gaming machines
The gaming machine's advanced control mechanisms enable effective information output and enhanced communication with external devices, addressing limitations in conventional gaming machines by controlling game progression and value distribution.
Patent Information
- Application Number
- JP2023057549
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-03-31
- Publication Date
- 2026-03-02
- Estimated Expiration
- 2043-03-31
AI Technical Summary
Conventional gaming machines lack effective mechanisms for outputting information to the outside, limiting their ability to communicate and control game progress and value distribution.
The gaming machine incorporates a first control means for game progression, a second control means for game value, and additional modules for determining game outcomes, executing variable displays, and controlling game information output to external devices, enabling cyclic variations and specific probability states for enhanced communication and control.
This configuration allows for appropriate information output to external devices, improving communication and control of game progress and value distribution, enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art Among conventional gaming machines, there are gaming machines in which games are played using gaming media.
[0003] Among such gaming machines, there are some that are equipped with a main control means that controls the progress of the game and an awarding control means that controls the awarding of game value in response to signals from the main control means (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-083516 Summary of the Invention [Problem to be solved by the invention]
[0005] However, in the gaming machines described in the above patent documents, there is room for improvement in outputting information to the outside of the gaming machine.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a gaming machine that is capable of appropriately outputting information to the outside of the gaming machine. [Means for solving the problem]
[0007] In order to solve the above-mentioned problems, the present invention provides a gaming machine equipped with a first control means for controlling the progress of a game and a second control means for controlling game value, the gaming machine comprising: a first determination means capable of determining determination information acquired based on the winning of a game medium into a first start area; a second determination means capable of determining determination information acquired based on the winning of a game medium into a second start area; a variable display execution means capable of executing a variable display of a pattern to notify the determination result of the first determination means; a special game execution means capable of executing a special game advantageous to a player when a special result is determined by the first determination means or the second determination means; a state control means capable of control to a first probability state and a second probability state in which the special result is determined with a specific probability different from the first probability state; and a value control means for controlling the game value increased from the establishment of a predetermined condition according to the value of the game value granted to the player. The gaming machine is provided with information updating means capable of updating corresponding increase information, progress stopping means capable of stopping control of game progress in response to the increase information reaching a specific value, game information output means capable of executing output control to output game information to an information collecting device for collecting information from the gaming machine, test information output means capable of executing output control to output test information to a testing device for testing the gaming machine, and presentation control means for controlling game presentation, wherein the variable display executing means performs cyclic variation as a variable display of the pattern and then stops and displays the pattern, and the test information output means outputs first specific probability test information indicating that the determination of the first determination means is the specific probability, second specific probability test information indicating that the determination of the second determination means is the specific probability, and output control of variable test information indicating that the variable display of the pattern is being executed. and The game information output means is executable, and the output control of the game information output means is one specific probability game information indicating that the specific probability is met, and output control of variable game information indicating that the variable display of the symbol is executed. output control for outputting special game information indicating that the progress control of the game has been stopped;and when the variable display of the pattern is executed, the output control of the variable test information is executed before the end of the first cycle variation, and when the variable display of the pattern is executed, the output control of the variable game information is executed after the output control of the variable test information is executed, and the presentation control means executes a variable presentation of the presentation pattern on the display means in conjunction with the execution of the variable display of the pattern for which the output control of the variable test information is executed, and when the game progress control is stopped, the display means displays a specific image indicating that the game progress control has been stopped, and when the game progress control is stopped at a predetermined timing during the execution of the variable presentation, the output control of the special game information is executed after the variable presentation has been ended. [Effects of the Invention]
[0008] According to the present invention, it is possible to appropriately output information to the outside of the gaming machine. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. [Figure 2] FIG. 2 is a perspective view of a portion of the front side of the gaming machine. [Figure 3] This is an oblique view of the gaming machine without the glass frame. [Figure 4] FIG. 1 is a rear view of the gaming machine. [Figure 5] FIG. 2 is a block diagram of the gaming machine and peripheral devices. [Figure 6] FIG. 2 is a block diagram of the gaming machine and peripheral devices. [Figure 7] FIG. 2 is a diagram showing memory maps of a main control unit and a frame control unit. [Figure 8] FIG. 10 is a diagram showing the relationship between the game area and the information area. [Figure 9] FIG. 1 is a system configuration diagram of a gaming machine and peripheral devices. [Figure 10] FIG. 1 is a diagram specifically explaining the flow of information transmission and reception. [Figure 11] FIG. 10 is a diagram showing a jackpot determination table for special symbols. [Figure 12] FIG. 10 is a diagram showing a special symbol determination table. [Figure 13] A figure showing a special chart variation pattern determination table. [Figure 14] FIG. 10 is a diagram showing a pre-determination table. [Figure 15] FIG. 10 is a diagram showing modified examples of the specifications of the gaming machine. [Figure 16] FIG. 10 is a diagram showing modified examples of the specifications of the gaming machine. [Figure 17] A diagram showing a list of messages related to communication between the main control board and the frame control board. [Figure 18] A diagram showing gaming machine installation information transmitted from the main control board to the frame control board. [Figure 19] This is a diagram showing the hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 20] This is a diagram showing details of the hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 21] This is a diagram showing details of the hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 22] This is a diagram showing details of the hall control and fraud monitoring information transmitted from the main control board to the frame control board. [Figure 23] FIG. 1 is a diagram showing a list of functions and implementation areas of a gaming machine. [Figure 24] FIG. 1 is a diagram showing a list of functions and implementation areas of a gaming machine. [Figure 25] A diagram showing the communication procedure between the main control board and the frame control board that enables play after the gaming machine is started. [Figure 26] A diagram showing the communication procedure between the main control board and the frame control board, which are not playable after the gaming machine is started. [Figure 27] This figure shows the communication procedure between the main control board and the frame control board that enter the setting change / setting confirmation state after the gaming machine is started. [Figure 28] FIG. 10 is a diagram showing a communication procedure in which the main control board determines that the communication line is disconnected. [Figure 29] 10A and 10B are diagrams illustrating a communication procedure in which the frame control board determines that the communication line is disconnected. [Figure 30] 10 is a flowchart showing main processing of the main control board. [Figure 31] 10 is a flowchart showing main processing of the main control board. [Figure 32] 10 is a flowchart showing main processing of the main control board. [Figure 33] 10 is a flowchart showing a setting change process of the main control board. [Figure 34] 10 is a flowchart showing a setting change process of the main control board. [Figure 35] 10 is a flowchart showing the RWM clearing process of the main control board. [Figure 36] 10 is a flowchart showing a process for checking settings of a main control board. [Figure 37] 10 is a flowchart showing a timer interrupt process of the main control board. [Figure 38] 10 is a flowchart showing an input control process of the main control board. [Figure 39] This is a flowchart showing the first start port detection switch input processing of the main control board. [Figure 40] 10 is a flowchart showing the special diagram special voltage control processing of the main control board. [Figure 41] 10 is a flowchart showing the special symbol memory determination process of the main control board. [Figure 42] 10 is a flowchart showing the acquisition upper limit management process of the main control board. [Figure 43] 10 is a flowchart showing an increment counter update process for a main control board. [Figure 44] 10 is a flowchart showing the process of determining whether the acquisition upper limit device is activated on the main control board. [Figure 45] 10 is a flowchart showing an error control process of the main control board. [Figure 46] 10 is a flowchart showing the HC / fraud monitoring information management processing of the main control board. [Figure 47] FIG. 10 is a diagram showing a list of messages related to communication between the frame control board and the dedicated unit. [Figure 48]A diagram showing gaming machine information notification sent from the frame control board to the dedicated unit. [Figure 49] A diagram showing gaming machine performance information transmitted from the frame control board to the dedicated unit. [Figure 50] A diagram showing gaming machine installation information transmitted from the frame control board to the dedicated unit. [Figure 51] This is a diagram showing the hall control and fraud monitoring information transmitted from the frame control board to the dedicated unit. [Figure 52] 10A and 10B are diagrams showing fraud detection states 2 and 3 of the hole control fraud monitoring information. [Figure 53] This is a diagram showing gaming information for hall control and fraud monitoring information. [Figure 54] FIG. 10 is a diagram showing a counting notification sent from the frame control board to the dedicated unit. [Figure 55] A diagram showing a lending notification sent from a dedicated unit to a frame control board. [Figure 56] A figure showing a loan receipt result response sent from the frame control board to the dedicated unit. [Figure 57] FIG. 10 is a diagram showing a basic communication sequence between the frame control board and the dedicated unit. [Figure 58] FIG. 10 is a diagram showing the startup sequence 1 of the frame control board and dedicated unit. [Figure 59] A diagram showing the startup sequence 2 of the frame control board and dedicated unit. [Figure 60] A diagram showing the gaming machine information notification sequence 1 of the frame control board and dedicated unit. [Figure 61] A diagram showing the gaming machine information notification sequence 2 of the frame control board and dedicated unit. [Figure 62] FIG. 10 is a diagram showing a counting notification sequence 1 of the frame control board and the dedicated unit. [Figure 63] A diagram showing counting notification sequence 2 of the frame control board and dedicated unit. [Figure 64] A diagram showing the frame control board and dedicated unit lending notification sequence 1. [Figure 65]A diagram showing the frame control board and dedicated unit lending notification sequence 2. [Figure 66] 10 is a diagram showing a recovery sequence when a dedicated PIF that connects a frame control board and a dedicated unit is disconnected. FIG. [Figure 67] This figure shows the notification sequence for hole control and fraud monitoring information from the frame control board and dedicated unit. [Figure 68] 10 is a flowchart showing the main processing of the frame control board. [Figure 69] 10 is a flowchart showing a timer interrupt process of the frame control board. [Figure 70] 10 is a flowchart showing the ball removal operation process of the frame control board. [Figure 71] 10 is a flowchart showing the gaming machine installation information receiving process of the frame control board. [Figure 72] 10 is a flowchart showing the gaming machine information receiving process of the frame control board. [Figure 73] 10 is a flowchart showing the game ball number update process of the frame control board. [Figure 74] 10 is a flowchart showing an error control process of the frame control board. [Figure 75] 10 is a flowchart showing a severe error notification control process of the frame control board. [Figure 76] 10 is a flowchart showing a hardware error notification control process of the frame control board. [Figure 77] 10 is a flowchart showing a minor error notification control process of the frame control board. [Figure 78] A diagram showing the display content and display priority of the frame control display when various alarm events occur. [Figure 79] 10 is a flowchart showing a display performance information calculation process for a frame control board. [Figure 80] 10 is a flowchart showing the gaming machine performance information calculation process of the frame control board. [Figure 81] 10 is a flowchart showing the gaming machine information notification processing of the frame control board. [Figure 82]10 is a flowchart showing the game ball counting process of the frame control board. [Figure 83] 10 is a flowchart showing the game ball lending process of the frame control board. [Figure 84] This figure shows the processing sequence when launch is permitted after a setting change or RWM clear is made on the main control board. [Figure 85] This figure shows the processing sequence when launch is permitted or not permitted after power is restored on the main control board. [Figure 86] This figure shows the processing sequence when launch is permitted or not permitted after the settings are confirmed on the main control board. [Figure 87] This figure shows the processing sequence when an unrecoverable error occurs on the main control board and game progress control is not possible. [Figure 88] A diagram showing the processing sequence when the main control board controls the progress of a game or when the control of the progress of a game is restricted. [Figure 89] A diagram showing the processing sequence when the acquisition limit device is activated on the main control board. [Figure 90] FIG. 10 is a diagram showing the processing sequence when error control processing is performed on the main control board. [Figure 91] A diagram showing the processing sequence when the number of game balls is not cleared or is cleared after the frame control board receives game machine installation information. [Figure 92] A diagram showing the processing sequence when gaming machine information is received by the frame control board. [Figure 93] A diagram showing the processing sequence when the number of game balls is updated and displayed on the frame control board. [Figure 94] This figure shows the processing sequence when error control processing is performed on the frame control board, resulting in launch being denied or permitted. [Figure 95] FIG. 10 is a diagram showing a processing sequence when display performance information is calculated and displayed on a frame control board. [Figure 96] A diagram showing the processing sequence when gaming machine performance information is calculated on a frame control board. [Figure 97]A diagram showing the processing sequence when gaming machine information notification processing is performed on the frame control board. [Figure 98] A diagram showing the processing sequence when the frame control board counts the number of game balls owned by a player or when counting is completed. [Figure 99] A diagram showing the processing sequence when a lending process is performed upon receiving a lending notification on the frame control board, or when a lending process is not performed. [Figure 100] 10 is a flowchart showing the main processing of the performance control unit. [Figure 101] 10 is a flowchart showing timer interrupt processing of the performance control unit. [Figure 102] 10 is a flowchart showing the input control processing of the performance control unit. [Figure 103] FIG. 10 is a diagram illustrating an overview of custom effect settings. [Figure 104] 10 is a flowchart showing a predictive performance process of the performance control unit. [Figure 105] 10 is a flowchart showing an icon change effect determination process performed by the effect control unit. [Figure 106] FIG. 10 is a diagram showing an icon final display mode determination table. [Figure 107] A diagram showing a variable presentation pattern determination table for presentation modes A to C. [Figure 108] A figure showing a variable presentation pattern determination table for presentation modes D to G. [Figure 109] 10 is a flowchart showing the jackpot preview effect determination process of the effect control unit. [Figure 110] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 111] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 112] 10 is a diagram showing types of notifiable events, priorities of notifiable events, and notification modes of notifiable events. FIG. [Figure 113] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event when the power is turned on. [Figure 114]A diagram showing the relationship between the number of game balls cleared and the notification mode for each event when the power is turned on. [Figure 115] 10 is a time chart showing the relationship between the initial operation of the movable effect device when the number of game balls is cleared and when the power is restored. [Figure 116] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 117] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 118] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 119] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 120] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 121] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality). [Figure 122] A diagram showing the relationship between a glass frame (inner frame) opening error and the ball removal operation. [Figure 123] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality, etc.). [Figure 124] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality, etc.). [Figure 125] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality, etc.). [Figure 126] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality, etc.). [Figure 127] A diagram showing the relationship between the number of game balls cleared and the notification mode for each event (abnormality, etc.). [Figure 128] 10A and 10B are diagrams illustrating information output and notification modes of various events. [Figure 129] 10A and 10B are diagrams illustrating information output and notification modes of various events. [Figure 130] FIG. 10 is a diagram showing the effects that are produced when various events occur. [Figure 131]A diagram showing the relationship between the value of the increment counter and the pre-reading effects. [Figure 132] 10A and 10B are diagrams illustrating a manner in which the value of an increment counter is notified. [Figure 133] FIG. 10 is a diagram showing the effects that are produced when various events occur. [Figure 134] FIG. 10 is a diagram illustrating the customer waiting effect. [Figure 135] FIG. 13 is a diagram (1 / 3) showing advance notification. [Figure 136] FIG. 2 is a diagram (2 / 3) showing advance notification. [Figure 137] FIG. 3 is a diagram (3 / 3) showing advance notification. [Figure 138] A figure showing an example of when the winning limit device is activated during the customer waiting performance. [Figure 139] 10A and 10B are diagrams illustrating examples of operation notification modes of the acquisition upper limit device for each situation. [Figure 140] 10A and 10B are diagrams illustrating examples of operation notification modes of the acquisition upper limit device for each situation. [Figure 141] FIG. 10 is a diagram illustrating an example in which power is restored during information output. [Figure 142] FIG. 10 is a diagram illustrating an example of information output timing for each situation. [Figure 143] FIG. 10 is a diagram showing an occurrence of an abnormality after the acquisition upper limit device is activated. [Figure 144] FIG. 10 is a diagram showing an occurrence of an abnormality after the acquisition upper limit device is activated. [Figure 145] FIG. 10 is a diagram showing an example of a presentation in which the number of game balls owned by a player is counted while the player is waiting for customers. [Figure 146] A figure showing an example of a presentation in which the number of game balls owned by a player is counted during a variable presentation. [Figure 147] A figure showing an example of a presentation in which the number of game balls owned by a player is counted after the acquisition limit device is activated. [Figure 148] FIG. 2 is a diagram showing the connection relationship between the gaming machine and other devices. [Figure 149] FIG. 2 is a diagram showing an information signal output from the gaming machine. [Figure 150]10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 151] 10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 152] 10A and 10B are diagrams showing game information and test information that are output when various events occur. [Figure 153] 10 is a timing chart showing the output of various signals when a gaming ball enters a general winning slot. [Fig. 154] 10 is a timing chart showing the output of various signals when a gaming ball enters the starting hole. [Figure 155] 1 is a timing chart 1 relating to the output of various signals when a special symbol is displayed in a variable manner. [Figure 156] 10 is a timing chart 2 relating to the output of various signals when a variable display of a special symbol is performed. [Figure 157] 10 is a timing chart showing the output of various signals when the winning limit device is activated during the variable display of special symbols. [Figure 158] 10 is a timing chart showing the output of various signals when a 4-round jackpot game is executed. [Figure 159] 10 is a timing chart showing the output of various signals when a 15-round jackpot game is executed. [Figure 160] This is a timing chart for the output of various signals when transitioning to a special game state after the end of a jackpot game. [Figure 161] 10 is a timing chart showing the output of various signals when the winning limit device is activated during a jackpot game. [Figure 162] This is a timing chart showing the output of various signals when the winning limit device is activated during a special game state. [Figure 163] 10 is a timing chart relating to the output of various signals when the glass frame / inner frame is opened. [Fig. 164] 10 is a timing chart relating to the output of various signals when a radio wave detection error / magnet detection error occurs. [Figure 165]This is a timing chart regarding the output of various signals when a game ball enters a general winning slot while a communication error occurs. [Figure 166] 10 is a timing chart showing the output of various signals when a game ball enters the starting hole while a communication error occurs. [Figure 167] 10 is a timing chart showing the output of various signals when a variable display of a special symbol is performed while a communication error occurs. [Figure 168] This is a timing chart showing the output of various signals when a 4-round jackpot game is executed while a communication error occurs. [Figure 169] This is a timing chart showing the output of various signals when the game is controlled to a special probability game state during a communication error. [Figure 170] A figure showing modified examples of the display content and display priority of the frame control display when various alarm events occur. [Figure 171] 10A and 10B are diagrams illustrating modified examples of notifiable event types, priorities of notifiable events, and notifiable event notification modes. [Fig. 172] 10A and 10B are diagrams illustrating modified examples of notifiable event types, priorities of notifiable events, and notifiable event notification modes. [Figure 173] FIG. 10 is a diagram showing a game flow in a modified example relating to a time-shortened gaming state. DETAILED DESCRIPTION OF THE INVENTION
[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be described in detail with reference to the drawings.
[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a portion of the front side of the gaming machine 1, Figure 3 is a perspective view of the gaming machine 1 excluding the glass frame 4, and Figure 4 is a rear view of the gaming machine.
[0012] The gaming machine 1 is provided with an outer frame 2, an inner frame 3 rotatably supported on the front side of the outer frame 2, a glass frame 4 rotatably supported on the front side of the inner frame 3, and a gaming board 5 on which a gaming area 5a is formed through which gaming balls (gaming media) flow down.
[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).
[0014] The inner frame 3 has a recessed game board mounting portion 25 with an open front for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 at one horizontal end (the left side in Fig. 3) via a first hinge mechanism 6, and is supported rotatably with the first hinge mechanism 6 as a fulcrum. Therefore, when the inner frame 3 is rotated like a door relative to the outer frame 2, the back side of the inner frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the inner frame 3.
[0015] The glass frame 4 is detachably connected to the front side of the inner frame 3 via the second hinge mechanism 7 at one horizontal end (the left side in Fig. 3) so as to cover the front of the game board mounting portion 25 of the inner frame 3, and is rotatably supported with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the inner frame 3, the game area 5a of the game board 5 and the front portion of the inner frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in approximately the center part near the top of the glass frame 4, and a transparent member 8a (glass plate, acrylic plate, etc.) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a of the playing board 5 attached to the playing board attachment part 25 of the inner frame 3 through this opening 8 and the transparent member 8a.
[0017] Around the opening 8 in the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an operation unit section 11 in which various operation devices (such as the performance button device 16 and selection button device 18 described below) are provided, a launch operation device 13 that can be operated to launch game balls, and a third image display device 72 (left side sub-display device) and a fourth image display device 73 (right side sub-display device) each consisting of an LCD display.
[0018] The audio output devices 9 are provided at two locations on the top and two locations on the bottom of the glass frame 4, spaced apart, to produce sound (music, audio) effects by outputting background music (BGM), sound effects (SE), etc. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and produce lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up when the inner frame 3 or glass frame 4 is opened, and a top lamp 10b that is controlled to light up when a predetermined effect is executed, etc.
[0019] The operation unit section 11 has a shape that bulges forward, and in the central part of the top surface is provided an effect button device 16 that can be operated by the player, and in the left part of the top surface is provided a selection button device 18 that can be operated by the player, and between the effect button device 16 and the selection button device 18 and further back than the selection button device 18 is provided a counting button 20 that can be operated by the player, and behind the counting button 20 is provided a game ball number display 135 for displaying the number of game balls (game value amount) owned by the player.
[0020] In addition, an item storage area (receiving area) for players to place items (such as mobile phones, drinks, cigarettes, etc.) used to secure (play with) the gaming machine 1 may be provided in a position on the operation unit 11 that does not overlap the game ball count display 135 (for example, a position to the right of the top surface of the operation unit).
[0021] The effect button device 16 is provided with an effect button 17 that can be pressed by the player, an effect button detection switch 17a (see Figure 5) that detects the pressing operation on the effect button 17, and a button drive device 17b (see Figure 5) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.
[0022] The effect button 17 can produce a light-emitting effect by lighting up the effect button LED (full color), which is part of the frame lighting device 10 (see FIG. 5), in a predetermined light-emitting pattern (for example, white, red, or rainbow color). The effect button 17 can also be moved vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and a button position detection sensor (not shown) detects that the button is in the origin position. Furthermore, the effect button 17 can produce a light-emitting effect by vibrating in a predetermined vibration pattern by the driving force of a button vibration motor, which is part of the button drive device 17b.
[0023] The selection button device 18 is provided with a joystick 19 that the player can operate in the up, down, left and right directions, and a joystick detection switch 19a (see Figure 5) for detecting operations on the joystick 19, allowing the player to input specified information into the gaming machine 1.
[0024] The counting button 20 is provided with a counting button switch 20a for detecting pressing of the counting button 20, and when the player operates it, the number of game balls (game value) owned by the player, which is displayed on the game ball count display 135, can be counted (linked to identification information stored in a storage medium such as a membership card or visitor card inserted into the dedicated unit 170 described later, and stored and settled on the card itself or in the hall computer described later).
[0025] The launch operation device 13 is provided with a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 5) that detects when the player's hand is touching the launch handle 15, and a launch volume 15b (see Figure 5) consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, and is able to produce a light-emitting effect by lighting it in a predetermined light-emitting mode using a launch handle light-emitting device (not shown) that is part of the frame lighting device 10 (see Figure 5).
[0026] Furthermore, when a launch permission signal is input from both the main control device 110A and the frame control device 120A described later, when the touch sensor 15a detects that the player's hand is touching the launch handle 15, and when the launch volume 15b detects that the launch handle 15 is being rotated, a ball feed unit 91 described later is driven to send out game balls one by one to the launch pad of the launch device 92 described later, and the game balls are launched by the launch device 92 into the game area 5a of the game board 5. In this embodiment, the sending of the game balls to the launch pad and the subsequent launch of the game balls are operated as a set, so that even if the hand is released from the launch handle 15 at the time the game balls are sent out to the launch pad (before the game balls are launched), the game balls are launched from the launch pad.
[0027] The third image display device 72 and the fourth image display device 73 perform various effects and display various game-related information according to the progress of the game. Specifically, a volume adjustment image for adjusting the volume of the game sounds output from the sound output device 9, a light intensity adjustment image for adjusting the light intensity of various lighting devices and various image displays, a customization image for customizing the game effects, etc. are displayed.
[0028] The inner frame 3 is provided with a recessed game board mounting portion 25 for mounting the game board 5 through the front opening, a ball circulation mechanism 90 for collecting game balls launched from the launching device 92 into the game area 5a and supplying them back to the launching device 92 in order to circulate the game balls within the gaming machine 1, a locking mechanism 27 for locking the glass frame 4 in a closed state, a glass frame open detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4, an inner frame open detection switch 31b (see Figure 5) for detecting the opening (opening / closing) of the inner frame 3, and a radio wave detection sensor 54a (see Figure 5) for detecting abnormal radio waves.
[0029] The ball circulation mechanism 90 is provided with a launching device 92 for launching game balls toward the game area 5a, a ball feeding unit 91 for sending game balls one by one to the launch pad of the launching device 92, a lifting and polishing device 95 for lifting up the supplied game balls while polishing them, a ball passage unit 94 for allowing game balls that have flowed down the game area 5a to flow down to the entrance of the lifting and polishing device 95 and for allowing game balls lifted by the lifting and polishing device 95 to flow down to the entrance of the ball feeding unit 91, and a foul ball passage unit 93 for allowing game balls (foul balls) that have been launched by the launching device 92 but have returned without flying into the game area 5a to join the ball passage unit 94.
[0030] The ball feeding unit 91 is provided with a subtraction inlet switch 91b (see Figure 5) for detecting game balls flowing down the ball passage unit 94, a subtraction solenoid 91a (see Figure 5) for sending the game balls detected by the subtraction inlet switch 91b to the launching device 92, and a subtraction outlet switch 91c (see Figure 5) for detecting game balls sent to the launching device 92 by the operation of the subtraction solenoid 91a.
[0031] The launching device 92 is provided with a launching pad (not shown) on which the game balls sent out from the ball feeding unit 91 are parked, a launching pad switch 92a (see Figure 5) for detecting the game balls parked on the launching pad, and a launching solenoid 92b (see Figure 5) for operating a launching hammer (not shown) for launching the game balls parked on the launching pad.
[0032] The foul ball passage unit 93 is provided with a foul ball passage (not shown) for allowing game balls (foul balls) that return without flying into the game area 5a to merge with the ball passage unit 94, and a foul ball switch 93a (see Figure 5) for detecting game balls flowing down the foul ball passage.
[0033] The rear part of the ball passage unit 94 is provided with a winning ball passage (not shown) that collects and allows game balls that have won through the various winning ports provided in the game area 5a to flow down, a winning passage count switch 94a (see Figure 5) for detecting game balls (winning balls) flowing down the winning ball passage, a non-winning ball passage (not shown) that collects and allows game balls that have not won through the various winning ports and flow into the outlet to flow down, a non-winning passage count switch 94b (see Figure 5) for detecting game balls (out balls) flowing down the non-winning ball passage, a merging passage (not shown) that merges game balls that have flowed down the winning ball passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage, and supplies them to the lifting and polishing device 95, and a lift-down switch 94d (see Figure 5) for detecting game balls that are supplied to the lifting and polishing device 95 at the downstream end of the merging passage.
[0034] In addition, the front part of the ball passage unit 94 is provided with a lifted ball passage (not shown) for supplying game balls lifted by the lifting and polishing device 95 to the ball feeding unit 91, a lift up switch 94c (see Figure 5) for detecting game balls lifted by the lifting and polishing device 95 at the upstream end of the lifted ball passage, an excess sensor 94e (see Figure 5) provided in the midstream part of the lifted ball passage (downstream of the lift up switch 94c) for detecting an excess (surplus) of game balls (circulating game balls) waiting in the lifted ball passage, a deficiency sensor 94f (see Figure 5) provided in the downstream part of the lifted ball passage (downstream of the excess sensor 94e) for detecting a deficiency (shortage) of game balls (circulating game balls) waiting in the lifted ball passage, and a ball removal lever (not shown) for removing game balls from the gaming machine through a ball removal port (not shown) provided at the downstream end of the lifted ball passage (downstream of the deficiency sensor 94f).
[0035] The lifting and polishing device 95 is provided with a lift section (not shown) for lifting game balls using the driving force of a motor, a lift origin switch 95b (not shown) for confirming the origin position of the lift section, an abrasive (not shown) for polishing the game balls lifted by the lift section, and an abrasive confirmation switch 95a (not shown) for detecting that the abrasive is attached.
[0036] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and turned in one direction, the lock on the inner frame 3 is released, allowing the inner frame 3 to be opened and closed, and when turned in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.
[0037] Curved inner and outer rails 35, 36 are provided near the outer edge of the gaming board 5, and a gaming area 5a into which gaming balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide gaming balls launched by the launching device 92 to the upstream part of the gaming area 5a. An outlet 39 is formed at the most downstream part of the gaming area 5a to guide the gaming balls that have flowed down outside the gaming area (ball passage unit 94).
[0038] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.
[0039] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.
[0040] Three general winning openings 43 into which game balls can always win (enter) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 into which game balls can always win (enter) is provided below the right side of the decorative frame 40. When a game ball that has won (entered) into this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 6), a predetermined number (for example, five) of game balls are added as prize balls (a game bonus is awarded) to the number of game balls (game value) owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125, which will be described later, is updated.
[0041] One of the three general winning openings 43 located at the bottom left of the decorative frame 40 (the one on the far left) also serves as the starting area for the normal pattern, and when a game ball that has entered this general winning opening 43 is detected by the general winning opening detection switch 43a, the right to make a winning judgment to determine whether or not to execute the auxiliary game described below (opening of the second starting opening 47 described below) is granted (normal pattern judgment information described below is stored).
[0042] A first start hole 45 (a start winning area of a first special symbol) is provided below the stage section 42, where game balls can always enter (win), and when a game ball that has entered (wins) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 6), a predetermined number of game balls (for example, three) are added as prize balls (a game bonus is awarded) to the number of game balls (game value) owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125, which will be described later, is updated. In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special symbol determination information, which will be described later, is stored).
[0043] Below the decorative frame 40 and diagonally below to the right of the first starting hole 45, there is provided a variable starting section 46 which can be converted from a closed state in which it is impossible or difficult for the game ball to enter (score in), to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of a predetermined condition (a winning result in the winning determination described below).
[0044] The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with a second starting port opening / closing member 48 that can move in the forward / backward direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 6) that detects game balls that have won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 6) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position).
[0045] Then, when a game ball enters the second start hole 47 that has been opened during an auxiliary game described later and is detected by the second start hole detection switch 47a (see FIG. 6), a predetermined number of game balls (for example, two balls) are added as prize balls (a game bonus is awarded) to the number of game balls owned by the player, and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described later is updated. In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special game determination information described later is stored).
[0046] In the right game area to the right of the decorative frame 40, there is provided a normal gate 44 (normal symbol starting area) through which game balls can always pass, and when a game ball that has passed through the normal gate 44 is detected by the gate detection switch 44a (see FIG. 6), no prize balls (game bonuses) are awarded, but the right to make a winning judgment as to whether or not to play the auxiliary game (opening of the second starting hole 47 described later) is granted (normal symbol judgment information described later is stored). Note that the normal gate 44 is easier for game balls to enter (pass through) than the general winning hole 43, which also serves as the starting area for the normal symbol described above.
[0047] Below the normal gate 44, there is provided a variable winning section 49 (variable winning device) that can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) to an open state in which it is possible or easy to win based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).
[0048] The variable prize winning section 49 (variable prize winning device) has an upper surface that slopes downward in the left-right direction (right side in Figure 1) to form a flow path for game balls, and is equipped with a large prize winning opening opening / closing member 51 that can move in the front-to-back direction, a large prize winning opening 50 (winning area) that opens upward directly below the large prize winning opening opening / closing member 51, a large prize winning opening detection switch 50a (see Figure 6) that detects game balls that have won (entered) into the large prize winning opening 50, and a large prize winning opening opening / closing solenoid 51b (see Figure 6) that converts the large prize winning opening 50 to a closed state by moving the large prize winning opening opening / closing member 51 forward (winning restriction position) and converts the large prize winning opening 50 to an open state by moving the large prize winning opening opening / closing member 51 backward (winning permitted position).
[0049] Then, when the large prize opening opening / closing member 51 moves rearward and the large prize opening 50 is converted from a closed state to an open state during a jackpot game described below, and a game ball that has flowed down the top surface of the large prize opening opening opening member 51 or a game ball that has reached the large prize opening 50 enters the large prize opening 50 and is detected by the large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are added to the number of game balls owned by the player as prize balls (a game bonus is awarded), and the number of game balls displayed on the game ball number display 135 and the frame control display 125 described below is updated.
[0050] A game ball launched into the left-hand game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and will win one of the three general winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, the game ball will not win (pass through) the general winning gate 44, general winning opening 43, or variable winning section 49 (large winning opening 50) provided in the right-hand game area.
[0051] Furthermore, game balls launched into the right-hand game area flow down through the flow path on the right side of the decorative frame 40, and after almost all of them pass through the normal gate 44, they will win in one of the general winning openings 43, the variable starting section 46 (second starting opening 47), and the variable winning section 49 (large winning opening 50) provided in the right-hand game area, or will flow into the outlet 39. Therefore, they will not win in the general winning opening 43 or the first starting opening 45 provided in the left-hand game area.
[0052] On the back side of the game board 5, there are provided a safe ball flow path that accepts safe balls (winning balls), which are game balls that have entered the general winning port 43, the first starting port 45, the second starting port 47, and the large winning port 50, and allows them to flow down before entering the winning ball passage of the ball passage unit 94, and an out ball flow path that accepts out balls (non-winning balls), which are game balls that have flowed into the out port 39, and allows them to flow down before entering the non-winning ball passage of the ball passage unit 94, and an out ball detection switch 39a (see Figure 6) is provided at the most downstream part of the out ball flow path for detecting out balls.
[0053] Outside the gaming area 5a, there is provided a main information display device 59 consisting of a first special symbol display device 60, a second special symbol display device 61, a normal symbol display device 62, a first special symbol reserved indicator device 63, a second special symbol reserved indicator device 64, a normal symbol reserved indicator device 65, a round number indicator device 66, a right-hit indicator device 67, a status confirmation indicator device 68, and a gaming status indicator (not shown). This main information display device 59 is composed of multiple LEDs.
[0054] The first special pattern display 60 is a variable display for displaying (informing) the result of the jackpot determination for the first special pattern, which is made based on the entry (entry) of a game ball into the first starting port 45, the second special pattern display 61 is a variable display for displaying (informing) the result of the jackpot determination for the second special pattern, which is made based on the entry (entry) of a game ball into the second starting port 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of the hit determination for the normal pattern, which is made based on the entry (passage, entry) of a game ball into the general winning port 43 or the normal gate 44, which also serve as the starting area for the normal pattern.
[0055] Jackpot determination refers to the process of obtaining special symbol determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special symbol variation pattern determination, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information.
[0056] When a jackpot determination is made based on a gaming ball entering the first starting hole 45, the first special symbol display 60 displays a varying first special symbol (performing multiple cycles, with one cycle consisting of changes to multiple display modes), and after a predetermined time has passed, the first special symbol is displayed as a stationary first special symbol to notify the determination result. Also, when a jackpot determination is made based on a gaming ball entering the second starting hole 47, the second special symbol display 61 displays a varying second special symbol, and after a predetermined time has passed, the second special symbol is displayed as a stationary second special symbol to notify the determination result.
[0057] The first special symbol display 60 and the second special symbol display 61 are each composed of eight LEDs, and in the variable display of each special symbol, the LED lighting mode (display mode) changes sequentially (moving lighting) to eight types at a predetermined period (32 ms), and cycle fluctuations are performed multiple times, with one cycle (256 ms) consisting of one cycle. When the special symbol is displayed in a static state, the LED lights up for a predetermined static time (0.5 seconds) in a mode that notifies the result of the jackpot determination (jackpot mode, loss mode).
[0058] In this embodiment, "jackpot" refers to a state in which it has been determined in the jackpot determination that a jackpot game (special game) will be played. "Jackpot game" refers to a game state advantageous to a player in which a round game in which the big prize opening 50 is converted from a closed state to an open state in a predetermined manner is played a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, making it easy for the player to win prize balls.
[0059] The maximum number of times the big prize opening 50 can be opened and the maximum opening time for each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the big prize opening even before the maximum number of times the big prize opening and the maximum opening time are reached. In this embodiment, it is possible to execute one of several types of big prize games (special games) that differ in the degree of advantage to the player.
[0060] The hit determination corresponds to acquiring normal symbol determination information (random number for hit determination, random number for normal symbol determination, random number for normal symbol variation pattern determination, etc.) based on the winning (passing through, entering) of a game ball into the normal winning port 43 or normal symbol gate 44, which also serve as the starting area for the normal symbol, and determining whether or not to execute the auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays a variation of the normal symbol, and after a predetermined time has passed, a stationary normal symbol display is displayed to notify the determination result.
[0061] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol in a variable manner. When the normal symbol is displayed in a static manner, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or miss).
[0062] In this embodiment, "win" refers to a state in which it is determined in the auxiliary game determination that an auxiliary game (winning game) will be executed. "Auxiliary game" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.
[0063] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) are provided, each with a different degree of advantage to the player.
[0064] The first special symbol reserve indicator 63 is composed of two LEDs, and is for displaying the first reserve number (U1), which is the number of special symbol determination information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but the number may be more or less than four.
[0065] The second special symbol reserve indicator 64 is composed of two LEDs, and is for displaying the second reserve number (U2), which is the number of special symbol determination information (second reserve) stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Note that, although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored.
[0066] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the normal symbol reserve number, which is the number of normal symbol judgment information (normal symbol reserve) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but it may be less or more than four, or it may be possible to not store normal symbol reserves.
[0067] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between being turned off and "-".
[0068] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.
[0069] The right-hit indicator 67 is composed of one LED and is used to issue a right-hit notification to encourage the player to fire the game ball toward the right-side game area (so-called right-hit).Basically, the LED does not light up during normal game play, but lights up during jackpot play (special game play), during the special game play state described below, and during specific time-saving game play states.
[0070] The status confirmation indicator 68 is composed of one LED and is used to issue a time-shortened game notification to indicate that the time-shortened game state is in progress; the LED lights up when the time-shortened game state begins, and turns off when the time-shortened game state ends.
[0071] The game status indicator (not shown) is composed of one LED and is used to notify the player that the game is in a special mode or a time-limited mode. When the game machine 1 is powered on, the LED lights up if the game is in a special mode or a time-limited mode, and then the LED goes out when the special mode or time-limited mode ends (the game status changes).
[0072] Inside the game area 5a, a sub-information display device 80 is provided, which consists of a sub-1st fluctuation indicator, a sub-2nd fluctuation indicator, a sub-1st reserve indicator, a sub-2nd reserve indicator, a sub-normal fluctuation indicator, a sub-normal reserve indicator, and a sub-right-hit indicator. This sub-information display device 80 is basically composed of LEDs.
[0073] The sub-first variable indicator is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the display of the corresponding special symbol starts to change, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), thereby displaying the first lamp symbol LZ1 or the second lamp symbol LZ2, and when the corresponding special symbol is displayed stationary, the LED goes out.
[0074] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator or the sub-second variable indicator. In this case, the LED may be lit in the case of a jackpot and turned off in the case of a miss.
[0075] The sub-first hold indicator is for displaying the number of first hold information items (first hold number) described later, and the sub-second hold indicator is for displaying the number of second hold information items (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.
[0076] The sub-regular symbol variation indicator is used to display (notify) the result of the winning lottery, and is composed of one LED. When the normal symbol variation display begins, the LED flashes (varies) at a predetermined interval. When the normal symbol is displayed in a static state, the LED displays the result of the winning lottery (lights up if you win, and turns off if you lose).
[0077] In addition, the sub-regular pattern change display may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.
[0078] The sub-general map reserve indicator is used to display the number of reserved general map memories (reserved general map number) and is composed of two LEDs. When the reserved general map number is "0", the left and right LEDs are off, when the reserved general map number is "1", the left LED is on and the right LED is off, when the reserved general map number is "2", the left and right LEDs are on, when the reserved general map number is "3", the left LED flashes and the right LED is on, and when the reserved general map number is "4", the left and right LEDs flash.
[0079] The sub-right-hit indicator is intended to encourage the player to shoot the game ball toward the right side of the game area 5a (so-called right-hit), and is composed of one LED. The LED lights up during a jackpot state (special game) and a time-saving state, and is turned off in other game states.
[0080] A first image display device 70 (main display device) consisting of an LCD display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a second image display device 71 (central sub-display device) consisting of an LCD display with a smaller size and display area than the first image display device 70 is provided at the bottom of the performance space 40a in front of the first image display device 70, and a movable performance device 77 for performing action performances is provided at the top of the performance space 40a.
[0081] Various effect displays are performed in accordance with the progress of the game on the first image display device 70 and the second image display device 71. The effect displays include a customer waiting demo effect performed while the variable display of special symbols is not being executed, a variable display accompanied by the variable display of multiple effect symbols 70a performed while the variable display of special symbols is being executed, a variable display (update variable) of special symbol TZ (so-called fourth symbol) performed while the variable display of special symbols is being executed, and a jackpot effect performed while a jackpot game is being executed.
[0082] In addition, the second image display device 71 is capable of performing a moving effect by moving using a liquid crystal moving device (not shown) composed of a solenoid, motor, etc. while the first image display device 70 is performing a changing effect.
[0083] Specifically, the movement effect is produced by vertical movement (rising and descending) between a standby position (lower position) located near the end of the first image display device 70 and a performance position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be left / right or front / back, or the movement effect may be produced by operating the performance button 17.
[0084] The display section (effective display area) of the first image display device 70 is formed with a variable display area for displaying three performance patterns 70a (left pattern, middle pattern, right pattern), and a display area for executing display performances (such as displaying a background image) according to the performance mode related to the execution of the variable performance.
[0085] The effect symbols 70a are composed of symbols showing numbers from "1" to "9", for example, and start to change in response to the start of the changing display of the special symbols executed by the first special symbol display device 60 and the second special symbol display device 61, and stop display in response to the stop of the changing display of the special symbols. Note that symbols showing alphabets such as "A" to "F" may also be used as the effect symbols 70a.
[0086] The effect symbols 70a are displayed stationary for a predetermined time (for example, 0.5 seconds) in a manner that notifies the result of the jackpot determination (missing mode, jackpot mode). The jackpot mode is a combination of the same effect symbols 70a, such as "777" or "555", and the missing mode is any other mode.
[0087] The manner in which the display of the performance pattern 70a changes is scrolling in the vertical direction, but it may also be scrolling in the horizontal direction, or it may be switching on the spot or rotating (spinning).
[0088] In addition, during the changing display (changing performance) of the performance pattern 70a, various performance images such as background images and characters, movies, etc. are displayed on the first image display device 70 and the second image display device 71 depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).
[0089] The first image display device 70 is formed with a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the first hold number (U1) in a normal game state, etc., a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the second hold number (U2) in a time-saving game state, etc., an icon display area 70C for displaying the icon (execution information) indicating that a variable effect is being executed, a first hold number display area 70E for displaying the first hold number (U1) numerically, and a second hold number display area 70F for displaying the second hold number (U2) numerically.
[0090] The first hold icon display area 70B is divided into a first display section (first area), a second display section (second area), a third display section (third area), and a fourth display section (fourth area) from the side closest to the icon display area 70C, and the first to fourth display sections display a number of first hold icons corresponding to the first hold number (U1).
[0091] Specifically, in the first hold icon display area, the first display section of 70B displays the first hold icon indicating the first hold information in which the first special pattern change display is executed first, the second display section displays the first hold icon indicating the first hold information in which the first special pattern change display is executed second, the third display section displays the first hold icon indicating the first hold information in which the first special pattern change display is executed third, and the fourth display section displays the first hold icon indicating the first hold information in which the first special pattern change display is executed fourth.
[0092] The second hold icon display area 70D is divided from the left into a first display section (first area), a second display section (second area), a third display section (third area), and a fourth display section (fourth area), and the first to fourth display sections display a number of second hold icons corresponding to the second hold number (U2).
[0093] Specifically, in the second hold icon display area 70D, the first display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed first, the second display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed second, the third display section displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed third, and the fourth display section displays a second hold icon indicating the second special pattern variable display fourth.
[0094] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed as if it is sitting on or floating on this base image.
[0095] Specifically, as the variable display of the first special pattern (performance pattern 70a) begins, the first reserved icons displayed in the first reserved icon display area 70B move (shift) one by one toward the icon display area 70C, and the first reserved icon displayed in the first display section of the first reserved icon display area 70B moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the first special pattern (performance pattern 70a) ends. In other words, a disappearance effect (erasure effect) of the icon is performed.
[0096] In addition, as the variable display of the second special symbol (performance symbol 70a) begins, the second reserved icons displayed in the second reserved icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserved icon displayed in the first display section of the second reserved icon display area 70D moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the second special symbol (performance symbol 70a) ends. Note that the icon may be made to disappear during the variable display of the special symbol (performance symbol 70a).
[0097] The movable effect device 77 has an operable first movable member 77a and second movable member 77b, and is capable of performing an action effect by causing the first movable member 77a or the second movable member 77b to perform a predetermined action during a variable effect or a jackpot game effect executed by the first image display device 70. In addition, the first movable member 77a and the second movable member 77b are provided with a board lighting device 76 having a plurality of decorative LEDs, which are capable of emitting light in a predetermined manner while the action effect is being executed.
[0098] Specifically, the first movable member 77a moves (rising and lowering) between a standby position located near the end (upper) of the first image display device 70 and a performance position located near the center (lower) of the first image display device 70. The second movable member 77b moves between a standby position where it covers a part of the front of the first movable member 77a and a performance position where it retreats from the front of the first movable member 77a.
[0099] On the back side of the game board 5, there are provided a main control device 110A incorporating a main control board 110 that controls the progress of the game, a presentation control device 130A incorporating a presentation control board 130 that controls the presentation of the game, and an upper cover member 23 made of transparent resin that covers the back of the main control device 110A and the presentation control device 130A, and the main control device 110A and the presentation control device 130A are arranged side by side one above the other.
[0100] At the rear of the performance control device 130A, there is provided a changeover switch 22 for switching to one of a number of adjustment modes in which the volume of the performance sound output from the audio output device 9 and the reference value of the light intensity of various light sources (various lighting devices, various display devices) are set, and in the normal state the rear is covered by an upper cover member 23.
[0101] On the back side of the inner frame 3, there are provided a frame control device 120A (value control device) which incorporates a frame control board 120 which controls the number of game balls (game value amount) owned by the player and controls information communication with the dedicated unit 170, a power supply device 160A which incorporates a power supply board 160, a lending device connection terminal board 100 which is provided with a lending device connection terminal 101 for connecting dedicated wiring for communication with the dedicated unit 170 which is installed alongside the gaming machine 1, and a lower cover member 120B made of transparent resin which covers the upper rear of the frame control device 120A.
[0102] The power supply unit 160A is located near one of the left and right ends of the lower part of the inner frame 3 (right side in Figure 4), and on one of the left and right sides (the part near the rotation axis of the inner frame 3 on the right side in Figure 4), there is provided an outlet portion for a power cord with a power plug 161 at the tip, as well as a power switch 164 that can be turned ON and OFF.
[0103] The frame control device 120A is positioned so that it overlaps the rear of the power supply device 160A, near the other left or right side of the inner frame 3 (near the free rotation end of the inner frame 3, which is the left side in Figure 4), so that the power cord outlet and power switch of the power supply device 160A are exposed to the rear.
[0104] A rental device connection terminal board 100 (a type of relay board) for communicating with the dedicated unit 170 is provided on the back side of the inner frame 3, above the power switch 164, and the rental device connection terminal board 100 is equipped with a rental device connection terminal 101 into which a connector provided at the end of a dedicated cable for communicating with the dedicated unit 170 is inserted.
[0105] The frame control board 120 built into the frame control device 120A is provided with a frame control display 125 for displaying the number of game balls (amount of game value) owned by the player, similar to the game ball number display 135 provided in the glass frame 4, but the game ball number display 135 and the frame control display 125 are arranged offset in the vertical and horizontal directions of the gaming machine 1. Specifically, the game ball number display 135 is disposed near the rotation axis of the glass frame 4, and the frame control display 125 is provided below the game ball number display 135 and near the free rotation end of the inner frame 3.
[0106] In this way, by arranging the game ball count display 135 on the front side of the gaming machine close to the rotation axis of the glass frame 4, even when the gaming store staff opens the inner frame 3 or the glass frame 4, the movement range of the game ball count display 135 is small and the visibility of the game ball count display 135 is not reduced drastically, thereby improving the convenience for gaming store staff and players when checking the display contents of the game ball count display 135.
[0107] Furthermore, since the frame control display 125 provided on the back side of the gaming machine is provided near the free rotation end of the inner frame 3, when an amusement store employee opens the inner frame 3 to check the frame control display 125, the frame control display 125 is easier to see than if the frame control display 125 were provided near the rotation axis of the inner frame 3, thereby improving the convenience for the amusement store employee when checking the display content of the frame control display 125.
[0108] Furthermore, the lower cover member 120B only covers the upper side of the frame control device 120A (such as various female connectors 127a-127f exposed from the frame control board case 300, which will be described later), and does not cover the various buttons provided on the lower side of the frame control device 120A (such as the game ball count clear button 121b associated with the game ball count clear switch 121, the ball removal button 122b associated with the ball removal switch 122, and the error reset button 123b associated with the error reset switch 123, which will be described later).This makes it easier to operate the various buttons provided on the lower side of the frame control device 120A (such as the game ball count clear button 121b associated with the game ball count clear switch 121, the ball removal button 122b associated with the ball removal switch 122, and the error reset button 123b associated with the error reset switch 123, which will be described later), thereby improving convenience for game parlor staff.
[0109] Furthermore, the lower cover member 120B is designed not to cover the various stickers (a frame control number sticker 308 and an operation guide sticker 309, which will be described later) attached to the frame control device 120A or the frame control indicator 125 mounted on the frame control board 120. Therefore, the visibility of the various stickers and the frame control indicator 125 is not obstructed by the lower cover member 120B, which makes it possible to improve convenience for gaming facility staff.
[0110] In addition, an acquisition limit device operation display unit for displaying the operation status of the acquisition limit device described below may be provided on the front side of the glass frame 4, and the acquisition limit device operation display unit may be composed of an LED or 7-segment display that lights up when the acquisition limit device is operating, or the acquisition limit device operation display unit may be composed of a slide panel that can be operated by an arcade staff member (it cannot be operated when the glass frame 4 is closed, but can be operated when the glass frame 4 is open), and when the acquisition limit device is not operating, the panel unit may slide to display the inactive state, and when it is operating, the panel unit may slide to display the active state.
[0111] Furthermore, the game ball count display 135 controlled by the frame control board 120 may be configured with a full-color LED, and the display color of the game ball count may be changed according to the number of game balls (game value) owned by the player. For example, if the number of game balls is less than 5,000, the number of game balls may be displayed in white, if the number of game balls is 5,000 to 9,999, the number of game balls may be displayed in blue, if the number of game balls is 10,000 to 19,999, the number of game balls may be displayed in green, if the number of game balls is 20,000 to 29,999, the number of game balls may be displayed in red, and if the number of game balls is 30,000 or more, the number of game balls may be displayed in rainbow colors.
[0112] Alternatively, the game ball count display 135 controlled by the frame control board 120 may be configured with a single-color LED (e.g., red), and a specific light-emitting unit configured with multiple full-color LEDs controlled by the performance control board 130 may be provided to surround the game ball count display 135. While the color of the game ball count displayed by the game ball count display 135 remains constant, the light emitting color of the specific light-emitting unit may be changed depending on the number of game balls (game value) owned by the player. For example, when the number of game balls is less than 5,000, the specific light-emitting unit may be made to emit white light; when the number of game balls is between 5,000 and 9,999, the specific light-emitting unit may be made to emit blue light; when the number of game balls is between 10,000 and 19,999, the specific light-emitting unit may be made to emit green light; when the number of game balls is between 20,000 and 29,999, the specific light-emitting unit may be made to emit red light; and when the number of game balls is 30,000 or more, the specific light-emitting unit may be made to emit rainbow colors.
[0113] (Block diagram of the entire gaming machine) Next, block diagrams of the gaming machine 1 and peripheral devices in this embodiment will be described with reference to FIGS.
[0114] First, the gaming machine 1 uses gaming balls (gaming media) that are used in conventional pachinko gaming machines, but the gaming balls are not discharged outside the gaming machine 1 (to the player's hand) but circulate within the gaming machine, so the player cannot touch the gaming balls. Therefore, the total number of gaming balls displayed on the "gaming ball count display 135" and the "frame control display 125" is information recorded by an electromagnetic method (for example, addition by ball lending or prize balls, or subtraction by ball release). In this embodiment, for convenience, the term "payout" of gaming balls is used, but this does not mean the payout of gaming balls outside the gaming machine as in conventional pachinko gaming machines, but rather means the above-mentioned addition.
[0115] This prevents people from bringing game balls into game parlors and playing games with them. It also prevents people from obtaining game balls illegally by tampering with the game balls (for example, by tying strings to the game balls, applying oil to the game balls, or using game balls of a size different from the standard size).
[0116] The gaming balls used in the gaming machine 1 may be the same as those used in conventional pachinko gaming machines (gaming balls that react to magnets), or they may be non-magnetic balls (for example, stainless steel balls). The former reduces the cost of manufacturing new gaming balls, while the latter makes the gaming machine more resistant to cheating. When using non-magnetic gaming balls, a magnet detector may be placed on the ball path to monitor the magnetically responsive gaming balls in order to prevent magnetically responsive balls from being mixed in.
[0117] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 includes a main control unit 110m, which is a one-chip microcomputer equipped with a main CPU 110a for performing arithmetic processing, a main ROM 110b storing game control programs, and a main RAM 110c serving as a work area during arithmetic processing, as well as input and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads programs stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (such as various solenoids and displays) and transmitting predetermined commands based on the results of the arithmetic processing to the performance control board 130, etc. The main control board 110 also transmits predetermined information (described below) to the frame control board 120 and outputs test data signals required for testing to testing equipment owned by the testing organization for the gaming machine 1.
[0118] In this embodiment, the term "RAM (Random Access Memory)" and the term "RWM (Read Write Memory)" are sometimes used, but both are synonymous.
[0119] Here, communication between the main control board 110 and the frame control board 120 is configured to allow information to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow information to be communicated in only one direction, from the main control board 110 to the performance control board 130.
[0120] Various switches, various sensors, and the frame control board 120 are connected to the input port of the main control board 110, and when detection signals from the various switches and various sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.
[0121] The various switches are a general winning port detection switch 43a for detecting game balls that have entered (entered) the general winning port 43, a gate detection switch 44a for detecting game balls that have passed through the general gate 44, a first starting port detection switch 45a for detecting game balls that have entered (entered) the first starting port 45, a second starting port detection switch 47a for detecting game balls that have entered (entered) the second starting port 47, a large winning port detection switch 50a for detecting game balls that have entered (entered) the large winning port 50, and a switch 45b for detecting game balls that have flowed down the most downstream part of the out ball flow path. The sensors are an out ball detection switch 39a for detecting the out ball, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the degree of advantage in the game (which changes the degree of advantage in the game), and a setting key switch 112a for inputting a signal to transition to a state where the setting value can be changed or a state where the setting value can be confirmed by operating the setting key.The various sensors are a first magnetic detection sensor 53a and a second magnetic detection sensor 53b for detecting magnets.
[0122] In this embodiment, the number of game balls shot by the player is counted by the out ball detection switch 39a, but the number of shot balls may be counted by providing a detection switch at the position where the game ball flies into the game area 5a (a position where the shot ball will not become a foul ball after detection), or by providing a detection switch on the shot ball guide path 38 (a position where the shot ball may become a foul ball after detection).In the case where the detection switch is provided on the shot ball guide path 38, if a foul ball is detected after the shot ball is detected, the number of shot balls should be increased by 1 and then decreased by 1.
[0123] The output port of the main control board 110 is connected to the main information display device 59, various solenoids, information display 115, frame control board 120, and performance control board 130, etc., and via the output port, it outputs drive control signals for controlling the various solenoids, outputs display control signals for controlling the various displays, and sends specified information to the frame control board 120.
[0124] The various solenoids are the second starting port opening / closing solenoid 48b and the large prize port opening / closing solenoid 51b, the main information display device 59 is a special pattern display 60, a special pattern display 61, a normal pattern display 62, a special pattern reserved display 63, a special pattern reserved display 64, a normal pattern reserved display 65, a round number display 66, a right hit display 67, and a status confirmation display 68, and the information display 115 is a display (a 4-digit 7-segment display) for displaying setting values, etc.
[0125] The frame control board 120 is equipped with a frame control unit 120m as a one-chip microcomputer including a frame control CPU 120a that performs arithmetic processing, a frame control ROM 120b that stores the operating program of the frame control CPU 120a, and a frame control RAM 120c that serves as a work area during arithmetic processing, as well as input and output ports for frame control. The frame control CPU 120a receives an operating clock from a crystal oscillator, reads out the program stored in the frame control ROM 120b, and performs arithmetic processing related to games while utilizing the frame control RAM 120c as a work area, thereby controlling controlled devices (various solenoids and various displays), communicating with the main control board 110 via telegrams (described later), transmitting predetermined information (described later) to the dedicated unit 170, and outputting test data signals required for testing to testing equipment owned by the testing organization for the gaming machine 1.
[0126] The input port of the frame control board 120 is provided with a touch sensor 15a that detects when the player's hand is touching the launch handle 15, a launch volume 15b consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, a ball ejection switch 122 that detects when the ball ejection button 122b has been operated, an error reset button 123b that detects when the error reset button 123b has been operated, a lending device connection terminal board 100 for communicating with a dedicated unit 170 that is arranged in parallel with the gaming machine 1, a launch pad switch 92a for detecting game balls parked on the launch pad, a subtraction entrance switch 91b for detecting game balls that have flowed down the ball passage unit 94, a subtraction solenoid 91a for detecting game balls sent out to the launch device 92 by the operation of the subtraction solenoid 91a, and a A subtraction port switch 91c for detecting the number of times the count button 20 is operated, a count button switch 20a for detecting that the count button 20 has been operated, a glass frame open detection switch 31a for detecting the opening (opening / closing) of the glass frame 4, an inner frame open detection switch 31b for detecting the opening (opening / closing) of the inner frame 3 (shown as various open detection switches 31a, 31b in the drawing), a radio wave detection sensor 54a for detecting abnormal radio waves, a lifting and polishing device 95 for lifting up the game balls while polishing them, a game ball count clear switch 121 for detecting that the game ball count clear button 121b has been operated, various passage units 93, 94, etc. are connected, and when detection signals from the various detection switches and various detection sensors are input to the frame control board 120 via the input port, control processing is performed according to the detection signals.
[0127] The glass frame open detection switch 31a for detecting the opening (opening / closing) of the glass frame 4 may be turned on when the glass frame 4 is open (in this case, it is determined to be open when there is an ON input), or may be turned on when the glass frame 4 is closed (in this case, it is determined to be open when there is no ON input). The same applies to the inner frame open detection switch 31b.
[0128] The various passage units 93, 94 include a foul ball switch 93a for detecting game balls flowing down a foul ball passage that allows game balls (foul balls) that have returned without entering the game area 5a to join the ball passage unit 94, a winning passage count switch 94a for detecting game balls (winning balls) flowing down a winning ball passage (not shown) that collects and allows game balls that have entered various winning ports provided in the game area 5a to flow down, a non-winning passage count switch 94b for detecting game balls (out balls) flowing down a non-winning ball passage (not shown) that collects and allows game balls that have flown into the outlet 39 without entering various winning ports to flow down, and a non-winning passage count switch 94b for detecting game balls (out balls) flowing down a non-winning ball passage (not shown) that collects and allows game balls that have flown into the outlet 39 without entering various winning ports to flow down, and a lifting and polishing device 95 at the upstream end of the lifting ball passage. The lift-up switch 94c is provided with a lift-down switch 94d for detecting game balls supplied to the lifting and polishing device 95 at the downstream end of a junction passage (not shown) that merges game balls that have flowed down the winning ball passage, game balls that have flowed down the non-winning ball passage, and game balls that have flowed down the foul ball passage and supplies them to the lifting and polishing device 95, an excess sensor 94e is provided in the midstream part of the lifting ball passage (downstream of the lift-up switch 94c) for detecting an excess (excess) of game balls (circulating game balls) waiting in the lifting ball passage, and a deficiency sensor 94f is provided in the downstream part of the lifting ball passage (downstream of the excess sensor 94e) for detecting a deficiency (shortage) of game balls (circulating game balls) waiting in the lifting ball passage.
[0129] The output port of the frame control board 120 is connected to a performance control board 130, a lending device connection terminal board 100, a launch solenoid 92b for operating a launch hammer (not shown) for launching game balls parked on the launch pad, a subtraction solenoid 91a for sending game balls to the launch device 92, a lifting and polishing device 95, a game ball count display 135, a frame control display 125, etc., and drive control signals for controlling various solenoids and display control signals for controlling various displays are output via the output port.
[0130] Communication between the frame control board 120 and the performance control board 130 is configured so that information can be communicated in only one direction, from the frame control board 120 to the performance control board 130. This allows, for example, if an error is detected in the frame control board 120, the performance control board 130 to notify the user of the error. Note that communication between the frame control board 120 and the performance control board 130 may also be performed via the main control board 110. In other words, the frame control board 120 and the performance control board 130 do not have to be directly connected.
[0131] The "game ball count display 135" is a display for displaying the total number of game balls that the player can launch (hereinafter simply referred to as "total number of game balls"), and is configured, for example, with a 6-digit 7-segment display. It may also be used as a display for displaying an error code indicating the type of error that has occurred in the gaming machine 1. In this case, when no error has occurred, only the total number of game balls is displayed, and when an error has occurred, the total number of game balls and the error code are displayed alternately. The display of the error code will be described in detail later.
[0132] The "frame control display 125" is a display for displaying the total number of game balls, and is configured, for example, with a 6-digit 7-segment display. For example, if the "game ball count display 135" displays "100" as the total number of game balls, the total number of game balls displayed on the "frame control display 125" will also be "100." If the "game ball count display 135" malfunctions and the total number of game balls cannot be displayed, the player can check the total number of game balls displayed on the "frame control display 125" to determine the total number of game balls they possess (this display serves as an insurance measure in case of malfunction).
[0133] It may also be used as a display that displays an error code indicating the type of error that has occurred in the gaming machine 1, or as a display that displays the "display performance information (normal base value)" (see "Frame control board display performance information calculation process" described later). In this case, when no error has occurred, the total number of gaming balls and the "display performance information (normal base value)" are displayed alternately, and when an error has occurred, the total number of gaming balls, the "display performance information (normal base value)" and the error code are displayed alternately.
[0134] The "counting button 20" is a button for transmitting data on the total number of game balls to the dedicated unit 170. The frame control CPU 120a determines whether the "counting button 20" is pressed for a "short press" or a "long press" depending on the time the button is pressed. Specifically, if the button is pressed for less than 0.5 seconds, it is determined to be a "short press," and if the button is pressed for 0.5 seconds or more, it is determined to be a "long press."
[0135] If the frame control CPU 120a determines that the button is a "short press," it counts one game ball, and if it determines that the button is a "long press," it counts 250 game balls at the count notification timing every 0.3 seconds. If the total number of game balls is less than 250 (for example, 200), it determines that the button is a "long press" and counts all 200 balls. A count possible lamp may be provided that lights up when counting is possible and goes out when counting is not possible.
[0136] The "game ball count clear button 121b" is a button for clearing the number of game balls recorded electromagnetically. For example, it is conceivable that game balls are recorded in the game machine 1 when the game machine 1 is shipped from the manufacturing factory to the game parlor, or that after installation in the game parlor, a player may stop playing when only a few game balls (for example, one ball) are recorded. In such cases, a problem arises in that it is difficult for a player attempting to start a new game to play (the player may mistakenly believe that the previous player is still playing). To solve this problem, the game balls recorded can be cleared by turning on the power switch 164 while pressing the game ball count clear button 121b.
[0137] The game ball count clearing process may be performed when no game balls are recorded (0 balls), or the game ball count clearing process may not be performed when no game balls are recorded (0 balls) (even if the game ball count clear button 121b is pressed). Furthermore, when the game ball count clearing process is performed when no game balls are recorded (0 balls), the gaming machine 1 may ultimately transmit "HC / fraud monitoring information" indicating that the game balls have been cleared to the gaming machine information center. When the game ball count clearing process is not performed when no game balls are recorded (0 balls) (even if the game ball count clear button 121b is pressed), the gaming machine 1 may not transmit "HC / fraud monitoring information" indicating that the game balls have been cleared. When the game ball count clearing process is performed when no game balls are recorded (0 balls), the control related to the game ball count clearing can be uniform regardless of the game ball recording status, thereby reducing the control load. On the other hand, if the game ball count clear process is not performed when no game balls are recorded (0 balls) (even if the game ball count clear button 121b is pressed), it is possible to prevent the game ball count clear process (meaningless process) from being performed even when there are no game balls to clear.
[0138] When the recorded game balls are cleared, a notification that the number of game balls has been cleared is made by audio output under the control of the audio control unit 148, display control under the control of the image control unit 145, and light emission control under the control of the lamp control unit 150. The notification will be described in detail later.
[0139] Furthermore, "HC / fraud monitoring information" indicating that the gaming balls have been cleared is ultimately transmitted from the gaming machine 1 to the gaming machine information center. This allows the gaming machine information center to also know that the number of gaming balls has been cleared in the gaming machine 1.
[0140] Note that the number of game balls is cleared only when the power switch 164 is turned ON while the game ball count clear button 121b is pressed. In other words, even if the "game ball count clear button 121b" is pressed while power is being supplied to the gaming machine 1, the number of game balls is not cleared. In this case, the state of the gaming machine 1 does not change, and no notification is made by sound, display, or light. For example, even if the "game ball count clear button 121b" is pressed while a variable display is being executed, the variable display continues, and sound output, display control, and light control corresponding to the variable display continue. This prevents a player from suffering a disadvantage, for example, even if a gaming parlor staff member accidentally presses the "game ball count clear button 121b" while a variable display is being executed.
[0141] Furthermore, the "game ball count clear button 121b" is a button used to clear the game ball count and does not have any other functions. For example, operating this button cannot clear an error, cannot discharge game balls (remove balls) from the gaming machine 1, and cannot initialize the main RAM 110c and the frame control RAM 120c.
[0142] The "ball ejection button 122b" is a button for ejecting game balls from the gaming machine 1. Game balls are not touched by the player's hands, but regular inspection, cleaning, or replacement is recommended. In such cases, game balls can be ejected from the gaming machine 1 by turning on the power switch 164 while pressing the ball ejection button 122b.
[0143] When game balls are being discharged outside the gaming machine 1, the fact that the ball removal mode is in progress is notified by a voice notification under the control of the audio control unit 148 and a visual notification under the control of the image control unit 145. The notification will be described in detail later.
[0144] Note that game balls are ejected from the gaming machine 1 only when the power switch 164 is turned ON while the ball ejection button 122b is being pressed. In other words, even if the "ball ejection button 122b" is pressed while power is being supplied to the gaming machine 1, game balls will not be ejected from the gaming machine 1. In this case, the state of the gaming machine 1 does not change, and no notification is made by audio or display. For example, even if the "ball ejection button 122b" is pressed while a variable display is being executed, the variable display continues, and audio output, display control, and light emission control corresponding to the variable display continue. This prevents a player from suffering any disadvantages, for example, even if a gaming store employee accidentally presses the "ball ejection button 122b" while a variable display is being executed.
[0145] Furthermore, the "ball ejection button 122b" is a button used to eject game balls from the gaming machine 1, and has no other functions. For example, operating this button cannot clear an error, cannot clear the number of game balls, and cannot initialize the main RAM 110c and the frame control RAM 120c.
[0146] When the glass frame open detection switch 31a detects that the glass frame 4 is open, it becomes impossible to launch game balls by operating the launch handle 15. Similarly, when the inner frame open detection switch 31b detects that the inner frame 3 is open, it becomes impossible to launch game balls by operating the launch handle 15. This prevents game balls circulating within the gaming machine from flying out of the gaming machine, which would cause the player to suffer a disadvantage by not being able to secure the (circulating) game balls necessary for play. The gaming machine 1 is equipped with, for example, 45 game balls.
[0147] In addition, in order to make it easier to win a prize in each prize slot, a small ball detection switch (or sensor) may be provided to prevent fraudulent use of gaming balls smaller than the specified size.
[0148] The dedicated unit 170 includes a U (unit) board 171, a U (unit) control section 172, a hall-contact output section 173, and a display section (touch panel) 174.
[0149] The U board 171 and the lending device connection terminal board 100, which relays signals from the frame control board 120, are electrically connected by a dedicated PIF wiring, and the U board 171 and the frame control board 120 are capable of communicating "predetermined information" (described later). The lending device connection terminal board 100 can be used in common for pachinko gaming machines that use gaming balls (gaming machine 1 of this embodiment) and medal-less reel-type gaming machines. For example, when used with a pachinko gaming machine, the switching switch is operated to select the pachinko gaming machine, and when used with a medal-less reel-type gaming machine, the switching switch is operated to select the medal-less reel-type gaming machine.
[0150] The U board 171 has a function (security function) of encrypting and transmitting predetermined information received from the frame control board 120 before finally transmitting the information to a gaming machine information center (described later). Also, the U board 171 has a function (security function) of decrypting and transmitting predetermined information received from the gaming machine information center before finally transmitting the information to the frame control board 120.
[0151] The U control unit 172 has a CPU (not shown), a ROM (not shown) that stores programs and control data for the CPU to operate, and a RAM (not shown) that functions as a work area.
[0152] The U control unit 172 has a function to read and store the card ID of the inserted member card or visitor card, and a function to transmit the stored card ID to the management computer. Upon receiving the card ID, the management computer transmits the card ID to the card company data center (described later) and the gaming machine information center.
[0153] The U control unit 172 has the function of storing the game balls (held balls) held by the player while the player is playing, and displaying the held balls on the display unit (touch panel) 174, and if a bill is inserted, the U control unit 172 has the function of displaying the remaining balance on the display unit (touch panel) 174.
[0154] The display unit (touch panel) 174 can display the number of balls held and the remaining balance, as well as a ball lending button image for lending game balls and a return button image for returning a membership card or visitor card. The U control unit 172 can input an operation signal when the ball lending button image is operated by the player, and can input an operation signal when the return button image is operated by the player. When these operation signals are input, the U control unit 172 performs processing (ball lending, return) corresponding to the operation signal. The display unit (touch panel) 174 can also display error codes, which will be described later. This will be described later.
[0155] Note that the display unit (touch panel) 174 is configured to display a ball lending button image and a return button image so that the player can operate them, but this is not limited to this. For example, the ball lending button and the return button may be provided on the dedicated unit 170, or the ball lending button and the return button may be provided on the gaming machine 1.
[0156] The U control unit 172 can count and store the gaming time and number of games played (for example, the number of visits to the gaming facility) while the membership card is inserted, and can also store the number of gaming media stored on the membership card, the amount used for gaming, and the number of gaming media used for gaming. This stored information is then ultimately sent to the gaming machine information center and stored in the addiction countermeasure server of the gaming machine information center (to be used in countermeasures against players' gaming addiction).
[0157] The U control unit 172 is provided with a hall computer output unit 173, which outputs hall computer information (for example, information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating that the variable time shortening function is in operation, information indicating the number of winning balls in each winning slot, etc.) to the hall computer from the hall computer output unit 173. The hall computer output unit 173 is provided with external terminal board pulse output signal terminal 1, external terminal board pulse output signal terminal 2, external terminal board pulse output signal terminal 3, and external terminal board pulse output signal terminal 4.
[0158] The hall computer is a dedicated computer installed in a gaming parlor, is communicably connected to the gaming machines 1 via a relay device or the like, and is a device capable of collecting hall computer information.
[0159] The performance control board 130 is a slave control board (slave control means) that controls performances related to games (performed in the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 is equipped with a performance control unit 130m that includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, and a sub-RAM 130c that serves as a work area during arithmetic processing, an image control unit 145 that controls the first image display device 70 (main liquid crystal display), the second image display device 71 (sub-liquid crystal display), the third image display device 72 (left image display device), the fourth image display device 73 (right image display device), and the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., and input and output ports for performance control.
[0160] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) the various control units (image control unit 145, lamp control unit 150) to execute various effects in accordance with commands received from the main control board 110 and input signals from the effect button detection switch 17a and joystick detection switch 19a.
[0161] The input port of the performance control board 130 is connected to a performance button detection switch 17a, a joystick detection switch 19a, a button position detection sensor (not shown), etc. When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a joystick detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the joystick 19 has been operated is input from the joystick detection switch 19a, the performance control board 130 performs processing to execute a performance according to the detection signal.
[0162] The image control unit 145 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display a specified image.
[0163] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) based on various performance data (including commands) transmitted from the performance control unit 130m.
[0164] In addition, between the performance control unit 130m, the image control unit 145, and the audio control unit 148, there is provided a general control unit (not shown) that comprehensively controls image display and audio output based on reception of performance control commands from the performance control unit 130m, and the image control unit 145 reads out a CGROM (not shown) in which image data, etc. are stored based on reception of a display control command (display list) from the general control unit, and controls the first image display device 70, the second image display device 71, the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), and the audio control unit 148 reads out an audio ROM in which audio data, etc. are stored based on reception of an audio control command from the general control unit, and controls the audio output device 9.
[0165] The VRAM (not shown) provided in the image control unit 145 has a display list storage area for temporarily storing the display list output from the overall control unit (overall CPU), a frame buffer area corresponding to the first image display device 70 (main LCD), the second image display device 71 (sub LCD), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device), etc.
[0166] This frame buffer area is a storage area for drawing or displaying images, and further includes a first frame buffer area and a second frame buffer area, which alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing starts.
[0167] Therefore, based on instructions (display list) from the overall control unit, the image control unit 145 draws the drawing data stored in the CGROM in the "drawing frame buffer" in the frame buffer area of the VRAM, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device) to display various images.
[0168] The image control unit 145 receives an operating clock from a crystal oscillator and divides the operating clock to generate synchronization signals (horizontal and vertical synchronization signals) for synchronizing with the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). These signals are output to the first image display device 70 (main liquid crystal), the second image display device 71 (sub-liquid crystal), the third image display device 72 (left image display device), and the fourth image display device 73 (right image display device). In this embodiment, the VDP frame rate is 30 fps (1 / 30 seconds = approximately 33 ms) so that 30 images are drawn (images are displayed) per second, but it may also be 60 fps (1 / 60 seconds = approximately 16.6 ms) so that 60 images are drawn (images are displayed) per second.
[0169] The lamp control unit 150 includes a lamp CPU (not shown) that performs calculation processing, a lamp ROM (not shown) that stores a lamp control program, a lamp RAM (not shown) that serves as a work area during calculation processing, and input / output ports.
[0170] The lamp CPU receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM, and performs calculations related to the performance while using the lamp RAM as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various driving devices to perform specified performances in accordance with performance instruction commands received from the performance control unit 130m.
[0171] The input / output ports of the lamp control unit are connected to the frame lighting device 10, button drive device 17b, board drive device 75, board lighting device 76, and sub-information display device 80, and based on various performance data (including commands) sent from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, board drive device 75, board lighting device 76, and sub-information display device 80, and controls the driving of drive sources such as motors and solenoids in the button drive device 17b and board drive device 75.
[0172] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1, and supplies it to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power interruption (power outage).
[0173] The power supply board 160 also has a power switch 164 operable by a store employee to switch between an ON state in which the main power is supplied to the gaming machine 1 (main control board 110, frame control board 120, performance control board 130, and various electronic components) and an OFF state in which the main power is stopped, and when the power switch 164 is turned ON, the supply of main power is started and operation of the gaming machine 1 begins. Note that even when the power switch 164 is OFF, the supply of backup power to the main control board 110 is maintained.
[0174] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage drops below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal goes high, the main CPU 110a enters an operable state, and when the power interruption detection signal goes low, the main CPU 110a enters a stopped state.
[0175] The backup power circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110 and the frame control RAM 120c of the frame control board 120. This allows the stored contents of the main RAM 110c and the frame control RAM 120c to be maintained even during a power outage (power outage), and after recovery from the power outage (power outage), the game control status and the number of game balls (game value) owned by the player can be restored to the state before the power outage (power outage). Note that a backup power source may also be supplied to the performance control board 130.
[0176] (Explanation of game status) Next, the game state when the game progresses will be explained. In this embodiment, there are a "low probability game state" and a "high probability game state" as states related to the special game determination (jackpot determination), and there are a "non-time-reduction game state" and a "time-reduction game state" as states related to the second start opening opening / closing member 48 of the second start opening 47. Therefore, in this embodiment, (1) A "low probability non-time-saving game state" which is a low probability game state and a non-time-saving game state, (2) A "low probability time-saving game state" which is a low probability game state and a time-saving game state, (3) A "high probability time-saving game state" is provided, which is a high probability game state and a time-saving game state.
[0177] The initial gaming state of the gaming machine 1 is set to a "low-probability non-time-saving gaming state," and this gaming state will be referred to as a "normal gaming state" in this embodiment. The gaming state during a jackpot game is also set to a "low-probability non-time-saving gaming state," but this is a gaming state different from the normal gaming state.
[0178] Here, "low probability gaming state" refers to a gaming state in which, for example, when the set value (of the jackpot probability in the jackpot lottery), which indicates the level of advantageousness of the game, is "1," the probability of winning a jackpot is set low at approximately 1 / 300 in a special gaming judgment (jackpot judgment) that is made on the condition that the gaming ball enters the first starting hole 45 or the second starting hole 47.
[0179] In contrast, the "high probability game state" refers to a game state that is more advantageous to the player than the low probability game state, in which the probability of winning a jackpot is set high at approximately 1 / 60 when the setting value is "1." The transition from the low probability game state to the high probability game state occurs after the jackpot game has ended.
[0180] In addition, "non-time-reduced game state" refers to a game state in which, in the auxiliary game judgment (winning judgment) that is made on the condition that the game ball has passed through the normal pattern gate 44, the probability of winning is set low at 1 / 16, the average time for the normal pattern changing display is set to about 30 seconds, and the opening time of the second starting port 47 in the event of a winning is set to 0.1 seconds.
[0181] In contrast, the "time-saving game state" (variable time-saving function activated state) is a game state advantageous to the player in that the probability of winning is set high at 15 / 16, the average time for the variable display of normal symbols is set to about 3 seconds, and the opening time of the second start port 47 in the event of a winning is set to 5 seconds, thereby reducing the consumption of game balls compared to the non-time-saving game state. The transition from the non-time-saving game state to the time-saving game state takes place after the end of a jackpot game.
[0182] The "time-saving game state" is set to be more advantageous than the "non-time-saving game state" in terms of the average change time of the normal symbols, the opening time of the second start port 47, and the winning probability of the winning lottery, but it may also be set to be more advantageous in terms of only one of the average change time of the normal symbols, the opening time of the second start port 47, and the winning probability of the winning lottery.
[0183] In addition, the probability of winning in the auxiliary game determination in the non-time-shortened game state remains the same regardless of the setting value, but the larger the setting value, the more advantageous the winning probability may be varied depending on the setting value.In addition, the probability of winning in the auxiliary game determination in the time-shortened game state remains the same regardless of the setting value, but the larger the setting value, the more advantageous the winning probability may be varied depending on the setting value.
[0184] (Memory map of the main control unit and frame control unit) FIG. 7 shows a memory map of the memory area consisting of the main ROM 110b and main RAM 110c of the main control unit 110m, and a memory map of the memory area consisting of the frame control ROM 120b and frame control RAM 120c of the frame control unit 120m.
[0185] The memory area of the main control unit 110m includes a memory area (8000H to FFFFH) allocated to the main ROM 110b and a memory area (0000H to 7FFFH) allocated to the main RAM 110c.
[0186] The memory area of the main ROM 110b is arranged in the following order: a game ROM area (8000H to 9FFFH) in which programs and data related to the progress of the game are stored; an information ROM area (A000H to A52EH) in which programs and data related to the gaming machine's winning limit device (described later) are stored; an unused area of 16 bytes or more (A52FH to A6FFH) in which access is prohibited and ``0'' is stored; a ROM comment area (A700H to A77FH) in which data such as program title and version is stored; a vector table area (A780H to A7A7H) in which the starting address of the timer interrupt processing described later is set; and a HW parameter area (A7A8H to A7FFFH) in which parameters such as the starting address and final address of the access prohibited area are set.
[0187] The game ROM area is arranged in the following order: a game program area (8000H to 8BDCH) in which programs related to the progress of the game are stored; a first unused area (8BDDH to 8FFFH) in which access is prohibited and in which "0" is stored; a game data area (9000H to 9976H) in which data related to the progress of the game is stored; and a second unused area (9977H to 9FFFH) in which access is prohibited and in which "0" is stored.
[0188] The information ROM area is arranged in the following order: an information program area (A000H to A437H) in which programs related to the gaming machine's winning limit device are stored; an unused area (A438H to A47FH) in which access is prohibited and "0" is stored; and an information data area (A480H to A52EH) in which data related to the gaming machine's winning limit device is stored.
[0189] The memory area of main RAM 110c is arranged in the following order: a game RWM area (0000H to 018FH) used as a work area when executing a game program, and an information RWM area (0190H to 01FFH) used as a work area when executing an information program.
[0190] The gaming RWM area is arranged in the following order: a gaming work area (0000H to 0128H) used by the gaming program as a work area; a first unused area (0129H to 0171H) that is prohibited from access and stores "0"; a gaming stack area (0172H to 017FH) for temporarily saving data being processed by the gaming program; and a second unused area (0180H to 018FH) that is prohibited from access and stores "0".
[0191] The game work area is arranged in the following order: a setting value area for storing setting values; a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area; and a game data area for storing game data that changes as the game progresses.
[0192] The information RWM area is arranged in the following order: an information work area (0190H to 01E8H) used by information programs as work, an unused area (01E9H to 01EAH) where access is prohibited and "0" is stored, and an information stack area (01EBH to 01FFH) where information programs temporarily save data being processed.
[0193] The information work area is arranged with a gaming media acquisition information area for storing information relating to the upper limit of gaming media that can be acquired by the gaming machine 1, and an error information area for storing information relating to various error judgments, in that order.
[0194] The memory map of the memory area consisting of the frame control ROM 120b and frame control RAM 120c of the frame control unit 120m is configured in the same way, so a description thereof will be omitted. The main control unit 110m, main ROM 110b, and main RAM 110c can be read as the frame control unit 120m, frame control ROM 120b, and frame control RAM 120c, respectively.
[0195] (Relationship between gaming area and information area) 8 is a diagram showing the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program. Note that FIG. 8 is common to the main control unit 110m and the frame control unit 120m.
[0196] 8(a), when performing processing based on a game program, the main CPU 110a basically refers to the game data area and refers to and updates the contents of the game RWM area while using the game RWM area as a work. Also, when performing processing based on an information program, the main CPU 110a basically refers to the information data area and refers to and updates the contents of the information RWM area while using the information RWM area as a work.
[0197] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.
[0198] As shown in Figure 8(b), when processing based on the information program is performed, the flag register is saved to the gaming RWM area during processing based on the game program, and then the information program is called to execute processing based on the information program, and the flag register is restored from the gaming RWM area immediately after processing based on the information program is completed and a return is made to the game program.
[0199] In addition, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program ends, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.
[0200] In this way, data used by the game program can be protected when processing based on the information program, and no inconvenience occurs when returning from the information program to the game program.
[0201] (system configuration diagram) FIG. 9 is a system configuration diagram (overall schematic diagram) of the gaming machine 1 and peripheral devices.
[0202] A combination of a gaming machine 1 and a dedicated unit 170 installed next to the gaming machine 1 is installed in the gaming parlor, and the gaming machine 1 can be played by connecting the dedicated unit 170. In addition, a hall computer and a management computer are installed in the office of the gaming parlor.
[0203] When the gaming machine 1 and the dedicated unit 170 are not connected, or when the gaming machine 1 and the dedicated unit 170 are connected but the power of the dedicated unit 170 is turned off, it becomes impossible to count the gaming balls by operating the counting button 20 and to launch the gaming balls by operating the launch handle 15.
[0204] The management computer is communicatively connected to a card company data center, and the card company data center is communicatively connected to a gaming machine information center.
[0205] The gaming machine information center is equipped with a machine history server, a fraud monitoring server, a performance information server, and an addiction countermeasure server. It is also communicatively connected to the association (Nikkoso) to which multiple gaming machine manufacturers related to pachinko machines belong, an addiction countermeasure organization, and a credit card company association. The gaming machine information center is also capable of collecting (centralized management) the information described below from all gaming parlors where gaming machines 1 are installed.
[0206] Next, the details and flow of information (the above-mentioned "predetermined information") and the flow of goods will be explained. Of the information transmitted from the gaming machine 1 (main control board 110, frame control board 120), the information to be transmitted to the gaming machine information center is encrypted by the U board 171. The encrypted and transmitted information can only be decrypted by the gaming machine information center. This makes the "main control chip ID number" and "frame control chip ID number" included in the information transmitted from the gaming machine 1 unknown to third parties, making it difficult to obtain the "main control chip ID number" and "frame control chip ID number" information, for example, during the process of transmission to the gaming machine information center. As a result, it is possible to prevent the "main control chip ID number" and "frame control chip ID number" information from being illegally obtained and then installed in an unauthorized main control board 110 or frame control board 120 at an amusement parlor.
[0207] When the gaming medium lending button provided on the dedicated unit 170 is operated, a "ball lending signal" is sent from the dedicated unit 170 → lending device connection terminal board 100 → frame control board 120 ((1) in the figure). When the frame control board 120 receives the "ball lending signal", it updates the number of gaming balls (amount of gaming value) owned by the player, which are displayed on the gaming ball count display 135 and the frame control display 125.
[0208] When the counting button 20 is operated by a player, the number of game balls (game value) owned by the player, which is displayed on the game ball count display 135, is sent as "counting information" from the frame control board 120 to the lending device connection terminal board 100 to the dedicated unit 170 ((2) in the figure) in order to store the number of game balls (game value) owned by the player in a storage medium such as a membership card or visitor card inserted into the dedicated unit 170. When the dedicated unit 170 receives the "counting information," it stores the number of game balls (game value) in a storage medium such as a membership card or visitor card (prepaid card). The number of game balls (game value) may also be stored in the hall computer in association with the identification information of the membership card or visitor card.
[0209] When power is supplied to the gaming machine 1 from the power supply board 160, the "gaming machine installation information" is sent in the following order: main control board 110 → frame control board 120 → lending device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center ((2)(4)(7) in the figure).
[0210] The "gaming machine installation information" is a total of six pieces of information: the "main control chip manufacturer code," "main control chip product code," and "main control chip ID number" (serial number) attached to the main control unit 110m, and the "frame control chip manufacturer code," "frame control chip product code," and "frame control chip ID number" (serial number) attached to the frame control unit 120m. The "gaming machine installation information" will be explained in more detail later.
[0211] After power is supplied to the gaming machine 1 from the power supply board 160, when it is in a state where play is possible (a state where all interrupts are allowed in step S33 of the main processing described below), "HC / fraud monitoring information" is periodically sent in the following order: main control board 110 → frame control board 120 → lending device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center ((2)(4)(7) in the figure).
[0212] "HC / fraud monitoring information (hall control / fraud monitoring information)" is information that mainly indicates the status of the gaming machine 1, such as information indicating that a jackpot game is in progress, information indicating that a high probability game state is in progress, information indicating an error occurring in the gaming machine 1, information indicating fraud occurring in the gaming machine 1, and information indicating that gaming balls have entered various winning slots (first starting slot 45, second starting slot 47, general winning slot 43, large winning slot 50). The "HC / fraud monitoring information" will be explained in more detail later.
[0213] After power is supplied to the gaming machine 1 from the power supply board 160, when it is in a state where play is possible (a state where all interrupts are allowed in step S33 of the main processing described below), ``gaming machine performance information'' is periodically sent in the following order: frame control board 120 → lending device connection terminal board 100 → dedicated unit 170 → management computer → card company data center → gaming machine information center ((2)(4)(7) in the figure).
[0214] "Gaming machine performance information" is information mainly related to the balls dispensed by the gaming machine 1, and includes, for example, information indicating the total number of gaming balls fired, information indicating the total number of gaming balls acquired, information indicating the ratio of special features, information indicating the ratio of consecutive special features, information indicating the maximum number of balls dispensed, etc. The "gaming machine performance information" will be explained in more detail later.
[0215] When the player's membership card is inserted, "player information related to addiction countermeasures" is sent via the dedicated unit 170 → management computer → card company data center → gaming machine information center (addiction countermeasure server) ((4)(7) in the figure).
[0216] "Player information related to addiction countermeasures" includes player information stored on a membership card, gaming medium information stored on a membership card, information indicating playing time, information indicating the number of times a player has played (e.g., the number of visits to a gaming facility), information indicating the amount of money spent on gaming, and information on gaming media used for gaming. When the gaming machine information center (addiction countermeasure server) receives this information, it updates the player information corresponding to that information. In this way, acquiring and managing "player information related to addiction countermeasures" can help prevent players from becoming too addicted to gaming.
[0217] The dedicated unit 170 has an output terminal (not shown) for outputting to the hall computer, and outputs "hall computer information" based on the "HC / fraud monitoring information" from the output terminal ((3) in the figure). "Hall computer information" includes information indicating a jackpot game, information indicating a high probability game state, information indicating the variable time shortening function is in operation, information indicating the number of winning balls in each winning slot, etc.
[0218] When a visitor card (prepaid card) is inserted into the dedicated unit 170, "prepaid card information" is sent from the dedicated unit 170 to the management computer to the card company data center ((4) and (6) in the figure). The card company data center collects the received "prepaid card information" and can check, for example, whether unregistered visitor cards (prepaid cards) are in circulation.
[0219] The gaming machine information center stores the received "gaming machine installation information," "HC / fraud monitoring information," and "gaming machine performance information" on the server, determines whether there are any abnormalities, and sends the "verification / security results" in the following order: gaming machine information center → management computer → dedicated unit 170 ((8)(5) in the figure).
[0220] The gaming machine information center has a "machine history server," a "fraud monitoring server," a "performance information server," and an "addiction countermeasure server." A gaming machine management control chip supplier supplies each gaming machine manufacturer with a "main control chip" and a "frame control chip" ((12) in the diagram). When each gaming machine manufacturer manufactures a gaming machine (and it becomes ready for shipment), the installation information of the above-mentioned "main control chip manufacturer code," "main control chip product code," "main control chip ID number" (serial number), "frame control chip manufacturer code," "frame control chip product code," and "frame control chip ID number" (serial number) as well as shipping information such as the shipping date and time are registered in the "machine history server" ((11) in the diagram). Once this registration is complete, the gaming machine is shipped by each gaming machine manufacturer to the gaming parlor.
[0221] Similarly, when a U-board is manufactured by a U-board manufacturer (and becomes ready for shipment), the gaming machine information center registers the manufacturing information of the U-board (for example, registers the serial number) and the installation information in the "fraud monitoring server" ((10) in the figure), and once this registration is complete, the U-board is shipped by the U-board manufacturer to the dedicated unit manufacturer ((9) in the figure).
[0222] This means that after a gaming machine is installed in an amusement facility, when the ``gaming machine installation information'' is received, it can be compared with the shipping information registered in the ``machine history server'' to determine whether the ``main control chip'' and ``frame control chip'' of the gaming machine installed in the amusement facility are genuine (and determine whether there are any abnormalities).
[0223] If the "verification and security result" is normal, the U board 171 makes the gaming machine 1 playable, but if the "verification and security result" is abnormal, it can make the gaming machine 1 unplayable. This makes it possible to prevent attempts to illegally obtain winning balls by replacing the main control board 110 or the frame control board 120 with illegal ones.
[0224] In addition to registering the installation and shipping information mentioned above, the "machine history server" also stores information on the movement of used machines between gaming parlors and disposal information when gaming machines are discarded, allowing for detailed tracking of gaming machines from the time they are installed at a gaming parlor until they are discarded. This can help prevent illegal dumping of gaming machines.
[0225] In addition to registering the above-mentioned U-board manufacturing information and installation information, the "fraud monitoring server" generates "security result information" that indicates the above-mentioned "verification and security results," and generates "encryption keys and communication keys" to prevent the "security result information" from being tampered with. This makes it possible to prevent the "security result information" from being tampered with during the process of (8) in the diagram.
[0226] The "fraud monitoring server" also stores information about fraud and errors that have occurred in the gaming machine 1. For example, if a magnet detection error occurs in the gaming machine 1, the server receives an error code corresponding to the magnet detection error and "HC / fraud monitoring information" indicating a fraud detection signal, thereby storing the fact that a magnet error has been detected in the gaming machine 1.
[0227] The "performance information server" stores "display performance information (normal base value)" calculated by the frame control board 120 of the gaming machine 1 and displayed on the frame control display 125, as well as gaming machine performance information calculated by the frame control board 120 of the gaming machine 1 and not displayed on the frame control display 125.
[0228] In addition, the information stored in the "machine history server," "fraud monitoring server," and "performance information server" is transmitted to an association (the Japan Machine Manufacturers' Union) to which multiple gaming machine manufacturers belong. As a result, the gaming machine 1 is placed under the control of the gaming machine information center and the Japan Machine Manufacturers' Union, and for this reason it is also called a "controlled gaming machine."
[0229] The "addiction countermeasure server" stores the membership number, playing time, amount of money spent, and number of times played for each registered player, and transmits the stored information to the "addiction countermeasure agency." Note that the system may be configured so that if any of the playing time, amount of money spent, or number of times played exceeds a specified value, the player will be unable to play.
[0230] Furthermore, in transmitting and receiving each of the above-mentioned information, it is preferable that the transmitting side records the date and time of transmission, and the receiving side records the date and time of reception. With this configuration, for example, when a gaming machine information center receives a "setting change signal" or an "RWM clear signal" (HC / fraud monitoring information), it can check whether the reception time is during or outside the business hours of the gaming facility, and it can monitor whether a "setting change" or an "RWM clear" is being performed during business hours.
[0231] (Information transmission flow) FIG. 10 is a diagram specifically explaining the flow of information transmission and reception described in FIG.
[0232] First, when power is supplied to the gaming machine 1 from the power supply board 160, the "verification phase" begins. In the "verification phase," the "main control chip ID number" is transmitted from the main control board 110 to the frame control board 120, and the "main control chip ID number" and "frame control chip ID number" are transmitted from the frame control board 120 to the U board 171, and the U board 171 encrypts information related to the "main control chip ID number" and "frame control chip ID number."
[0233] Then, the information relating to the encrypted "main control chip ID number" and "frame control chip ID number" is transmitted to the gaming machine information center via the U control unit 172, the management computer, and the card company data center.
[0234] When the gaming machine information center receives the encrypted information regarding the "main control chip ID number" and "frame control chip ID number," it decrypts it and compares it with the installation information stored in the machine history server to determine whether or not there is an abnormality as described above.
[0235] Then, it generates "security result information" indicating the "verification and security result", encrypts it, and transmits it to the U board 171 via the card company data center, management computer, and U control unit 172.
[0236] When the U board 171 receives the "security result information," it decrypts it and checks whether or not there is any abnormality as described above. If there is no abnormality, it ends the "verification phase" and moves to the "status communication phase," but if there is an abnormality, it does not move to the "status communication phase" and puts the gaming machine 1 in an unplayable state.
[0237] In the "status communication phase," first, a player sits down to play the gaming machine 1, inserts valuables (banknotes or a membership card with gaming media stored on it), and operates the loan button. The number of balls to be loaned (e.g., 125 balls) corresponding to one press of the loan button is transmitted from the U control unit 172 to the U board 171, and the number of balls to be loaned (e.g., 125 balls) is then transmitted from the U board 171 to the frame control board 120.
[0238] When the frame control board 120 receives the number of balls to be lent (for example, 125 balls), it displays the number of balls to be lent (for example, 125 balls) on the game ball number display 135. As a result, when the launch handle 15 is rotated, game balls can be launched into the game area 5a.
[0239] When the counting button 20 is operated while the number of game balls is displayed on the game ball count display 135 as a result of playing a game, the counted number of balls is transmitted from the frame control board 120 to the U board 171. For example, when the counting button 20 is operated while the number of game balls displayed on the game ball count display 135 is 1000, the number of counted balls is transmitted as "1000."
[0240] Similarly, the number of counted balls is transmitted from the U board 171 to the U control unit 172. Upon receiving the number of counted balls, the U control unit 172 stores the number of counted balls in the member card or visitor card.
[0241] The U control unit 172 allows the member card or visitor card to be returned to the player once the counted number of balls has been stored on the member card or visitor card. In other words, when the return button image on the display unit 174 is operated after the counted number of balls has been stored, the member card or visitor card can be returned to the player. On the other hand, even if the return button image on the display unit 174 is operated when the counted number of balls has not been stored (when the number is being stored in the middle of being stored, or when the number has not been stored at all), the member card or visitor card will not be returned to the player. This prevents the player from leaving their seat (or leaving the facility) with game balls remaining in the gaming machine 1.
[0242] When the return button image on the display unit 174 is operated before the counted number of balls has been stored, the U control unit 172 displays a message on the display unit 174 urging the player to count, such as a message saying "Please press the count button 20 to count." This makes it easier for players who are unfamiliar with the game to understand the operation method.
[0243] The notification prompting the player to count may be made not only by display but also by sound, lamp, or a combination of these. The notification may also be made by the gaming machine 1. This makes it possible to make the operation method easier to understand.
[0244] The number of game balls (amount of game value) owned by the player, displayed on the game ball number display 135, is transmitted as "HC / fraud monitoring information" every 300 ms from the frame control board 120 to the U board 171, and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to know the number of game balls owned by the player.
[0245] The number of game balls shot in the gaming machine 1 (for example, game balls detected by the out ball detection switch 39a) is transmitted as "HC / fraud monitoring information" every 300 ms from the frame control board 120 to the U board 171, and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to grasp the number of game balls shot by the player.
[0246] The number of prize balls obtained by having game balls enter each prize slot (general prize slot 43, start slots 45 and 47, and large prize slot 50) in the gaming machine 1 is transmitted as "gaming machine information (HC / fraud monitoring information)" from the main control board 110 to the frame control board 120 every 108 ms, and further transmitted as "HC / fraud monitoring information" from the frame control board 120 to the U board 171 every 300 ms, and further transmitted from the U board 171 to the U control unit 172. This allows the dedicated unit 170 to grasp the number of prize balls generated in the gaming machine 1.
[0247] The dedicated unit 170 acquires the number of game balls displayed on the game ball number display 135, the number of game balls fired in the game machine 1, and the number of prize balls obtained by having game balls enter each winning slot in the game machine 1, and can determine that the number of game balls displayed on the game ball number display 135 is not legitimate, for example, even if fraud has been committed with the numerical value of the number of game balls displayed on the game ball number display 135, from the separately acquired information on the number of game balls fired and the number of prize balls.
[0248] The frame control board 120 periodically transmits "gaming machine information (HC / fraud monitoring information)," and the dedicated unit 170 transmits "hall computer information" based on the "HC / fraud monitoring information." This allows the hall computer to grasp the status of the gaming machine 1 (during jackpot play, during high probability play, during variable time shortening function operation, number of winning balls in each winning slot).
[0249] The frame control board 120 transmits "gaming machine performance information" to the U board 171, and upon receiving the "gaming machine performance information," the U board 171 encrypts it and transmits it to the gaming machine information center via the U control unit 172, the management computer, and the card company data center. This allows the gaming machine information center to grasp, for example, information indicating the total number of gaming balls fired, information indicating the total number of gaming balls acquired, information indicating the ratio of special features, information indicating the ratio of consecutive special features, information indicating the maximum number of balls dispensed, and the like.
[0250] When the power of the gaming machine 1 is turned on, the main control board 110 transmits "gaming machine installation information" to the frame control board 120 (installation information notification), and the frame control board 120 transmits the "gaming machine installation information" to the U board 171 every 300 ms (installation information). The U board 171 then encrypts the "gaming machine installation information" and finally transmits it to the gaming machine information center. This allows the gaming machine information center to periodically receive the "gaming machine installation information" and constantly monitor whether the genuine main control board 110 and frame control board 120 are installed.
[0251] The main control board 110 transmits "HC / fraud monitoring information" to the frame control board 120 every 108 ms. As described below, the "HC / fraud monitoring information" includes "main control status 1," "main control status 2," "gaming machine error status," "fraud detection status 1," and so on. Therefore, for example, information related to errors detected by the main control board 110 and the frame control board 120 is also periodically transmitted in the "gaming machine error status" (error notification). The U board 171 encrypts the "HC / fraud monitoring information" (error notification) received from the main control board 110 and the frame control board 120 and ultimately transmits it to the gaming machine information center. It also transmits error-related information to the gaming parlor's management computer. This allows the gaming machine information center to periodically receive information related to errors occurring in gaming machines, enabling constant monitoring of errors occurring in the main control board 110 and the frame control board 120. In addition, since the management computer can also receive information about errors that have occurred in gaming machines, the gaming establishment can quickly grasp the information about the error and quickly resolve the error. The same process applies to the "fraud information" sent in "Fraud Detection Status 1."
[0252] Furthermore, in "Main Control State 1" and "Main Control State 2," for example, the status of the gaming machine (during a jackpot, during a high probability gaming state) is periodically transmitted. Then, the U board 171 encrypts the "HC / fraud monitoring information" and finally transmits it to the gaming machine information center. This allows the gaming machine information center to periodically receive the status of the gaming machine, and for example, if it frequently receives information indicating a jackpot, it can determine that there is a possibility of fraud.
[0253] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.
[0254] (Jackpot determination table) Figure 11(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the first starting hole 45, and Figure 11(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the second starting hole 47.
[0255] As shown in Figures 11(a) to (b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, miss), and for reference, the approximate probability of winning in the case of a "jackpot" is listed in the rightmost column.
[0256] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 11(a) or the jackpot determination table for the second special symbol shown in Figure 11(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random number value for jackpot determination.
[0257] For example, according to the jackpot determination table for the first special symbol shown in Fig. 11(a), when the set value is "1" and the game is in normal play mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." Then, random numbers for jackpot determination other than those determined as jackpots are determined as "misses."
[0258] In addition, in the jackpot determination table of this embodiment, four levels of setting values are used, but this is not limited to this, and six levels of setting values may be used, two levels of setting values may be used, or one level of setting values may be used, or the setting function may not be installed.
[0259] In addition, the special symbol determination information acquired based on the entry of the gaming ball into the first starting hole 45 is stored in the first special symbol determination information reserve memory area of the main RAM 110c, and the special symbol determination information acquired based on the entry of the gaming ball into the second starting hole 47 is stored in the second special symbol determination information reserve memory area of the main RAM 110c. When a jackpot determination is made, the special symbol determination information stored in the first special symbol determination information reserve memory area or the second special symbol determination information reserve memory area is shifted to the special symbol determination information storage area of the main RAM 110c, and the jackpot determination is made using the shifted special symbol determination information.
[0260] In addition, the first special symbol determination information reservation storage area is divided into a first storage section to a fourth storage section, and reservation icons corresponding to the special symbol determination information stored in these first storage section to fourth storage section are displayed in the first display section 70B1 to the fourth display section 70B4 of the first reservation icon display area 70B, respectively. The second special symbol determination information reservation storage area is divided into a first storage section to a fourth storage section, and reservation icons corresponding to the special symbol determination information stored in these first storage section to fourth storage section are displayed in the first display section 70D1 to the fourth display section 70D4 of the second reservation icon display area 70D, respectively.
[0261] (Special pattern determination table) Figure 12(a) is a special pattern determination table for a jackpot, which is used to determine the type of special pattern when a jackpot is determined, and Figure 12(b) is a special pattern determination table for a miss, which is used to determine the type of special pattern when a miss is determined.
[0262] As shown in Figures 12(a) to (b), the special pattern determination table associates the type of special pattern to be stopped and displayed, a random number value for special pattern determination, the determination result of the special pattern, the stop special pattern data corresponding to the determination result, and the special pattern designation command corresponding to the determination result.
[0263] The special symbols "00" and "10" are special losing symbols that do not trigger a jackpot. The special symbols "01" and "04" are special jackpot symbols that trigger the first jackpot, the special symbols "02" and "05" are special jackpot symbols that trigger the second jackpot, and the special symbols "03" and "06" are special jackpot symbols that trigger the third jackpot.
[0264] In the "first jackpot game," a round game in which the large prize opening 50 is opened for a maximum of 29.5 seconds and then closed for two seconds is executed up to six times. Note that in the round game, one round game ends when a specified number of game balls (for example, 10 balls) enter the large prize opening 50 even before the opening time has elapsed. In addition, after the first jackpot game ends, the game is set to a low-probability non-time-saving game state (time-saving game state) until the special symbol variable display is performed 100 times.
[0265] In the "second jackpot game," the jackpot opening 50 is opened for a maximum of 29.5 seconds, and then the jackpot opening is closed for 2 seconds. This round game is played up to 10 times. After the second jackpot game ends, the machine is set to a high-probability time-saving game state (probability variable game state) until the special symbol variable display is performed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game state, the next jackpot is almost guaranteed.
[0266] In the "third jackpot game," the large prize entry port 50 is opened for a maximum of 29.5 seconds, and then the large prize entry port is closed for two seconds. This round game is executed up to four times. After the third jackpot game ends, the machine is set to a high-probability time-saving game state (probability variable game state) until the special symbol variable display is performed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game state, the next jackpot is almost guaranteed.
[0267] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.
[0268] The main CPU 110a refers to the special pattern determination table shown in any one of Figures 12(a) to (b), and determines the type of special pattern, the special pattern stop data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.
[0269] The first feature of the special symbol determination table shown in Figure 12 is that the types of special symbols for big wins and big losses are the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.
[0270] The second feature of the special symbol determination table shown in Figure 12 is that the selection rates of various special jackpot symbols and various losing symbols are constant and do not change depending on the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing the player to play with peace of mind.
[0271] (Special chart fluctuation pattern determination table) Figure 13(a) is a special symbol fluctuation pattern determination table for the non-time-shortened state for determining the fluctuation pattern of the special symbol in the non-time-shortened state, and Figure 13(b) is a special symbol fluctuation pattern determination table for the time-shortened state for determining the fluctuation pattern of the special symbol in the time-shortened state.
[0272] As shown in Figure 13, the special symbol fluctuation pattern determination table associates the type of special symbol (starting hole) that displays the fluctuation, the jackpot determination result, the special symbol determination result (stop special symbol data), a random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), a random number value for determining the special symbol fluctuation pattern, the special symbol fluctuation pattern as the determination result, the fluctuation time of the special symbol, and a special symbol fluctuation pattern designation command that indicates the special symbol fluctuation pattern.
[0273] Therefore, the "special symbol variation pattern" can be said to be something that can identify the type of special symbol, the result of determining a jackpot, the type of special symbol, and the variation time of the special symbol.
[0274] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figure 13, and determines the special symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), and the random number value for special symbol variation pattern determination, and transmits a special symbol variation pattern designation command corresponding to the special symbol variation pattern to the performance control board 130.
[0275] Furthermore, as will be described later, the performance control board 130 determines the content (performance mode) of the variable performance involving the variable display of the performance pattern 70a according to the variable pattern designation command (jackpot determination result, special pattern determination result, etc.), and therefore, for reference, the rightmost column of the special pattern variable pattern determination table shown in Figure 13 lists the performance content that can be executed in the variable performance.
[0276] The effect contents shown in the fluctuation pattern determination table in Figure 13, "normal fluctuation," "shortened fluctuation," "ultra-shortened fluctuation," and "long fluctuation," mean that the three effect patterns 70a fluctuate independently at high speed and stop without reaching a reach.
[0277] Furthermore, "reach" refers to a variation mode that makes a player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of three effect symbols 70a, "777," is set as the combination of effect symbols 70a that notify a jackpot, the same effect symbol 70a temporarily stops at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.
[0278] Note that "temporary stop" refers to a state in which the performance pattern 70a sways slightly or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).
[0279] In addition, "normal reach" refers to a reach effect in which the same effect pattern 70a temporarily stops in the left and right areas, and the remaining effect pattern 70a fluctuates in the central area, and is the reach effect with the lowest expectation of a jackpot.
[0280] Furthermore, "SP Reach" and "Special SP Reach" are super reach effects that have a higher probability of winning than normal reach, and are executed after an extended effect is executed from the normal reach effect. For example, the two effect symbols 70a shrink and move to the corners of the first image display device 70, and a special reach effect is executed using almost the entire display area of the first image display device 70. Note that "Special SP Reach" executes an effect that is more special than "SP Reach".
[0281] Furthermore, "SPSP Reach" and "SPSP '7' Reach" are special reach effects that have a higher probability of winning than Super Reach, and are executed after a normal reach effect or a super reach effect. For example, an extension effect is executed from a normal reach effect, and then the three effect symbols 70a shrink and move to the corners of the first image display device 70, and a reach effect that is more special than "SP Reach" is executed using almost the entire display area of the first image display device 70. In "SPSP Reach", a reach effect is executed with effect symbols 70a other than "7", and in "SPSP '7' Reach", a reach effect is executed with the symbol "7".
[0282] Furthermore, the "full rotation reach" is a reach that determines a jackpot, and is executed after a normal reach effect. For example, an extended effect is executed from a normal reach effect, and then the three effect symbols 70a all fluctuate at a slow speed while being identical, and a more special reach effect (a reach effect that determines a jackpot) than the "SPSP reach" or "SPSP '7' reach" is executed using almost the entire display area of the first image display device 70.
[0283] The first feature of the special chart variation pattern determination table shown in Figure 13 is that the type of special chart variation pattern to be determined does not change depending on the setting value and is the same. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide fair play.
[0284] The second feature of the special chart variation pattern determination table shown in Figure 13 is that the selection ratio of each special chart variation pattern is the same and does not change depending on the setting value. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide fair play.
[0285] A third feature of the special symbol variation pattern determination table shown in Figure 13 is that when the number of reserved first special symbols increases to 2 or 3 during the non-time-saving state, shortened variation is more likely to be determined as the variation pattern of the first special symbol, while shortened variation is not determined as the variation pattern of the second special symbol even when the number of reserved second special symbols increases to 2 or 3 during the non-time-saving state. By doing this, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting left compared to when hitting right during the non-time-saving state, and it is possible to increase the interest in the game.
[0286] A fourth feature of the special symbol variation pattern determination table shown in Figure 13 is that even if the number of reserved first special symbols increases from 1 to 3 during the time-saving state, the (ultra) shortened variation is not determined as the variation pattern of the first special symbol, whereas if the number of reserved second special symbols increases from 1 to 3 during the time-saving state, the (long) shortened variation is more likely to be determined as the variation pattern of the second special symbol. By doing so, it is possible to increase the time efficiency (execution efficiency) of the variation display of the special symbol when hitting right compared to when hitting left during the time-saving state, and it is possible to increase the interest in the game.
[0287] (Pre-determination table) Figure 14(a) is a pre-determination table for the non-time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the first starting port 45 during the non-time-shortened state, and Figure 14(b) is a pre-determination table for the time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the second starting port 47 during the time-shortened state.
[0288] As shown in Figure 14, the pre-determination table associates the type of special pattern (starting hole), the jackpot determination result, the special pattern determination result, the random number value for reach determination, the random number value for special pattern variation pattern determination, the special pattern planned variation pattern as the determination result, and the pre-reading designation command indicating the special pattern planned variation pattern.
[0289] Therefore, the "special symbol planned variation pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol variation pattern that is planned to be executed.
[0290] The main CPU 110a refers to the advance determination table shown in Figure 14, and determines the planned special symbol variation pattern based on the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a reach, and the random number value for determining a special symbol variation pattern, and transmits a pre-reading designation command corresponding to the planned special symbol variation pattern to the performance control board 130.
[0291] Next, modified examples of the specifications of the gaming machine 1 will be described with reference to Figures 15 and 16. In this embodiment, as described in Figures 11 and 12 and in the description of the gaming states, a so-called "probability loop type" is used. The "probability loop type" refers to a type in which, for example, if a "jackpot" is determined in a "normal gaming state (low-probability non-time-saving gaming state)" and a special symbol "02" or "03" is determined, the game enters a "high-probability gaming state (high-probability time-saving gaming state)" after the jackpot game ends, but thereafter, if the special symbol "04" (or "01") is not determined in the "high-probability gaming state" and a special symbol "05" or a special symbol "06" is determined, the "high-probability gaming state" continues.
[0292] 15 shows the so-called "Type 1 / 2 type." The "Type 1 / 2 type" has game states of "normal game state (low probability non-time-saving game state)" and "time-saving game state (low probability time-saving game state)." When a "jackpot" is determined in the "normal game state" (for example, the jackpot probability is "1 / 199"), as shown in (1), the game transitions to "jackpot game 1 (4 rounds)" or "jackpot game 2 (8 rounds)" at a predetermined rate.
[0293] Then, when "jackpot game 1 (4 rounds)" ends, the game shifts to "time-shortened game state 1." The upper limit number of times in this "time-shortened game state 1" is "1." However, during "time-shortened game state 1," it is possible to make a game ball enter the second start port 47 and store special symbol determination information in the first to fourth memory units of the second special symbol determination information reserve memory area, and a maximum of "5" "jackpot determinations" and "small jackpot determinations" can be executed using the special symbol determination information obtained by making a game ball enter the second start port 47.
[0294] On the other hand, when "jackpot game 2 (8 rounds)" ends, the game transitions to "time-shortened game state 2." The upper limit number of times in this "time-shortened game state 2" is "7." However, during "time-shortened game state 2," it is possible to make a game ball enter the second start port 47 and store special symbol determination information in the first to fourth memory units of the second special symbol determination information reserve memory area, and a maximum of "11" "jackpot determinations" and "small jackpot determinations" can be performed using the special symbol determination information obtained by making a game ball enter the second start port 47.
[0295] Although the detailed control flow is omitted, if the result of executing the "big hit determination" is a "big hit," then the "small hit determination" is not executed; if the result of executing the "big hit determination" is not a "big hit," then the "small hit determination" is executed; and if the "small hit determination" does not determine a "small hit," then the result is a "miss."
[0296] The special chart determination information obtained by making a gaming ball enter the second starting hole 47 is determined to be a "big win" with a probability of, for example, "1 / 199", and if it is not determined to be a "big win", it is determined to be a "small win" with a probability of, for example, "1 / 8". Note that the special chart determination information obtained by making a gaming ball enter the first starting hole 45 may be such that a "small win" is not won or may be made difficult to win.
[0297] Between "time-shortened game state 1" and "time-shortened game state 2," "time-shortened game state 2" is more advantageous to the player because it has a higher upper limit on the number of times the time-shortened game state can be played. Therefore, the image display device 70 or the like displays "RUSH acquisition challenge mode" in "time-shortened game state 1" and "RUSH mode" in "time-shortened game state 2," so that the player can identify the advantage or disadvantage from the display mode.
[0298] The game state during the "RUSH Acquisition Challenge Mode" is "Time-saving Game State 1" until the end of the first variable display, and "Normal Game State" from the start of the second variable display. Also, the game state during the "RUSH Mode" is "Time-saving Game State 2" until the end of the seventh variable display, and "Normal Game State" from the start of the eighth variable display.
[0299] If a "small win" is determined during the "RUSH acquisition challenge mode," the game will transition to "jackpot game 3 (4 rounds)" as shown in (2). However, the first round of "jackpot game 3 (4 rounds)" is a small win game, and if the game ball can be placed in the "special area" provided in the large prize opening during the small win game, the jackpot game (2nd to 4th rounds) will be executed. On the other hand, if the game ball cannot be placed in the "special area" during the small win game, the jackpot game (2nd to 4th rounds) will not be executed.
[0300] Furthermore, if a "jackpot" is determined during the "RUSH Acquisition Challenge Mode," the mode will transition to "Jackpot Game 4 (8 rounds)" as shown in (1). Then, when "Jackpot Game 3 (4 rounds)" and "Jackpot Game 4 (8 rounds)" are completed, the mode will transition to "RUSH Mode."
[0301] On the other hand, if during the "RUSH Acquisition Challenge Mode" neither a "big win" nor a "small win" is determined, the "RUSH Acquisition Challenge Mode" ends and the mode transitions to "Normal Mode."
[0302] If a "small win" is determined during "RUSH mode," the mode transitions to "jackpot game 3 (4 rounds)" as shown in (2), and if a "jackpot" is determined, the mode transitions to "jackpot game 4 (8 rounds)" as shown in (1). Then, when "jackpot game 3 (4 rounds)" or "jackpot game 4 (8 rounds)" ends, the mode transitions to "RUSH mode."
[0303] On the other hand, if neither a "big win" nor a "small win" is determined during "RUSH mode," "RUSH mode" ends and the game transitions to "normal mode."
[0304] The gaming machine 1 in this embodiment is not limited to the "probable loop type" described above, but may also be such a "type 1 / type 2 type."
[0305] 16 shows the so-called "small win RUSH type." The "small win RUSH type" has game states of "normal game state (low probability non-time-saving game state)," "time-saving game state (low probability time-saving game state)," and "high probability game state (high probability time-saving game state)." When a "jackpot" is determined in the "normal game state" (for example, the jackpot probability is "1 / 319"), as shown in (1), the game transitions to "jackpot game 1 (4 rounds)" or "jackpot game 2 (16 rounds)" at a predetermined rate.
[0306] Then, when "jackpot game 1 (4 rounds)" ends, the game shifts to the "time-saving game state." The upper limit of the number of times in this "time-saving game state" is, for example, "50." When "jackpot game 2 (16 rounds)" ends, the game shifts to the "high probability game state."
[0307] When a "jackpot" is determined in the "time-saving game state" (for example, the jackpot probability is "1 / 319"), as shown in (1), the game will transition to "jackpot game 4 (2 rounds)" or "jackpot game 3 (16 rounds)" at a predetermined rate. When "jackpot game 4 (2 rounds)" ends, the game will transition to the "time-saving game state," and when "jackpot game 3 (16 rounds)" ends, the game will transition to the "high probability game state." Furthermore, if the variable display is executed "50" times without a "jackpot" being determined, the "time-saving game state" will end and the game will transition to the "normal game state."
[0308] When a "jackpot" is determined in the "high probability game state" (for example, the jackpot probability is "1 / 77"), the game will transition to "jackpot game 4 (2 rounds)" or "jackpot game 3 (16 rounds)" at a predetermined rate, as shown in (2).
[0309] Furthermore, when a "small win" is determined in the "high probability game state" (for example, the probability of a small win is "1 / 2.5"), the game shifts to the "small win game" as shown in (3), and in this "small win game," the small win large prize opening is opened for a predetermined time, and for example, in "one" "small win game," about three game balls can be placed in the small win large prize opening. Then, after the "small win game" ends, the game shifts to the "high probability game state."
[0310] For example, the probability of a small win is 1 / 2.5, making it very easy to win. After the "small win game" ends, the "high probability game state" resumes, so in the "high probability game state," for example, if you continue to win the small win probability of 1 / 2.5 without winning the big win probability of 1 / 77, you can increase the number of game balls you have through the "small win game," which is advantageous to the player.
[0311] The gaming machine 1 in this embodiment is not limited to the "probable variable loop type" described above, but may also be such a "small win RUSH type."
[0312] Furthermore, the gaming machine 1 in this embodiment is not limited to the "probability loop type," "type 1 / 2 type," or "small win RUSH type," but may also be a so-called "ST probability type" in which the upper limit number of times in the "high probability game state (high probability time-shortened game state)" is set to, for example, "100," or may be a so-called "probability type that falls into the probability of the game falling into the "normal game state (low probability non-time-shortened game state)" or "time-shortened game state (low probability time-shortened game state)" with a predetermined probability.
[0313] Next, the details of the "gaming machine installation information" and "HC·fraud monitoring information" will be described with reference to Figs.
[0314] FIG. 17 shows a list of messages related to communication between the main control board 110 and the frame control board 120. No. 1 has the message name "Gaming machine installation information notification," the transmission direction "Main control board 110 → Frame control board 120," the command "0x01," and the message summary "Notify gaming machine installation information." No. 2 has the message name "Gaming machine installation information response," the transmission direction "Frame control board 120 → Main control board 110," the command "0x11," and the message summary "Reply gaming machine installation information receipt result." No. 3 has the message name "Gaming machine information notification," the transmission direction "Main control board 110 → Frame control board 120," the command "0x02," and the message summary "Notify gaming machine information." Note that "gaming machine information" here refers to "HC / fraud monitoring information." Additionally, No. 4 has the message name "Amusement machine information response," the transmission direction "Frame control board 120 → Main control board 110," the command "0x12," and the message summary "Reply with the gaming machine information reception result and frame control status."
[0315] The "gaming machine installation information" is configured as shown in Figure 18. No. 1 has the data name "Message Length" and the content "0x19." No. 2 has the data name "Command" and the content "0x01." No. 3 has the data name "Communication Serial Number" and the content "Fixed to 0." No. 4 has the data name "Gaming Machine Type" related to the gaming machine installation information, the content of which will be described later. No. 5 has the data name "Main Control Chip ID Number" related to the gaming machine installation information, the content of which will be described later. No. 6 has the data name "Main Control Chip Manufacturer Code" related to the gaming machine installation information, the content of which will be described later. No. 7 has the data name "Main Control Chip Product Code" related to the gaming machine installation information, the content of which will be described later. No. 8 has the data name "Checksum" and the content of which will be described later.
[0316] The data name of No. 4, "Game Machine Type", consists of one byte as shown in Figure 18, with Bit 3 to Bit 0 indicating the game machine type, where if Bit 3 to Bit 0 are "0001", it indicates a "pachinko game machine", if Bit 3 to Bit 0 are "0010", it indicates a "slot machine", if Bit 3 to Bit 0 are "0011", it indicates an "arrange ball game machine", if Bit 3 to Bit 0 are "0100", it indicates a "jankyu game machine", and the rest are unused.
[0317] Bits 6 to 4 indicate the organization classification of the union. If Bits 6 to 4 are "000", it indicates the "Nikkoso" (an organization mainly related to pachinko gaming machines), if Bits 6 to 4 are "001", it indicates the "Nichidenkyo" (an organization mainly related to slot machine gaming machines), and the rest are unused.
[0318] Bit 7 indicates the management medium, and if Bit 7 is "0", it indicates a gaming ball, and if Bit 7 is "1", it indicates a gaming medal. For example, if gaming machine 1 is a pachinko gaming machine, the data will be one byte, with Bit 7 being "0", Bit 6 to Bit 4 being "000", and Bit 3 to Bit 0 being "0001".
[0319] The "main control chip ID number" is omitted from the drawing, but the ID for each main control chip manufacturer is transmitted via telegram. For example, if the main control chip is from manufacturer A, a total of 9 bytes of data consisting of the chip individual number "23456789" + identification code is transmitted via telegram, and if the main control chip is from manufacturer B, a total of 9 bytes of data consisting of the chip individual number "45678912" + identification code is transmitted via telegram.
[0320] The "gaming machine installation information response" is a response from the frame control board 120 to the main control board 110 after the "gaming machine installation information" is sent from the main control board 110 to the frame control board 120. No. 1 has the data name "message length" and the content "0x05". No. 2 has the data name "command" and the content "0x11". No. 3 has the data name "communication serial number" and the content "fixed to 0". No. 4 has the data name "gaming machine installation information receipt result", and if the content is "0x00", it means "received OK", and if the content is "0x01", it means "ball removal state", which indicates that the frame control board 120 is in a ball removal state. No. 5 has the data name "checksum" and the content "addition result from the message length to the data section". The main control board 110 will not enter a playable state unless it receives the content "0x00" (reception OK) as the "gaming machine installation information reception result" from the frame control board 120. This will be explained in detail later using a flowchart.
[0321] The "HC·Fraud Monitoring Information" is structured as shown in Figure 19. No. 1 has the data name "Message Length" and the content "0x0B~0x15". No. 2 has the data name "Command" and the content "0x02". No. 3 has the data name "Communication Serial Number" and the content "Sequence Number (0~255)". No. 4 has the data name "Main Control Status 1" and the content is Bit 0 "Jackpot 1", Bit 1 "Jackpot 2", Bit 2 "Jackpot 3", Bit 3 "Machine Status Signal 1", Bit 4 "Machine Status Signal 2", Bit 5 "Machine Status Signal 3", Bit 6 "Machine Status Signal 4", and Bit 7 "Unused". For example, during the execution of a jackpot game corresponding to "jackpot 1," Bit 0 and Bit 1 become ON ("1"), and the fact that Bit 0 and Bit 1 of main control state 1 are ON ("1") is ultimately transmitted to the gaming machine information center.
[0322] Additionally, No. 5 has the data name "Main Control State 2", and the contents are Bit 0 "During jackpot + time reduction or advantageous state", Bit 1 "During high probability", Bit 2 "During time reduction or advantageous state", and Bit 3 to Bit 7 "Unused". For example, during a high probability game state, Bit 1 is ON ("1"), and the fact that Bit 1 of Main Control State 2 is ON ("1") is finally transmitted to the gaming machine information center.
[0323] Additionally, No. 6 has the data name "game machine error status", and the contents are as follows: Bit 0 to Bit 5 are "error code", Bit 6 is "0 = frame control, 1 = main control" (if 0, an error detected by the frame control board 120, if 1, an error detected by the main control board 110), and Bit 7 is "0 = alarm only, 1 = alarm + output to hall control" (if 0, only an error alarm is issued, if 1, an error alarm is issued and also output to the hall control). For example, if an error corresponding to Bit 0 occurs, Bit 0 becomes ON ("1"), and the fact that Bit 0 of the game machine error status is ON ("1") is ultimately transmitted to the game machine information center.
[0324] Additionally, No. 7 has the data name "Fraud Detection Status 1" and the contents are Bit 0 "Settings Changing Signal", Bit 1 "Settings Checking Signal", Bit 2 "RWM Clear Signal", Bit 3 "Fraud Detection Signal 1", Bit 4 "Fraud Detection Signal 2", Bit 5 "Fraud Detection Signal 3", Bit 6 "Earning Limit Device Activated Signal", and Bit 7 "Unused". For example, if the settings are being changed as described below, Bit 0 will be ON ("1"), and the fact that Bit 0 of Fraud Detection Status 1 is ON ("1") will ultimately be sent to the gaming machine information center.
[0325] Additionally, No. 8 has the data name "Number of prize balls when the special feature is activated" and the content "Number of prize balls when the special feature is activated" (for example, the number of prize balls when the game ball enters the second starting slot 47). Additionally, No. 9 has the data name "Number of prize balls when the continuous special feature is activated" and the content "Number of prize balls when the continuous special feature operating device is activated" (for example, the number of prize balls when the game ball enters the large prize slot 50).
[0326] Additionally, No. 10 has the data name "Number of Game Information" related to the game information, and the content is "Number of Type Information and Count Information (n) (n) = 0 to 5 (variable length)". Additionally, No. 11 has the data name "Type Information 1" related to the game information, and the content is "Type Information 1". Additionally, No. 12 has the data name "Count Information 1" related to the game information, and the content is "Count Information 1".
[0327] In the first example, when one gaming ball enters the first starting opening 45, the count information is "data indicating the first starting opening 45," "data indicating the number of winning balls (1)," and "data indicating the number of prize balls (3)." In the second example, when one gaming ball enters the major winning opening 50, the count information is "data indicating the major winning opening 50," "data indicating the number of winning balls (1)," and "data indicating the number of prize balls (15)." In the third example, when one gaming ball passes through the out ball detection switch 39a, the count information is "data indicating the out ball detection switch 39a" and "data indicating the number of passing balls (1)." These data are then ultimately transmitted to the gaming machine information center via electronic message.
[0328] Additionally, No. 13 has the data name "Type Information n" and the content "Type Information n" related to the game information. Additionally, No. 14 has the data name "Count Information n" and the content "Count Information n" related to the game information. Additionally, No. 15 has the data name "Checksum" and the content "Addition result from the message length to the data section."
[0329] FIG. 20 is a diagram illustrating the details of the above-mentioned "main control state 1," "main control state 2," and "fraud detection state 1."
[0330] "Main control state 1" is Bit 0's name "Jackpot 1", details "Jackpot 1 information: Set to 1 during a notified jackpot", Bit 1's name "Jackpot 2", details "Jackpot 2 information: Set to 1 during all jackpots", Bit 2's name "Jackpot 3", details "Jackpot 3 information: Set to 1 during states such as small jackpot RUSH and special time-saving", Bit 3's name "Gaming machine status signal 1", details "Gaming machine status signal: Set to 1 while gaming machine status signal 1 is ON", Bit 4's name "Gaming machine status signal 2", details "Gaming machine status signal: Set to 1 while gaming machine status signal 2 is ON", Bit 5's name "Gaming machine status signal 3", details "Gaming machine status signal: Set to 1 while gaming machine status signal 3 is ON", and Bit 6's name "Gaming machine status signal 4", details "Gaming machine status signal "Set to 1 while gaming machine status signal 4 is ON", the name of Bit 7 is "Unused", and the details are "Fixed to 0".
[0331] "Gaming machine status signal 1" corresponds to pulse output signal terminal 1 on the external terminal board of the hall controller output unit 173, "gaming machine status signal 2" corresponds to pulse output signal terminal 2 on the external terminal board of the hall controller output unit 173, "gaming machine status signal 3" corresponds to pulse output signal terminal 3 on the external terminal board of the hall controller output unit 173, and "gaming machine status signal 4" corresponds to pulse output signal terminal 4 on the external terminal board of the hall controller output unit 173.
[0332] The small win RUSH is as described in Figure 16. The special time reduction corresponds to a time reduction game state (so-called ceiling time reduction) that is activated as a rescue when a low probability game state is played a specified number of times (for example, 1000 consecutive variable display special symbols that result in a loss) after clearing the RWM or after the end of a big win game, or a time reduction game state (so-called symbol time reduction) that is activated when a special loss is determined in the big win determination and one of multiple time reduction symbols is displayed as a static result of the variable display of the special symbols.
[0333] In "Main Control State 2," Bit 0 has the name "Jackpot + Time-saving or advantageous state" and the details "Game status information: Set to 1 during jackpot and time-saving or advantageous state," Bit 1 has the name "High probability" and the details "Game status information: Set to 1 during high probability," Bit 2 has the name "Time-saving or advantageous state" and the details "Game status information: Set to 1 during time-saving or advantageous state," and Bits 3 to 7 have the names "Unused" and the details "Fixed to 0."
[0334] In "Fraud detection status 1," the name of Bit 0 is "Settings changing signal," with details "0 = normal, 1 = settings changing," the name of Bit 1 is "Settings checking signal," with details "0 = normal, 1 = settings checking," the name of Bit 2 is "RWM clear signal," with details "0 = normal, 1 = RWM clear (RWM initialization) occurred," the name of Bit 3 is "Fraud detection signal 1," with details "Urgency: weak 0 = normal, 1 = abnormality occurred," the name of Bit 4 is "Fraud detection signal 2," with details "Urgency: medium 0 = normal, 1 = abnormality occurred," the name of Bit 5 is "Fraud detection signal 3," with details "Urgency: strong 0 = normal, 1 = abnormality occurred," the name of Bit 6 is "Acquisition upper limit device operating signal," with details "0 = not operating, 1 = operating," and the name of Bit 7 is "unused," with details "fixed to 0."
[0335] FIG. 21 is a diagram for explaining the details of the above-mentioned "game information."
[0336] The "game information" is a two-byte structure consisting of "type information (1 byte)" and "count information (1 byte)". Furthermore, the "type information (1 byte)" is composed of "data type (Bit 4 to Bit 7)" and "data number (Bit 0 to Bit 3)".
[0337] For example, "Data type (Bit 4 to Bit 7)" is Bit 4 to Bit 7 "0000" where the type name is "unused" and the content is "-", Bit 4 to Bit 7 "0001" where the type name is "winning at the starting gate" and the content is "notification that a prize has been won at the starting gate", Bit 4 to Bit 7 "0010" where the type name is "winning at the large prize gate due to the operation of a special electric device" and the content is "notification that a prize has been won at the large prize gate", and Bit 4 to Bit 7 "0011" where the type name is "winning at the prize gate" and the content is "winning Bit4 to Bit7 "0100" are type names "Winning at all start gates" and content "Notification of passing through the start gate or normal gate related to the game", Bit4 to Bit7 "0101", "0110", "0111", and "1000" are type names "Unused" and content "-", Bit4 to Bit7 "1001" are type names "Number of times the pattern has been determined" and content "Notification of the number of times the pattern related to the game has changed", Bit4 to Bit7 "1010" are type names " Bit 4 to Bit 7 “1011” are the type name “unused” and the content is “-”, and Bit 4 to Bit 7 “1100” are the type name “number of times of special feature (number of times of opening of large prize opening)” and the content is “notify the opening of the large prize opening when the special feature continuous operating device is not in operation, if you want to use the number of times of opening of the large prize opening at the time of small win as the starting number” (see small win game for the first round of “Big Win Game 3 (4 rounds)” in Figure 15). Bits 4 to 7 “1101” are the type name “passing through a specific area” and the content is “notification that a specific area has been passed” (see “Specific area” in Figure 15), Bits 4 to 7 “1110” are the type name “external terminal board pulse output” and the content is “instruction to output a pulse from the dedicated unit (hall capacitor output section 173)”, and Bits 4 to 7 “1111” are the type name “performance information status notification” and the content is “notification of the status required to calculate performance information”.
[0338] If the "data type (Bit 4 to Bit 7)" is "winning at the starting gate," the "data number (Bit 0 to Bit 3)" transmits one of the following (starting gate number) bits (Bit 0 to Bit 3): "0001" (winning at starting gate 1), "0010" (winning at starting gate 2), or "0011" (winning at starting gate 3) (other than the above are unused). For example, if a game ball wins at the first starting gate 45, type information (1 byte) consisting of "0001" for the "data type (Bit 4 to Bit 7)" and "0001" for the "data number (Bit 0 to Bit 3)" is transmitted.
[0339] If the "data type (Bit 4 to Bit 7)" is "a prize in a large prize slot due to the operation of a special electric device," then either "0001" (a prize in large prize slot 1) or "0010" (a prize in large prize slot 2) is transmitted as the content (large prize slot number) for Bit 0 to Bit 3 (other than the above are unused). For example, if a game ball enters large prize slot 50, type information (1 byte) consisting of "0010" for "data type (Bit 4 to Bit 7)" and "0001" for "data number (Bit 0 to Bit 3)" is transmitted.
[0340] If the "data type (Bit 4 to Bit 7)" is "prize entry slot win", then the content (prize entry slot number) is transmitted as one of Bit 0 to Bit 3 "0001" (prize entry slot 1), "0010" (prize entry slot 2), ... "1111" (prize entry slot 15) ("0000" is not used). For example, if a game ball wins at the general prize entry slot 43 located at the bottom right of the decorative frame 40, type information (1 byte) consisting of "data type (Bit 4 to Bit 7)" as "0011" and "data number (Bit 0 to Bit 3)" as "0001" is transmitted.
[0341] If the "data type (Bit 4 to Bit 7)" is "winning at all start gates," Bit 0 to Bit 3 "0001" (winning or passing) is transmitted as the content (others are unused). For example, if a game ball wins at the first start gate 45, type information (1 byte) consisting of "data type (Bit 4 to Bit 7)" being "0100" and "data number (Bit 0 to Bit 3)" being "0001" is transmitted, and if a game ball passes through the normal gate 44, type information (1 byte) consisting of "data type (Bit 4 to Bit 7)" being "0100" and "data number (Bit 0 to Bit 3)" being "0001" is transmitted.
[0342] If the "Data Type (Bit 4 to Bit 7)" is the "Number of Symbols Confirmed," then Bit 0 to Bit 3 "0001" (the number of times the symbols related to the game (special symbols, normal symbols)) is transmitted as the content (the rest are unused). For example, when the first special symbol is stopped and displayed, type information (1 byte) consisting of "Data Type (Bit 4 to Bit 7)" as "1001" and "Data Number (Bit 0 to Bit 3)" as "0001" is transmitted, and similar type information is transmitted when the second special symbol is stopped and displayed. Also, similar type information is transmitted when a normal symbol is stopped and displayed.
[0343] If the "data type (Bit 4 to Bit 7)" is the "number of jackpots," the contents are transmitted as Bit 0 to Bit 3 "0001" (the consecutive operation device of the accessory is activated) (the rest are unused). For example, when the first jackpot (see Figure 12) is executed, type information (1 byte) consisting of "1010" for "data type (Bit 4 to Bit 7)" and "0001" for "data number (Bit 0 to Bit 3)" is transmitted.
[0344] If the "data type (Bit 4 to Bit 7)" is the "number of times the special feature is played (number of times the big prize opening is played)", Bit 0 to Bit 3 "0001" (special feature 1) is transmitted as the content (the rest are unused). For example, when the "big prize game 3" described in Figure 15 is executed, type information (1 byte) consisting of "data type (Bit 4 to Bit 7)" as "1100" and "data number (Bit 0 to Bit 3)" as "0001" is transmitted.
[0345] If the "data type (Bit4 to Bit7)" is "passing through a specific area," Bit0 to Bit3 "0001" (specific area 1) is transmitted as the content (the rest are unused). For example, when the "jackpot game 3" described in FIG. 15 is executed and the gaming ball passes through a specific area, type information (1 byte) consisting of "data type (Bit4 to Bit7)" as "1101" and "data number (Bit0 to Bit3)" as "0001" is transmitted.
[0346] In addition, to touch upon the count information in the case of "passing through a specific area," as shown in Figure 22, if Bit4 to Bit7 are "unused" and "fixed to 0," and Bit0 to Bit3 are "0001," it is transmitted that "the number of times the specific area has been passed is 1" (the others are unused). In other words, as shown in Example 1) of Figure 22, when the gaming ball passes through specific area 1 once, gaming information "0xD101" is transmitted, which is broken down into type information (1 byte) with "data type (Bit4 to Bit7)" being "1101" and "data number (Bit0 to Bit3)" being "0001," and count information (1 byte) with "unused (Bit4 to Bit7)" being "0000" and "number of passes (Bit0 to Bit3)" being "0001" (1 time).
[0347] If the "data type (Bit 4 to Bit 7)" is "external terminal board pulse output", the content indicates that a pulse is output from the dedicated unit (hall capacitor output unit 173). If the "Data Type (Bit 4 to Bit 7)" is "Performance Information Status Notification", the status (fixed to 1) required to calculate the performance information is sent as the content (others are unused).
[0348] Regarding the count information for the "performance information status notification," as shown in FIG. 22, Bits 4 to 7 are "fixed to 0." Bit 0 indicates "base," and if it is "0," it indicates "low base" (e.g., low-probability non-time-saving game state), and if it is "1," it indicates "high base" (e.g., low-probability time-saving game state, high-probability time-saving game state). Bit 1 indicates "jackpot," and if it is "0," it indicates "normal" (e.g., low-probability non-time-saving game state), and if it is "1," it indicates "jackpot." Bit 2 indicates "high probability," and if it is "0," it indicates "low probability" (e.g., low-probability non-time-saving game state, low-probability time-saving game state), and if it is "1," it indicates "high probability" (e.g., high-probability time-saving game state). Bit 3 is unused.
[0349] As shown in Example 2 of Figure 22, when the status changes to high base, game information "0xF101" is sent, which is broken down into type information (1 byte) with "Data type (Bit 4 to Bit 7)" being "1111" and "Data number (Bit 0 to Bit 3)" being "0001", and count information (1 byte) with "Unused (Bit 4 to Bit 7)" being "0000" and "Status flag" Bit 0 being "1" (Bits 1 to 3 are "0").
[0350] The "HC / Fraud Monitoring Information Response" in Figure 22 is a response from the frame control board 120 to the main control board 110 after the main control board 110 transmits the "HC / Fraud Monitoring Information" to the frame control board 120. Data No. 1 has the data name "Message Length" and the content "0x05." Data No. 2 has the data name "Command" and the content "0x12." Data No. 3 has the data name "Communication Serial Number" and the content "Communication Sequence Number (0-255)." Data No. 4 has the data name "HC / Fraud Monitoring Information Receipt Result," and if the content is "0x00," it indicates "Receipt OK." Data No. 5 has the data name "Checksum" and the content "Addition result from Message Length to Data." Note that the main control board 110 will not enter a playable state unless it receives the content "0x00" (received OK) as the "HC / Fraud Monitoring Information Receipt Result" from the frame control board 120. This point will be explained in more detail later using a flowchart.
[0351] Next, we will explain the list of functions and implementation areas of the gaming machine using Figures 23 and 24. The "usage area" corresponds to the "game area" described in Figures 7 and 8, and the "outside the use area" corresponds to the "information area" described in Figures 7 and 8. In the figure, "◎" indicates a mounting area, "◯" indicates a mountable area, and "×" indicates an area where mounting is not possible.
[0352] Regarding No. 1 "function for controlling game execution," the "usage area" of the "main control unit 110m" is marked with a "◎," and the "outside of the use area" of the "main control unit 110m," the "use area" of the "frame control unit 120m," and "outside of the use area" are marked with an "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m," and the "function for controlling game execution" corresponds to, for example, the processing executed in the "main control board timer interrupt processing" described below.
[0353] Regarding No. 2 "control the gaming state," the "usage area" of the "main control unit 110m" is "◎," and the "outside the use area" of the "main control unit 110m," the "use area" of the "frame control unit 120m," and "outside the use area" are "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m," and "control the gaming state" corresponds to the function of controlling the above-mentioned "normal gaming state," "time-saving gaming state," and "high-probability gaming state."
[0354] Regarding No. 3 "Control related to launch," the "Usage area" of the "main control unit 110m" is marked with a "◎," and the "Outside of the use area" of the "main control unit 110m," "Usage area" of the "frame control unit 120m," and "Outside of the use area" are marked with an "X." In this embodiment, the function is executed in the "Usage area" of the "main control unit 110m," and the "Control related to launch" corresponds to the control for launching the game ball into the game area 5a.
[0355] Regarding No. 4 "Generation of random numbers for internal lottery drawing," the "usage area" of the "main control unit 110m" is "◎," and the "outside of use area" of the "main control unit 110m," "usage area" of the "frame control unit 120m," and "outside of use area" are "×." In this embodiment, the function is executed in the "usage area" of the "main control unit 110m," and "generation of random numbers for internal lottery drawing" corresponds to the generation of random numbers used in each process executed in the "main control board timer interrupt process" described below.
[0356] For No. 5 "Detection of winning game balls and payout of prize balls", the "usage area" of the "main control unit 110m" is "◎", and the "outside of use area" of the "main control unit 110m", "use area" of the "frame control unit 120m", and "outside of use area" are "×". In this embodiment, this function is executed in the "use area" of the "main control unit 110m", and "detection of winning game balls and payout of prize balls" corresponds to steps S200 and S500 of the "main control board timer interrupt processing" described below.
[0357] Regarding No. 6 "Control related to special symbol display device", the "usage area" of the "main control unit 110m" is "◎", and the "outside of the use area" of the "main control unit 110m", the "use area" of the "frame control unit 120m", and "outside of the use area" are "×". In this embodiment, the function is executed in the "use area" of the "main control unit 110m", and the "control related to the special symbol display device" corresponds to step S700 and step S750 of the "main control board timer interrupt processing" described below.
[0358] Regarding No. 7 "Control related to special electric props," the "usage area" of the "main control unit 110m" is "◎," and the "outside of the use area" of the "main control unit 110m," the "use area" of the "frame control unit 120m," and "outside of the use area" are "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m," and the "control related to special electric props" corresponds to step S340 of the "special chart special electric control processing" described below.
[0359] Regarding No. 8 "Control related to normal pattern display device", the "usage area" of the "main control unit 110m" is "◎", and the "outside of the use area" of the "main control unit 110m", the "use area" of the "frame control unit 120m", and "outside of the use area" are "×". In this embodiment, the function is executed in the "use area" of the "main control unit 110m", and the "control related to normal pattern display device" corresponds to step S700 and step S750 of the "main control board timer interrupt processing" described below.
[0360] Regarding No. 9 "Control related to normal electric props," the "usage area" of the "main control unit 110m" is "◎," and the "outside of the use area" of the "main control unit 110m," "use area" of the "frame control unit 120m," and "outside of the use area" are "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m," and "control related to normal electric props" corresponds to step S250 of the "input control processing" described below.
[0361] Regarding No. 10 "Other control related to the execution of the game," the "usage area" of the "main control unit 110m" is "◎," and the "outside the use area" of the "main control unit 110m," the "use area" of the "frame control unit 120m," and "outside the use area" are "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m."
[0362] Regarding No. 11 "Function to control the game ball number display device," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area" of the "main control unit 110m," "outside the use area," and "outside the use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and the "function to control the game ball number display device" corresponds to steps W650 and W700 of the "frame control board timer interrupt processing" described below.
[0363] Regarding No. 12 "electromagnetically record the number of game balls," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside of the use area" and "outside of the use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "electromagnetically record the number of game balls" corresponds to the "frame control board game ball number update process" described below.
[0364] For No. 13 "Display the number of game balls", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area" of the "main control unit 110m", "outside the use area", and "outside the use area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "display the number of game balls" corresponds to steps W650 and W700 of the "frame control board timer interrupt processing" described below.
[0365] Regarding No. 14 "Add the number of game balls loaned out," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside the use area" and "outside the use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "add the number of game balls loaned out" corresponds to the "frame control board game ball loan processing" described below.
[0366] Regarding No. 15 "Subtract the number of counted game balls," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside the use area" and "outside the use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "subtract the number of counted game balls" corresponds to the "frame control board game ball counting process" described below.
[0367] Regarding No. 16 "Subtract the number of game balls launched," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside the use area" and "outside the use area" of the "main control unit 110m" are "×." In this embodiment, this function is executed in the "usage area" of the "frame control unit 120m," and "subtract the number of game balls launched" corresponds to steps W301 and W302 of the "frame control board game ball number update process" described below.
[0368] Regarding No. 17 "Add the number of game balls (foul balls) that were not shot onto the board and returned," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside of use area" and "outside of use area" of the "main control unit 110m" are "×." In this embodiment, this function is executed in the "usage area" of the "frame control unit 120m," and "add the number of game balls (foul balls) that were not shot onto the board and returned" corresponds to steps W303 and W304 of the "frame control board game ball number update process" described below.
[0369] Regarding No. 18 "Add the number of paid-out game balls," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside the use area" and "outside the use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "add the number of paid-out game balls" corresponds to steps W305 to W311 of the "frame control board game ball number update process" described below.
[0370] Regarding No. 19 "Initializing the number of game balls with the game ball count clear button," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside of the use area" and "outside of the use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "initializing the number of game balls with the game ball count clear button" corresponds to the process in which the frame control unit 120m clears the number of game balls when an input is made from the game ball count clear switch 121 when power is supplied.
[0371] Regarding No. 20 "Function to control communication with game ball etc. lending device," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area" of the "main control unit 110m," "outside of use area," and "outside of use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and the "function to control communication with game ball etc. lending device" corresponds to the control related to communication with the dedicated unit 170.
[0372] For No. 21 "VL power supply monitoring," the "usage area" of the "frame control unit 120m" is marked "○," and the "usage area" and "outside of use area" of the "main control unit 110m" and "outside of use area" of the "frame control unit 120m" are marked "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "VL power supply monitoring" corresponds to the power supply for connection confirmation input from the dedicated unit 170.
[0373] For No. 22 "Communication control, communication timer management", the "usage area" of the "frame control unit 120m" is marked with "◎", and the "usage area" and "outside of use area" of the "main control unit 110m" and "outside of use area" of the "frame control unit 120m" are marked with "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "communication control, communication timer management" corresponds to time management related to communication with the dedicated unit 170.
[0374] Regarding the generation and transmission of message No. 23 "Gaming machine information notification (gaming machine performance information)", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside of use area" and "outside of use area" of the "main control unit 110m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of message "gaming machine information notification (gaming machine performance information)" corresponds to the processing of step W507 of the "frame control board gaming machine information notification processing" described below.
[0375] Regarding the generation and transmission of message No. 24 "Gaming machine information notification (gaming machine installation information)", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside of use area" and "outside of use area" of the "main control unit 110m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of the "gaming machine information notification (gaming machine installation information)" message corresponds to the processing of steps W505 and W509 of the "frame control board gaming machine information notification processing" described below.
[0376] Regarding the generation and transmission of message No. 25 "Gaming machine information notification (HC / fraud monitoring information)", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area", "outside of use area" and "outside of use area" of the "main control unit 110m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and the generation and transmission of the "gaming machine information notification (HC / fraud monitoring information)" message corresponds to the processing of step W513 of the "frame control board gaming machine information notification processing" described below.
[0377] For No. 26 "Generating and sending counting notification messages", the "usage area" of the "frame control unit 120m" is "◎", and the "usage area" of the "main control unit 110m", "outside of the use area" and "outside of the use area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m", and "generating and sending counting notification messages" corresponds to step W567 of the "frame control board game ball counting processing" described below.
[0378] For No. 27 "Receive loan notification", the "Use area" of the "Frame control unit 120m" is "◎", and the "Use area" of the "Main control unit 110m", "Outside use area", and "Outside use area" of the "Frame control unit 120m" are "×". In this embodiment, the function is executed in the "Use area" of the "Frame control unit 120m", and "Receive loan notification" corresponds to step W601 of the "Frame control board game ball loan processing" described below.
[0379] Regarding No. 28 "Generation and transmission of loan receipt result response message," the "usage area" of the "frame control unit 120m" is "◎," and the "usage area," "outside of use area" and "outside of use area" of the "main control unit 110m" are "×." In this embodiment, the function is executed in the "usage area" of the "frame control unit 120m," and "generation and transmission of loan receipt result response message" corresponds to steps W609 and W610 of the "frame control board game ball loan processing" described below.
[0380] Regarding No. 29 "Communication control between main control unit and frame control unit," the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m" are marked with "◎," and the "outside of the use area" of the "main control unit 110m" and the "outside of the use area" of the "frame control unit 120m" are marked with "×." In this embodiment, the function is executed in the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m," and corresponds to all processing related to communication between the main control unit 110m and the frame control unit 120m (for example, "gaming machine installation information notification" and "gaming machine installation information response" in "main control board main processing").
[0381] Regarding No. 30 "Collection of gaming machine performance information," the "outside of the use area" of the "frame control unit 120m" is "◎," and the "use area" of the "main control unit 110m," "outside of the use area," and "use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed "outside of the use area" of the "frame control unit 120m," and "collection of gaming machine performance information" corresponds to the "frame control board gaming machine performance information calculation process" described below.
[0382] Note that No. 30 to No. 38 are data for one day from when the gaming machine 1 is turned on to when it is turned off, and the data starts to be collected when the gaming machine 1 is turned on and is cleared when the gaming machine 1 is turned off. In other words, these are different from the values calculated in the "frame control board display performance information calculation process" described later. Furthermore, the aggregated data is not displayed on a display (for example, the frame control display 125) or the like, but is sent to the gaming machine information center and shared and managed with the Nikkoso.
[0383] For No. 31 "Total number of game balls fired," the "outside the use area" of the "frame control unit 120m" is "◎," and the "use area" of the "main control unit 110m," "outside the use area," and "use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed "outside the use area" of the "frame control unit 120m," and the "total number of game balls fired" corresponds to step W451 of the "frame control board gaming machine performance information calculation process" described below.
[0384] For No. 32 "Total number of game balls acquired," "outside the use area" of the "frame control unit 120m" is "◎," and the "use area" of the "main control unit 110m," "outside the use area," and "use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed "outside the use area" of the "frame control unit 120m," and the "total number of game balls acquired" corresponds to step W452 of the "frame control board gaming machine performance information calculation process" described below.
[0385] Regarding No. 33 "Ball payout rate", "outside the use area" of "frame control unit 120m" is "◎", and "use area" of "main control unit 110m", "outside the use area", and "use area" of "frame control unit 120m" are "×". In this embodiment, the function is executed "outside the use area" of "frame control unit 120m", and "ball payout rate" corresponds to step W453 of the "frame control board gaming machine performance information calculation process" described later.
[0386] For No. 34 "Number of game balls acquired per minute (low base)", "outside the use area" of the "frame control unit 120m" is "◎", and the "use area" of the "main control unit 110m", "outside the use area", and "use area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed "outside the use area" of the "frame control unit 120m", and "number of game balls acquired per minute (low base)" corresponds to step W454 of the "frame control board gaming machine performance information calculation process" described below.
[0387] Regarding No. 35 "Gem Ratio", "outside of use area" of "frame control unit 120m" is "◎", and "use area" of "main control unit 110m", "outside of use area", and "use area" of "frame control unit 120m" are "×". In this embodiment, the function is executed "outside of use area" of "frame control unit 120m", and "gem ratio" corresponds to step W455 of "frame control board gaming machine performance information calculation process" described later.
[0388] Regarding No. 36 "Continuous feature ratio", the "outside of the use area" of the "frame control unit 120m" is "◎", and the "use area" of the "main control unit 110m", "outside of the use area", and "use area" of the "frame control unit 120m" are "×". In this embodiment, the function is executed "outside of the use area" of the "frame control unit 120m", and the "continuous feature ratio" corresponds to step W456 of the "frame control board gaming machine performance information calculation process" described later.
[0389] Regarding No. 37 "Number of times the device for continuously operating the special device is operated," the "outside the use area" of the "frame control unit 120m" is "◎," and the "use area" of the "main control unit 110m," "outside the use area," and "use area" of the "frame control unit 120m" are "×." In this embodiment, the function is executed outside the "use area" of the "frame control unit 120m," and the "number of times the device for continuously operating the special device is operated" corresponds to step W457 of the "frame control board gaming machine performance information calculation process" described below.
[0390] Regarding No. 38 "Maximum ball payout", "outside the use area" of "frame control unit 120m" is "◎", and "use area" of "main control unit 110m", "outside the use area", and "use area" of "frame control unit 120m" are "×". In this embodiment, the function is executed "outside the use area" of "frame control unit 120m", and "maximum ball payout" corresponds to step W458 of the "frame control board gaming machine performance information calculation process" described below.
[0391] For No. 39 "Generation of gaming machine installation information," the "usage area" and "outside of use area" of the "main control unit 110m" and the "usage area" and "outside of use area" of the "frame control unit 120m" are all marked with "○." In this embodiment, this function is executed in the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m." Specifically, the following information Nos. 40 to 42 is generated in the "usage area" of the "main control unit 110m," and the following information Nos. 43 to 45 is generated in the "usage area" of the "frame control unit 120m." The "frame control unit 120m" transmits a total of six pieces of information, including the information Nos. 40 to 42 received from the "main control unit 110m" and the information Nos. 43 to 45 generated by itself, to the U board 171 (ultimately to the gaming machine information center). In other words, "generation of gaming machine installation information" corresponds to step S5 of the "main control board main processing" described below, and steps W505 and W509 of the "frame control board gaming machine information notification processing" described below.
[0392] For No. 40 "Main control chip ID number", the "usage area" and "outside of use area" of the "main control unit 110m" are marked with "○", and the "usage area" and "outside of use area" of the "frame control unit 120m" are marked with "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip ID number" will be described later in FIG. 18.
[0393] For No. 41 "Main control chip manufacturer code", the "usage area" and "outside of use area" of the "main control unit 110m" are "○", and the "usage area" and "outside of use area" of the "frame control unit 120m" are "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip manufacturer code" will be described later in Figure 18.
[0394] For No. 42 "Main control chip product code", the "usage area" and "outside of use area" of the "main control unit 110m" are "○", and the "usage area" and "outside of use area" of the "frame control unit 120m" are "× (excluded)". In this embodiment, the function is executed in the "usage area" of the "main control unit 110m". The "main control chip product code" will be described later in Figure 18.
[0395] For No. 43 "Frame control chip ID number", the "Usage area" and "Outside of use area" of the "Frame control unit 120m" are "○", and the "Usage area" and "Outside of use area" of the "Main control unit 110m" are "× (excluded)". In this embodiment, the function is executed in the "Usage area" of the "Frame control unit 120m". The "Frame control chip ID number" will be described later in FIG. 50.
[0396] For No. 44 "Frame Control Chip Manufacturer Code", the "Usage Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "○", and the "Usage Area" and "Outside of Use Area" of the "Main Control Unit 110m" are marked with "× (Excluded)". In this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m". The "Frame Control Chip Manufacturer Code" will be described later in FIG. 50.
[0397] For No. 45 "Frame Control Chip Product Code", the "Usage Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "○", and the "Usage Area" and "Outside of Use Area" of the "Main Control Unit 110m" are marked with "× (Excluded)". In this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m". The "Frame Control Chip Product Code" will be described later in FIG. 50.
[0398] For No. 46 "Generation of HC / Fraud Monitoring Information," the "Use Area" and "Outside of Use Area" of the "Main Control Unit 110m" and the "Use Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are all marked "○." In this embodiment, the "Use Area" of the "Main Control Unit 110m" and the "Use Area" of the "Frame Control Unit 120m" are used. This will be explained in detail below.
[0399] For No. 47 "Number of Game Balls," the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m" are marked with "○," while the "Outside of the Use Area" of the "Main Control Unit 110m" and the "Outside of the Use Area" of the "Frame Control Unit 120m" are marked with "×." The "Number of Game Balls" refers to the "balls in possession" of the player, and in this embodiment, the function is executed in the "Usage Area" of the "Frame Control Unit 120m." For example, this corresponds to the "Frame Control Board Game Ball Number Update Process" described below. On the other hand, in this embodiment, the function is not executed in the "use area" of the implementable "main control unit 110m." Of course, the function may be executed in the "use area" of the "main control unit 110m." However, since this is realized by transmitting information related to the "number of game balls" from the "frame control unit 120m" to the "main control unit 110m," it can be said that, in consideration of the control load, it is more efficient to execute the function in the "use area" of the "frame control unit 120m."
[0400] For No. 48 "Number of Balls Fired," the "Usage Area" of the "Main Control Unit 110m" and the "Usage Area" of the "Frame Control Unit 120m" are marked with "○," while the "Outside of the Use Area" of the "Main Control Unit 110m" and the "Outside of the Use Area" of the "Frame Control Unit 120m" are marked with "X." The "Number of Balls Fired" refers to the number of game balls fired by the player, and in this embodiment, this function is executed in the "Usage Area" of the "Frame Control Unit 120m." For example, this corresponds to the "Frame Control Board Game Ball Number Update Process" described below. On the other hand, in this embodiment, the function is not executed in the "usage area" of the "main control unit 110m" that can be implemented. Of course, the function may be executed in the "usage area" of the "main control unit 110m", but since this is achieved by sending information related to the "number of shot balls" from the "frame control unit 120m" to the "main control unit 110m", in consideration of the control load, it can be said that it is more efficient to execute the function in the "usage area" of the "frame control unit 120m".
[0401] For No. 49 "Total Number of Prize Balls," the "Use Area" of the "Main Control Unit 110m" and the "Use Area" of the "Frame Control Unit 120m" are marked with "○," while the "Outside the Use Area" of the "Main Control Unit 110m" and the "Outside the Use Area" of the "Frame Control Unit 120m" are marked with "X." "Total Number of Prize Balls" refers to the total number of prize balls paid out to players, and in this embodiment, this function is executed in the "Use Area" of the "Frame Control Unit 120m." For example, this corresponds to the "Frame Control Board Game Ball Number Update Process" described below. On the other hand, in this embodiment, the function is not executed in the "use area" of the implementable "main control unit 110m". Of course, the function may be executed in the "use area" of the "main control unit 110m", but since this is achieved by sending information related to the "total number of winning balls" from the "frame control unit 120m" to the "main control unit 110m", in consideration of the control load, it can be said that it is more efficient to execute the function in the "use area" of the "frame control unit 120m".
[0402] For No. 50 "Main control state 1" (see FIG. 19), the "Use area" of the "Main control unit 110m" is "○", and the "Outside use area" of the "Main control unit 110m", "Use area" of the "Frame control unit 120m", and "Outside use area" are "×". In this embodiment, the relevant function (processing to turn each bit of the Main control state 1 ON / OFF, processing related to message generation and transmission of the Main control state 1) is executed in the "Use area" of the "Main control unit 110m".
[0403] For No. 51 "Main control state 2," the "Use area" of the "Main control unit 110m" is "○," and the "Outside use area" of the "Main control unit 110m," "Use area" of the "Frame control unit 120m," and "Outside use area" are "×." In this embodiment, the relevant function (processing to turn each bit of the Main control state 2 ON / OFF, processing related to message generation and transmission of the Main control state 2) is executed in the "Use area" of the "Main control unit 110m."
[0404] For No. 52, "Gaming Machine Error State," the "Use Area" and "Outside Use Area" of the "Main Control Unit 110m" and the "Use Area" and "Outside Use Area" of the "Frame Control Unit 120m" are all marked with a "○." The "Gaming Machine Error State" corresponds to, for example, a communication abnormality between the main control board 110 and the frame control board 120, or a communication abnormality between the frame control board 120 and the dedicated unit 170. In this embodiment, the "Use Area" of the "Main Control Unit 110m" and the "Use Area" of the "Frame Control Unit 120m" are monitored for the above-mentioned communication abnormality. The "Outside Use Area" of the "Main Control Unit 110m" and the "Outside Use Area" of the "Frame Control Unit 120m" are not monitored for the above-mentioned communication abnormality. However, the "Outside Use Area" of the "Main Control Unit 110m" and the "Outside Use Area" of the "Frame Control Unit 120m" may be monitored for the above-mentioned communication abnormality.
[0405] For No. 53 "Fraud Detection Status 1," the "Use Area" and "Outside of Use Area" of the "Main Control Unit 110m" are marked with "○," while the "Use Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "×." In this embodiment, for example, in "Fraud Detection Status 1" (FIG. 19), the "Setting Change," "Setting Confirmation," and "RWM Clear" processes of Bits 0 to 2 are executed in the "Use Area" of the "Main Control Unit 110m." The "Fraud Detection" processes of Bits 3 to 5 and the "Acquisition Limit Device" process of Bit 6 (such as ball counting) are executed in the "Outside of Use Area" of the "Main Control Unit 110m." Furthermore, the generation of the 8-bit message "Fraud Detection Status 1" is executed in the "Use Area" of the "Main Control Unit 110m." This allows for efficient use of the "Use Area" and "Outside of Use Area" of the "Main Control Unit 110m," preventing processing from concentrating on any one area.
[0406] Note that the use of "use area" and "outside the use area" for "fraud detection status 1" is merely an example and may be changed as appropriate. For example, processing executed in the "use area" may be executed "outside the use area," or processing executed "outside the use area" may be executed in the "use area." Also, all may be executed in the "use area," or all may be executed "outside the use area." Also, execution may be in the "use area" or "outside the use area" of the "frame control unit 120m." For example, processing of the "acquisition upper limit device" (such as counting game balls) may be executed in the "use area" or "outside the use area" of the "frame control unit 120m."
[0407] For No. 54 "Fraud Detection State 2 (Frame Control)," the "Use Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "○," while the "Use Area" and "Outside of Use Area" of the "Main Control Unit 110m" are marked with "×." In this embodiment, for example, in "Fraud Detection State 2" (see FIG. 51), the processing of "Glass Frame Open," "Inner Frame Open," and "Fraudulent Radio Wave Detection" of Bits 0 to 2, and the processing of "Abnormal Notification of Number of Prize Balls" and "Abnormal Notification of Number of Shot Balls" of Bits 4 to 5 are executed "outside of the use area" of the "Frame Control Unit 120m." For the processing of "Game Ball Count Clear Detection" of Bit 3, the function is executed in the "use area" of the "Frame Control Unit 120m." Furthermore, the generation of the 8-bit message for "Fraud Detection State 2" is executed "outside of the use area" of the "Frame Control Unit 120m." The generation of messages outside the "usage area" of the "frame control unit 120m" is realized, for example, by a program in the "outside the use area" referencing the RWM of the "usage area" and generating messages outside the "usage area." This allows the "usage area" and "outside the use area" of the "frame control unit 120m" to be used efficiently, preventing processing from concentrating on just one area.
[0408] Note that the use of "usage area" and "outside of use area" for "fraud detection status 2" is merely an example and may be changed as appropriate. For example, a process currently being executed in the "usage area" may be executed "outside of use area," or a process currently being executed "outside of use area" may be executed in the "usage area." Furthermore, all processes may be executed in the "usage area," or all processes may be executed "outside of use area."
[0409] For No. 55 "Fraud Detection State 3 (Frame Control)," the "Use Area" and "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "○," while the "Use Area" and "Outside of Use Area" of the "Main Control Unit 110m" are marked with "×." In this embodiment, for example, in "Fraud Detection State 3" (see FIG. 51), the "Small Ball Detection" and "Iron Ball Detection" processes of Bit 0 to Bit 1 are executed in the "Outside of Use Area" of the "Frame Control Unit 120m," and the generation of the 8-bit message for "Fraud Detection State 3" is executed in the "Outside of Use Area" of the "Frame Control Unit 120m." This allows the "Use Area" and "Outside of Use Area" of the "Frame Control Unit 120m" to be used efficiently, preventing processing from concentrating on just one area.
[0410] Note that the use of "usage area" and "outside of use area" for "fraud detection status 3" is merely an example and may be changed as appropriate. For example, a process currently being executed in the "usage area" may be executed "outside of use area," or a process currently being executed "outside of use area" may be executed in the "usage area." Furthermore, all processes may be executed in the "usage area," or all processes may be executed "outside of use area."
[0411] For No. 56 "Function to control setting change device," the "usage area" of the "main control unit 110m" is marked "○," and the "outside of the use area" of the "main control unit 110m," "usage area" of the "frame control unit 120m," and "outside of the use area" are marked "×." In this embodiment, the function is executed in the "use area" of the "main control unit 110m," and the "function to control setting change device" corresponds to the "setting change process" and "setting confirmation process" described below.
[0412] Regarding No. 57, "Function for transmitting information related to effects to peripheral boards," the "Use Area" of the "Main Control Unit 110m" and the "Use Area" of the "Frame Control Unit 120m" are marked with "○," while the "Outside of Use Area" of the "Main Control Unit 110m" and the "Outside of Use Area" of the "Frame Control Unit 120m" are marked with "×." In this embodiment, the "Use Area" of the "Main Control Unit 110m" executes the function of transmitting information to the effect control board 130, and the "Use Area" of the "Frame Control Unit 120m" executes the function of transmitting information to the effect control board 130. For example, the "Main Control Unit 110m" transmits a "special chart variation pattern designation command" to the effect control board 130, and the effect control board 130 determines the variation effect pattern (game effect) based on the received "special chart variation pattern designation command." Furthermore, the "Main Control Unit 110m" transmits information regarding an "error" detected by the "Main Control Unit 110m" to the effect control board 130, and the effect control board 130 issues a notification corresponding to the received information regarding the "error." Similarly, information regarding the "error" detected by the "frame control unit 120m" is transmitted from the "frame control unit 120m" to the performance control board 130, and the performance control board 130 issues an alert corresponding to the received information regarding the "error."
[0413] Regarding No. 58 "Function of transmitting gaming machine information to peripheral boards," the "usage area" of the "main control unit 110m" and the "usage area" of the "frame control unit 120m" are marked with "○," while the "outside of the use area" of the "main control unit 110m" and the "outside of the use area" of the "frame control unit 120m" are marked with "×." Note that No. 58 is the same as No. 57 mentioned above, so its explanation will be omitted.
[0414] For No. 59 "Fraud monitoring (excluding Nos. 60 and 61)," the "usage area" and "outside the use area" of the "main control unit 110m" are marked with "○," while the "usage area" and "outside the use area" of the "frame control unit 120m" are marked with "×." "Fraud monitoring (excluding Nos. 60 and 61)" corresponds to monitoring so-called "hanging" fraud, for example, where counterfeit wiring or illegal components are installed to illegally obtain jackpot random numbers, etc. In this embodiment, this monitoring is performed "outside the use area" of the "main control unit 110m." Note that this monitoring may also be performed in the "use area" of the "main control unit 110m."
[0415] Regarding No. 60, "Monitoring of fraudulent payout of gaming balls," the "usage area" and "outside the use area" of the "main control unit 110m" and the "usage area" and "outside the use area" of the "frame control unit 120m" are all marked with "○." In this embodiment, this monitoring is performed in the "usage area" and "outside the use area" of the "frame control unit 120m." Note that instead of the two-chip configuration of the "main control unit 110m" and the "frame control unit 120m" as in this embodiment, it is also possible to configure the gaming machine 1 with, for example, a one-chip configuration consisting of only the "main control unit 110m." In this case, the monitoring can be performed in the "usage area" and "outside the use area" of the "main control unit 110m."
[0416] Regarding No. 61 "Monitoring of fraudulent activity related to the lending of game balls," the "usage area" and "outside the use area" of the "main control unit 110m" and the "usage area" and "outside the use area" of the "frame control unit 120m" are all marked "○." Note that No. 61 is the same as No. 60 described above, so its explanation will be omitted.
[0417] Regarding No. 62 "Error processing (game stop)", the "usage area" of the "main control unit 110m" is "○", and the "outside of the use area" of the "main control unit 110m", the "use area" of the "frame control unit 120m", and "outside of the use area" are "×". In this embodiment, the processing is executed in the "use area" of the "main control unit 110m". For example, after completing the processing of step S9 in FIG. 30, after completing the processing of step S10 in FIG. 30, after completing the unrecoverable error processing of step S17 in FIG. 31, after completing the processing of step S27 in FIG. 31, or after completing the processing of step S600-6 in FIG. 46, this corresponds to "error processing (game stop)".
[0418] Regarding No. 63 "Error processing (notification only)," "Use area" and "Outside use area" for the "Main control unit 110m" and "Use area" and "Outside use area" for the "Frame control unit 120m" are all marked "○." Details of "Error processing (notification only)" will be explained later in "Error code display priority order" (Figure 78).
[0419] For No. 64 "Function to control the display of the performance display monitor," the "usage area," "outside the use area" of the "main control unit 110m," and "outside the use area" of the "frame control unit 120m" are marked "○," while the "usage area" of the "frame control unit 120m" is marked "×." The "function to control the display of the performance display monitor" corresponds to the "frame control board display performance information calculation process" (FIG. 79) described below, and in this embodiment, both the process itself and the process of displaying on the frame control display 125 are executed "outside the use area" of the "frame control unit 120m."
[0420] Regarding No. 65 "Function of generating signals necessary for testing gaming machines," the "usage area" and "outside the use area" of the "main control unit 110m" and the "usage area" and "outside the use area" of the "frame control unit 120m" are all marked with "○." In this embodiment, the "main control unit 110m" executes the function in the "outside the use area," and the "frame control unit 120m" executes the function using both the "usage area" and the "outside the use area."
[0421] In addition, for No. 1 to No. 65 above, the areas marked with an "x" are not implementable, but the areas marked with an "x" may be implementable (various processes are executed in the areas marked with an "x"). Furthermore, processes executed in the "usage area" or "outside the use area" of the main control unit 110m may be executed by the "frame control unit 120m," and processes executed in the "usage area" or "outside the use area" of the "frame control unit 120m" may be executed in the "usage area" or "outside the use area" of the main control unit 110m.
[0422] (Communication procedure between the main control board and frame control board that enables play after the gaming machine is started) Using Figure 25, we will explain the communication procedure between the main control board 110 and the frame control board 120 that becomes playable after the gaming machine is started (when the frame control board 120 is not in a ball-removing state). Note that the "gaming machine information" in Figure 25 corresponds to the "HC / fraud monitoring information" described in Figures 19 to 22.
[0423] First, when the power of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 begin to start up, with the frame control board 120 completing its startup before the main control board 110. After that, when the main control board 110 completes its startup within a maximum of three minutes, the main control board 110 sends the frame control board 120 a gaming machine installation information notification (communication serial number = 0) as the first telegram. Within 10 ms, the frame control board 120 sends the main control board 110 a gaming machine installation information response (communication serial number = 0, receipt result = receipt OK) as the second telegram, and the main control board 110 checks the gaming machine installation information receipt result. In this case, since the receipt result = receipt OK, the main control board 110 allows the launch of gaming balls, making the game available for play.
[0424] Then, 108 ms after the transmission of the first gaming machine installation information notification, the main control board 110 transmits a gaming machine information notification (communication serial number = 1) as the third telegram to the frame control board 120. Within 10 ms thereafter, the frame control board 120 transmits a gaming machine information response (communication serial number = 1, receipt result = receipt OK) as the fourth telegram to the main control board 110, and the main control board 110 confirms the gaming machine installation information receipt result. After that, a communication sequence is repeated in which telegrams are transmitted and received in the order of gaming machine information notification and gaming machine information response at 108 ms intervals.
[0425] If the frame control board 120 is unable to receive gaming machine installation information within three minutes of startup, it will issue an error alert by displaying an error code on the frame control display 125 to indicate a communication line abnormality or by sending an error designation command to the performance control board 130, and if it is able to successfully receive the gaming machine installation information notification after the communication line abnormality occurs, it will end the error alert.
[0426] (Communication procedure between the main control board and the frame control board that is not playable after the gaming machine is started) Using FIG. 26, a communication procedure between the main control board 110 and the frame control board 120 when the gaming machine is not ready for play after startup (when the frame control board 120 is in a ball-out state) will be described.
[0427] First, when the power of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 begin to start up. The frame control board 120 completes its startup before the main control board 110, and begins the ball ejection operation, entering the ball ejection state. After that, when the main control board 110 completes its startup within a maximum of three minutes, the main control board 110 sends the frame control board 120 a gaming machine installation information notification (communication serial number = 0) as the first electronic message. Within 10 ms, the frame control board 120 sends the main control board 110 a gaming machine installation information response (communication serial number = 0, reception result = ball ejection state) as the second electronic message, and the main control board 110 confirms the gaming machine installation information reception result. In this case, because the reception result = ball ejection state, the main control board 110 allows the release of gaming balls, but performs an infinite loop process without entering a playable state.
[0428] Furthermore, after sending and receiving the gaming machine installation information response indicating that the reception result is in the ball removal state, the main control board 110 and the frame control board 120 do not communicate, and the frame control board 120 continues the ball removal operation until the power to the gaming machine 1 is turned off.
[0429] (Communication procedure between the main control board and frame control board when the setting is changed / checked after the gaming machine is started) Using Figure 27, we will explain the communication procedure between the main control board 110 and the frame control board 120, which enters the setting change / setting confirmation state after the gaming machine is started (when the frame control board 120 is not in the ball removal state).
[0430] First, when the power of the gaming machine 1 is turned on, the main control board 110 and the frame control board 120 begin to start up, and the frame control board 120 completes its startup before the main control board 110. After that, when the main control board 110 completes its startup within a maximum of three minutes, the main control board 110 sends a gaming machine installation information notification (communication serial number = 0) to the frame control board 120 as the first telegram. Within 10 ms thereafter, the frame control board 120 sends a gaming machine installation information response (communication serial number = 0, receipt result = receipt OK) to the main control board 110, and the main control board 110 confirms the gaming machine installation information receipt result.
[0431] Here, when the main control board 110 detects that both the RWM clear switch 111a and the setting key switch 112a have been operated, or that only the setting key switch 112a has been operated, it transitions to a setting change state (setting change mode) or a setting confirmation state (setting confirmation mode), and the setting value is displayed on the information display 115 implemented on the main control board 110.
[0432] Then, after the setting change state or the setting confirmation state is entered and 108 ms has elapsed since the transmission of the first gaming machine installation information notification, the main control board 110 transmits a gaming machine information notification (communication serial number = 1) as the third telegram to the frame control board 120. When the frame control board 120 transmits a gaming machine information response (communication serial number = 1) as the fourth telegram to the main control board 110 within 10 ms thereafter, the main control board 110 confirms the result of receipt of the gaming machine installation information. After that, regardless of the setting change state or the setting confirmation state, the communication sequence of transmitting and receiving telegrams in the order of gaming machine information notification and gaming machine information response is repeated at 108 ms intervals.
[0433] Then, when the setting key switch 112a is operated to end the setting change state or the setting confirmation state, the reception result of the gaming machine installation information response that has already been received is "received OK," so the main control board 110 permits the release of gaming balls and the game becomes playable. After that, the communication sequence of sending and receiving messages in the order of gaming machine information notification and gaming machine information response is repeated at 108 ms intervals.
[0434] (Communication procedure by which the main control board determines that the communication line is down) The communication procedure by which the main control board 110 determines that the communication line has been disconnected will be described with reference to FIG.
[0435] First, when the main control board 110 sends a notification message (gaming machine installation information notification, gaming machine information notification) to the frame control board 120, the frame control board 120 should send a response message (gaming machine installation information response, gaming machine information response) within 10 ms, but a situation occurs in which the main control board 110 is unable to receive the response message.
[0436] This is the first time that a notification message is sent from the main control board 110 to the frame control board 120 at 108m intervals, but if the state of not being able to receive a response message from the frame control board 120 continues for 10 times, the main control board 110 will assume that a communication line disconnection has occurred and will issue an error notification by sending an error specification command to the performance control board 130. After that, the gaming machine 1 will be restored from the communication line disconnection by turning the power off and on.
[0437] (Communication procedure by which the frame control board determines that the communication line is disconnected) The communication procedure in which the frame control board 120 determines that the communication line has been disconnected will be described with reference to FIG.
[0438] First, when the main control board 110 sends a notification message (gaming machine installation information notification, gaming machine information notification) to the frame control board 120, the frame control board 120 sends a response message (gaming machine installation information response, gaming machine information response) within 10 ms. After that, when the timing for sending the notification message arrives, which arrives at a 108 ms cycle, the main control board 110 sends the notification message to the frame control board 120, but a state occurs in which the frame control board 120 cannot receive the notification message.
[0439] Thereafter, notification messages are sent from the main control board 110 to the frame control board 120 at 108 ms intervals, but if a period of 1000 ms continues in which the frame control board 120 is unable to receive notification messages from the timing at which the frame control board 120 received the last notification message, the frame control board 120 will assume that a communication line disconnection has occurred and will issue an error notification by displaying an error code on the frame control display 125 or by sending an error specification command to the performance control board 130. Thereafter, if the notification message from the main control board 110 is successfully received, the error notification will end.
[0440] When the gaming machine 1 is in the ball-removed state, information indicating that the gaming machine 1 is in the ball-removed state may be transmitted to the dedicated unit 170 and the gaming machine information center.
[0441] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to Figure 30. Figure 30 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.
[0442] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initialization such as setting internal registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the frame control board 120 and performance control board 130 to start up so that no commands from the main control board 110 are missed. Also, in step S4, access to the RWM area of the main RAM 110c is permitted.
[0443] In step S5, the main CPU 110a notifies the frame control board 120 of the gaming machine installation information. Specifically, the main CPU 110a transmits the "gaming machine installation information" (see FIG. 18) to the frame control board 120. That is, when the power supply voltage is supplied from the power supply board 160, the main control board 110 transmits the "gaming machine installation information" to the frame control board 120.
[0444] In step S6, the main CPU 110a increments the "notification counter" provided in the main RAM 110c by "1". Then, in step S7, it is determined whether or not the reception result of the gaming machine installation information notification has been responded to. If the reception result of the gaming machine installation information notification has been responded to, the process proceeds to step S10, and if the reception result of the gaming machine installation information notification has not been responded to, the process proceeds to step S8. In other words, it is determined whether or not the reception result has been responded (received) from the frame control board 120 as a result of sending the "gaming machine installation information" to the frame control board 120.
[0445] In step S8, the main CPU 110a determines whether the value of the "notification counter" is "10." If it is determined that the value of the "notification counter" is "10," the process proceeds to step S9, and if it is determined that the value of the "notification counter" is not "10" (is less than 10), the process proceeds to step S5.
[0446] In step S9, the main CPU 110a performs processing to issue an error notification. Specifically, the main CPU 110a determines that there is an abnormality (e.g., a disconnection) in the communication between the main control board 110 and the frame control board 120, transmits a "gaming machine communication abnormality start command" to the performance control board 130, and controls the performance control board 130 to notify an "internal gaming machine communication abnormality error" (see FIG. 112). The main CPU 110a then waits until the supply of power supply voltage is completely cut off. That is, if the frame control board 120 is notified of "gaming machine installation information" 10 times but does not receive a response indicating that the gaming machine installation information notification has been received, the main CPU 110a issues an error notification, determining that there may be a disconnection or other abnormality (communication abnormality) between the main control board 110 and the frame control board 120, and does not enter a playable state. This prevents games from being played despite a disconnection or other abnormality (communication abnormality) occurring between the main control board 110 and the frame control board 120.
[0447] In addition, as in this process, a process may be performed to determine whether there is an abnormality (e.g., a broken wire) in the communication between the main control board 110 and the frame control board 120, but the control program (main control program) that determines that a response has not been received from the frame control board 120 can also be said to be a detection means that detects whether there is an abnormality (e.g., a broken wire) in the communication between the main control board 110 and the frame control board 120.
[0448] In step S10, the main CPU 110a determines whether or not the game is in a ball-removed state. Specifically, by referring to the reception result of the gaming machine installation information notification, if the result is "0x00", it is determined to be "received OK", and if the result is "0x01", it is determined to be in a "ball-removed state" (see FIG. 18). If the game is in a "ball-removed state", it waits until the supply of power supply voltage is completely cut off.
[0449] If the ball is being removed, after completing the processing of step S10, the system will wait until the supply of power voltage is completely cut off, and therefore the processing from step S11 onwards will not be executed (processing related to power restoration will not be executed, and the control state before the power outage will not be restored). In other words, the "power restoration designation command" will not be sent to the performance control board 130 in step S24, so the audio, visual and electric light notifications for "power restoration" (described below) will not be executed. In this case, the audio and visual notifications for "ball removal operation in progress" (described below) will be executed. This prevents the "power restoration" notifications from being executed during the ball removal state, or the initial operations described below from being executed, which could distract the player from the ball removal process. On the other hand, if the processing of step S10 is denied (if the system is not in the ball removal state), the system will proceed to step S24 and the "power restoration designation command" will be sent to the performance control board 130, and the audio, visual and electric light notifications for "power restoration" (described below) will be executed.
[0450] Similarly, if the ball is being removed, even if the RWM clear switch 111a is pressed and the power switch 164 is turned on, the process does not proceed to the "RWM clear process" of step S19. Therefore, the "RWM clear process" is not executed, and the "RWM clear command" is not sent to the performance control board 130. As a result, the audio, visual, and illumination notifications of "power on (RWM clear)" (described later) are not executed. In this case, the audio and visual notifications of "ball removal operation in progress" (described later) are executed. This prevents the "power on (RWM clear)" notifications from being executed during the ball removal state, which could distract the player from the ball removal process. On the other hand, if the process of step S10 is denied (if the ball is not being removed), the process proceeds to the "RWM clear process" of step S19, the "RWM clear process" is executed, and the "RWM clear command" is sent to the performance control board 130. Therefore, the audio, visual, and illumination notifications of "power on (RWM clear)" (described later) are executed.
[0451] Similarly, when the ball is being removed, even if the power switch 164 is turned on with the setting change operation described below, the system does not proceed to the "setting change process" of step S14, so the "setting change process" is not executed and the "setting change designation command" is not sent to the performance control board 130. As a result, the audio, visual, and illumination notifications for the "setting change" (described below) are not executed. In this case, the audio and visual notifications for the "ball removal operation in progress" (described below) are executed. This prevents the "setting change" notifications from being executed during the ball removal state, which could distract the player from the ball removal work. On the other hand, if the processing of step S10 is denied (the game is not in the ball removal state), the system proceeds to the "setting change process" of step S14, the "setting change process" is executed, and the "setting change designation command" is sent to the performance control board 130, so the audio, visual, and illumination notifications for the "setting change" (described below) are executed.
[0452] Similarly, when the ball is being removed, even if the power switch 164 is turned on with the setting confirmation operation described below, the process does not proceed to the "setting confirmation process" of step S22, so the "setting confirmation process" is not executed, and the "setting confirmation designation command" is not sent to the performance control board 130. As a result, the audio, visual, and illumination notifications for "setting confirmation" (described below) are not executed. In this case, the audio and visual notifications for "ball removal operation in progress" (described below) are executed. This prevents the "setting confirmation" notifications from being executed during the ball removal state, which could distract the player from the ball removal work. On the other hand, if the process of step S10 is denied (the game is not in the ball removal state), the process proceeds to the "setting confirmation process" of step S22, the "setting confirmation process" is executed, and the "setting confirmation designation command" is sent to the performance control board 130, so the audio, visual, and illumination notifications for "setting confirmation" (described below) are executed.
[0453] Similarly, if the machine is in the ball removal state, the process does not transition to "all interrupts allowed" in step S33, and the machine is not ready to play. This prevents the machine from entering a state where play is allowed despite the machine being in the ball removal state, which would delay the ball removal process. For example, if the machine enters a state where play is allowed while a game ball is being discharged outside the machine during the ball removal state, the game ball may be launched into the play area 5a, and the ball removal process may not be completed until the game ball returns to a position where it can be discharged again (a position where ball removal is possible). This can be prevented. On the other hand, if the process of step S10 is denied (the machine is not in the ball removal state), the process executes "all interrupts allowed" in step S33, and the machine is ready to play.
[0454] Similarly, if the ball is being removed, the process does not proceed to "All Interrupts Enabled" in step S33, and does not proceed to "Error Control Processing" in the main interrupt process. Therefore, the "Error Control Processing" is not executed, and for example, "Magnet Detection" or "Abnormal Winning Detection" is not executed. As a result, the audio, visual, and electric alerts for "Fraud Detection 1 (Magnet Detection Error)" and "Fraud Detection 2 (Abnormal Winning Error)" (both of which will be described later) are not executed. In this case, the audio and visual alerts for "Ball Removal Operation in Progress" (described later) are executed. This prevents the alerts for "Fraud Detection 1 (Magnet Detection Error)" and "Fraud Detection 2 (Abnormal Winning Error)" from being executed during the ball removal state, which can prevent the player from being distracted from the ball removal operation. On the other hand, if the process of step S10 is denied (if the ball is not being removed), "All Interrupts Enabled" is executed in step S33, allowing the "Error Control Processing" in the main interrupt process to be executed, and therefore "Magnet Detection" and "Abnormal Winning Detection" can also be executed.
[0455] Note that even in the ball-removed state, the process may proceed to step S11 and subsequent steps. In other words, "power restoration," "power on (RWM clear)," "setting change," "setting check," and "all interrupts allowed" are processes executed by the main control board 110, and control related to the "ball-removed state" is a process executed by the frame control board 120, so "power restoration," "power on (RWM clear)," "setting change," "setting check," and "all interrupts allowed" may be performed during the ball-removed state. Furthermore, when these are performed simultaneously, the performance control board 130 may notify the event with the higher priority according to the priorities shown in Figures 110 and 111, may notify both events regardless of priority, or may always give priority to the ball removal state.
[0456] In step S11, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the gaming RWM area of the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred, and the process proceeds to step S12. If the backup flag has not been saved, it is determined that power has been turned on for the first time, and the process proceeds to step S13.
[0457] In step S12, the main CPU 110a calculates a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c.
[0458] In step S13, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S14 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S15.
[0459] The main CPU 110a performs a setting change process in step S14. Specifically, based on the operation of the RWM clear switch 111a, a process is performed to change (update) the setting value (of the jackpot probability in the jackpot lottery), which is the stage of the advantageous degree of the game. The setting change process will be described in detail later. When this process is completed, the process proceeds to step S19.
[0460] In step S15, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the gaming RWM area matches the checksum calculated in step S12. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S16, and if the checksum is abnormal (there is an abnormality in the data in the gaming RWM area), the process proceeds to step S17. Note that if the backup flag is not saved, that is, if the power is turned on for the first time, the checksum is determined to be abnormal.
[0461] In step S16, the main CPU 110a determines whether the set value in the set value (during game) area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value (during game) area is within the appropriate range, the process proceeds to step S18, and if it is determined that the set value in the set value (during game) area is not within the appropriate range, the process proceeds to step S17.
[0462] In step S17, the main CPU 110a performs irrecoverable error processing as an RWM abnormality. Specifically, it sets Bit 5 of "Fraud Detection Status 1" (see FIG. 19) to "1" and performs processing to send "HC / Fraud Monitoring Information" in which Bit 5 of "Fraud Detection Status 1" is "1" to the frame control board 120. It also displays error information "E" indicating an irrecoverable error on the information display 115, sends an irrecoverable error designation command to the performance control board 130 indicating that an irrecoverable error has occurred, and then sets interrupt prohibition to prohibit timer interrupts and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to notify the irrecoverable error.
[0463] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and the error cannot be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error cannot be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without any setting change operation, and the power switch must be turned ON with a setting change operation. Note that during an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all. In addition, the "unrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.
[0464] In step S18, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has been performed, the process proceeds to step S19 to execute RWM clearing, and if an RWM clear operation has not been performed, the process proceeds to step S21.
[0465] The main CPU 110a performs RWM clear processing in step S19. Specifically, the main CPU 110a performs processing to initialize the game control state (initialize everything except the set value area of the game RWM area). Details of the RWM clear processing will be described later. When this processing is completed, the processing proceeds to step S20.
[0466] In step S20, the main CPU 110a transmits a power-on command indicating that the RWM clear process has been executed (the power-on process initializes the game control state) to the performance control board 130. As a result, the performance control board 130 performs a process for executing a power-on notification.
[0467] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when power is turned on on the first image display device 70, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., red) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the first image display device 70, a display notifying that the RWM has been cleared may be displayed on the first image display device 70.
[0468] In step S21, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S22 to transition to setting confirmation mode, and if no setting confirmation operation has been performed, the process proceeds to step S23 to return the game control state to the state before the power was turned off.
[0469] In step S22, the main CPU 110a performs a setting confirmation process. Specifically, the main CPU 110a performs a process for displaying the setting values saved in the setting value (during game) area of the game RWM area on the information display 115. The setting confirmation process will be described in detail later.
[0470] In step S23, the main CPU 110a clears (to 0) the backup flag and checksum saved in the gaming RWM area and sets the gaming RWM area when power is restored. This causes the game progress state (control state) to return (restore) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.
[0471] In step S24, the main CPU 110a transmits a power restoration designation command indicating that the game control state has been restored and the game state before the power outage (that the RWM clear process has not been executed) to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.
[0472] The "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen (background image and initial performance pattern "135") when power is restored on the first image display device 70, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., blue) for a predetermined period of time (e.g., 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that power has been restored (from a power outage). In addition, when notifying the restoration of power, instead of displaying the initial screen on the first image display device 70, a display notifying that the power has been restored may be displayed on the first image display device 70.
[0473] In step S25, the main CPU 110a transmits other commands (such as a special symbol storage designation command and a normal symbol storage designation command, which will be described later) to the performance control board 130. This allows the performance control board 130 to grasp the number of special symbols reserved, and also performs processing to display the first reserved icon and the second reserved icon on the first image display device 70.
[0474] In step S26, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted not only at the timing of step S26 but also every time the variable display of the special symbol starts, or every time a jackpot game starts.
[0475] In step S27, the main CPU 110a determines whether the acquisition limit device activation flag is ON. Specifically, the main RAM 110c is referenced to determine whether the acquisition limit device activation flag is ON (e.g., 0=OFF, 1=ON). If the acquisition limit device activation flag is OFF (e.g., 0), the process proceeds to step S28, and if the acquisition limit device activation flag is ON (e.g., 1), the process proceeds to step S29.
[0476] The "maximum gain limit device activation flag" is a flag that is turned ON when the maximum increase (also referred to as "Max MY") is determined to have reached a predetermined value (e.g., 95,000) in the "maximum gain limit activation determination process" described below. In other words, the "maximum gain limit device" is a device that activates when the maximum increase is determined to have reached a predetermined value (e.g., 95,000) (or after the jackpot ends if the jackpot is in progress). When activated, this device disables play on the gaming machine (stops play), initializes the main RAM 110c of the gaming machine after the gaming parlor closes, and effectively disables play on the gaming machine until the parlor opens the next day. The phrase "maximum gain limit has reached a predetermined value (e.g., 95,000)" refers to, for example, 95,000 or more. Depending on the situation, it may be determined that the predetermined value (e.g., 95,000) has been reached at exactly "95,000," or it may be determined that the predetermined value (e.g., 95,000) has been reached at "95,005."
[0477] In step S28, the main CPU 110a causes the main control board 110 to turn on (output) a launch permission signal that allows the launching device to launch game balls. This allows the launching device to launch game balls when the launch permission signal from the frame control board 120 is turned on (output). Note that the frame control board 120 may not output a launch permission signal, but the main control board 110 may output a launch permission signal, and the launching device may be allowed to launch game balls when the launch permission signal is output from the main control board 110.
[0478] In step S29, the main CPU 110a transmits an acquisition limit device operation command indicating that the "acquisition limit device" has been activated to the performance control board 130. As a result, the performance control board 130 performs processing to notify the user that the acquisition limit device has been activated. After transmitting the acquisition limit device operation command to the performance control board 130, the process proceeds to step S30.
[0479] The "notification that the earning limit device has been activated" is a notification to make the player aware that it is no longer possible to continue playing, and is displayed on the first image display device 70, for example, in white letters on a black background, such as "The earning limit device has been activated. Today's play has ended."
[0480] As an example of the operation of the "winning limit device," as described above, if the maximum increase in the number of prize balls (also called "Max MY") generated by the entry of game balls into the jackpot entry slot 50 or the general entry slot 43 during a jackpot reaches a predetermined value (e.g., 95,000), the winning limit device will be activated after the jackpot ends. For example, in a jackpot that awards 10 rounds, if the maximum increase in the number of prize balls reaches a predetermined value (e.g., 95,000) in the fifth round, the jackpot can be played up to the tenth round, but the winning limit device will be activated after the tenth round and the jackpot ending have been completed. This allows for a healthy gameplay experience while preventing the jackpot from ending prematurely, which would be unpleasant for the player.
[0481] Another example of the operation of the "winning limit device" is that, regardless of the game state, if the maximum increase in the number of winning balls generated by placing a game ball in the first starting port 45, the second starting port 47, or the general winning port 43 during the variable display or customer waiting state (or during the customer waiting demo performance) reaches a predetermined value (for example, 95,000), the winning limit device will immediately be activated.
[0482] Another example of the operation of the "winning limit device" is that in the case of the above-mentioned "small prize RUSH type," if the maximum increase in the number of prize balls generated by placing a game ball in the small prize large prize opening during the "small prize game" (see Figure 16) reaches a predetermined value (for example, 95,000), the winning limit device will be activated after the "small prize game" ends. This prevents the small prize game from ending midway, which would cause discomfort to the player, while still providing a healthy game experience.
[0483] Another example of the operation of the "winning limit device" is in the case of the above-mentioned "Type 1 / Type 2" machine. For example, if the maximum increase in the number of winning balls generated by a winning ball entering a "specific area" inside the large prize opening during the first round of the small prize game of "jackpot game 3 (4 rounds)" reaches a predetermined value (e.g., 95,000), the winning limit device will be activated after the end of the small prize game (rounds 2 to 4) that was activated by the winning ball entering the "specific area." On the other hand, if the first round of the small prize game of "jackpot game 3 (4 rounds)" fails to win the "specific area" inside the large prize opening and the winning ball enters a "non-specific area," and the maximum increase in the number of winning balls generated by the winning ball entering the "non-specific area" reaches a predetermined value (e.g., 95,000), the winning limit device will be activated after the end of the small prize game of the first round (it will not be activated during the jackpot games of rounds 2 to 4). As a result, if the winning ball is placed in the "specific area", the winning upper limit device is activated after the big win game is over, and if the winning ball is placed in the "non-specific area", the winning upper limit device is activated after the small win game is over, so that in either case, the ball is not left half-finished and discomfort to the player can...
Claims
[Claim 1] In a gaming machine having a first control means for controlling the progress of a game and a second control means for controlling a game value, a first determination means for determining determination information acquired based on the winning of a gaming medium in a first starting area; a second determination means for determining determination information acquired based on the winning of the gaming medium in the second starting area; A variable display execution means capable of executing a variable display of a pattern to notify the determination result of the first determination means; a special game execution means for executing a special game advantageous to a player when a special result is determined by the first determination means or the second determination means; a state control means capable of controlling a first probability state and a second probability state in which the special result is determined with a specific probability different from that of the first probability state; information updating means for updating increase information corresponding to the gaming value that has increased since a predetermined condition was met, in accordance with the amount of gaming value that is awarded to the player; a progress stopping means for stopping the progress control of the game in response to the increase information reaching a specific value; a gaming information output means capable of executing output control for outputting gaming information to an information collection device for collecting information from the gaming machine; Test information output means capable of executing output control for outputting test information to a test device for testing the gaming machine; A performance control means for controlling game performance, The variable display execution means The symbol is displayed in a cyclical manner and then stopped and displayed; The test information output means It is possible to execute output control of first specific probability test information indicating that the determination of the first determination means is the specific probability, output control of second specific probability test information indicating that the determination of the second determination means is the specific probability, and output control of variable test information indicating that the variable display of the pattern is being executed, The game information output means The output control of specific probability game information of 1 indicating that the specific probability is met, the output control of variable game information indicating that the variable display of the symbol has been executed, and the output control for outputting special game information indicating that the progress control of the game has been stopped can be executed. When the variable display of the pattern is executed, the output control of the variable test information is executed before the first cycle variation is completed, When the variable display of the pattern is executed, after executing the output control of the variable test information, execute the output control of the variable game information; The performance control means The output control of the variation test information is executed, and the display means executes the variation display of the performance pattern, When the control of the progress of the game is stopped, a specific image indicating that the control of the progress of the game has been stopped is displayed on the display means; When the control of the progress of the game is stopped at a predetermined timing during the execution of the variable presentation, the game machine executes the output control of the special game information after the variable presentation is ended.
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