the main control board and the frame control board that becomes the setting change / setting confirmation state after the startup of the gaming machine) Using FIG. 27, the communication procedure between the main control board 110 and the frame control board 120 that becomes the setting change / setting confirmation state after the startup of the gaming machine (the case where the frame control board 120 is not in the ball discharging state) will be described.

[0428] First, when the power supply of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 start to boot up. Before the main control board 110, the startup of the frame control board 120 is completed. Then, when the startup of the main control board 110 is completed within a maximum of 3 minutes, as the first telegram, the gaming machine installation information notification (communication serial number = 0) is sent from the main control board 110 to the frame control board 120. If, within 10 ms therefrom, the frame control board 120 sends the gaming machine installation information response (communication serial number = 0, reception result = reception OK) to the main control board 110 as the second telegram, the main control board 110 confirms the reception result of the gaming machine installation information.

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

[0430] Then, after entering the setting change state or the setting confirmation state, and 108 ms has elapsed since the transmission of the first gaming machine installation information notification, the main control board 110 transmits a gaming machine information notification (communication serial number = 1) to the frame control board 120 as the third telegram. If a gaming machine information response (communication serial number = 1) is transmitted from the frame control board 120 to the main control board 110 as the fourth telegram within 10 ms from that time, the main control board 110 confirms the reception result of the gaming machine installation information. After that, regardless of whether it is in the setting change state or the setting confirmation state, a communication sequence of transmitting and receiving telegrams in the order of the gaming machine information notification and the gaming machine information response is repeated at a cycle of 108 ms.

[0431] Then, when the setting key switch 112a is operated and the setting change state or the setting confirmation state ends, since the reception result of the gaming machine installation information response that has already been received is Reception OK, the main control board 110 permits the firing of the gaming balls and becomes a playable state. After that, a communication sequence of transmitting and receiving telegrams in the order of the gaming machine information notification and the gaming machine information response is repeated at a cycle of 108 ms.

[0432] (Communication procedure for the main control board to determine a communication line break) Using FIG. 28, the communication procedure for the main control board 110 to determine a communication line break will be described.

[0433] First, when a notification telegram (gaming machine installation information notification, gaming machine information notification) is transmitted from the main control board 110 to the frame control board 120, a response telegram (gaming machine installation information response, gaming machine information response) should be transmitted from the frame control board 120 within 10 ms from that time, but a state occurs where the main control board 110 cannot receive the response telegram.

[0434] Taking this as the first time, a notification message is sent from the main control board 110 to the frame control board 120 at a cycle of 108 m. If the state where a response message cannot be received from the frame control board 120 continues for 10 times, the main control board 110 will send an error designation command to the effect control board 130 assuming that a communication line break has occurred, etc., to perform error notification. After that, it is set to return from the communication line break by turning the power of the gaming machine 1 off / on.

[0435] (Communication procedure for the frame control board to determine a communication line break) Using FIG. 29, the communication procedure for the frame control board 120 to determine a communication line break will be described.

[0436] First, when a notification message (gaming machine installation information notification, gaming machine information notification) is sent from the main control board 110 to the frame control board 120, a response message (gaming machine installation information response, gaming machine information response) is sent from the frame control board 120 within 10 ms therefrom. After that, when it is the transmission timing of the notification message arriving at a cycle of 108 ms, a notification message is sent from the main control board 110 to the frame control board 120, but a state occurs where the frame control board 120 cannot receive the notification message.

[0437] After that, a notification message is sent from the main control board 110 to the frame control board 120 at a cycle of 108 ms. If the period during which the frame control board 120 cannot receive the notification message continues for 1000 ms from the timing when the frame control board 120 received the last notification message, the frame control board 120 will perform error notification such as displaying an error code on the frame control display 125 or sending an error designation command to the effect control board 130 assuming that a communication line break has occurred. After that, if the notification message from the main control board 110 can be normally received, the error notification is terminated.

[0438] In addition, when the gaming machine 1 is in the ball payout state, information indicating that it is in the ball payout state may be transmitted to the dedicated unit 170 and the gaming machine information center.

[0439] (Main Processing of Main Control Board) Using FIG. 30, the main processing of the main control board 110 will be described. FIG. 30 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset generated by the supply of a power voltage from the power supply board 160 is input to the main CPU 110a.

[0440] First, in step S1, the main CPU 110a prohibits all interrupts. In step S2, it performs initial settings of the CPU such as setting internal registers. In step S3, it performs a startup waiting process for other boards. Specifically, it waits for 1 second for the frame control board 120 and the effect control board 130 to start up so that there is no omission of commands from the main control board 110. Also, in step S4, access to the RWM area of the main RAM 110c is permitted.

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

[0442] In step S6, the main CPU 110a increments the "notification counter" provided in the main RAM 110c by "1". Then, in step S7, it determines whether or not a reception result of the gaming machine installation information notification has been responded. If a reception result of the gaming machine installation information notification has been responded, the process proceeds to step S10. If a reception result of the gaming machine installation information notification has not been responded, the process proceeds to step S8. That is, it determines whether or not a reception result has been responded (received) from the frame control board 120 as a result of transmitting "gaming machine installation information" to the frame control board 120.

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

[0444] In step S9, main CPU 110a performs processing for error notification. Specifically, if it is determined that there is an abnormality (such as disconnection) in the communication between the main control board 110 and the frame control board 120, it sends a "game machine internal communication abnormality start designation command" to the effect control board 130, and notifies a "game machine internal communication abnormality error" under the control of the effect control board 130 (see FIG. 131). Then, it waits until the power supply voltage is completely cut off. That is, if it has notified the "game machine installation information" to the frame control board 120 "10" times but cannot respond with the reception result of the game machine installation information notification, it is considered that there may be a disconnection (communication abnormality) between the main control board 110 and the frame control board 120, and an error notification is performed and the game is not made playable. This can prevent the game from being played even though there is a disconnection (communication abnormality) between the main control board 110 and the frame control board 120.

[0445] Note that, as in this process, there may be a process of determining whether there is an abnormality (such as disconnection) in the communication between the main control board 110 and the frame control board 120. It can also be said that the control program (main control program) that determines that it cannot receive a response from the frame control board 120 is a detection means for detecting whether there is an abnormality (such as disconnection) in the communication between the main control board 110 and the frame control board 120.

[0446] In step S10, main CPU 110a determines whether it is in the ball discharge state. Specifically, referring to the reception result of the game machine installation information notification, if it is "0x00", it is determined as "reception OK", and if it is "0x01", it is determined as the "ball discharge state" (see FIG. 18). If it is in the "ball discharge state", it waits until the power supply voltage is completely cut off.

[0447] When in the ball-removal state, after the process of step S10 is completed, it will wait until the supply of the power voltage is completely cut off, so the processes after step S11 will not be executed (the process related to power recovery will not be executed and it will not return to the control state before power-off). That is, since the "power recovery designation command" is not sent to the production control board 130 in step S24, the voice notification, screen notification, and electrical decoration notification of "power recovery" (described later) will not be executed. In this case, the voice notification and screen notification of "during ball-removal operation" (described later) will be executed. Thereby, it can be prevented that the ball-removal work cannot be concentrated because each notification of "power recovery" is executed or the initial operation described later is executed during the ball-removal state. On the other hand, when the process of step S10 is negated (when not in the ball-removal state), it proceeds to step S24 and the "power recovery designation command" is sent to the production control board 130, so the voice notification, screen notification, and electrical decoration notification of "power recovery" (described later) will be executed.

[0448] Similarly, when in the ball-removal state, even if the RWM clear switch 111a is pressed and the power switch 164 is turned on, it does not proceed to the "RWM clear process" of step S19, so the "RWM clear process" is not executed and the "RWM clear designation command" is not sent to the production control board 130 either. Thereby, the voice notification, screen notification, and electrical decoration notification of "power-on (RWM clear)" (described later) will not be executed. In this case, the voice notification and screen notification of "during ball-removal operation" (described later) will be executed. Therefore, it can be prevented that each notification of "power-on (RWM clear)" is executed during the ball-removal state and the ball-removal work cannot be concentrated. On the other hand, when the process of step S10 is negated (when not in the ball-removal state), it proceeds to the "RWM clear process" of step S19, the "RWM clear process" is executed, and the "RWM clear designation command" is sent to the production control board 130, so the voice notification, screen notification, and electrical decoration notification of "power-on (RWM clear)" (described later) will be executed.

[0449] Similarly, in the case of the ball removal state, even if the power switch SW164 is turned on with the setting change operation described later, since the process does not shift to the "setting change process" in step S14, the "setting change process" is not executed, and the "setting change command" is not transmitted to the production control board 130 either. As a result, the voice notification, screen notification, and lighting decoration notification of "setting change" (described later) are not executed. In this case, the voice notification and screen notification of "during ball removal operation" (described later) are executed. Therefore, it is possible to prevent the various notifications of "setting change" from being executed during the ball removal state and making it impossible to concentrate on the ball removal work. On the other hand, when the process of step S10 is negated (when it is not in the ball removal state), the process shifts to the "setting confirmation process" in step S22, the "setting confirmation process" is executed, and the "setting confirmation command" is transmitted to the production control board 130, so the voice notification, screen notification, and lighting decoration notification of "setting confirmation" (described later) are executed.

[0450] Similarly, in the case of the ball removal state, even if the power switch SW164 is turned on with the setting confirmation operation described later, since the process does not shift to the "setting confirmation process" in step S22, the "setting confirmation process" is not executed, and the "setting confirmation command" is not transmitted to the production control board 130 either. As a result, the voice notification, screen notification, and lighting decoration notification of "setting confirmation" (described later) are not executed. In this case, the voice notification and screen notification of "during ball removal operation" (described later) are executed. Therefore, it is possible to prevent the various notifications of "setting confirmation" from being executed during the ball removal state and making it impossible to concentrate on the ball removal work. On the other hand, when the process of step S10 is negated (when it is not in the ball removal state), the process shifts to the "setting confirmation process" in step S22, the "setting confirmation process" is executed, and the "setting confirmation command" is transmitted to the production control board 130, so the voice notification, screen notification, and lighting decoration notification of "setting confirmation" (described later) are executed.

[0451] Similarly, in the case of the ball removal state, since the process does not shift to "all interrupts permitted" in step S33, the game cannot be made playable. As a result, even though it is in the ball removal state, the game can be made playable, preventing the ball removal operation from being delayed. For example, if the game becomes playable while the game ball is being discharged outside the gaming machine during the ball removal state, a game ball will be launched into the game area 5a, and it is assumed that the ball removal operation cannot be completed until the game ball returns to a position where it can be discharged again (a position where ball removal is possible). However, such a situation can be prevented. On the other hand, when the process of step S10 is negated (when it is not in the ball removal state), "all interrupts permitted" is executed in step S33, and the game becomes playable.

[0452] Similarly, in the case of the ball removal state, the process does not shift to "all interrupts permitted" in step S33 and does not shift to the "error control process" in the main interrupt process. Therefore, the "error control process" is not executed, and for example, "magnet detection" and "abnormal winning detection" are not executed. As a result, voice notification, screen notification, and electric decoration notification of "illegal detection 1 (magnet detection error)" and "illegal detection 2 (abnormal winning error)" (both will be described later) are not executed. In this case, voice notification and screen notification of "during ball removal operation" (to be described later) will be executed. Therefore, it is possible to prevent each notification of "illegal detection 1 (magnet detection error)" and "illegal detection 2 (abnormal winning error)" from being executed during the ball removal state, which would prevent concentration on the ball removal operation. On the other hand, when the process of step S10 is negated (when it is not in the ball removal state), "all interrupts permitted" is executed in step S33, enabling the execution of the "error control process" in the main interrupt process. Therefore, "magnet detection" and "abnormal winning detection" can also be executed.

[0453] Note that even in the case of the ball removal state, the process may proceed to the processes after step S11. That is, "power recovery", "power-on (RWM clear)", "setting change", "setting confirmation", and "all interrupts permitted" are processes executed by the main control board 110, and the control related to the "ball removal state" is a process executed by the frame control board 120. Therefore, "power recovery", "power-on (RWM clear)", "setting change", "setting confirmation", and "all interrupts permitted" may be performed during the ball removal state. Also, when these occur simultaneously, the effect control board 130 may notify the event with the higher priority according to the priority described in FIGS. 129 and 130, may notify both events regardless of the priority, or may always prioritize and notify the ball removal state.

[0454] In step S11, the main CPU 110a determines whether a backup flag indicating power recovery is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, the process proceeds to step S12 assuming power recovery, and if the backup flag is not saved, the process proceeds to step S13 assuming the first power-on.

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

[0456] In step S13, the main CPU 110a determines whether there has been a setting change operation. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If there has been a setting change operation, the process proceeds to step S14 to enter the setting change mode, and if there has been no setting change operation, the process proceeds to step S15.

[0457] In step S14, the main CPU 110a performs a setting change process. Specifically, based on the operation of the RWM clear switch 111a, it performs a process for changing (updating) the set value (the big win probability in the big win lottery) which is the degree of advantage of the game. The details of the setting change process will be described later with reference to FIG. 33. When this process ends, the process proceeds to step S19.

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

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

[0460] In step S17, main CPU 110a performs non-recoverable error processing as an RWM abnormality. Specifically, it sets Bit5 of "illegal detection state 1" (see FIG. 19) to "1" and performs processing to transmit "HC·illegal monitoring information" in which Bit5 of the "illegal detection state 1" is "1" to frame control board 120. Also, it displays error information "E" indicating a non-recoverable error on information display 115, transmits a non-recoverable error designation command indicating that a non-recoverable error has occurred to effect control board 130, then sets an interrupt prohibition to prohibit timer interrupts, and performs processing to wait until the power supply is completely cut off. As a result, effect control board 130 will perform processing to execute non-recoverable error notification.

[0461] The "irreversible error" is an error state in which the control of the game stops (the game control does not transition), and it cannot be released unless the setting change process is executed. Therefore, when an irreversible error occurs, even if the power switch provided on the power supply board 160 is turned off and then turned on without a setting change operation, it cannot be released, and the power switch must be turned on with a setting change operation. During the irreversible error, no signal input from various input devices (various switches, various sensors) is monitored at all. Note that the "irreversible error" cannot be released unless the setting change process is executed, but it may also be released when an RWM clear without a setting change process is executed.

[0462] In step S18, the main CPU 110a determines whether there has been an RWM clear operation. Specifically, it determines whether the RWM clear switch 111a is in the ON state. If there has been an RWM clear operation, the process moves to step S19 to execute the RWM clear, and if there has been no RWM clear operation, the process moves to step S21.

[0463] In step S19, the main CPU 110a performs the RWM clear process. Specifically, it performs a process for initializing the game control state (initializing areas other than the set value area of the game RWM area). The details of the RWM clear process will be described later with reference to FIG. 35. When this process ends, the process moves to step S20.

[0464] In step S20, the main CPU 110a sends a power-on designation command indicating that the RWM clear process has been executed (it is a power-on for initializing the game control state) to the effect control board 130. As a result, the effect control board 130 will perform a process for executing a power-on notification.

[0465] The "power-on notification" is a notification for recognizing that the control state of the game has been initialized. It includes displaying an initial screen (background image and initial effect symbols "123") at the time of power-on on the first image display device 70, fully lighting the frame lighting device 10 and the board lighting device 76 with a predetermined emission color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ( "The RWM has been cleared" + buzzer sound) indicating that the RWM area has been initialized from the audio output device 9 for a predetermined period (e.g., 30 seconds). Note that in the power-on notification, instead of displaying the initial screen on the first image display device 70, a display for notifying that the RWM has been cleared may be displayed on the first image display device 70.

[0466] In step S21, the main CPU 110a determines whether there has been a setting confirmation operation. Specifically, it determines whether the setting key switch 112a is in the ON state. If there has been a setting confirmation operation, the process proceeds to step S22 to enter the setting confirmation mode. If there has been no setting confirmation operation, the process proceeds to step S23 to restore the game control state to the state before power-off.

[0467] In step S22, the main CPU 110a performs a setting confirmation process. Specifically, it performs a process for displaying the setting value saved in the setting value (during game) area of the game RWM area on the information display 115. The details of the setting confirmation process will be described later with reference to FIG. 36.

[0468] In step S23, the main CPU 110a clears (sets to 0) the backup flag and checksum saved in the game RWM area and sets the game RWM area at the time of power recovery. As a result, the progress state (control state) of the game returns (restores) to the state before power-off, making it possible to resume the game from the state before power-off.

[0469] In step S24, the main CPU 110a transmits a power restoration designation command indicating that the control state of the game has been restored and the game state before the power failure (i.e., the RWM clear process has not been executed) to the effect control board 130. As a result, the effect control board 130 will perform a process to end the setting confirmation notification and the like, which will be described later, and execute a power restoration notification.

[0470] The "power restoration notification" is a notification for recognizing that the control state of the game has returned to the state before the power cut. It includes displaying an initial screen (background image and initial effect symbol "123") at the time of power restoration on the first image display device 70, lighting up all the frame lighting devices 10 and the panel lighting devices 76 in a predetermined ...

Claims

【Claim 1】 In a gaming machine capable of awarding gaming value to a player according to the result of a game, special game execution means capable of executing a special game advantageous to the player, determination means capable of determining determination information acquired based on the fulfillment of acquisition conditions, progress stop means capable of updating specific information according to the amount of the gaming value awarded to the player from the fulfillment of predetermined conditions and capable of stopping the progress control of the game according to the value of the specific information, and effect control means capable of executing a variable effect in which a plurality of effect symbols are derived and displayed in each of a plurality of display areas of a display means and then stopped and displayed according to the determination result of the determination means. The effect control means is controllable between a first effect mode and a second effect mode, in the variable effect, is capable of executing a reach effect and is capable of causing an effect operation on the effect symbol before stopping and displaying the effect symbol, in a stop suggestion period suggesting that the effect symbol in the variable effect is to be stopped and displayed, is capable of outputting a specific sound when the effect symbol is derived and displayed, is capable of executing prior notification of the possibility that the progress control of the game may be stopped by the progress stop means, is capable of executing different types of the effect operations during the variable effect in the first effect mode and during the variable effect in the second effect mode, is capable of executing the prior notification in the same manner during the variable effect in the first effect mode and during the variable effect in the second effect mode, in the plurality of display areas, there are a first display area capable of forming a reach in the variable effect in which the reach effect is executed, and a second display area capable of finally deriving and displaying the effect symbol, the display modes when the effect symbol is derived and displayed in the first effect mode include a first display mode and a second display mode different from the first display mode, the specific sounds include a first specific sound and a second specific sound different from the first specific sound, in the variable effect of a loss accompanied by a predetermined reach effect, the first specific sound is less likely to be output when the effect symbol in the first display mode is derived and displayed in the second display area than when the effect symbol in the first display mode is derived and displayed in the first display area. In the variation performance of a losing outcome with the predetermined reach performance, the second specific sound is more likely to be output when the performance symbol in the second display mode is derived and displayed in the second display area than when the performance symbol in the first display mode is derived and displayed in the second display area. The gaming machine is characterized by this.

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