gaming machines

The gaming machine addresses space constraints by connecting to an external device and using notification units to enhance output flexibility and visibility, allowing for controlled information dissemination.

JP7745902B2Active Publication Date: 2025-09-30NEWGIN KK
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Patent Information

Application Number
JP2023198299
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-22
Publication Date
2025-09-30
Estimated Expiration
2043-11-22

AI Technical Summary

Technical Problem

The limited space in gaming machines restricts the number of output units that can be installed to handle various factors, limiting the ability to output information effectively.

Method used

A gaming machine configured to connect to an external device via a communication line, incorporating a predetermined output unit, visible and non-visible notification units, and a door member that can be opened and closed, allowing for controlled notifications based on specific factors and events.

Benefits of technology

Enables information output without increasing the number of physical output units, enhancing notification capabilities through multiple notification modes.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can output information without increasing output units.SOLUTION: When outputting predetermined information (for example, a security signal), in a first notification section (for example, an output notification section 87a), a first notification (for example, output notification) is executed which can specify that the predetermined information is output, or that the predetermined information has been output. When outputting predetermined information, in a second notification section (for example, an identification notification section 87b), a second notification (for example, identification notification) is executed which can specify a predetermined factor.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] Conventionally, as gaming machines, pachinko gaming machines and rotary gaming machines are known, which are equipped with an output unit for outputting a control signal (e.g., a security signal) to an external device when a fraudulent act is performed (e.g., Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-066240 Summary of the Invention [Problem to be solved by the invention]

[0004] Nowadays, as the structure and control of gaming machines become more sophisticated, there is a demand for outputting information according to various factors. However, since the space available for installing output units in gaming machines is limited, there is a limit to how many output units can be added in response to an increase in the number of factors. [Means for solving the problem]

[0005] A gaming machine that solves the above problem is configured to be connectable to an external device via a communication line, and includes a predetermined output unit that is capable of outputting predetermined information to the external device when a predetermined factor occurs, an output control unit that controls the output of information, a first notification unit that issues a notification in a manner that is visible from the front of the gaming machine, a second notification unit that issues a notification in a manner that is not visible from the front of the gaming machine, a body member, and a door member that is located on the front side of the body member and can be opened and closed relative to the body member, wherein the predetermined factors include at least a first factor and a second factor, the first factor is a factor that is triggered by an operation in a first mode, and the second factor is a factor that is triggered by an operation in a second mode, and when the predetermined information is output to the external device, The notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output, and when the predetermined information is output to the external device, the second notification unit executes a second notification that can identify the predetermined cause, and is configured to be connectable to the external device via a communication line and can output the predetermined information in response to the occurrence of a specific cause triggered by the opening of the door element, and when the specific information is output to the external device, a third notification that can identify that the specific information is being output or that the specific information has been output is executed, and when the predetermined information is output to the external device in a situation where the specific cause has occurred, the first notification is executed and the second notification is Not executed The gist of the present invention is that there are cases in which the third notification is executed. A gaming machine that solves the above-mentioned problem is configured to be connectable to an external device via a communication line, and includes a predetermined output unit that is capable of outputting predetermined information to the external device when a predetermined factor occurs, an output control unit that controls the output of information, a first notification unit that issues a notification in a manner that is visible from the front of the gaming machine, a second notification unit that issues a notification in a manner that is not visible from the front of the gaming machine, a body member, and a door member that is located on the front side of the body member and can be opened and closed relative to the body member, wherein the predetermined factors include at least a first factor and a second factor, the first factor is a factor that is triggered by an operation in a first mode, and the second factor is a factor that is triggered by an operation in a second mode, and when the predetermined information is output to the external device, the first notification unit a first notification that can identify that the predetermined information is being output or that the predetermined information has been output is executed, and when the predetermined information is output to the external device, the second notification unit executes a second notification that can identify the predetermined cause, the device is configured to be connectable to the external device via a communication line and is capable of outputting the predetermined information in response to the occurrence of a specific cause triggered by the opening of the door element, and when the specific information is output to the external device, a third notification that can identify that the specific information is being output or that the specific information has been output is executed, and when the specific information is output to the external device in a situation where the predetermined information is being output to the external device, the third notification is executed, and the second notification Not executed The gist of the present invention is that there are cases in which the first notification is executed. [Effects of the Invention]

[0006] According to the present invention, information can be output without increasing the number of output units. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 1 is a front view showing an example of a gaming machine. [Figure 2] FIG. 2 is a perspective view showing an example of a gaming machine. [Figure 3] FIG. 3 is a front view showing an example of a game board. [Figure 4] FIG. 4 is a block diagram showing an example of the electrical configuration of the gaming machine. [Figure 5] 5(a) and 5(b) are enlarged views showing an example of an external terminal board. [Figure 6] FIG. 6 is a block diagram showing an example of the electrical configuration of a gaming machine. [Figure 7] FIG. 7 is an explanatory diagram showing an example of the type of error, the condition under which the error occurs, the output mode of the security signal, and the mode of reporting the error. [Figure 8] FIG. 8 is an explanatory diagram showing an example of a signal that can be output from an external terminal. DETAILED DESCRIPTION OF THE INVENTION

[0008] [First embodiment] An example of a pachinko gaming machine will be described below. As shown in FIG. 1, an island facility (not shown) can accommodate a plurality of gaming machines 10. As an example, the gaming machines 10 are pachinko gaming machines. Each of the gaming machines 10 is provided with a management device 100. In the island facility, the gaming machines 10 and the management devices 100 are arranged alternately.

[0009] The management device 100 will now be described. The management device 100 has a medium insertion unit 101 into which a card-type or coin-type management medium (not shown) can be inserted. The management medium can store the remaining amount of money deposited and the number of gaming media P1. The number of gaming media P1 is the number of gaming media owned by the player. The gaming medium is value that can be used for games on the gaming machine 10. As an example, the gaming medium is gaming balls. The management device 100 has a cash insertion unit 102 into which cash can be inserted. The amount inserted into the cash insertion unit 102 is stored in the management medium.

[0010] The management device 100 is equipped with an operation panel 110 that can be operated by a player. As an example, the operation panel 110 is equipped with a ball lending operation unit, a payout operation unit, a return operation unit, a holding number display unit, and a balance display unit. The ball lending operation unit is operated when increasing the number of gaming media P2 managed by the gaming machine 10 based on the remaining amount stored in the management medium. The number of gaming media P2 indicates the quantity of gaming media owned by the player. The payout operation unit is operated when increasing the number of gaming media P2 based on the number of gaming media P1. The return operation unit is operated when receiving the return of the management medium. The holding number display unit displays the number of gaming media P1. Each of the numbers of gaming media P1 and P2 indicates the number of gaming media managed electronically. The balance display unit displays the remaining amount of payment.

[0011] The management device 100 includes a management device control board 105. The management device control board 105 includes a CPU 105a and a memory 105b. The CPU 105a executes a management device control program to perform predetermined processing. The memory 105b stores the management device control program. The memory 105b stores various information that is rewritten while the management device 100 is in operation.

[0012] The management device 100 includes a communication terminal 105d. The management device control board 105 is connected to the gaming machine 10 via the communication terminal 105d. The management device control board 105 is configured to be able to input various types of control information output by the gaming machine 10. The CPU 105a outputs a connection signal to the gaming machine 10 as an example of the various types of control information.

[0013] The management device 100 is equipped with an external communication terminal (not shown) for connecting to an external device. As an example, the external device (not shown) may be a hall computer installed in the amusement facility. The external device may be a management computer that can communicate with server equipment installed in a data center outside the amusement facility via a network. In this case, it is preferable that the management computer and the management device 100 are connected so that they can communicate with each other.

[0014] The process executed by the management device 100 will now be described. When a management medium is inserted into the medium insertion unit 101, the CPU 105a of the management device control board 105 reads the remaining balance and the number of gaming media P1 stored in the management medium. The CPU 105a adds the amount inserted into the cash insertion unit 102 to the remaining balance. When the remaining balance is not 0 and the ball lending operation unit is operated, the CPU 105a subtracts a specified amount from the remaining balance stored in the management medium and outputs to the gaming machine 10 grant information that can specify the grant of the number of gaming media corresponding to the specified amount.

[0015] When the number of gaming media P1 is 1 or more, upon operation of the payout operation unit, the CPU 105a subtracts a predetermined number from the number of gaming media P1 stored in the management medium and outputs grant information that can identify the grant of the predetermined number of gaming media to the gaming machine 10. Upon input of counting information from the gaming machine 10, the CPU 105a adds the number of gaming media that can be identified from the counting information to the number of gaming media P1 stored in the management medium. The CPU 105a controls the owned number display unit to display the current number of gaming media P1. The CPU 105a controls the balance display unit to display the current balance. Upon operation of the return operation unit, the CPU 105a ejects the management medium from the medium insertion unit 101.

[0016] The gaming machine 10 will now be described. As shown in FIGS. 1 to 3, for example, the gaming machine 10 is configured to be able to electronically manage gaming balls. For example, the gaming machine 10 is configured to be able to manage the number of gaming media P2. For example, the gaming machine 10 is configured to circulate a predetermined number of gaming balls within the machine. This is not a limitation, and the gaming machine 10 may be a non-circulating gaming machine. The gaming machine 10 may be configured to be able to receive gaming balls from an island facility (not shown) and return gaming balls to the island facility. In this case, it is preferable that the gaming machine 10 is configured not to manage the number of gaming media P2.

[0017] The gaming machine 10 comprises a frame 11 and a gaming board 20 held by the frame 11. The gaming board 20 has a gaming area 21a through which gaming balls flow down. The frame 11 will now be described. The frame 11 comprises an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to the island equipment using nails or the like. The middle frame 13 holds the gaming board 20. The front frame 14 has protective glass (not shown). The protective glass seals the opening 14b of the front frame 14. The protective glass covers the gaming area 21a of the gaming board 20. The middle frame 13 is supported so as to be able to open and close relative to the outer frame 12. The front frame 14 is supported so as to be able to open and close relative to the middle frame 13. The frame 11 comprises a locking device 11A. The locking device 11A can be locked and unlocked using a matching key. When the locking device 11A is unlocked, the middle frame 13 can be opened relative to the outer frame 12. When the locking device 11A is unlocked, the front frame 14 can be opened relative to the middle frame 13. The middle frame 13 and the front frame 14 are examples of door members.

[0018] The frame 11 is equipped with a firing operation unit 15. The firing operation unit 15 is configured to allow an operation to fire gaming balls. As an example, the firing operation unit 15 is provided on the front side of the middle frame 13. As an example, the firing operation unit 15 is handle-shaped. The gaming machine 10 is configured to shoot gaming balls with a firing strength corresponding to the amount of operation of the firing operation unit 15. As an example, the firing operation unit 15 includes a handle lever that can be rotated, a touch sensor D01, a firing stop switch D02, and a handle volume D03 (see FIG. 4). The touch sensor D01 outputs a touch signal when the player's finger touches an electrically conductive ring (not shown). The firing stop switch D02 outputs a stop signal when a firing stop button protruding from the side of the firing operation unit 15 is pressed. When the handle lever is rotated, the handle volume D03 outputs a volume signal with a voltage corresponding to the amount of rotation.

[0019] The frame 11 is equipped with a gaming media number display unit 16a capable of displaying the number of gaming media P2. As an example, the gaming media number display unit 16a is provided on the front side of the front frame 14. The gaming media number display unit 16a is an example of a means for displaying the number of gaming media P2. The gaming media number display unit 16a may be capable of performing a predetermined notification. The frame 11 is equipped with a counting switch 16b. As an example, the counting switch 16b is provided on the front side of the front frame 14. The counting switch 16b allows a counting operation when a predetermined countable state is reached. The counting switch 16b outputs a counting signal when a counting operation is performed. The counting switch 16b is an example of a means that can be operated by a player. The frame 11 is equipped with a counting notification unit 16c. As an example, the counting notification unit 16c is provided on the front side of the front frame 14. As an example, the counting notification unit 16c notifies whether or not counting is possible by turning on and off the light.

[0020] The frame 11 is equipped with an audio production device 17, an example of which is a speaker. As an example, the audio production device 17 is disposed on the front side of the front frame 14. The audio production device 17 can perform a production that outputs a predetermined audio (hereinafter referred to as audio production). The audio production device 17 can perform an announcement that outputs a predetermined audio (hereinafter referred to as audio announcement). For example, the predetermined audio is a piece of music, a sound effect, or a human voice reading a predetermined string of characters.

[0021] The frame 11 is equipped with a light-emitting performance device 18. The light-emitting performance device 18 can perform performances (hereinafter referred to as light-emitting performances) by lighting, flashing, and extinguishing a light-emitting element (not shown), such as an LED. The light-emitting performance device 18 can perform notifications (hereinafter referred to as light-emitting notifications) by lighting, flashing, and extinguishing a light-emitting element (not shown). As an example, the light-emitting performance device 18 is disposed on the front side of the front frame 14. However, the light-emitting performance device 18 may be disposed on the game board 20 in addition to or instead of the frame 11.

[0022] The frame 11 is provided with a performance operation unit 22 that can be operated by a player. As an example, the performance operation unit 22 is a button-type operation device configured to be able to be pressed down. However, the performance operation unit 22 is not limited to this, and may be a lever-type operation device configured to be able to be pressed down or pulled, or may be a pistol-type or joystick-type operation device.

[0023] The frame 11 is equipped with a radio wave sensor D16 that detects radio waves exceeding a predetermined strength as abnormal radio waves (see FIG. 4). The radio wave sensor D16 outputs a radio wave detection signal when it detects abnormal radio waves. The game board 20 may be equipped with a radio wave sensor in addition to the radio wave sensor D16 in the middle frame 13, so that the game board 20 can detect abnormal radio waves.

[0024] The frame 11 is equipped with a first door opening switch D17 that detects that the front frame 14 is open relative to the middle frame 13 (see FIG. 4). The first door opening switch D17 outputs a first door opening signal when it detects that the front frame 14 is open. The middle frame 13 is equipped with a second door opening switch D18 that detects that the middle frame 13 is open relative to the outer frame 12 (see FIG. 4). The second door opening switch D18 outputs a second door opening signal when it detects that the middle frame 13 is open.

[0025] The frame 11 is equipped with a magnetic sensor D20 that detects magnetism exceeding a predetermined strength (see FIG. 4). The magnetic sensor D20 outputs a magnetic detection signal when it detects magnetism exceeding the predetermined strength. The game board 20 may be equipped with a magnetic sensor in addition to the magnetic sensor D20 in the middle frame 13, so that the game board 20 can detect magnetism.

[0026] The frame 11 includes a frame control board 82 and a launch control board 83. The frame control board 82 and the launch control board 83 are fixed to the rear side of the middle frame 13. In other words, each control board 82, 83 is mounted on the frame 11. Each control board 82, 83 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened. The electrical configuration of each control board 82, 83 will be described later. The frame 11 includes a power supply unit 99. The power supply unit 99 is fixed to the rear side of the middle frame 13. The power supply unit 99 is located in a position that cannot be accessed unless the locking device 11A is unlocked and the middle frame 13 is opened.

[0027] The frame 11 is provided with a distribution mechanism 40 for game balls. 3, the game ball distribution mechanism 40 includes a collection mechanism 41, a circulation mechanism 42, and a launch mechanism 43. As an example, the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are provided in the inner frame 13. The operations of the collection mechanism 41, the circulation mechanism 42, and the launch mechanism 43 are controlled by a frame control board 82 and a launch control board 83.

[0028] The collection mechanism 41 guides game balls discharged from the game board 20 to the circulation mechanism 42. The collection mechanism 41 is composed of a combination of passages extending downward or passages inclined downward. As indicated by arrows Y1 and Y2, when game balls are received by the collection mechanism 41 from the game board 20, they flow down the passages constituting the collection mechanism 41 to reach the circulation mechanism 42. The circulation mechanism 42 transports the game balls received from the collection mechanism 41 in a predetermined direction. As an example, the circulation mechanism 42 lifts the game balls. The circulation mechanism 42 includes a transport unit 42A that transports the game balls. The transport unit 42A includes a transport passage extending along a predetermined direction, a screw housed in the transport passage, and a transport motor 42a that rotates the screw (see FIG. 4). As indicated by arrow Y3, the game balls transported by the circulation mechanism 42 reach the launch mechanism 43.

[0029] As indicated by arrow Y4, the launching mechanism 43 can launch the game balls transported by the circulation mechanism 42 so that they reach the game area 21a of the game board 20. The launching mechanism 43 performs an operation for launching game balls. As an example, the launching mechanism 43 includes a supply unit 43A that performs a supply operation to supply game balls, and a launch unit 43B that performs a launch operation (launching operation) to launch the game balls supplied from the supply unit 43A. The supply unit 43A supplies the game balls transported by the transport unit 42A to the launch unit 43B by cutting them out one by one. The supply unit 43A has a supply member (movable piece) configured to be able to operate to supply game balls one by one, a supply solenoid 43a that drives the supply member, and a supply sensor D19 that detects the game balls being supplied (see FIG. 4). The game balls dispensed one by one from the supply unit 43A flow into the impact position of the launch unit 43B. As an example, the supply sensor D19 detects the game balls upstream of the supply member (on the circulation mechanism 42 side). When the supply sensor D19 detects a game ball, it outputs a supply signal. The launch unit 43B launches the game balls that have flowed into the impact position toward the game area 21a. The launch unit 43B has a launch hammer that strikes the game balls at the impact position and a launch solenoid 43b that drives the launch hammer (see FIG. 4).

[0030] The flow of game balls in the distribution mechanism 40 will be described. As shown by arrow Y4, game balls are launched by the launching portion 43B of the launching mechanism 43. The game balls can reach the game area 21a. When the game balls reach the game area 21a, they enter a winning hole or an outlet opening into the game area 21a. As shown by arrow Y1, the game balls are discharged to the collection mechanism 41 from an outlet (not shown) formed in the game board 20. Game balls that are launched by the launching mechanism 43 but do not reach the game area 21a (so-called foul balls) also flow into the collection mechanism 41. As shown by arrow Y2, the game balls pass through the collection mechanism 41 and reach the circulation mechanism 42. The game balls are transported by the circulation mechanism 42. As shown by arrow Y3, the game balls return to the launching mechanism 43 and are launched again.

[0031] The game board 20 will now be described. The gaming board 20 has a display and presentation device 19, a game control board 80, and a presentation control board 81. The display and presentation device 19, the game control board 80, and the presentation control board 81 are provided on the rear part of the gaming board 20. In other words, the display and presentation device 19, the game control board 80, and the presentation control board 81 are mounted on the gaming board 20.

[0032] The gaming board 20 has a square gaming board 21. A gaming area 21a that is approximately circular when viewed from the front is defined on the front of the gaming board 21. Nails, windmills, and the like are arranged in the gaming area 21a. A display window 21b is formed in the approximate center of the gaming area 21a, penetrating the gaming board 21 in the front-to-rear direction. A launch passage 21c is formed to the left of the gaming area 21a, which guides gaming balls launched by operating the launch operation unit 15 into the gaming area 21a. The gaming area 21a and the launch passage 21c are covered with protective glass.

[0033] The game board 20 is equipped with an information display device 30. As an example, the information display device 30 is provided on the gaming board 20. The information display device 30 displays various information. As an example, the information display device 30 includes a first special symbol display unit 31, a second special symbol display unit 32, a first hold display unit 33, a second hold display unit 34, a normal symbol display unit 35, and a normal hold display unit 36. As an example, the display units 31 to 36 are arranged together in a part of the gaming board 20 that is visible to the player, but this is not limited to this, and some or all of them may be arranged in different parts.

[0034] The special symbol display units 31 and 32 can execute a special symbol variable game (hereinafter referred to as a special game) that variably displays predetermined symbols and ultimately statically displays special symbols. The special symbols are symbols for announcing the results of an internal lottery (a lottery for determining whether a special symbol is a winning symbol). The special symbols include jackpot symbols and losing symbols. The special symbols may also include small win symbols. In the gaming machine 10, when a jackpot is won in the special symbol winning lottery, the jackpot symbol is statically displayed in a special game, and a jackpot game is awarded after the special game for that jackpot is completed. The jackpot game will be described later. In the following description, the special game executed on the first special symbol display unit 31 will be referred to as the "first special game," and the special game executed on the second special symbol display unit 32 will be referred to as the "second special game."

[0035] The first hold display unit 33 displays information that can identify the number of first special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the first hold number). The second hold display unit 34 displays information that can identify the number of second special games whose execution has been put on hold because the hold conditions have been met but the start conditions have not yet been met (hereinafter referred to as the second hold number).

[0036] The normal symbol display unit 35 can execute a normal game in which predetermined symbols are variably displayed and finally normal symbols are statically displayed. The normal symbols are symbols for announcing the result of an internal lottery (a normal symbol winning lottery). The normal symbols include normal winning symbols and normal losing symbols. In the gaming machine 10, when a normal winning symbol is won in the normal symbol winning lottery, the normal winning symbol is statically displayed in the normal game, and a normal winning game is awarded after the normal game ends.

[0037] The normal hold display unit 36 ​​displays information that can identify the number of normal games whose execution has been put on hold because the hold condition has been met but the start condition has not yet been met. The information display device 30 may include a right hit display unit that displays information instructing a right hit, and a round display unit that notifies the upper limit of the number of rounds of play.

[0038] The game board 20 is formed with a plurality of winning holes 23. The plurality of winning holes 23 open to the game area 21a so that game balls can enter. The plurality of winning holes 23 include a first starting hole 23A, a second starting hole 23B, a big winning hole 23C, and a normal winning hole 23D. The plurality of winning holes may include a winning hole different from these winning holes 23.

[0039] The first start opening 23A is a winning opening through which a gaming ball enters to fulfill the conditions for awarding a prize ball and the conditions for holding the first special game. As an example, the first start opening 23A is located below the display and performance device 19. The first start opening 23A is always open so that gaming balls can enter. The gaming board 20 is equipped with a first start sensor D11 as a winning sensor that detects a gaming ball that has entered the first start opening 23A (see FIG. 4).

[0040] The second starting opening 23B is a winning opening through which game balls are inserted to fulfill the conditions for awarding prize balls and the conditions for holding the second special game. For example, the second starting opening 23B is located to the right of the first starting opening 23A. The second starting opening 23B is provided with a normal opening / closing piece 23Ba, e.g., a door-like opening. When a normal winning game is not awarded, the second starting opening 23B is closed to prevent or make it difficult for game balls to enter. When a normal winning game is awarded, the second starting opening 23B is opened to allow or facilitate game balls to enter. The game board 20 is provided with a normal solenoid SL1 as a means for opening the second starting opening 23B (see FIG. 4). The game board 20 also has a second starting sensor D12 as a winning sensor that detects game balls that have entered the second starting opening 23B (see FIG. 4). The normal opening / closing piece 23Ba is a so-called "normal electric accessory."

[0041] The large prize opening 23C is an opening through which game balls are inserted to fulfill the conditions for awarding a prize ball. For example, the large prize opening 23C is located at the lower right of the display and effect device 19. The large prize opening 23C is provided with a special opening / closing piece 23Ca, for example, in the form of a door. When a large prize game is not awarded, the large prize opening 23C is closed to prevent game balls from entering or to make it difficult for balls to enter. When a large prize game is awarded, the large prize opening 23C is opened to allow game balls to enter or to make it easy for balls to enter. The gaming board 20 is provided with a special solenoid SL2 as a means for opening the large prize opening 23C (see FIG. 4). The gaming board 20 also has a count sensor D13 as a winning sensor that detects game balls that have entered the large prize opening 23C (see FIG. 4).

[0042] The normal winning opening 23D is a winning opening into which a gaming ball enters in order to fulfill the conditions for awarding a prize ball. As an example, the normal winning opening 23D is located at the lower left of the display and performance device 19 and at the lower right of the display and performance device 19. The normal winning opening 23D is always open so that gaming balls can enter. The gaming board 20 is equipped with a normal sensor D14 as a winning sensor that detects a gaming ball that enters the normal winning opening 23D (see FIG. 4).

[0043] The game board 20 is provided with a gate 24. As an example, the gate 24 is located in the right area of ​​the game area 21a, above the second start opening 23B and the special prize opening 23C. The gate 24 is formed with a gate opening 24a. The gate opening 24a is always open so that game balls can enter. The gate 24 has a gate sensor D15 as a prize sensor that detects game balls that have entered the gate opening 24a (see Figure 4). The gate 24 is a ball entry opening through which game balls can enter in order to establish the conditions for starting a normal game. Even if a game ball enters the gate 24, the conditions for awarding prize balls are not established.

[0044] An outlet 25 is formed on the gaming board 20. As an example, the outlet 25 opens at the bottom of the gaming area 21a. If a gaming ball does not enter any of the first start opening 23A, the second start opening 23B, the big prize opening 23C, and the normal prize opening 23D, it enters the outlet 25. The multiple prize openings 23 and the outlet 25 can be understood as outlets for ejecting gaming balls from the gaming area 21a, or as return openings for returning gaming balls from the gaming area 21a. When a gaming ball enters any of the multiple prize openings 23 or the outlet 25, it is ejected from an outlet (not shown) of the gaming board 20. A gaming ball ejected from the gaming area 21a of the gaming board 20 is a so-called "out ball."

[0045] The display and rendering device 19 will now be described. The display and effect device 19 has an image display area 19a capable of displaying an image. The display and effect device 19 is attached to the rear surface of the game board 21 so that the image display area 19a can be viewed through the display window 21b. As an example, the display and effect device 19 is a liquid crystal display. The display and effect device 19 can execute an effect that displays a predetermined image (hereinafter referred to as a display effect). The display and effect device 19 can execute an announcement that displays a predetermined image (hereinafter referred to as a display announcement). For example, the predetermined image is an image such as an effect pattern, a character, a landscape, a letter (character string), a number, or a symbol. In the following description, when the term "display" is used to refer to these effect patterns, characters, etc., it means that these characters, etc. are displayed as an image.

[0046] The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 constitute performance equipment ES, which is an example of a means for executing a predetermined performance (see FIG. 1). The audio performance device 17, the light-emitting performance device 18, and the display performance device 19 can all execute a predetermined notification. Therefore, the performance equipment ES is an example of a means for performing a predetermined notification. The performance devices included in the performance equipment ES are not limited to the audio performance device 17, the light-emitting performance device 18, and the display performance device 19, and may be configured with some of these performance devices omitted. In addition to these performance devices, or instead of one or more of them that can be selected arbitrarily, the performance equipment ES may include a movable performance device that executes a movable performance, or a vibration performance device that executes a vibration performance.

[0047] The display effects by the display effect device 19 include an effect pattern variable game (hereinafter referred to as an effect game) using multiple rows of effect patterns. In an effect game, multiple rows of effect patterns are variably displayed, and finally a combination of effect patterns (hereinafter referred to as a pattern combination) is stopped and displayed. The effect patterns are decorated with characters, patterns, etc., and are used to diversify the display effects. As an example, an effect game is performed by variably displaying (scrolling) the effect patterns of the left, middle, and right pattern rows in a predetermined direction. The effect game may include a reach effect performed by forming a reach. An effect game is started and ended together with a special game. In an effect game, a pattern combination corresponding to the special pattern stopped and displayed in the special game is stopped and displayed. When a jackpot pattern is stopped and displayed in the special game, the jackpot pattern combination is stopped and displayed in the effect game. When a losing pattern is stopped and displayed in the special game, the losing pattern combination is stopped and displayed in the effect game. In the following description, the special game and the effect game executed together with the special game are collectively referred to as the "variable game." In this way, the display effect device 19 constituting the effect device ES can execute variable display of symbols. The special symbol display units 31, 32 and the display effect device 19 are an example of means for executing the variable game.

[0048] We will explain about jackpot games. In a jackpot game, a predetermined effect is first performed for a predetermined time (hereinafter referred to as the opening time). For example, the predetermined effect is an opening effect that allows the player to recognize the start of the jackpot game. In a jackpot game, after the opening time has elapsed, a round game in which the large prize opening 23C is opened is performed up to a predetermined upper limit number of times. One round game ends when a number condition is met in which a predetermined upper limit number of game balls enter the opening, or when a time condition is met in which a predetermined upper limit time has elapsed. In a round game, the large prize opening 23C is opened in a predetermined opening manner (opening pattern). In each round game, a round effect is performed. In a jackpot game, when the final round game ends, a predetermined effect is performed for a predetermined time (hereinafter referred to as the ending time). For example, the predetermined effect is an ending effect that allows the player to recognize the end of the jackpot game. The jackpot game ends as the ending time elapses.

[0049] The functions of the gaming machine 10 will now be described. The gaming machine 10 is equipped with a probability variation function (hereinafter referred to as a probability variation function). The probability variation function is a function for varying the probability of winning a jackpot in a special symbol winning lottery (hereinafter referred to as the jackpot probability). The gaming machine 10 has two states in which the jackpot probability can differ: a low probability state in which the probability variation function does not operate, and a high probability state in which the probability variation function operates. The high probability state has a higher jackpot probability than the low probability state. In the high probability state, the jackpot probability is higher than in the low probability state, making it an advantageous state for the player. The high probability state is what is known as a "probability variation state (probability variation state)."

[0050] The gaming machine 10 is equipped with a ball entry assist function. The ball entry assist function is a function for varying the ball entry rate into the second starting hole 23B. The gaming machine 10 has two states in which the ball entry rate into the second starting hole 23B can vary: a low ball entry rate state in which the ball entry assist function is not activated, and a high ball entry rate state in which the ball entry assist function is activated. In the high ball entry rate state, the probability that the gaming ball will enter the second starting hole 23B is higher than in the low ball entry rate state. In the high ball entry rate state, the probability that the gaming ball will enter the second starting hole 23B increases, making it easier for the gaming ball to enter the second starting hole 23B, making it an advantageous state for the player (easy ball entry state). The high ball entry rate state is what is known as an "electric support state," and the low ball entry rate state is what is known as a "non-electric support state."

[0051] For example, the high ball entry rate state can be achieved by performing one of the three controls described below, which can be arbitrarily selected, or by combining multiple controls. The first control is normal symbol variation time reduction control, which shortens the variation time of the normal game compared to the low ball entry rate state. The second control is normal symbol probability variation control, which increases the probability of winning the normal win lottery (normal win probability) compared to the low ball entry rate state. The third control is opening time extension control, which extends the total opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The opening time extension control may be at least one of control that increases the number of times the second start port 23B is opened in one normal win game compared to the low ball entry rate state, and control that extends the opening time of the second start port 23B in one normal win game compared to the low ball entry rate state. The high ball entry rate state may also be achieved by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that shortens the fluctuation time of the special game (for example, the average fluctuation time) compared to when the ball is in a low winning rate state. When the special symbol fluctuation time shortening control is performed, a high winning rate state becomes a special symbol fluctuation time shortening state (time shortening state), and a low winning rate state becomes a special symbol non-fluctuation time shortening state (non-time shortening state).

[0052] The game state is determined by the combination of whether or not the probability variable function is activated and whether or not the ball-scoring assist function is activated. In the following explanation, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, low-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, low-ball-scoring rate state." Also, a game state in which the probability state and the ball-scoring rate state are in a state of low probability is referred to as a "low-probability, high-ball-scoring rate state," and a game state in which the probability state and the ball-scoring rate state are in a state of high probability is referred to as a "high-probability, high-ball-scoring rate state."

[0053] The gaming machine 10 is equipped with a complete function. The complete function stops the operation of the gaming machine 10 before the number of balls dispensed from the gaming machine 10 exceeds a reference number (value). The activation condition for the complete function is established when the difference ball PC during one day of operation reaches an activation reference number (95,000 balls), which is set to a number less than the reference number (e.g., 100,000 balls). The difference ball PC is the difference between the number of out balls (number of game balls fired) and the number of safe balls (number of game balls paid out). For example, the difference ball PC may be calculated by subtracting 1 from the difference ball PC each time a game ball is fired, and adding the number of prize balls set for that prize ball slot to the difference ball PC each time a game ball enters a prize slot 23. For example, when the difference ball PC is 0 or less, the difference ball PC may be calculated by subtracting 1 from the difference ball PC when a game ball is fired, or may not be calculated by subtracting 1 from the difference ball PC. That is, the difference in balls PC may be the total difference in balls during business hours in one day, or the maximum difference in balls during business hours in one day. The number of out balls may be the number of game balls that have reached the game area 21a, or may be the number of game balls obtained by adding the number of game balls to the number of foul balls.

[0054] The electrical configuration of the gaming machine 10 will be described. 4, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a game control board 80, a performance control board 81, a frame control board 82, and a launch control board 83.

[0055] The game control board 80 and the presentation control board 81 are connected so that control information (signals, control commands, messages, etc.) can be output in one direction from the game control board 80 to the presentation control board 81. The game control board 80 executes predetermined processing and outputs control information to the presentation control board 81. The presentation control board 81 executes predetermined processing based on the control information input from the game control board 80. The game control board 80 and the frame control board 82 are connected so that control information can be output in two directions. The frame control board 82 and the launch control board 83 are connected so that control information can be output in two directions. The frame control board 82 executes predetermined processing and outputs control information to the game control board 80 and the launch control board 83. The launch control board 83 operates in a predetermined procedure and outputs control information to the frame control board 82. The frame control board 82 of the gaming machine 10 and the management device control board 105 of the management device 100 are connected via a connection terminal board 98 provided in the gaming machine 10 so that control information can be output in both directions.

[0056] The gaming machine 10 includes a power supply unit 99. As an example, the power supply unit 99 is provided on the back side of the inner frame 13. The power supply unit 99 receives power from outside the machine, converts the input voltage to a predetermined voltage, and supplies it to the performance control board 81 and the frame control board 82. The power supplied to the frame control board 82 is further supplied to the game control board 80 and the launch control board 83. The power supply unit 99 supplies power to the supply solenoid 43a, the launch solenoid 43b, various sensors, and switches. The power supply unit 99 includes a main switch 99a. The gaming machine 10 is configured to be powered on by starting power supply to the power supply unit 99 while the main switch 99a is on, or by turning on the main switch 99a while power is being supplied.

[0057] As shown in Figures 5(a) and 5(b), the gaming machine 10 is provided with an external terminal board 85 that can be connected to an external device HC. As an example, the external terminal board 85 is provided on the back side of the inner frame 13. As an example, the external device HC may be a data counter that collects and displays data from the gaming machine 10. The external device HC may also be a hall computer. The external terminal board 85 is provided with a plate-shaped base member 85a having a first surface F1 and a second surface F2. The base member 85a is transparent or translucent. The base member 85a is light-transmitting.

[0058] As an example, the external terminal board 85 includes a plurality of external terminals numbered 1 to 12, 86A to 86L, ​​fixed to the second surface F2 of the base member 85a. Hereinafter, when the external terminals 86A to 86L are not to be distinguished from one another, they will simply be referred to as external terminals 86. Each of the external terminals 86A to 86L includes a first connecting portion 86a and a second connecting portion 86b. As an example, the connecting portions 86a and 86b include an insertion port for inserting a signal line connected to the external device HC, and a holding portion that holds the signal line inserted into the insertion port by a biasing force. In the following description, the external terminals 86A to 86L may be referred to as the first to twelfth "channels," respectively.

[0059] The external terminal board 85 includes a plurality of notification units, numbered 1 to 12, 87A to 87L, fixed to the second surface F2 of the base member 85a. Hereinafter, when the notification units 87A to 87L do not need to be distinguished from one another, they will simply be referred to as notification units 87. As an example, the number of notification units 87 is the same as the number of external terminals 86. The notification units 87A to 87L are provided so as to correspond to the external terminals 86A to 86L, ​​respectively. As an example, the notification units 87A to 87L are provided near the corresponding external terminals 86. For example, the twelfth notification unit 87L may correspond to the twelfth external terminal 86L and be provided near the twelfth external terminal 86L.

[0060] Each of the notification units 87A to 87L includes an output notification unit 87a. The output notification unit 87a is configured to be able to notify that a predetermined signal is being output from the external terminal 86 corresponding to the notification unit 87 including the output notification unit 87a. As an example, the output notification unit 87a includes a color LED that can emit light in multiple colors. The output notification unit 87a can notify that a predetermined signal is being output from the external terminal 86 by lighting up. In the following description, the notification that a predetermined signal is being output may be simply referred to as an "output notification."

[0061] Each of the notification units 87A to 87L includes an identification notification unit 87b. The identification notification unit 87b is configured to be able to notify information related to the output factor when a predetermined signal is output from the external terminal 86. As an example, the identification notification unit 87b includes a color LED that can emit light in multiple colors. The identification notification unit 87b can notify information related to the output factor by one or more of a light emission pattern (light on, light on, and light off) and a light emission color. As an example, the identification notification unit 87b can notify information related to the output factor of a predetermined signal by a light emission pattern and a light emission color. In the following description, the notification of the output factor of a predetermined signal may be simply referred to as a "factor notification."

[0062] As an example, in each of the notification units 87A to 87L, the output notification unit 87a and the identification notification unit 87b may be aligned in the vertical direction. As an example, in each of the notification units 87A to 87L, the identification notification unit 87b is provided below the output notification unit 87a. As described above, the base member 85a is translucent. Therefore, the light emission modes of the output notification unit 87a and the identification notification unit 87b are visible from both the first surface F1 and the second surface F2 of the base member 85a.

[0063] As shown in Figures 1 and 2, the front frame 14 is formed with a see-through window 14a through which the external terminal board 85 can be seen from the front side of the machine. The see-through window 14a is formed in the upper right part of the machine body when viewed from the front. The external terminal board 85 is fixed to the rear side of the middle frame 13 with the first surface F1 located on the front side of the machine and the second surface F2 located on the rear side of the machine. The external terminal board 85 is fixed to the upper right part of the machine body when viewed from the front. The external terminal board 85 is attached in a position that aligns with the see-through window 14a when viewed from the front. Therefore, the manager of the gaming machine 10 or the like can see the first surface F1 of the external terminal board 85 through the see-through window 14a. As described above, the base member 85a is translucent. By looking into the see-through window 14a from the front side of the device, the manager or the like can visually recognize the light emission modes of the notification units 87A to 87L provided on the second surface F2 of the base member 85a.

[0064] The game control board 80 will now be described in detail. As shown in FIG. 6, the game control board 80 includes a CPU 80a, a ROM 80b, a RAM 80c, and a random number generation circuit 80d. The CPU 80a executes a game control program to perform processing related to the progress of the game. The ROM 80b stores the game control program, judgment values ​​used for various judgments and lotteries, tables, and the like. The ROM 80b stores multiple types of fluctuation patterns. The fluctuation pattern is information that can identify the fluctuation time from the start to the end of a special game. The fluctuation pattern is information that can identify the fluctuation content (effect content) of an effect game performed during execution of a special game. As an example, the fluctuation pattern includes a jackpot fluctuation pattern and a loss fluctuation pattern. As an example, an effect game based on a jackpot fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a jackpot symbol combination. As an example, an effect game based on a loss fluctuation pattern has fluctuation content that goes through a reach effect and finally stops and displays a loss symbol combination, with or without a reach effect.

[0065] The RAM 80c stores various information that is rewritten depending on the processing results of the CPU 80a. For example, information stored in the RAM 80c includes flags, counters, and timers. The RAM 80c is an example of a means capable of storing information. The random number generation circuit 80d generates hardware random numbers. The game control board 80 may be configured to be able to generate software random numbers through random number generation processing by the CPU 80a.

[0066] The game control board 80 is connected to the first start sensor D11, the second start sensor D12, the count sensor D13, the normal sensor D14, and the gate sensor D15. The CPU 80a can input detection signals output by each of the sensors D11-D15 upon detecting a game ball. The CPU 80a can input radio wave detection signals, first door opening signals, and second door opening signals from the frame control board 82. The game control board 80 is connected to each of the display units 31-36. The CPU 80a can control the display content of each of the display units 31-36. The game control board 80 is connected to each of the solenoids SL1 and SL2. The CPU 80a can control the opening mode of the second start opening 23B and the special prize opening 23C by controlling the operation of each of the solenoids SL1 and SL2.

[0067] The performance control board 81 will now be described in detail. The effect control board 81 includes a CPU 81a, a ROM 81b, and a RAM 81c. The CPU 81a executes an effect control program to perform processing related to effects. The ROM 81b stores the effect control program and judgment values ​​used in predetermined lotteries. The ROM 81b stores display effect data used for display effects, light-emitting effect data used for light-emitting effects, and audio effect data used for audio effects. The RAM 81c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 81c includes flags, counters, and timers. The effect control board 81 is configured to be able to generate software random numbers through random number generation processing by the CPU 81a. The effect control board 81 may also be equipped with a random number generation circuit to be able to generate hardware random numbers.

[0068] The performance control board 81 is connected to the display performance device 19. The CPU 81a can control the display content of the display performance device 19. As an example, the CPU 81a arranges objects on multiple control layers, generates an image by superimposing these control layers, and displays it on the display performance device 19. Priorities are set for each of the multiple control layers. The CPU 81a displays an object arranged on a control layer with a relatively high priority as if it were in front of an object arranged on a control layer with a relatively low priority. Conversely, the CPU 81a displays an object arranged on a control layer with a relatively low priority so that it is hidden behind an object arranged on a control layer with a relatively high priority. Objects include characters, letters (character strings), icons, backgrounds, effects, and symbols.

[0069] The performance control board 81 is connected to the audio performance device 17. The CPU 81a is capable of controlling the output contents of the audio performance device 17. The performance control board 81 is connected to the light-emitting performance device 18. The CPU 81a is capable of controlling the light-emitting mode of the light-emitting performance device 18. The performance control board 81 is connected to the performance operation unit 22. The CPU 81a is capable of inputting an operation signal output by the performance operation unit 22 when the performance operation unit 22 is operated.

[0070] The frame control board 82 will now be described in detail. As shown in Figure 3, the frame control board 82 includes a CPU 82a, a ROM 82b, a RAM 82c, a performance display monitor 82d, a ball removal switch 82e, an error reset switch 82f, a game ball clear switch 82g, a RAM clear switch 82h, a backup power supply 82j, a backup circuit 82k, and a launch permission circuit 82m. The CPU 82a executes a frame control program to perform processing related to the operation of the mechanism mounted on the middle frame 13. The ROM 82b stores the frame control program and the like. The RAM 82c stores various information that is rewritten during operation of the gaming machine 10. For example, information stored in the RAM 82c includes flags, counters, and timers.

[0071] The performance display monitor 82d displays a base value. The base value is a value indicating the ratio (proportion) of the total number of winning balls during normal play to the total number of winning balls during normal play. Normal play is play when the game is in a low probability, low ball entry rate state and no jackpot game is being played. Winning balls are game balls that have reached the game area 21a among the game balls fired from the firing mechanism 43 (firing section). The base value is calculated using the formula "total number of winning balls during normal play ÷ total number of winning balls during normal play × 100".

[0072] The ball removal switch 82e is operated to create a state in which game balls inside the machine can be discharged outside the machine (hereinafter referred to as the ball removal state). The ball removal state is a state in which game balls can be discharged from the distribution mechanism 40. The error release switch 82f is operated to cancel the error setting when a specified error is set. An error is set when an error is detected. The game ball clear switch 82g is operated to initialize the number of game media P2 stored as data in RAM 82c to 0 (zero). The RAM clear switch 82h is operated to initialize the information stored in RAM 80c and the information stored in RAM 82c (hereinafter referred to as RAM clear). When pressed, the RAM clear switch 82h outputs a RAM clear signal.

[0073] The backup power supply 82j supplies backup power to the RAM 82c of the frame control board 82 and the RAM 80c of the game control board 80 when the external power supply is cut off (hereinafter referred to as "power outage"). Each RAM 80c, 82c receives backup power, allowing the contents stored in the RAM 80c, 82c at the time of power outage to be retained even after power outage. Alternatively, one or both of the RAMs 80c, 82c may be non-volatile memory, allowing information to be retained even after power outage. Information to be backed up includes the number of game media P2, game information, and performance information. For example, game information is information related to game progress, such as the first reserved number, the second reserved number, and special symbols. For example, game information includes a complete flag, which indicates the activation of the complete function. For example, performance information is information necessary for calculating base values. The difference ball PC is not included in the information to be backed up. The difference ball PC is initialized when power is cut off.

[0074] When the supply voltage falls below a specified voltage, the backup circuit 82k outputs a power interruption detection signal to the CPU 80a and the CPU 82a. The launch permission circuit 82m is a circuit for outputting a signal (hereinafter referred to as a launch permission signal) that can identify that the launch control board 83 is in a launch permission state that allows the launch of game balls. The output conditions for the launch permission signal will be described later.

[0075] The frame control board 82 is connected to the counting switch 16b. The CPU 82a is configured to be able to input the counting signal output by the counting switch 16b. The frame control board 82 is connected to various sensors and switches such as the radio wave sensor D16, the first door opening switch D17, the second door opening switch D18, and the supply sensor D19. The CPU 82a is configured to be able to input various signals such as the radio wave detection signal, the first door opening signal, and the second door opening signal. When the radio wave detection signal, the first door opening signal, the second door opening signal, and the supply signal are input, the frame control board 82 outputs each of these signals to the game control board 80.

[0076] The frame control board 82 is connected to the game medium number display unit 16a. The CPU 82a is configured to be able to control the display content of the game medium number display unit 16a. The frame control board 82 is connected to the transport unit 42A (transport motor 42a). The CPU 82a is configured to be able to control the transport operation of the transport unit 42A. The frame control board 82 is connected to the supply unit 43A (supply solenoid 43a). The CPU 82a controls the supply of electricity to the supply solenoid 43a to displace the supply member (movable piece) and cause the game balls to be supplied. The frame control board 82 is connected to an external terminal board 85. The CPU 82a is configured to be able to control the output mode of a predetermined signal from each of the external terminals 86A to 86L of the external terminal board 85. The CPU 82a is an example of an output control unit that controls the output of information. The CPU 82a is configured to be able to control the notification modes of the notification units 87A to 87L (light emission modes of the output notification unit 87a and the identification notification unit 87b).

[0077] The frame control board 82 is connected to the management device 100. The CPU 82a is configured to be able to input various control information (such as telegrams) output by the management device control board 105. The connection signal output by the management device 100 is input from the connection terminal board 98 to the launch permission circuit 82m without passing through the CPU 82a. The launch permission circuit 82m also receives inputs such as a launch stop signal output by the game control board 80 and an error signal output by the CPU 82a.

[0078] The launch control board 83 will now be described in detail. The launch control board 83 is equipped with a launch control circuit 83a for controlling the operation of the firing section 43B of the launch mechanism 43. The launch control circuit 83a outputs a drive signal to the launch solenoid 43b based on a control signal input from the frame control board 82 and signals input from sensors and switches. The launch control board 83 is connected to the touch sensor D01, the launch stop switch D02, and the handle volume D03. The launch control circuit 83a is configured to be able to input a touch signal, a stop signal, and a volume signal. The launch control board 83 is connected to the launch solenoid 43b. When the launch control circuit 83a outputs a drive signal to the launch solenoid 43b, the launch solenoid 43b is driven and the launch hammer strikes the gaming ball.

[0079] The firing control circuit 83a has a pulse clock generating unit, an operation determining unit, a delay circuit, a timing pulse generating unit, and a solenoid driving unit. The pulse clock generating unit generates a pulse signal at a predetermined period tb (for example, 600 ms). If the operation enabling condition is met, the operation determining unit outputs an operation signal to the timing pulse generating unit via the delay circuit. If the operation enabling condition is not met, the operation determining unit does not output an operation signal. The operation enabling condition is met when the firing permission signal from the frame control board 82 is in the ON state, the stop signal from the firing stop switch D02 is in the OFF state, and the touch signal from the touch sensor D01 is in the ON state. When the operation determining unit stops outputting the operation signal, it outputs an operation stop signal to the frame control board 82.

[0080] When an operation signal is input to the delay circuit, the delay circuit outputs the operation signal as is to the timing pulse generating unit. The delay circuit is configured to continue outputting the operation signal for a predetermined period (hereinafter referred to as a specific period ta) even after the operation signal is no longer input. In other words, the delay circuit delays the timing at which the output of the operation signal ends. As an example, the specific period ta is a period twice as long as the generation period tb of the pulse signal by the pulse clock generating unit. However, the specific period ta may be a period the same length as the generation period tb of the pulse signal, or a period more than twice as long.

[0081] When the timing pulse generating unit receives an operation signal, it combines the operation signal with the pulse signal received from the pulse clock generating unit and outputs a firing timing pulse to the solenoid driving unit. Each time the solenoid driving unit receives a firing timing pulse, it supplies a driving current having a voltage corresponding to the volume signal (voltage) received from the handle volume D03 to the firing solenoid 43b as the driving signal. This drives the firing solenoid 43b with a strength corresponding to the amount of rotation of the handle lever, and launches a gaming ball. Therefore, the generation period tb of the pulse signal is the firing period tb of the gaming ball.

[0082] When the operable condition is satisfied, the launch control circuit 83a outputs a subtraction reference signal to the frame control board 82 each time the launch solenoid 43b is driven. When the operable condition is not satisfied, the launch control circuit 83a does not output a subtraction reference signal to the frame control board 82 even when the launch solenoid 43b is driven. On the other hand, when the CPU 82a of the frame control board 82 inputs the subtraction reference signal, it controls the supply solenoid 43a to displace the supply member (movable piece) and supply one gaming ball. As a result, one gaming ball is dispensed from the supply unit 43A and flows into the impact position of the delivery unit 43B. As described above, the operation signal is output for a specific period ta even after the operable condition is no longer satisfied and the subtraction reference signal is no longer output. Therefore, even if the operable condition is no longer satisfied, the launch solenoid 43b may operate one or more times during the specific period ta, resulting in a so-called "blank shot."

[0083] The processing executed by the frame control board 82 (CPU 82a) will be described. The frame-side power cutoff process will now be described. When the CPU 82a receives the power interruption detection signal output by the backup circuit 82k, it executes frame-side power interruption processing. In the frame-side power interruption processing, the CPU 82a calculates a checksum value for the RAM 82c and stores the calculated checksum value in the RAM 82c. The CPU 82a also stores information (hereinafter referred to as a backup flag) that can identify that the frame-side power interruption processing has been executed successfully in the RAM 82c. The CPU 82a then waits until power is completely interrupted. The various pieces of information stored in the RAM 82c when power is interrupted are retained even after power is interrupted by the backup power mentioned above.

[0084] The frame side power-on process will now be described. When the power is turned on and the voltage supplied to the frame control board 82 reaches the voltage required for the CPU 82a's operation, the CPU 82a starts up and determines whether the backed-up information is normal. Specifically, the CPU 82a determines whether a backup flag is stored in the RAM 82c. The CPU 82a also calculates a checksum value in the RAM 82c and determines whether the calculated checksum value matches the checksum value calculated during the frame-side power-off process. The CPU 82a determines the information as normal if the backup flag is stored and the checksum values ​​match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 82a initializes the number of gaming media P2 and the gaming information stored in the RAM 82c. The CPU 82a does not initialize the performance information. The CPU 82a then returns to normal operation based on the initialized or backed-up number of gaming media P2, the gaming information, and the performance information, and executes the frame-side normal processing described below.

[0085] On the other hand, if the backed up information is determined to be normal, the CPU 82a determines whether the game ball clear switch 82g has been operated based on whether the game ball clear signal is in the ON state. When the game ball clear switch 82g has been operated, the CPU 82a initializes the number of game media P2. The CPU 82a does not initialize the game information and performance information. When the game ball clear switch 82g has not been operated, the CPU 82a does not initialize the number of game media P2. The CPU 82a does not initialize the game information and performance information.

[0086] The CPU 82a determines whether the RAM clear switch 82h has been operated based on whether a RAM clear signal has been input. When the RAM clear switch 82h has been operated, the CPU 82a initializes the gaming information stored in the RAM 82c. The CPU 82a does not initialize the number of gaming media P2 and the performance information. When the RAM clear switch 82h has not been operated, the CPU 82a does not initialize the gaming information. In other words, the performance information is not initialized regardless of whether the number of gaming media P2 is initialized or the gaming information is initialized. Thereafter, the CPU 82a returns to normal operation based on the initialized or backed-up number of gaming media P2, gaming information, and performance information, and executes normal frame-side processing.

[0087] The frame-side normal processing of the frame control board 82 will now be described. The game media number management process among the frame-side normal processes will be described. When the CPU 82a receives the information on the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information on the number of prize balls acquired to the number of game media P2. The information on the number of prize balls acquired is control information that is output by the game control board 80 when the conditions for awarding prize balls are met following a win at a predetermined winning slot, and is configured to be able to determine the number of prize balls set at that winning slot.

[0088] When the CPU 82a receives the award information from the management device 100, it adds the number of award balls indicated in the award information to the number of game media P2. When the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B, the CPU 82a subtracts one from the number of game media P2. Alternatively, the CPU 82a may subtract one from the number of game media P2 in response to the actuation of the launch solenoid 43b. As described above, when the CPU 82a receives the subtraction reference signal, it controls the energization of the supply solenoid 43a to displace the supply member (movable piece) and supply one game ball. This causes one game ball to be dispensed from the supply unit 43A and flow into the impact position of the delivery unit 43B. When a foul ball is detected by a foul ball detection sensor (not shown), the CPU 82a may add one to the number of game media P2. The CPU 82a controls the game media count display unit 16a to display the current number of game media P2. When the number of game media P2 becomes zero as a result of the subtraction, the CPU 82a outputs a game media count zero signal to the launch permission circuit 82m. In this way, the CPU 82a updates the number of game media P2 in accordance with the operation of the launch mechanism 43. By executing a game media count management process, the CPU 82a can function as a means for electronically managing game media available for play.

[0089] The counting process in the frame-side normal process will be described. When the CPU 82a is in the countable state, it can transition to a counting execution state in which gaming balls equivalent to the number of gaming media P2 are transferred to the outside of the machine based on the operation of the counting switch 16b. As an example, the countable state is a state in which the necessary power is supplied and the number of gaming media P2 is not 0. When the CPU 82a is in the countable state, it controls the light emitters built into the counting notification unit 16c so that the counting notification unit 16c lights up. When the CPU 82a is in the counting execution state, it outputs a counting signal to the emission permission circuit 82m. As will be described in detail later, in the counting execution state, the CPU 82a outputs counting information to the management device 100. The CPU 82a subtracts the number of counted balls that can be determined from the counting information from the number of gaming media P2. In other words, the CPU 82a transfers gaming balls as electronic gaming media to the management device 100. The CPU 82a controls the game medium number display unit 16a to display the updated game medium number P2. The CPU 82a executes the counting process, thereby functioning as a means capable of executing control relating to the transfer of game media.

[0090] We will explain the difference ball monitoring process, which is part of the frame side normal processing. The ball difference monitoring process monitors whether the activation conditions for the complete function are met. When the CPU 82a receives information about the number of prize balls acquired from the game control board 80, it adds the number of acquired prize balls that can be determined from the information about the number of prize balls acquired to the ball difference PC. For example, the ball difference PC is managed by updating a reference value counter stored in the RAM 82c. When the ball difference PC is 1 or greater, the CPU 82a subtracts 1 from the ball difference PC when the supply sensor D19 detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. When the ball difference PC is 0, the CPU 82a does not subtract 1 from the ball difference PC even when it detects that one game ball has been supplied from the supply unit 43A to the delivery unit 43B. Alternatively, the recovery mechanism 41 may be provided with an out-ball sensor that detects game balls discharged from the game board 20, and the ball difference PC may be subtracted 1 each time the out-ball sensor detects a game ball. In this case, the game balls detected by the out ball sensor do not include foul balls, but may include foul balls.

[0091] When the difference ball PC reaches the activation reference number (for example, 95,000 balls) as a result of the update, the CPU 82a activates the complete function. As an example, the CPU 82a stores a complete flag in the RAM 82c. The CPU 82a outputs a game stop signal to the launch permission circuit 82m while the complete flag is stored. The CPU 82a outputs a complete command to the game control board 80. Note that the CPU 82a also outputs a complete command to the game control board 80 when it returns with the complete flag stored after power-on and starts normal frame-side processing. The complete flag is included in the game information stored in the RAM 82c, and is therefore stored and retained until it is initialized in response to the operation of the RAM clear switch 82h.

[0092] The frame-side error processing of the frame-side normal processing will be described. Frame-side error processing is processing for detecting the occurrence of an error. Frame-side error processing is processing for setting an error. In the following description, when "setting" an error is indicated, it means that information (such as a flag) that can identify the error is stored in a storage device such as RAM. When "cancelling the setting" is indicated, it means that information that can identify the error is erased from a storage device such as RAM. When the CPU 82a sets an error, it outputs control information that can identify the occurrence of the error (hereinafter referred to as an error occurrence command) to the game control board 80. When the CPU 82a cancels the error setting, it outputs control information that can identify the resolution of the error (hereinafter referred to as an error resolution command) to the game control board 80.

[0093] The CPU 82a determines whether an abnormality has occurred in communication with the management device 100. As an example, when a connection signal is not input from the management device 100, the CPU 82a detects the occurrence of a management device communication abnormality error and sets the error. As an example, the management device 100 continuously outputs a connection signal to the connection line with the frame control board 82. While the management device communication abnormality error is set, the CPU 82a cancels the setting of the management device communication abnormality error when the input of the connection signal from the management device 100 begins and the input time reaches a predetermined time (for example, 100 ms).

[0094] When the CPU 82a receives a first door open signal from the first door open switch D17, it detects the occurrence of a first door open error in which the front frame 14 is in an open state and sets the error. When the CPU 82a stops receiving the first door open signal, it cancels the setting of the first door open error. When the CPU 82a receives a second door open signal from the second door open switch D18, it detects the occurrence of a second door open error in which the middle frame 13 is in an open state and sets the error. When the CPU 82a stops receiving the second door open signal, it cancels the setting of the second door open error.

[0095] When the CPU 82a receives a radio wave detection signal from the radio wave sensor D16, it detects the occurrence of a radio wave error and sets the error. A radio wave error indicates a state in which there is a high possibility that fraud (cheating) using radio waves is occurring. Once the CPU 82a sets the radio wave error, it does not cancel the radio wave error until the power is turned off. Note that if the radio wave error is resolved after power is turned on, the radio wave error is not set, and if a radio wave error is detected again, the radio wave error is set even after power is turned on.

[0096] When the CPU 82a receives a magnetic detection signal from the magnetic sensor D20, it detects the occurrence of a magnetic error and sets the error. A magnetic error indicates a state in which there is a high possibility that fraud (cheating) using a magnet is occurring. Once the CPU 82a sets a magnetic error, it will not cancel the magnetic error until the power is turned off. Note that if the magnetic error is resolved after power is turned on, the magnetic error will not be set. If a magnetic error is detected again after power is turned on, the magnetic error will be set even after power is turned on.

[0097] The CPU 82a detects the occurrence of a switch disconnection error and sets the error when there is an abnormality in the connection state between the CPU 82a and the various sensors and switches mounted on the frame 11. The CPU 82a cancels the setting of the switch disconnection error when the abnormality in the connection state of the various sensors and switches mounted on the frame 11 is resolved. As an example, the abnormality in the connection state is assumed to be a state in which the sensors and switches are not connected or a state in which they are disconnected.

[0098] When the CPU 82a detects that a ball jam has occurred in the supply unit 43A based on the supply signal output by the supply sensor D19, it detects the occurrence of a supply sensor error and sets the error. As an example, the CPU 82a sets a supply sensor error when a specified time has passed since the supply signal turned on as the supply solenoid 43a is driven without the supply signal turning off. The CPU 82a cancels the supply sensor error setting when the error cancel switch 82f is operated. Note that even if the supply sensor error setting is canceled, if the ball jam in the supply unit 43A has not been resolved, the supply sensor error will be reset after a specified time has passed.

[0099] The error notification process of the frame-side normal process will be described. As shown in FIG. 8, while an error is being set, the CPU 82a controls the performance display monitor 82d to display an error code, which is an example of information that can identify the error. The CPU 82a may alternate between displaying the error code and the base value (performance information) at predetermined intervals. When multiple types of errors are set, the CPU 82a displays the multiple error codes and the base value in sequence for a predetermined period of time. Alternatively, the CPU 82a may display the error code but not the base value. The CPU 82a controls the performance display monitor 82d to end the display of the error code when the currently set error is cleared. The CPU 82a may control the gaming medium number display unit 16a to display an error code that can identify the error while an error is being set. The gaming machine 10 may also have a dedicated display unit on the back of the machine for displaying error codes.

[0100] The CPU 82a may exercise control to restrict the launch of gaming balls while a specific error is set. As an example, the CPU 82a outputs an error signal to the launch permission circuit 82m while a supply sensor error is set. Here, the launch permission circuit 82m generates a launch permission signal and outputs it to the launch control board 83 when it receives a connection signal from the management device 100, does not receive a launch stop signal from the gaming control board 80, and does not receive a zero gaming media signal, a counting signal, a gaming stop signal, or an error signal from the CPU 82a. In other words, the launch permission signal is in an ON state. Thus, the output condition of the launch permission circuit 82m is satisfied when it receives a connection signal from the management device 100, does not receive a launch stop signal from the gaming control board 80, and does not receive an error signal, a counting signal, a gaming stop signal, or a zero gaming media signal from the CPU 82a.

[0101] The input of a connection signal from the management device 100 indicates that the management device 100 and the gaming machine 10 are connected normally. The absence of an error signal from the CPU 82a indicates that no error has occurred in the frame control board 82 that requires the release of gaming balls to be prohibited. The absence of a gaming media number zero signal from the CPU 82a indicates that the gaming media number P2 is not 0. The absence of a counting signal from the CPU 82a indicates that the counting is not in progress. The absence of a gaming stop signal from the CPU 82a indicates that the complete function is not in operation.

[0102] Various processes performed by the game control board 80 (CPU 80a) will be described. The main side power cutoff process will be described. When the CPU 80a receives the power interruption detection signal output by the backup circuit 82k, it executes main-side power interruption processing. In the main-side power interruption processing, the CPU 80a calculates a checksum value for the RAM 80c and stores the calculated checksum value in the RAM 80c. The CPU 80a also stores a backup flag in the RAM 80c. The CPU 80a then waits until complete power interruption occurs. The various information stored in the RAM 80c at the time of power interruption is retained even after power interruption by the backup power mentioned above. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main-side power interruption processing until complete power interruption occurs.

[0103] The main power-on process will now be described. When the CPU 80a of the game control board 80 starts up upon power-on, it executes a main-side power-on process. The CPU 80a determines whether the backed-up information is normal. For example, the CPU 80a determines whether a backup flag is stored in the RAM 80c. The CPU 80a calculates a checksum value in the RAM 80c and determines whether the calculated checksum value matches the checksum value calculated in the main-side power-off process. The CPU 80a determines the information as normal if a backup flag is stored and the checksum values ​​match, but determines an abnormality if they do not. If the backed-up information is determined to be abnormal, the CPU 80a initializes the game information stored in the RAM 80c. The CPU 80a outputs control information (hereinafter referred to as an initialization command) that can identify that the game information has been initialized to the performance control board 81. The CPU 80a then terminates the main-side power-on process.

[0104] If the backed-up information is determined to be normal, the CPU 80a determines whether a RAM clear signal has been input from the RAM clear switch 82h via the frame control board 82. The RAM clear switch 82h may be provided on the game control board 80, or on a control board different from the game control board 80. If a RAM clear signal has been input, the CPU 80a initializes the game information stored in the RAM 80c. In this case, the CPU 80a outputs an initialization command to the performance control board 81. On the other hand, if a RAM clear signal has not been input, the CPU 80a outputs control information (hereinafter referred to as a power restoration command) that can specify a return based on the backed-up game information to the performance control board 81. Thereafter, the CPU 80a ends the main-side power-on process.

[0105] The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the start of the main power-on process until the end of the main power-on process. In other words, when the main power-on process ends, the output of the firing stop signal stops. The output of the firing stop signal ends simultaneously with the output of the power recovery command or the initialization command, or immediately after the output of the power recovery command or the initialization command. Then, when the main power-on process ends, the CPU 80a permits timer interrupt processing. In other words, if the game information has been initialized, the timer interrupt processing is executed based on the game information after initialization. In this case, the CPU 80a executes various processes based on a state in which the first reserved number and the second reserved number are both zero, neither the first special game nor the second special game is being executed, and no jackpot game has been awarded. If the game information has not been initialized, the timer interrupt processing is executed based on the backed-up game information. In this case, if the first reserved number and the second reserved number are the reserved numbers at the time of power outage and either the first special game or the second special game is being executed at the time of power outage, the CPU 80a returns to the process of executing that special game, and if a jackpot game is being awarded at the time of power outage, the CPU 80a returns to the process of awarding the jackpot game.

[0106] The CPU 80a executes timer interrupt processing every predetermined control period (for example, 4 ms), such as special symbol input processing and special symbol start processing. The processing realized as timer interrupt processing also includes processing for a jackpot game, a state transition processing, and a main side error processing, which will be described later.

[0107] The special symbol input process will be described. The CPU 80a determines whether a gaming ball has entered the first start opening 23A based on whether a detection signal has been input from the first start sensor D11. When a gaming ball has entered the first start opening 23A, the CPU 80a determines whether the first reserved number stored in the RAM 80c is less than an upper limit number (for example, 4). When the first reserved number is less than the upper limit number, the CPU 80a updates the first reserved number by adding 1. Next, the CPU 80a controls the first reserved display unit 33 to display information that can identify the updated first reserved number. The CPU 80a outputs control information that can identify the updated first reserved number to the performance control board 81. The reserved condition for the first special game is met when a gaming ball is detected by the first start sensor D11 when the first reserved number is less than the upper limit number.

[0108] Next, the CPU 80a acquires random numbers generated by the random number generation circuit 80d and stores random number information based on the acquired random numbers in the RAM 80c. For example, the random numbers may be winning random numbers used in the lottery to determine whether a special symbol is a winning symbol, winning symbol random numbers used to determine a winning symbol, and variation pattern random numbers used to determine a variation pattern. The CPU 80a stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. The random number information may be the acquired random numbers themselves, or information obtained by processing the random numbers using a predetermined method.

[0109] When the random number information for the first special game is stored in the RAM 80c, if the gaming ball has not entered the first start opening 23A and if the first reserved number is not less than the upper limit number, the CPU 80a determines whether the gaming ball has entered the second start opening 23B based on whether a detection signal has been input from the second start sensor D12. If the gaming ball has entered the second start opening 23B, the CPU 80a determines whether the second reserved number stored in the RAM 80c is less than the upper limit number (for example, 4). If the second reserved number is less than the upper limit number, the CPU 80a updates the second reserved number by adding 1. The CPU 80a controls the second reserved display unit 34 to display information that can identify the second reserved number after the addition. The CPU 80a outputs control information that can identify the updated second reserved number to the performance control board 81. The reserved condition for the second special game is met when the gaming ball is detected by the second start sensor D12 when the second reserved number is less than the upper limit number.

[0110] Next, the CPU 80a acquires random numbers generated within the gaming control board 80 and stores random number information based on the acquired random numbers in the RAM 80c. The CPU 80a stores the random number information so that it is possible to identify that the random number information is used for the second special game and the storage order of the random number information. By storing the random number information used for the special game in the RAM 80c, the gaming machine 10 can suspend the execution of the special game until the start condition of the special game is met. When the random number information for the second special game is stored in the RAM 80c, if a gaming ball has not entered the second start hole 23B and if the second reserved number is not less than the upper limit number, the CPU 80a terminates the special symbol input process. The CPU 80a outputs start hole information to the frame control board 82 each time it detects a gaming ball entering the first start hole 23A or the second start hole 23B, regardless of whether the reserved condition is met.

[0111] The special symbol start process will be described. First, the CPU 80a determines whether the start conditions for the special game are met. The CPU 80a determines the answer as "yes" if the game is not a jackpot game and no special game is being played, and determines the answer as "no" if the game is a jackpot game or any special game is being played. If the start conditions for the special game are not met, the CPU 80a terminates the special symbol start process. If the start conditions for the special game are met, the CPU 80a determines whether the second reserved number is greater than zero. If the second reserved number is zero, the CPU 80a determines whether the first reserved number is greater than zero. If the first reserved number is zero, the CPU 80a terminates the special symbol start process.

[0112] If the first reserved number is greater than zero, the CPU 80a executes a process to execute a first special game. Specifically, the CPU 80a updates the first reserved number by subtracting one. The CPU 80a controls the first reserved display unit 33 to display information that identifies the first reserved number after subtraction. The CPU 80a outputs control information that identifies the updated first reserved number to the performance control board 81. The CPU 80a acquires the random number information for the first special game that was stored first from the RAM 80c. The CPU 80a uses the winning random number identified from the acquired random number information to perform a jackpot lottery (jackpot determination) to determine whether or not a jackpot will be won as a special symbol winning lottery. The CPU 80a performs a jackpot lottery with a jackpot probability that corresponds to the current probability state (whether or not the special symbol winning function is activated). As an example, the jackpot lottery may be performed based on whether or not the value of the winning random number is a value that indicates a jackpot.

[0113] When a jackpot is won, the CPU 80a performs jackpot variation processing. In the jackpot variation processing, the CPU 80a performs a lottery for a jackpot pattern using a winning pattern random number that can be identified from the random number information, and determines the jackpot pattern to be stopped and displayed in the first special game. The CPU 80a performs a lottery for determining a variation pattern using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple jackpot variation patterns. After that, the CPU 80a ends the special pattern start processing.

[0114] If the jackpot is not won, the CPU 80a performs a loss variation process. In the loss variation process, the CPU 80a determines a loss symbol to be stopped and displayed in the first special game. The CPU 80a performs a variation pattern determination lottery using a variation pattern random number that can be identified from the random number information, and determines a variation pattern from among multiple loss variation patterns. After that, the CPU 80a ends the special symbol start process.

[0115] If the second reserved number is greater than zero, the CPU 80a performs processing to execute a second special game. The processing to execute the second special game is the processing to execute the first special game, with "first special game" replaced with "second special game" and "first reserved number" replaced with "second reserved number," so a detailed explanation will be omitted. In other words, the CPU 80a performs subtraction of the second reserved number, a jackpot lottery, and any variation processing based on the result of the jackpot lottery, and then ends the special symbol start processing.

[0116] The CPU 80a outputs a variation start command and a special symbol command to the performance control board 81 in the jackpot variation processing and the loss variation processing. The variation start command is control information that can identify the variation pattern determined in each variation processing and the start of the variation game. The special symbol command is control information that can identify the special symbol determined in each variation processing. The variation start command and the special symbol command are control information that differ when the variation processing of the first special game is executed and when the variation processing of the second special game is executed.

[0117] When the special symbol start process is completed, the CPU 80a executes a first special game or a second special game through a process separate from the special symbol start process. As an example, when the CPU 80a executes the first special game, it controls the first special symbol display unit 31 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the first special symbol display unit 31 to statically display the special symbol determined in the special symbol start process. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs control information (hereinafter referred to as a variation end command) capable of specifying the end of the variation game to the performance control board 81.

[0118] As an example, when the CPU 80a executes the second special game, it controls the second special symbol display unit 32 to start varying display of predetermined symbols. The CPU 80a measures the variation time set in the variation pattern. When the variation time set in the variation pattern has elapsed, the CPU 80a controls the second special symbol display unit 32 to statically display the special symbol determined in the special symbol start processing. Furthermore, when the variation time set in the variation pattern has elapsed, the CPU 80a outputs a variation end command to the performance control board 81. The CPU 80a outputs symbol determination information to the frame control board 82 each time the first special game or the second special game is ended.

[0119] The jackpot game processing will now be described. The jackpot game processing is a processing for awarding a jackpot game. When the CPU 80a stops and displays a jackpot symbol in a special game, the CPU 80a executes the jackpot game processing after the end of the jackpot special game. The CPU 80a specifies the type of jackpot game based on the jackpot symbol (type of jackpot) determined in the special symbol start processing. The CPU 80a is configured to award the specified type of jackpot game.

[0120] First, the CPU 80a outputs control information (hereinafter referred to as an opening command) capable of specifying the start of the opening time to the performance control board 81. The CPU 80a outputs jackpot start information capable of specifying the start of the jackpot game to the frame control board 82. When the opening time has elapsed, the CPU 80a performs processing to execute the round game. As an example, the CPU 80a controls the special solenoid SL2 using the specified opening control data for the jackpot game to open the large prize opening 23C. During the jackpot game, the CPU 80a sets a valid period during which winnings in the large prize opening 23C are considered valid. As an example, the valid period begins with the first round game. As an example, the valid period ends when a predetermined period has elapsed after the end of the final round game. When the number of game balls detected by the count sensor D13 reaches the upper limit or the upper limit time has elapsed, the CPU 80a controls the special solenoid SL2 to close the special prize opening 23C, thereby ending the round game. The CPU 80a repeats this process for executing the round game until the upper limit number of round games set for the jackpot game has been completed. Each time a round game starts, the CPU 80a outputs control information (hereinafter referred to as a round command) capable of identifying the start of the round game to the performance control board 81. When the final round game has ended, the CPU 80a outputs control information (hereinafter referred to as an ending start command) capable of identifying the start of the ending time to the performance control board 81. When the ending time has elapsed, the CPU 80a ends the jackpot game. The CPU 80a may output control information (hereinafter referred to as an ending end command) capable of identifying the elapse of the ending time to the performance control board 81. The CPU 80a outputs to the frame control board 82 jackpot end information that can identify the end of the jackpot game.

[0121] The state transition process will be described. As an example, when the CPU 80a completes a jackpot game based on the first jackpot symbol among the jackpot symbols, it sets a high probability flag in the RAM 80c. In other words, the CPU 80a controls to a high probability state. After the jackpot game based on the first jackpot symbol ends, the CPU 80a does not clear the probability flag until the next jackpot game is awarded. As an example, when the CPU 80a completes a jackpot game based on a second jackpot symbol different from the first jackpot symbol, it does not set the high probability flag in the RAM 80c. In other words, the CPU 80a controls to a low probability state. When the CPU 80a starts a jackpot game and the high probability flag is set, it clears the high probability flag. In other words, the CPU 80a controls to a low probability state during the jackpot game.

[0122] As an example, the CPU 80a sets an activation flag in the RAM 80c when a jackpot game based on the first or second jackpot symbol ends. In other words, the CPU 80a controls the system to a high ball entry rate state. The CPU 80a outputs high ball entry rate state start information, which can identify at least one of the start of the high ball entry rate state and the end of the low ball entry rate state, to the frame control board 82. The CPU 80a counts the number of special games executed after the jackpot game ends by updating the value of the execution counter stored in the RAM 80c each time a special game is started after the jackpot game based on the second jackpot symbol ends. As an example, the CPU 80a erases the activation flag stored in the RAM 80c when a special game in which the number of executions of the special game after the jackpot game reaches the activation count ends. In other words, the CPU 80a controls the system to a low ball entry rate state when the activated special game ends after the jackpot game based on the second jackpot symbol ends. The CPU 80a does not clear the activation flag after the end of the jackpot game based on the first jackpot symbol until the next jackpot game is awarded. When the jackpot game is started and the activation flag is set, the CPU 80a clears the activation flag. In other words, the CPU 80a controls the jackpot game to a low ball entry rate state. The CPU 80a outputs high ball entry rate state end information to the frame control board 82, which can identify at least one of the end of the high ball entry rate state and the start of the low ball entry rate state.

[0123] The main side error processing will be explained. In the main side error processing, various error settings are made, error settings are cancelled, and predetermined control information (control commands) is output. When the CPU 80a receives an error occurrence command from the frame control board 82, it outputs the command to the performance control board 81. When the CPU 80a receives an error resolution command from the frame control board 82, it outputs the command to the performance control board 81.

[0124] When the first door opening signal is input from the first door opening switch D17 via the frame control board 82, the CPU 80a detects a first door opening error and sets the error. When the second door opening signal is input from the second door opening switch D18 via the frame control board 82, the CPU 80a sets a second door opening error. When a door opening error is set, the CPU 80a outputs predetermined control information (hereinafter referred to as a door opening error setting command) to the performance control board 81. When the first door opening signal is no longer being input, the CPU 80a cancels the setting of the first door opening error. When the second door opening signal is no longer being input, the CPU 80a cancels the setting of the second door opening error. When both the first door opening error setting and the second door opening error setting are canceled, the CPU 80a outputs predetermined control information (hereinafter referred to as a door opening error cancel command) to the performance control board 81. The CPU 80a outputs a firing stop signal to the frame control board 82 (firing permission circuit 82m) from the time the first door open error is set until the setting is released.

[0125] The CPU 80a detects a large prize port illegal entry error when the number of game balls detected by the count sensor D13 (number of entries into the large prize port 23C) reaches a specified number during an invalid period that is different from the valid period that can be set during a large prize game. When a large prize port illegal entry error is detected, the CPU 80a outputs predetermined control information (hereinafter referred to as a large prize port illegal entry error detection command) to the performance control board 81. When a large prize port illegal entry error is detected, the CPU 80a outputs a large prize port illegal entry error detection command to the frame control board 82.

[0126] When the CPU 80a inputs a complete command, it outputs predetermined control information (hereinafter referred to as a complete notification command) to the effect control board 81. Then, the CPU 80a causes a game stop state. As an example, the CPU 80a disables the detection of game balls by the first start sensor D11, the second start sensor D12, and the gate sensor D15. That is, the CPU 80a does not increase the first reserved number even when it receives a detection signal from the first start sensor D11. The CPU 80a does not increase the second reserved number even when it receives a detection signal from the second start sensor D12. The CPU 80a does not increase the reserved number for the normal game even when it receives a detection signal from the gate sensor D15. The CPU 80a controls the normal solenoid SL1 to close the second start opening 23B. The CPU 80a controls the special solenoid SL2 to close the special prize opening 23C.

[0127] The various processes executed by the performance control board 81 (CPU 81a) will be explained. The sub-side power-on process will now be described. When the CPU 81a is started up following power-on, it waits until an initialization command or a power restoration command is input. When the initialization command or the power restoration command is input, the CPU 81a executes a sub-side power-on process.

[0128] When the CPU 81a inputs an initialization command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES to execute a RAM clear notification (initialization notification). As an example, the RAM clear notification includes displaying information that can identify the execution of a RAM clear (hereinafter referred to as RAM clear information), such as the string "RAM clear," on the display rendering device 19. Similarly, the audio rendering device 17 and the light-emitting rendering device 18 may execute a RAM clear notification. When a predetermined time (e.g., 30 seconds) has elapsed since the start of the RAM clear notification, the CPU 81a controls the rendering equipment ES to end the RAM clear notification. When the CPU 81a inputs an initialization command, it controls the display rendering device 19 to display a predetermined background image and a combination of predetermined rendering patterns.

[0129] When the CPU 81a inputs a power restoration command, it controls some or all of the rendering devices 17 to 19 that constitute the rendering equipment ES to execute a power restoration notification. As an example, the power restoration notification includes displaying information that can identify non-execution of RAM clearing (hereinafter referred to as power restoration information), such as the string "Power restoration in progress," on the display rendering device 19. Similarly, the audio rendering device 17 and the light-emitting rendering device 18 may execute a power restoration notification. The CPU 81a controls the rendering equipment ES to end the power restoration notification when a predetermined time (e.g., 30 seconds) has elapsed since the start of the power restoration notification. However, the CPU 81a may be configured not to execute a power restoration notification. When the CPU 81a inputs a power restoration command, it controls the display rendering device 19 to display a predetermined background image and a combination of rendering symbols that is different from the combination of the predetermined rendering symbols.

[0130] When the CPU 81a receives an initialization command or a power recovery command, it executes various normal processing steps at predetermined control intervals (e.g., every 108 ms). The normal processing steps include sub-side error processing, jackpot effect processing, and effect game processing.

[0131] The big win effect processing will be explained. The jackpot effect processing is a process for executing an effect during a jackpot game (hereinafter referred to as a jackpot effect). When an opening command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute an opening effect. When a round command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute a round effect. When an ending start command is input, the CPU 81a controls the effect device ES including the display effect device 19 to execute an ending effect. When an ending end command is input, the CPU 81a controls the effect device ES including the display effect device 19 to end the ending effect. A jackpot effect is an example of a predetermined effect. The jackpot effect is executed accompanied by an audio effect in which a predetermined audio effect is output from the audio effect device 17. The predetermined audio effect may be the voices of people or animals, music (BGM), sound effects, etc.

[0132] The effect game processing will now be described. The effect game process is a process for executing an effect game as one of the display effects related to a special game during execution of the special game. When the CPU 81a inputs a variation start command and a special symbol command, it controls the effect device ES including the display effect device 19 to execute an effect game. Specifically, when the CPU 81a inputs a variation start command, it selects an effect pattern (effect content) for the effect game based on a variation pattern that can be specified from the command. Furthermore, when the CPU 81a inputs a special symbol command, it determines a symbol combination to be stopped and displayed in the effect game based on the special symbol that can be specified from the command. If a jackpot symbol can be specified from the special symbol command, the CPU 81a determines a jackpot symbol combination. If a losing symbol can be specified from the special symbol command, the CPU 81a determines a losing symbol combination. Note that when executing a reach effect, the CPU 81a determines a losing symbol combination including a reach.

[0133] The CPU 81a controls the display effect device 19 to start the variable display of effect symbols in each symbol row in response to the input of a variation start command. That is, the CPU 81a starts an effect game. Furthermore, when the CPU 81a executes a preview effect in connection with an effect game, it controls the effect equipment ES including the display effect device 19 to execute the preview effect. The preview effect is an effect that suggests or notifies the expectation that the effect game currently being executed will result in a jackpot (hereinafter referred to as the jackpot expectation). The effect game and the preview effect are executed accompanied by an audio effect in which a predetermined audio effect is output from the audio effect device 17. The predetermined audio effect may be the voices of people or animals, music (BGM), sound effects, etc.

[0134] When a predetermined timing arrives after starting the effect game, the CPU 81a temporarily stops and displays the symbol combination, and when the input of the variation end command is triggered, the CPU 81a stops and displays the symbol combination as confirmed. Note that the CPU 81a may stop and display the symbol combination as confirmed when the variation time set in the variation pattern elapses, regardless of the variation end command. In this case, the variation end command may be omitted.

[0135] The sub-side error processing will be explained. As shown in FIG. 7, the sub-side error processing is a process for executing an error notification in response to an error-related command input from the game control board 80. The CPU 82a controls the effect devices 17-19 constituting the effect device ES so as to execute an error notification in a manner corresponding to the type of error that has occurred, as shown in the "Error Name" column in the figure. The display notification mode includes the type, position, size, and notification end timing of the error information (image) displayed on the display effect device 19, as shown in the "Display Notification" column in the figure. The audio notification mode includes the type, volume, and notification end timing of the error information (audio) output from the audio effect device 17, as shown in the "Audio Notification" column in the figure. The light notification mode includes the type, light intensity, and notification end timing of the error information (light-emitting pattern) output from the light-emitting effect device 18, as shown in the "Light-emitting Notification" column in the figure. Note that FIG. 7 mainly illustrates the end timing of each notification mode.

[0136] For example, when the CPU 81a inputs a door open error setting command, it controls some or all of the performance devices 17-19 that constitute the performance equipment ES to execute a door open error notification. As an example, the door open error notification includes outputting information (hereinafter referred to as door open error information) from the audio performance device 17 that can identify that at least one of the middle frame 13 and the front frame 14 is open. As an example, the door open error information is a voice that reads out the string "The door is open." The CPU 81a terminates the door open error notification when 30 seconds have elapsed since the start of the audio notification or when the door open error reset command is input, whichever comes later. In other words, the output of the door open error information is terminated.

[0137] For example, when the CPU 81a inputs a complete notification command, it controls some or all of the presentation devices 17 to 19 that constitute the presentation equipment ES, and executes a notification that the complete function has been activated (hereinafter referred to as a complete notification). As an example, the complete notification includes displaying information that can identify that the complete function has been activated (hereinafter referred to as complete information) on the display presentation device 19. As an example, the complete information is information that indirectly indicates that the complete function is activated, such as the string "Today's game is over." The complete notification continues until the power is turned off. As an example, the complete information may include information that directly indicates that the complete function is activated, such as the string "Complete function activated."

[0138] For example, when the CPU 81a inputs a large prize entry slot illegal entry error detection command, it controls some or all of the presentation devices 17-19 constituting the presentation equipment ES to execute a large prize entry slot illegal entry error notification. As an example, the large prize entry slot illegal entry error notification includes displaying information (hereinafter referred to as large prize entry slot illegal entry error information) that can identify the occurrence of a large prize entry slot illegal entry error on the display presentation device 19. As an example, the large prize entry slot illegal entry error information is the text "Large prize entry slot illegal entry error." When a predetermined time (e.g., 30 seconds) has elapsed since the start of the large prize entry slot illegal entry error notification, the CPU 81a controls some or all of the presentation devices 17-19 constituting the presentation equipment ES to terminate the large prize entry slot illegal entry error notification. In other words, the display of the large prize entry slot illegal entry error information is terminated.

[0139] There are multiple conditions for stopping the launch of the game ball. As an example, there are ten firing stop conditions, conditions [1] to

[10] . Condition [1] is that the touch signal from the touch sensor D01 is in the OFF state. Condition [2] is that the stop signal from the firing stop switch D02 is in the ON state. Condition [3] is that the volume signal (voltage) input from the handle volume D03 is 0. Condition [4] is that the counting execution state is entered. Condition [5] is that the number of game media P2 is 0. Condition [6] is that a firing stop signal is output from the game control board 80. The firing stop signal is output when the main side power-on process is being executed (condition [6A]), when the main side power-off process is being executed (condition [6B]), or when the first door open error is being set (condition [6C]). Condition [7] is that a connection signal is not input from the management device 100. For example, a situation where the management device 100 and the frame control board 82 are not connected, or a situation where a cable is broken, can be assumed. Condition [8] is that an error that will cause launch to stop is set in the frame control board 82. As an example, the error that will cause launch to stop is a supply sensor error. Condition [9] is that there is an abnormality in the connection between the frame control board 82 and the launch control board 83. For example, a situation where the frame control board 82 and the launch control board 83 are not connected, or a situation where a cable is broken, can be assumed. Condition

[10] is that the complete function is activated.

[0140] Various information outputs on the external terminal board 85 will be described. As shown in Fig. 8, each of the external terminals 86A to 86L of the external terminal board 85 is configured to be able to output a predetermined signal. As an example, the first external terminal 86A (channel CH1) can output a prize ball signal as an example of prize ball information. The prize ball signal is output for a specified time (for example, 0.1 seconds) every time 10 prize balls are awarded. However, the prize ball information may also be a command or a message.

[0141] When the CPU 82a inputs the number of prize balls acquired information from the game control board 80, it outputs a prize ball signal from the first external terminal 86A each time it determines that 10 prize balls have been awarded based on the number of prize balls acquired information. While the CPU 82a is outputting the prize ball signal, it lights up the output notification unit 87a corresponding to the first external terminal 86A in blue. While the CPU 82a is outputting the prize ball signal, it lights up the identification notification unit 87b corresponding to the first external terminal 86A in blue.

[0142] As an example, the second external terminal 86B (channel CH2) can output a door open signal as an example of door open information. The door open signal is output for a period during which a door open error is set. In other words, the door open signal is output for a period during which one or both of the middle frame 13 and the front frame 14 are open. Without being limited to this, the door open information may be a command or a message.

[0143] The CPU 82a outputs a door open signal from the second external terminal 86B for the period during which the door open error is set. While the CPU 82a is outputting the door open error signal, it lights up the output notification section 87a corresponding to the first external terminal 86A in yellow. While the CPU 82a is outputting the prize ball signal, it lights up the identification notification section 87b corresponding to the second external terminal 86B in yellow.

[0144] As an example, the third external terminal 86C (channel CH3) can output an all symbol determination count signal as an example of all symbol determination count information. The all symbol determination count signal is output for a specified time (e.g., 0.1 seconds) each time a special game is executed. The all symbol determination count signal may be output each time a special game and a normal game are executed. Without being limited to this, the all symbol determination count information may be a command or a message.

[0145] The CPU 82a outputs an all-symbol-determined-count signal from the third external terminal 86C every time it receives symbol determination information from the game control board 80. While the CPU 82a is outputting the all-symbol-determined-count signal, it lights up the output notification section 87a corresponding to the third external terminal 86C in blue. While the CPU 82a is outputting the all-symbol-determined-count signal, it lights up the identification notification section 87b corresponding to the third external terminal 86C in blue.

[0146] As an example, the fourth external terminal 86D (channel CH4) can output a full start port signal as an example of full start port information. The full start port signal is output for a predetermined time (e.g., 0.1 seconds) each time a game ball enters the first start port 23A or the second start port 23B. The full start port information is not limited to this, and may be a command or a message.

[0147] The CPU 82a outputs an all start port signal from the fourth external terminal 86D every time start port information is input from the game control board 80. While the CPU 82a is outputting the all start port signal, it lights up the output notification unit 87a corresponding to the fourth external terminal 86D in blue. While the CPU 82a is outputting the all start port signal, it lights up the identification notification unit 87b corresponding to the fourth external terminal 86D in blue.

[0148] As an example, the fifth external terminal 86E (channel CH5) can output a jackpot 1 signal as an example of jackpot information. The jackpot 1 signal can be output while the right-hit lamp is lit. In other words, the jackpot 1 signal is output during a jackpot game, a low-probability high-ball-entry rate state, and a high-probability high-ball-entry rate state. The jackpot information is not limited to this, and may be a command or a message.

[0149] The CPU 82a outputs a jackpot 1 signal from the fifth external terminal 86E during the period from when it inputs high ball entry rate state start information during a low ball entry rate state until it inputs high ball entry rate state end information after inputting the jackpot end information. While the CPU 82a is outputting the jackpot 1 signal, it lights up the output notification unit 87a corresponding to the fifth external terminal 86E in blue. While the CPU 82a is outputting the jackpot 1 signal, it lights up the identification notification unit 87b corresponding to the fifth external terminal 86E in blue.

[0150] As an example, the twelfth external terminal 86L (channel CH12) can output a security signal as an example of predetermined information. The predetermined information can also be called security information. The security signal is output for a predetermined time when various errors occur. However, the security information is not limited to this and may be a command or a message.

[0151] When an error occurs, the CPU 82a outputs a security signal from the twelfth external terminal 86L in a manner corresponding to the type of error. While the security signal is being output, the CPU 82a lights the output notification unit 87a corresponding to the twelfth external terminal 86L in yellow, regardless of the type of error that occurs. While the security signal is being output, the CPU 82a lights the identification notification unit 87b corresponding to the twelfth external terminal 86L in a manner corresponding to the type of error, thereby notifying the cause of the error. An example of the relationship between the type of error and the notification of the cause (light-emitting manner) in the identification notification unit 87b will be described below.

[0152] When the CPU 82a initializes the game information stored in the RAM 82c based on the input of a RAM clear signal or the like, and the signal output timing arrives, the CPU 82a outputs a security signal from the 12th external terminal 86L for a specified time (e.g., 30 seconds). For example, when the power is turned on with the middle frame 13 and the front frame 14 closed, the signal output timing in this case may be the timing when the power is turned on or the timing when normal frame-side processing begins. For example, when the power is turned on with the middle frame 13 and the front frame 14 open, the signal output timing may be the timing when the middle frame 13 and the front frame 14 are closed. While outputting the security signal, the CPU 82a lights up the identification notification unit 87b corresponding to the 12th external terminal 86L in blue.

[0153] When the complete function is activated, the CPU 82a outputs a security signal from the 12th external terminal 86L at the signal output timing. The CPU 82a continuously outputs the security signal from the 12th external terminal 86L while the complete flag is stored in the RAM 82c. As an example, the signal output timing in this case may be when the complete function is activated or when the complete flag is stored. While the CPU 82a is outputting the security signal, it lights up the identification notification unit 87b corresponding to the 12th external terminal 86L in red.

[0154] When a magnetic sensor error is set, the CPU 82a outputs a security signal from the 12th external terminal 86L when the signal output timing arrives. As an example, the signal output timing in this case may be when the magnetic sensor error is set. The CPU 82a outputs the security signal from the 12th external terminal 86L for the period during which the magnetic sensor error is set. While the CPU 82a is outputting the security signal, it causes the identification notification unit 87b corresponding to the 12th external terminal 86L to flash in red.

[0155] When a radio wave sensor error is set, the CPU 82a outputs a security signal from the 12th external terminal 86L when the signal output timing arrives. As an example, the signal output timing in this case may be when the radio wave sensor error is set. The CPU 82a outputs the security signal from the 12th external terminal 86L for the period during which the radio wave sensor error is set. While the CPU 82a is outputting the security signal, it causes the identification notification unit 87b corresponding to the 12th external terminal 86L to flash in red.

[0156] When the CPU 82a initializes the number of game media P2 stored in the RAM 82c based on the input of a game ball clear signal, it outputs a security signal from the 12th external terminal 86L for a specified time (e.g., 30 seconds) when the signal output timing arrives. For example, the signal output timing in this case may be the timing when the power is turned on or the timing when normal frame processing begins when the middle frame 13 and front frame 14 are closed when the power is turned on. For example, the signal output timing may be the timing when the middle frame 13 and front frame 14 are closed when the power is turned on when the middle frame 13 and front frame 14 are open. For example, the signal output timing may be the timing when the number of game media P2 is cleared. While outputting the security signal, the CPU 82a causes the identification notification unit 87b corresponding to the 12th external terminal 86L to flash blue.

[0157] When a switch open circuit error is set, the CPU 82a outputs a security signal from the 12th external terminal 86L when the signal output timing arrives. As an example, the signal output timing in this case may be when the switch open circuit error is set. The CPU 82a outputs the security signal from the 12th external terminal 86L for the period during which the switch open circuit error is set. While the CPU 82a is outputting the security signal, it lights up the identification notification unit 87b corresponding to the 12th external terminal 86L in yellow.

[0158] When the CPU 82a detects a large prize slot improper entry error, it outputs a security signal from the 12th external terminal 86L for a specified period (for example, 30 seconds) when the signal output timing arrives. As an example, the signal output timing in this case may be when the large prize slot improper entry error is detected (when the large prize slot improper entry error detection command is input). While the CPU 82a is outputting the security signal, it causes the identification notification unit 87b corresponding to the 12th external terminal 86L to flash in yellow.

[0159] Each external terminal 86A-86L of the external terminal board 85 is configured to be connectable to an external device HC via a communication line. Of the external terminals 86A-86L, the twelfth external terminal 86L is capable of outputting predetermined information in response to the occurrence of a predetermined event. The twelfth external terminal 86L is an example of a predetermined output unit. The output notification unit 87a constituting the twelfth notification unit 87L is an example of a first notification unit. The identification notification unit 87b constituting the twelfth notification unit 87L is an example of a second notification unit. As an example, the predetermined event includes at least a first event and a second event. As an example, the first event is one or more errors that can be arbitrarily selected from among the errors that are considered to be the output events of the security signal. Furthermore, the second event is some or all of the other errors that are considered to be the output events of the security signal. These other errors are one or more errors. When a security signal is output, the output notification unit 87a issues an output notification as an example of a first notification that can identify that a security signal is being output or that a security signal has been output. When a security signal is output, the identification notification unit 87b issues a cause notification as an example of a second notification that can identify a predetermined cause.

[0160] The CPU 82a does not output a security signal from the twelfth external terminal 86L during the period when the management device communication abnormality error is set and the period when the door open error is set. Information output related to the door open error is executed at an external terminal (for example, the second external terminal 86B) different from the twelfth external terminal 86L. Then, when the door open error signal is output, the output notification unit 87a constituting the second notification unit 87B executes an output notification that can identify that the door open error signal is being output or that the door open error signal has been output. This output notification is an example of a third notification. Furthermore, the occurrence of a door open error is an example of a specific cause. In this way, of the external terminals 86A to 86L, ​​the second external terminal 86B can output specific information corresponding to the occurrence of a specific cause. The second external terminal 86B is an example of a specific output unit.

[0161] When a security signal is output in a situation where a door opening error has occurred, the CPU 82a causes the output notification unit 87a constituting the 12th notification unit 87L to issue an output notification. In this situation, the CPU 82a causes the identification notification unit 87b constituting the 12th notification unit 87L to issue a cause notification. Furthermore, the CPU 82a causes the output notification unit 87a constituting the second notification unit 87B to issue an output notification. When a door opening error signal is output in a situation where a security signal is being output, the CPU 82a causes the output notification unit 87a constituting the 12th notification unit 87L to issue an output notification. In this situation, the CPU 82a causes the identification notification unit 87b constituting the 12th notification unit 87L to issue a cause notification. Furthermore, the CPU 82a causes the output notification unit 87a constituting the second notification unit 87B to issue an output notification.

[0162] As shown in FIGS. 1 and 2, the administrator of the gaming machine 10 can view the external terminal board 85 through the viewing window 14a even when the middle frame 13 and the front frame 14 are closed. In other words, the administrator can view the notification modes of the output notification unit 87a and the identification notification unit 87b from the first surface F1 of the external terminal board 85. By visually checking the light-emitting modes of the notification units 87A-87L corresponding to the external terminals 86A-86L, the administrator can determine whether a signal is being output from each external terminal 86A-86L. In particular, the twelfth external terminal 86L may output the same security signal due to multiple factors. By visually checking the output notification unit 87a constituting the twelfth notification unit 87L, the administrator can determine whether a security signal is being output. Furthermore, by visually checking the light-emitting mode of the identification notification unit 87b constituting the twelfth notification unit 87L, the administrator can determine the factor that caused the security signal to be output. Therefore, the administrator or the like can take appropriate measures to resolve the error.

[0163] In this embodiment, the following effects can be obtained. (1-1) As an example of a predetermined output unit, even if a security signal is output from the same twelfth external terminal 86L in response to the occurrence of a first factor and a security signal is output in response to the occurrence of a second factor, the output of the security signal and the factor for that output can be determined from the combination of the output notification and the factor notification. Therefore, information can be output without increasing the number of output units.

[0164] (1-2) The cause notification can be recognized even when the middle frame 13 and the front frame 14, which are examples of door members, are closed. Therefore, the manager of the gaming machine can easily check the cause notification. (1-3) Output notification and factor notification can be notified by different notification units. Therefore, compared to a configuration in which the same notification unit is used for both, it is easier for the administrator to understand that a specific signal is being output and the cause of that output. Furthermore, the output notification unit 87a and the identification notification unit 87b correspond to each other in terms of signal output, so even though they are separate parts, the administrator can recognize them as a unit. Therefore, the administrator of the gaming machine can easily check them.

[0165] [Second embodiment] A gaming machine 10 according to a second embodiment will be described. In the following description, the same configurations and controls as those in the already described embodiments will be denoted by the same reference numerals, and detailed description thereof will be omitted or simplified.

[0166] When a security signal is output in a situation where a door opening error has occurred, the CPU 82a causes the output notification unit 87a constituting the twelfth notification unit 87L to execute an output notification. In this situation, the CPU 82a does not cause the identification notification unit 87b constituting the twelfth notification unit 87L to execute a cause notification. Furthermore, the CPU 82a causes the output notification unit 87a constituting the second notification unit 87B to execute an output notification. In this way, in the gaming machine 10, when predetermined information is output in a situation where a specific cause has occurred, the first notification is executed, the second notification is restricted, and the third notification is executed.

[0167] Furthermore, when a door open error signal is output while a security signal is being output, the CPU 82a causes the output notification unit 87a constituting the twelfth notification unit 87L to execute an output notification. In this situation, the CPU 82a does not cause the identification notification unit 87b constituting the twelfth notification unit 87L to execute a cause notification. Furthermore, the CPU 82a causes the output notification unit 87a constituting the second notification unit 87B to execute an output notification. In this way, in the gaming machine 10, when specific information is output while predetermined information is being output, the third notification is executed, the second notification is restricted, and the first notification is executed.

[0168] In this embodiment, the following effects can be obtained. (2-1) The cause notification by the identification notification unit 87b constituting the twelfth notification unit 87L is restricted, and the output notification by the output notification unit 87a constituting the second notification unit 87B is executed. Therefore, in a situation where the output of the security signal and the door open error signal is started in that order, the administrator or the like can be made to recognize the output of the security signal and the output of the door open error signal with priority.

[0169] (2-2) The cause notification by the identification notification unit 87b constituting the twelfth notification unit 87L is restricted, and the output notification by the output notification unit 87a constituting the twelfth notification unit 87L is executed. Therefore, in a situation where the output of the door open error signal and the security signal is started in that order, the administrator or the like can be made to recognize the output of the security signal and the output of the door open error signal with priority.

[0170] The above-described embodiment can be modified as follows: The above-described embodiment and the following modifications can be combined with each other within the scope of technical compatibility.

[0171] Each of the notification units 87A to 87K may be omitted except for the twelfth notification unit 87L corresponding to the twelfth external terminal 86. Note that, when information is output based on multiple factors from an external terminal other than the twelfth external terminal 86L, ​​it is preferable to provide a notification unit corresponding to that external terminal.

[0172] The number of external terminals (number of channels) provided on the external terminal board 85 is not limited to 12. The number of external terminals may be 1 to 11, or may be 13 or more. The position of the external terminal board 85 is not limited to the position in the above embodiment. The external terminal board 85 may be mounted on the game board YB or may be provided on the outer frame 12.

[0173] The cause notification may be performed in a common manner for multiple causes, not just magnetic sensor errors and radio wave sensor errors. For example, the same notification may be performed for initialization of game information (RAM clearing) and activation of the complete function. Even with this configuration, the administrator can recognize the classification of causes. Conversely, the cause notification may be performed in a different notification manner for each cause. With this configuration, the administrator can understand in detail the cause of the security signal output.

[0174] The predetermined information is not limited to being output from the twelfth external terminal 86L, ​​but may be output from a terminal other than this. The predetermined information may be output from multiple terminals. The specific information is not limited to being output from the second external terminal 86B, but may be output from a terminal other than this. The specific information may be output from multiple terminals.

[0175] The information output from the twelfth external terminal 86L may be a signal different from the security signal. As an example, the twelfth external terminal 86L may be configured to output, as an example of the predetermined information, a command or message that indicates the occurrence of an error and the type of the error. The information output from the second external terminal 86B may be a signal different from the door open error signal. As an example, the second external terminal 86B may be configured to output, as an example of the predetermined information, a command or message that indicates the occurrence of an error and the type of the error. The cause of the output of the predetermined information is not limited to the occurrence of an error. The cause of the output of the predetermined information may be any event in the gaming machine 10. The cause of the output of the specific information can also be changed in a similar manner.

[0176] The output notification unit 87a and the identification notification unit 87b may be separated from each other as long as it is possible to recognize their correspondence with the external terminals 86. In this modified example, the external terminal board 85 may be configured by combining a plurality of base members 85a. For example, the external terminal board 85 may include a base member having notification units 87A-87L and a base member having external terminals 86A-86L.

[0177] A part or all of the external terminal board 85 may be exposed on the front side of the gaming machine 10. For example, the external terminal board 85 may be configured so that the notification units 87A-87L are exposed, while the external terminals 86A-86L are not exposed. For example, the output notification units 87a of the notification units 87A-87L are exposed, while the identification notification units 87b of the notification units 87A-87L and the external terminals 86A-86L are not exposed. For example, the identification notification units 87b of the notification units 87A-87L are exposed, while the output notification units 87a of the notification units 87A-87L and the external terminals 86A-86L are not exposed.

[0178] It is preferable that the output notification unit 87a is not visible from the front side of the machine, but the identification notification unit 87b is visible.It is preferable that the output notification unit 87a is visible from the front side of the machine, but the identification notification unit 87b is not visible.It is also possible that the output notification unit 87a is not visible from the front side of the machine, and the identification notification unit 87b is not visible.

[0179] The gaming machine 10 may have an output notification customization function. The output notification customization function allows the mode of the output notification to be changed by an administrator or other user. In this case, the gaming machine 10 has a means such as a button that allows an operation to adjust the mode of the output notification (hereinafter referred to as an output notification adjustment operation). When the CPU 81a receives the output notification adjustment operation, it changes the mode of the output notification in accordance with the operation. The CPU 81a may execute the output notification in the currently set mode. As an example, the output notification may be configured to allow adjustment of one or both of the light emission pattern (illumination or flashing) and the light emission color. In this case, the gaming machine 10 may be configured so that the mode of the cause notification is adjustable or non-adjustable. As in this modified example, the first notification may be adjustable. In this case, the second notification may be adjustable or non-adjustable.

[0180] The gaming machine 10 may have a customization function for the cause notification. The cause notification customization function allows the administrator or other user to change the mode of the cause notification. In this case, the gaming machine 10 has a means, such as a button, that allows an operation to adjust the mode of the cause notification (hereinafter referred to as a cause notification adjustment operation). When the CPU 81a receives the cause notification adjustment operation, it changes the mode of the cause notification in accordance with the operation. The CPU 81a may execute the cause notification in the currently set mode. As an example, the cause notification may be configured to allow adjustment of one or both of the light emission pattern (illumination or flashing) and the light emission color. In this case, the gaming machine 10 may be configured so that the mode of the output notification is adjustable or non-adjustable. As in this modified example, the second notification may be adjustable. In this case, the first notification may be adjustable or non-adjustable.

[0181] The gaming machine 10 may have a sound effect customization function. The sound effect customization function allows the player or other user to change the reference volume when executing a sound effect. In this case, the gaming machine 10 has a means such as a button that allows the user to perform an operation to adjust the volume (hereinafter referred to as a volume adjustment operation). When the CPU 81a receives a volume adjustment operation, it changes the reference volume within a range from minimum to maximum in accordance with the operation. The CPU 81a may execute various sound effects at a volume that corresponds to the currently set reference volume. The gaming machine 10 may also have a light-emitting effect customization function. The light-emitting effect customization function allows the player or other user to change the reference light intensity (brightness) when executing a light-emitting effect. In this case, the gaming machine 10 has a means such as a button that allows the user to perform an operation to adjust the light intensity (hereinafter referred to as a light intensity adjustment operation). When the CPU 81a receives a light intensity adjustment operation, it changes the reference light intensity within a range from minimum to maximum in accordance with the operation. The CPU 81a may execute various light emission effects with a light intensity according to the currently set reference light intensity.

[0182] The predetermined information can be applied to output of various information. The type of signal output from the external terminal 86 of the external terminal board 85 may be changed. The control of outputting various signals from the external terminal board 85 is not limited to being performed by the CPU 82a of the frame control board 82. For example, the control of outputting various signals from the external terminal board 85 may be performed by the CPU 80a of the game control board 80 in addition to or instead of the CPU 82a. That is, the output control unit may be configured by one or both of the CPU 80a and the CPU 82a. Furthermore, the external terminal board 85 may be formed integrally with another board or terminal board. For example, the external terminal board 85 may be formed integrally with the connection terminal board 98. Alternatively, the connection terminal board 98 may be omitted, and only the external terminal board 85 may be provided. Alternatively, the external terminal board 85 may be combined with or integrated into the connection terminal board 98, and the external terminal board 85 may be omitted. Even with this configuration, the output of predetermined information (e.g., a security signal) and the cause of that output can be determined from the combination of the output notification and the cause notification.

[0183] The operation mode of the counting switch 16b may include a first mode instructing the transfer of one gaming ball from the number of gaming media P2 and a second mode instructing the transfer of 250 gaming balls from the number of gaming media P2. For example, the first mode may be an operation mode in which the counting switch 16b is pressed for less than a specified time (a so-called short press operation). The second mode may be an operation mode in which the counting switch 16b is pressed for more than a specified time (a so-called long press operation). The CPU 82a may output counting information to the management device 100 instructing the transfer of a specified number of gaming balls according to the operation mode of the counting switch 16b. The gaming machine 10 may also be equipped with an automatic counting function. When an instruction operation is performed to turn on the automatic counting function and start the transfer of the number of gaming media P2, the CPU 82a outputs counting information to transfer gaming balls equivalent to the number of gaming media P2 to the management device 100 without requiring the operation of the counting switch 16b. In this case, the CPU 82a may periodically output counting information instructing the transfer of 250 balls, or may output counting information instructing the lump-sum transfer of the number P2 of gaming media. The automatic counting function may be turned on and off by operating the counting switch 16b, or by a dedicated switch. The gaming machine 10 may also be equipped with a total counting switch that can be operated to instruct the lump-sum transfer of the number P2 of gaming media. The CPU 82a may output counting information instructing the lump-sum transfer of the number P2 of gaming media when the total counting switch is operated. In this modified example, the CPU 82a may output a counting signal from one of the external terminals on the external terminal board 85 (for example, the eleventh external terminal 86K or the twelfth external terminal 86L) based on the operation of the counting switch 16b or the total counting switch. In this case, it is preferable that the CPU 82a output first counting information instructing the transfer of a first number of gaming balls and output second counting information instructing the transfer of a second number of gaming balls greater than the first number in a different manner for the cause notification by the identification notification unit 87b. As an example, the first number may be one ball, and the second number may be two or more balls (250 balls or the total number of balls). When transferring the number of gaming media P2, the display and effect device 19 may display common information in the output of each counting information, such as the string "Counting."Furthermore, the sound production device 17 may output a different sound for each type of counting information. The light production device 18 may emit light in a different light pattern for each type of counting information. If any error (such as a door open error) occurs while the production devices 17 and 18 are issuing a counting notification, it is preferable to output a sound and emit light in a light pattern corresponding to the error.

[0184] The difference ball monitoring process (counting the difference ball PC) may be executed by the game control board 80 (CPU 80a). In this case, the game board 20 is equipped with an out-ball sensor that detects "out balls" discharged from the game area 21a, and the CPU 80a subtracts 1 from the difference ball PC each time it receives a detection signal from the out-ball sensor. When the difference ball PC reaches the activation reference number and the activation condition for the complete function is met, the CPU 80a outputs a launch stop signal to the frame control board 82 (launch permission circuit 82m). Even in this modified example, the launch of game balls can be stopped in response to the activation of the complete function.

[0185] The gaming machine 10 may be configured to provide a high probability state until the next jackpot game, a high probability state until a drop lottery is won (a so-called drop machine), or a high probability state until a specified number of variable games have been completed (a so-called ST machine). The gaming machine 10 may be configured to provide a high probability state on the condition that the gaming ball passes through a predetermined area (a so-called "V area") (a so-called V-variable machine). The gaming machine 10 may be configured to combine the drop machine and V-variable machine specifications.

[0186] In addition to the big win lottery, a small win lottery may be held as a winning lottery for special symbols. If a small win is won in the winning lottery, a small win game (winning game) is awarded after the special game ends. In this embodiment, the system may be configured to be controllable to a state (so-called small win rush) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal game state (for example, a low probability, low ball entry rate state).

[0187] The gaming machine 10 may adopt specifications classified as the second type, also known as a "wing type" or "airplane type." In this type of pachinko gaming machine, when a gaming ball enters the starting hole, the opening and closing blades (opening and closing members) of the ball entry device (big prize entry hole) open, and the gaming ball that entered the ball entry device enters the special prize entry hole, resulting in a big win game.

[0188] The specific configuration of the game board 20 may be changed arbitrarily. The CPU 80a, ROM 80b, RAM 80c, and random number generation circuit 80d may be configured on a single chip.

[0189] The performance control board 81 may be a sub-general control board, and a display control board that specializes in controlling the display performance device 19, a light-emitting control board that specializes in controlling the light-emitting performance device 18, and a sound control board that specializes in controlling the sound performance device 17 may be provided separately from the performance control board 81. Such a sub-general control board and boards that control other performances may be collectively referred to as a sub-board. In addition, in an embodiment, the CPU 80a and CPU 81a may be mounted on a single board. Furthermore, the display control board, light-emitting control board, and sound control board may be arbitrarily combined to form a single or multiple boards.

[0190] Although the gaming machine 10 is configured as a gaming machine that internally manages the number of gaming media P2, the gaming media may be actual gaming balls. In this case, the gaming machine 10 is equipped with a ball tray for storing gaming balls, a discharge button that can be operated to discharge gaming balls from the ball tray, and a discharge sensor that detects gaming balls discharged from the ball tray. The gaming machine 10 may then output counting information that can identify the results (number of gaming balls) detected by the discharge sensor to the management device 100.

[0191] The gaming machine 10 may be embodied as a spin-type gaming machine (a so-called slot machine). In this modified example, the gaming machine 10 has multiple reels, a bet button, a start lever, and a stop button. Each reel has multiple symbols arranged thereon. The gaming machine 10 electronically manages the number of gaming media. In the gaming machine 10, the number of gaming media can be decreased and the number of bets can be increased by operating the bet button. In the gaming machine 10, when the number of bets reaches the specified number of bets, a variable game can be executed by operating the start lever. In the gaming machine 10, the right to the variable game can be acquired in a second situation in which a specific event occurs in exchange for the consumption of media. The variable game is executed by spinning multiple reels. In the gaming machine 10, the rotation of each reel can be stopped by operating the stop button. The gaming machine 10 then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops.

[0192] Next, the technical ideas that can be understood from the above-described embodiment and other examples will be additionally described below. (Appendix 1A) A gaming machine configured to be connectable to an external device via a communication line, comprising: a predetermined output unit capable of outputting predetermined information in response to the occurrence of a predetermined factor; an output control unit that controls the output of information; a first notification unit; and a second notification unit, wherein the predetermined factors include at least a first factor and a second factor; when the predetermined information is output, the first notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output; and when the predetermined information is output, the second notification unit executes a second notification that can identify the predetermined factor.

[0193] (Appendix 1B) A gaming machine as described in Appendix 1A, which is provided with a door element configured to be able to be opened and closed, and the second notification can be recognized even when the door element is in a closed state. (Appendix 1C) A gaming machine as described in Appendix 1A or Appendix 1B, which is configured to be connectable to an external device via a communication line, and is equipped with a specific output unit capable of outputting specific information in response to the occurrence of a specific factor, and when the specific information is output, a third notification is executed that can identify that the specific information is being output or that the specific information has been output, and when the specific factor has occurred, when the predetermined information is output, the first notification is executed, the second notification is restricted, and the third notification is executed.

[0194] (Appendix 1D) A gaming machine described in any one of Appendices 1A to 1C, in which, when the specific information is output in a situation in which the specified information is being output, the third notification is executed, the second notification is restricted, and the first notification is executed.

[0195] (Appendix 2A) A gaming machine configured to be connectable to an external device via a communication line, comprising: a predetermined output unit capable of outputting predetermined information in response to the occurrence of a predetermined factor; an output control unit that controls the output of information; a first notification unit; and a second notification unit, wherein the predetermined factors include at least a first factor and a second factor; when the predetermined information is output, the first notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output; when the predetermined information is output, the second notification unit executes a second notification that can identify the predetermined factor; and the manner of the second notification is unadjustable.

[0196] (Appendix 2B) A gaming machine configured to be connectable to an external device via a communication line, comprising: a predetermined output unit capable of outputting predetermined information in response to the occurrence of a predetermined factor; an output control unit that controls the output of information; a first notification unit; and a second notification unit, wherein the predetermined factors include at least a first factor and a second factor; when the predetermined information is output, the first notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output; when the predetermined information is output, the second notification unit executes a second notification that can identify the predetermined factor; and the manner of the second notification is adjustable.

[0197] (Appendix 2C) A gaming machine as described in Appendix 2A or Appendix 2B, which is configured to be connectable to an external device via a communication line and is equipped with a specific output unit capable of outputting specific information in response to the occurrence of a specific factor, and when the specific information is output, a third notification is executed that can identify that the specific information is being output or that the specific information has been output, and when the specific factor has occurred, when the predetermined information is output, the first notification is executed, the second notification is restricted, and the third notification is executed.

[0198] (Appendix 2D) A gaming machine described in any one of Appendices 2A to 2C, in which, when the specific information is output in a situation in which the specified information is being output, the third notification is executed, the second notification is restricted, and the first notification is executed. [Explanation of symbols]

[0199] 10... Gaming machine 11... Frame 12... Outer frame 13... Middle frame 14... Front frame 80... Gaming control board 81... Performance control board 82... Frame control board 82a... CPU 85... External terminal board 86A to 86L... External terminal 87A to 87L... Notification unit 87a... Output notification unit 87b... Identification notification unit 100... Management device ES... Performance device HC... External device

Claims

1. a predetermined output unit that is configured to be connectable to an external device via a communication line and that is capable of outputting predetermined information to the external device when a predetermined event occurs; an output control unit that controls the output of information; a first notification unit that issues a notification in a manner that is visible from the front side of the gaming machine; a second notification unit that issues a notification in a manner that cannot be seen from the front side of the gaming machine; Airframe components; a door member that is located on the front side of the body member and that can be opened and closed relative to the body member, the predetermined factor includes at least a first factor and a second factor, the first factor being a factor triggered by an operation in a first mode, and the second factor being a factor triggered by an operation in a second mode; When the predetermined information is output to the external device, the first notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output, When the predetermined information is output to the external device, the second notification unit executes a second notification capable of identifying the predetermined cause, The door member is configured to be connectable to the external device via a communication line, and is capable of outputting specific information when a specific cause occurs as a result of the door member being opened, When the specific information is output to the external device, a third notification is executed, which can identify that the specific information is being output or that the specific information has been output; A gaming machine characterized in that, when the specific factor occurs and the specified information is output to the external device, the first notification is executed, the second notification is not executed, and the third notification is executed.

2. a predetermined output unit that is configured to be connectable to an external device via a communication line and that is capable of outputting predetermined information to the external device when a predetermined event occurs; an output control unit that controls the output of information; a first notification unit that issues a notification in a manner that is visible from the front side of the gaming machine; a second notification unit that issues a notification in a manner that cannot be seen from the front side of the gaming machine; Airframe components; a door member that is located on the front side of the body member and that can be opened and closed relative to the body member, the predetermined factor includes at least a first factor and a second factor, the first factor being a factor triggered by an operation in a first mode, and the second factor being a factor triggered by an operation in a second mode; When the predetermined information is output to the external device, the first notification unit executes a first notification that can identify that the predetermined information is being output or that the predetermined information has been output, When the predetermined information is output to the external device, the second notification unit executes a second notification capable of identifying the predetermined cause, The door member is configured to be connectable to the external device via a communication line, and is capable of outputting specific information when a specific cause occurs as a result of the door member being opened, When the specific information is output to the external device, a third notification is executed, which can identify that the specific information is being output or that the specific information has been output; A gaming machine characterized in that, when the specified information is being output to the external device, when the specific information is output to the external device, the third notification is executed, the second notification is not executed, and the first notification is executed.

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