Gaming machine

The gaming machine simplifies RAM clearing through switch-based notifications and power-off time conditions, improving user experience by clarifying the RAM clearing process.

JP7831851B2Active Publication Date: 2026-03-17NEWGIN KK
View PDF 2 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-13
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

The process of clearing RAM in conventional gaming machines is complex and requires simplification.

Method used

A gaming machine that simplifies the RAM clearing process by executing notifications and clearing memory areas based on the state of the RAM clear switch and power-off time, with distinct notification modes for different conditions.

Benefits of technology

Simplifies the RAM clearing operation and enhances user experience by providing clear and differentiated notifications for various scenarios.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007831851000001
    Figure 0007831851000001
  • Figure 0007831851000002
    Figure 0007831851000002
  • Figure 0007831851000003
    Figure 0007831851000003
Patent Text Reader

Abstract

To simplify work pertaining to clearing of a RAM.SOLUTION: Provided is a game machine that can clear at least partial storage area in a RAM of a game control device, clears the storage area if a RAM clear switch is on when power is turned on, and clears the storage area if the RAM clear switch is off when power is turned on and power interruption time of the game control device is equal to or more than predetermined time.SELECTED DRAWING: Figure 5
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

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

[0002] Some gaming machines, such as pachinko machines, perform a RAM clear in response to an operation on a predetermined operating means (RAM clear switch) (for example, Patent Document 1). [Prior art documents] [Patent Documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2021-61975 [Overview of the project] [Problems that the invention aims to solve]

[0004] However, there was room for improvement in simplifying the process of clearing the RAM in conventional gaming machines.

[0005] Therefore, the present invention aims to simplify the process of clearing RAM. [Means for solving the problem]

[0006] In a typical embodiment of the present invention, a gaming machine capable of clearing at least a portion of the memory area in the RAM of a gaming control device, wherein when the RAM clear switch is ON when the power is turned on, the memory area is cleared, and when the RAM clear switch is OFF when the power is turned on, and the power-off time of the gaming control device is longer than a predetermined time, In the case of the specified situation, The aforementioned memory area is cleared. Ruko Consequently, A first notification is executed, and when the RAM clear switch is turned on at power-up, the memory area is cleared, and a second notification is executed, and at least a part of the notification mode of the first notification is common with the notification mode of the second notification. Gaming machines will be provided. Furthermore, in another embodiment of the present invention, a gaming machine that performs a RAM clear process to clear at least a portion of the memory area in the RAM of a gaming control device, wherein the RAM clear process becomes executable when the RAM clear switch is ON when the power is turned on, and the power outage time of the gaming control device is predetermined to be longer than a predetermined time and predetermined conditions are met, the RAM clear process is executed and the memory area is cleared, and a first notification is executed, and a second notification is executed when the RAM clear switch is ON when the power is turned on and the memory area is cleared, and at least a portion of the notification mode of the first notification is common to the notification mode of the second notification. Gaming machines will be provided.

[0007] In another aspect of the present invention, there is a gaming machine capable of clearing at least a part of the storage area in the RAM of the game control device. When the RAM clear switch is on at power-on, the storage area is cleared. When the RAM clear switch is off at power-on and the power-off time of the game control device is a predetermined time or longer In the case of the specified situation, the storage area is cleared Accordingly, a first notification is executed, and when the RAM clear switch is turned on at power-up and the memory area is cleared, a second notification is executed, and at least a part of the notification mode of the first notification differs from the notification mode of the second notification. a gaming machine is provided. Furthermore, in another embodiment of the present invention, there is a gaming machine that performs a RAM clear process to clear at least a portion of the memory area in the RAM of a gaming control device, wherein the RAM clear process becomes executable when the RAM clear switch is ON when the power is turned on, and when the RAM clear switch is OFF when the power is turned on and the power outage time of the gaming control device is longer than a predetermined time and a predetermined condition is met, the RAM clear process is executed and the memory area is cleared, and a first notification is executed, and a second notification is executed when the RAM clear switch is ON when the power is turned on and the memory area is cleared, and at least a portion of the notification mode of the first notification is different from the notification mode of the second notification.

Advantages of the Invention

[0008] According to one aspect of the present invention, the operation related to clearing the RAM can be simplified.

Brief Description of the Drawings

[0009] [Figure 1] It is a perspective view of the gaming machine seen from the front side. [Figure 2] It is a front view of the game board. [Figure 3] It is a block diagram showing a configuration example of the game control system of the gaming machine. [Figure 4] It is a block diagram showing a configuration example of the effect control system of the gaming machine. [Figure 5] It is a flowchart showing the details of the power failure recovery process according to the first embodiment. [Figure 6] It is a diagram for explaining a configuration (control logic) for realizing power-off time determination according to the first embodiment. [Figure 7] It is a flowchart showing the details of the power failure recovery process according to the second embodiment. [Figure 8] It is a diagram showing an example of the display mode in the pre-clear notification. [Figure 9] It is a table showing an example of each notification mode in the basic clear notification and the pre-clear notification. [Figure 10] It is a diagram for explaining an example of the time-series relationship between the pre-clear notification and the clear process at the time of switch-off. [Figure 11] It is a diagram for explaining a configuration (control logic) for realizing power-off time determination according to the third embodiment. [Figure 12] It is a flowchart showing the details of the power failure recovery process according to the fourth embodiment. [Figure 13] It is a flowchart showing the details of the power failure recovery process according to a modification.

Embodiments for Carrying Out the Invention

[0010] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described based on the drawings. In the description of the gaming machine, the front (front), rear (back), left, and right are based on the direction seen from the player during the game.

[0011] [Overall View of the Gaming Machine] FIG. 1 is a diagram for explaining a gaming machine 10 as a pachinko machine. The gaming machine 10 of the present embodiment is an enclosed gaming machine (smart pachinko machine), and the game balls as game media circulate inside the gaming machine and are not given gaming value as dishes such as upper trays. The gaming value is given as numerical data instead of the game media (game balls). The configuration of the following embodiments is also applicable to gaming machines that are not enclosed.

[0012] The gaming machine 10 includes an opening / closing frame that is attached to a frame 11 fixed to the island equipment via a hinge 16 so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15 (front frame unit). Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge 16, and the right end side is the open end side that is opened by rotation. Note that the frame 11 and the front frame 12 constitute an outer frame unit.

[0013] A game board 30 (see Figure 2) is mounted on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached to it. The cover glass 14 functions as a game viewing area that makes the game area 32 (see Figure 2) formed on the game board 30 visible. Note that the cover glass 14 is shown as an example of a transparent material, and a plastic cover may be used instead of the cover glass 14. The glass frame 15 functions as a transparent material holding frame that holds the transparent material.

[0014] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, the game area 32 of the game board 30 can be accessed. Also, by opening the front frame 12 while the glass frame 15 is closed, the game control device (main board) 100 (see Figure 3) etc., which is located on the back side of the game board 30, can be accessed.

[0015] Various frame components are arranged around the edge portion of the cover glass 14 of the glass frame 15.

[0016] Decorative devices 18a, 18b, and 18c, capable of illuminating according to the game state, are installed on the upper, right, and left sides of the glass frame 15. Each decorative device 18a, 18b, and 18c houses lighting components such as LEDs 46 (see Figure 4) and is an illuminating device that performs illuminating effects according to the game state. These decorative devices 18a, 18b, and 18c together constitute the frame decorative device 18.

[0017] Upper speakers 19a are installed in the upper right and upper left corners of the glass frame 15, respectively. In addition to these upper speakers 19a, a lower speaker 19b is provided at the bottom of the gaming machine 10. The lower speaker 19b is installed in the lower part of the front frame 12. These upper speakers 19a and lower speakers 19b emit sound effects, alarm sounds, notification sounds, etc.

[0018] The performance control device is located on an operation panel that extends left and right from the lower part of the glass frame 15, and includes performance buttons 25 and directional key switches 450.

[0019] The performance button 25 includes a built-in performance button switch 25a (see Figure 4) that detects when it is pressed down. Multiple performance buttons 25 may be provided. The directional key switch 450 (directional key SW) may be a cross-shaped key switch, or a general type consisting of multiple (for example, four) switches arranged in the forward, backward, left, and right directions. The directional key switch 450 may, for example, use the two left and right switches to increase or decrease (+-) the brightness of the performance LED 46, and the two front and rear switches to increase or decrease (+-) the volume of the speaker 19 (upper speaker 19a and lower speaker 19b).

[0020] By operating the performance control device (particularly the performance button 25), the player can perform performances that involve the player's input in special symbol variation display games, etc., displayed on the display device 41. For example, the player can select a performance pattern (performance mode) or execute a preview performance that foreshadows the result of the variation display game. Note that the variation display game includes special symbol variation display games (special symbol variation display games), and unless otherwise specified, the term "variation display game" in this specification refers to special symbol variation display games.

[0021] Furthermore, the display content may be changed not only while the variable display game is running, but also when the player operates the display control device while the game is not running.

[0022] The game state when a variable display game is played consists of multiple game states. The normal game state (normal state) is a game state in which no special game state occurs, and is basically a low base state with a low payout rate (base value). Special game states are non-normal game states, and include specific game states and special game states. For example, specific game states include a time-saving state (normal power support state) and a state in a variable display game where the probability of a special result (e.g., a jackpot) occurring is high (probability change state, probability change state). Special game states include a jackpot state and a minor jackpot game state (minor jackpot state). Special game states are basically high base states with a higher payout rate (base value) than the normal game state. The game control device 100 (game state selection means, setting means) can select (set) one game state from among the multiple game states to become the current game state.

[0023] Below the glass frame 15 described above, and below the front frame 12, there is an operating handle 24 for controlling the operation of the ball launching device (not shown).

[0024] The operating handle 24 is located, for example, in the lower right part of the front frame 12 and to the right of the lower speaker 19b. When a player rotates the operating handle 24 as a launching operation, the ball launching device launches the supplied game balls into the game area 32 of the game board 30. The launch speed of the game balls launched from the ball launching device is set to increase as the amount of rotation of the operating handle 24 increases. In other words, the ball launching device can change the launching force, which is the force (speed) at which the game balls are launched into the game area 32, in response to the player's operation of the operating handle 24, and can launch game balls in various launching modes with different launching forces. The launching modes (shooting methods) corresponding to the launching operation (amount of operation) of the operating handle 24 include left-handed shooting (normal shooting), which causes the game balls to flow down on the left side of the game area 32, and right-handed shooting, which causes the game balls to flow down on the right side of the game area 32.

[0025] In the enclosed gaming machine 10, the game balls ejected from the game area 32 are resupplied to the ball launching device, and there is no exchange of game balls with the outside of the gaming machine 10 (island equipment) or ejection of game balls into trays.

[0026] Furthermore, the back of the front frame 12 houses the game control device 100, the performance control device 300, and the power supply device 400 that supplies power to the various devices (see Figures 3 and 4).

[0027] The card unit 201 is a so-called inter-machine dispenser, installed between gaming machine 10 and the adjacent gaming machine on a gaming island. The card unit 201 is located next to gaming machine 10 on its left side and is connected to gaming machine 10 for communication. The card unit 201 has an insertion section 202 into which a card, such as an IC card or other data storage medium, is inserted. The card can store the remaining balance of the deposited money and the number of balls held by the player (the number of game values ​​held). The number of balls held by the player is valid only on the day it is generated, and any balls held after that day may be added to the ball reserve managed by the gaming establishment (the balls are converted into reserve balls). The card may also store the player's personal information or the remaining balance of the payment (prepaid balance). The card unit 201 has a cash input section 203 into which cash can be inserted as banknotes. The amount of money deposited into the cash input section 203 is added to the balance stored on the card.

[0028] The card unit 201 includes an operation panel 210. The operation panel 210 includes a ball dispensing operation unit 211, a payout operation unit 212, a return operation unit 213, a game ball count display unit 214, and a remaining balance display unit 215. The game ball count display unit 214 and the remaining balance display unit 215 are located within a monitor such as an LCD monitor. The ball dispensing operation unit 211 is operated when increasing the number of game balls held by the game machine (usable game balls, usable game value), which is the number of game balls that the player can use, based on the remaining balance stored on the card. The number of game balls held by the game machine is numerical data managed by the game machine 10. The payout operation unit 212 is operated when increasing the number of game balls held by the game machine based on the number of game balls held on the card. The return operation unit 213 is operated when receiving the return of a card inserted into the card unit 201. The number of game balls held on the card is displayed on the game ball count display unit 214. The remaining balance is displayed in the remaining balance display unit 215.

[0029] The card unit 201 includes a unit control device 220, which comprises a CPU 220a, a ROM 220b, and a RAM 220c. The CPU 220a performs predetermined control by executing a unit control program. The ROM 220b stores the unit control program. The RAM 220c stores various information that is rewritten during the operation of the card unit 201. The card unit 201 includes an input / output unit 220d that is connected to the gaming machine 10 in a bidirectional manner. The gaming machine 10 may be connected to the input / output unit 220d of the card unit 201 via a payout control device 200. The card unit 201 also includes an input / output unit that connects to a hall computer installed in the gaming parlor (arcade). The hall computer can communicate with a server installed in a data center outside the gaming parlor via a network.

[0030] The CPU 220a can rewrite the contents stored in the card inserted in the insertion unit 202. The CPU 220a receives a signal indicating the amount of money to be inserted when cash is inserted into the cash insertion unit 203. The CPU 220a also controls the number of balls held by the gaming machine in response to operation signals from the ball dispensing unit 211 or the payout unit 212, and controls the return of the card in response to operation signals from the return unit 213. In addition, the CPU 220a controls the display contents of the game ball count display unit 214 and the remaining balance display unit 215.

[0031] When the CPU 220a receives a counting signal from the gaming machine 10, it adds the number of gaming balls that can be identified from the counting signal to the card ball count. The counting signal is information that can identify the number of gaming balls held by the gaming machine, to which management is transferred as the card ball count of the card unit 201, and is transmitted from the gaming machine 10 to the card unit 201.

[0032] The gaming machine 10 includes a ball count display unit 217 that displays the number of available game balls (number of available game balls) that can be used by the player. For example, the ball count display unit 217 is configured with multiple (for example, 6) 7-segment LED lamps arranged in a row, and is capable of displaying multiple (6-digit) numbers.

[0033] The gaming machine 10 is equipped with a counting operation unit 218, which is operated when a player finishes playing on the gaming machine 10. When the counting operation unit 218 is pressed, it outputs the aforementioned counting signal. The gaming machine 10 is equipped with a counting notification unit 218a, which notifies whether or not the machine is in a counting-ready state. As an example, the ball count display unit 217, the counting operation unit 218, and the counting notification unit 218a are arranged on the front side of the glass frame 15.

[0034] The number of prize balls awarded to the player (number of game balls awarded, number of game value awarded, amount of game value awarded) is added to the number of balls held by the game machine (number of usable game value balls). In non-sealed game machines, the number of prize balls is awarded as game balls, but in sealed game machines, it is awarded as numerical data. In addition, the number of balls launched into the game area 32 (or the number of balls discharged from the game area 32) becomes the number of game balls used (number of game value balls used) in sealed game machines, and can be stored and managed as numerical data. The new number of balls held by the game machine is obtained by subtracting the number of game balls used from the current number of balls held by the game machine and adding the number of prize balls.

[0035] [Game board] Next, with reference to Figure 2, the game board 30 of the gaming machine 10 will be described. Figure 2 is a front view of the game board 30 provided in the gaming machine 10.

[0036] As shown in Figure 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various components. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front of the game board body 30a. The game machine 10 is configured to play the game by launching game balls from a ball launching device into the game area 32 surrounded by the guide rails 31. The launching passage 29 guides the game balls from the ball launching device into the game area 32. Windmills, obstacle nails, and the like are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.

[0037] A window 40, which serves as the display area for the variable display game, is provided approximately in the center of the game board body 30a. Behind the window 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification pieces of information in a variable manner. The display device 41 is, for example, equipped with a liquid crystal display and is positioned so that the displayed content can be seen from the front side of the game board 30 through the window 40. Note that the display device 41 is not limited to being equipped with a liquid crystal display, but may be equipped with a display such as an organic EL.

[0038] The display screen (display section) of the display device 41 is provided with multiple variable display areas, and identification information (special symbols) or images that enhance the variable display game are displayed in each variable display area.

[0039] An upper display unit 40a and a side display unit 40b are provided on the upper and right sides of the game board 30, respectively. The upper display unit 40a and the side display unit 40b have display LEDs 46 and perform light-emitting effects, and can also perform motion effects (movement effects, rotation effects) as display movable parts 44 (movable parts, see Figure 4).

[0040] A normal symbol start gate (normal symbol start gate) 34 is provided in the game area 32 to the right of the window section 40. Inside the normal symbol start gate 34, a gate switch (SW) 34a is provided for detecting game balls that have passed through the normal symbol start gate 34 (see Figure 3). When a game ball that has been played into the game area 32 passes through the normal symbol start gate 34, the normal symbol variation display game is executed.

[0041] A general prize entry point 35 (general prize entry area) is located in the game area 32 to the lower left of the window section 40, and a general prize entry point 35 is also located in the game area 32 to the lower right of the window section 40. The entry of game balls into these general prize entry points 35 is detected by prize entry point switches (SW) 35a (1~n) provided in the general prize entry points 35.

[0042] In the game area 32 below the window section 40, a starting prize entry opening 36 (first starting opening, starting opening 1, first starting prize entry area) is provided to provide the conditions for starting the special symbol variation display game. In the game area 32 to the right of the window section 40, below the regular symbol starting gate 34, a regular variation prize entry device 37 (regular electric mechanism, regular electric) equipped with a second starting prize entry opening (second starting opening, starting opening 2, second starting prize entry area) is provided. The regular variation prize entry device 37 is equipped with a movable member 37b (movable piece) that rotates forward or to the side to convert it into a state where game balls can easily flow in. When the movable member 37b is in the closed state, game balls cannot enter the regular variation prize entry device 37. When a game ball enters the starting prize entry opening 36 or the regular variation prize entry device 37, the special symbol variation display game is executed. In this embodiment, the starting prize entry opening 36 is designed to make it easier for game balls to enter when playing left-handed, and the normal variation prize entry device 37 is designed to make it easier for game balls to enter when playing right-handed.

[0043] When the result of the regular variable display game reaches a predetermined stop display pattern, the movable member 37b operates via the regular solenoid 37c (see Figure 3) to open, changing to an open state (an advantageous winning state for the player) that makes it easier for game balls to flow into the regular variable prize winning device 37. If the movable member 37b is not in the open state (winning-easy state), it will be in a closed state (winning-not-easy state, winning-difficult state) that makes it difficult for game balls to flow into the regular variable prize winning device 37. In this embodiment, unlike the regular variable prize winning device 37, the start prize opening 36 does not have a movable member (opening / closing member) and is always in an open state (open state), however, a configuration with a movable member (opening / closing member) is also possible.

[0044] The movable member 37b is controlled by the game control device 100, which will be described later. The game control device 100 increases the frequency of the easy-to-win state by shortening the variation time of the normal figure variation display game or by making the probability of winning in the normal figure variation display game higher than usual, and by making the duration of the easy-to-win state longer than the duration of the easy-to-win state that occurs in the normal game state without any special games, thereby generating a time-saving state (normal power support state) as a specific game state. In addition, the time-saving state (normal power support state) also occurs in overlapping periods in the probability variation state (excluding the latent probability variation state).

[0045] Below the normal variable prize winning device 37, in the game area 32, there is a special variable prize winning device 39 which has an opening / closing door 39c that opens the large prize winning area (large prize winning area) when operated by a large prize winning area solenoid 39b (see Figure 3). The special variable prize winning device 39 changes the state of the large prize winning area from a closed state (a blocked state unfavorable to the player) to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize winning area and granting the player predetermined game value (for example, prize balls or the number of time-saving / probability-changing rounds after a big win). A large prize winning area switch 39a (count switch) (see Figure 3) is provided inside the large prize winning area as a detection means for detecting game balls that have entered the large prize winning area. The special variable prize winning device 39 makes it easier for game balls to enter when playing to the right.

[0046] A special area 86 (a so-called V-prize entry point) is provided inside the special variable prize winning device 39. For example, a big win is confirmed when a game ball enters the special area 86 (V-prize entry point, V-prize area) after the opening door 39c is opened by a minor win. The special area 86 may be kept open for a long time only during a minor win so that game balls can easily pass through. The game control device 100 can detect the passage of a game ball into the special area 86 (V-prize) via a sensor (special area switch 72 described later), and upon detecting a V-prize, it confirms that the game will transition to a big win state (V-prize big win state) after the minor win ends, and transmits information (special area passage command, etc.) indicating that a V-prize has occurred to the performance control device 300 described later. The performance control device 300 can then notify the V-prize on the display device 41, etc.

[0047] In other words, in this embodiment, the gaming machine 10 is a so-called Type 1 and Type 2 mixed machine (Type 1 + Type 2 machine). In this embodiment, when a minor win occurs, the special variable prize winning device 39 is opened, and the game ball enters a specific area 86 (V prize winning slot) within the special variable prize winning device 39, resulting in a big win. Note that the configuration of this embodiment can also be applied to gaming machines other than Type 1 and Type 2 mixed machines.

[0048] When a game ball enters one of the main prize slots (general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39), the payout control device 200 (see Figure 3) assigns the number of prize balls corresponding to the type of prize slot into which the ball entered as numerical data and adds it to the game machine's ball count (number of usable game balls, number of usable game values). In addition, an out slot 30b is provided in the lower game area 32 to collect game balls that did not enter any prize slots. Furthermore, display LEDs 46 that can light up when a game ball enters or in other situations are installed around the general prize slot 35, start prize slot 36, normal variable prize slot 37, and special variable prize slot 39 or their vicinity.

[0049] Furthermore, outside the game area 32, at the lower right corner of the game board body 30a, is a unified display device 50 that executes special symbol variation display games (special symbol 1 variation display game, special symbol 2 variation display game) and general symbol variation display games. The unified display device 50 is an information display device composed of LED lamps (light-emitting part, light-emitting member) that displays information such as the current game state, and includes display units 51 to 60.

[0050] The integrated display device 50 includes a first special feature variable display unit 51 (special feature 1 display unit, 8 LED lamps) and a second special feature variable display unit 52 (special feature 2 display unit, 8 LED lamps) for variable display games, which are composed of a collection of multiple LED lamps; a variable display unit 53 (normal display unit, 3 LED lamps) for normal display variable display games; and memory display units (special feature 1 hold display unit 54, special feature 2 hold display unit 55, normal display hold display unit 56) for notifying the number of start memories (holds) for each variable display game. Note that the special feature 1 display unit 51 and special feature 2 display unit 52 may be 7-segment type display units. The special feature 1 hold display unit 54 is composed of 2 LED lamps. The special feature 2 hold display unit 55 is composed of 2 LED lamps. The normal display hold display unit 56 is composed of 2 LED lamps.

[0051] Furthermore, the integrated display device 50 is equipped with a first game state display unit 57 (first game state indicator, 1 LED lamp) that notifies whether it is time to play to the right (when playing to the right) or to play to the left (normal play), a second game state display unit 58 (second game state indicator, 1 LED lamp) that lights up when a time-saving state occurs to notify the occurrence of a time-saving state, a third game state display unit 59 (third game state indicator, probability state display unit, 1 LED lamp) that indicates that the probability state of a jackpot is in a high probability state when the game machine 10 is powered on, and a round display unit 60 (4 LED lamps) that displays the number of rounds at the time of a jackpot (number of times the special variable prize winning device 39 is opened and closed, upper limit of the number of rounds).

[0052] In the special display unit 51 and the special display unit 52, the variable display game (symbol variation game) is performed by a variable display (variable display) that repeatedly turns on and off (flashes) identification information (for example, some or all of a group of LED lamps). Multiple types of identification information (symbols) may be displayed alternately. The variable display game may also be performed by all LED lamps on and off (simultaneous flashing of all LEDs), cyclical lighting (any one LED lamp lights up and turns off in a predetermined order at predetermined intervals), or by a predetermined number of LEDs on and off (flashing) or cyclical lighting of all LEDs provided as a display unit for the variable display game. In the general display unit 53, the variable display game (symbol variation game) is also performed by a variable display (variable display, flashing) that repeatedly turns on and off three LED lamps. The general display unit 53 can also be configured as appropriate, similar to the special display unit 51 and the special display unit 52. Thus, in a variable display game, the symbols (special symbols or ordinary symbols) displayed (display mode, display state) on the special symbol 1 display 51, special symbol 2 display 52, or ordinary symbol display 53 change (vary) over time, and therefore, variable display games are also called symbol variation games.

[0053] Next, we will explain the gameplay flow in the gaming machine 10, as well as the details of the regular symbol variation display game and the special symbol variation display game.

[0054] In the gaming machine 10, the game is played by launching game balls from a ball launching device (not shown) toward the game area 32. The launched game balls move down the game area 32, changing direction due to obstacle nails, windmills, etc., placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, or flow into the out opening 30b located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 39, the number of prize balls corresponding to the type of prize entry opening is added to the number of game balls held by the gaming machine (number of usable game balls). The ball count display unit 217 displays the number of game balls held by the gaming machine after the addition.

[0055] The regular display start gate 34 is equipped with a gate switch 34a that detects game balls that have passed through the regular display start gate 34. When a game ball passes through the regular display start gate 34, it is detected by the gate switch 34a, and the regular display variation game is executed based on the result of the random value for winning determination extracted at this time.

[0056] If a game cannot be started, for example, if a game is already in progress and has not yet finished, or if the result of the game is a win and the normal variation prize device 37 has been converted to an open state, when a game ball passes through the normal variation start gate 34, if the normal variation start memory (normal variation reserve) is less than the upper limit, that memory is increased (+1). The game control device 100 (RAM 111c) is a start memory means that stores a predetermined random number extracted based on the passage of a game ball through the normal variation start gate 34 as a start memory that grants the right to execute the normal variation game, up to a predetermined limit.

[0057] The regular diagram start memory (regular diagram hold) stores a random value for determining whether the regular diagram variation display game is a win or a loss. When this random value matches the judgment value, the regular diagram variation display game is a win and a specific result pattern is derived.

[0058] The regular symbol variation display game (symbol variation game) is executed by a regular symbol display unit 53 provided on the integrated display device 50. The regular symbol display unit 53 consists of LEDs that indicate a win when lit and a mismatch when unlit, representing regular identification information (regular symbol, regular symbol). The regular identification information variation is displayed by blinking these LEDs, and after a predetermined variation display time has elapsed, the result is displayed by turning the LEDs on or off.

[0059] If the randomized value of the normal symbol extracted when passing through the normal symbol start gate 34 is a winning value, the normal symbol (normal symbol) displayed on the normal symbol display unit 53 stops in a winning state, and the game enters a winning state. At this time, the normal electric solenoid 37c is driven, causing the movable member 37b to be converted to an open state for a predetermined time (for example, 3 seconds x 2 times), and the game ball is allowed to enter the normal variable prize winning device 37. The opening time of the movable member 37b of the normal variable prize winning device 37 (for example, 3 seconds) may be called the normal electric opening time.

[0060] The entry of a game ball into the starting prize slot 36 and into the normal variable prize slot 37 is detected by the starting slot 1 switch 36a (see Figure 3) and the starting slot 2 switch 37a (see Figure 3). Game balls that enter the starting prize slot 36 are detected as starting prize balls for the special figure 1 variable display game and are stored up to a predetermined upper limit (here, 4). Game balls that enter the normal variable prize slot 37 are detected as starting prize balls for the special figure 2 variable display game and are stored up to a predetermined upper limit (here, 4). The game control device 100 (RAM 111c) is a starting storage means that stores a predetermined number of extracted random numbers as starting memories that grant the right to execute the special figure variable display game, up to a predetermined upper limit, based on the entry of game balls into the starting prize slot 36 and the starting prize slot area (starting slot) of the normal variable prize slot 37.

[0061] When a winning ball is detected to start the special symbol variation display game, various random numbers are extracted, such as the jackpot random value, the jackpot symbol random value, and the variation pattern random value. These random values ​​are stored as special symbol start memories in the special symbol hold memory area (part of the memory area of ​​RAM 111c) of the game control device 100, up to a predetermined number of times (for example, up to 8 times (4 times x 2)). The number of special symbol start memories stored is displayed on the special symbol 1 hold indicator 54 and special symbol 2 hold indicator 55 of the unified display device 50 for notifying the number of winning balls that start the game, and is also displayed on the display screen of the display device 41.

[0062] The game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51 based on a win in the start prize slot 36 or a first start memory (special figure 1 start memory, special figure 1 hold). The game control device 100 also executes a special figure 2 variable display game on the special figure 2 display 52 based on a win in the normal variable prize slot 37 or a second start memory (special figure 2 start memory, special figure 2 hold).

[0063] The Special Feature 1 Variable Display Game (First Special Feature Variable Display Game, First Symbol Variable Game) and the Special Feature 2 Variable Display Game (Second Special Feature Variable Display Game, Second Symbol Variable Game) are performed by displaying identification information (Special Symbol, Special Feature) in a variable manner on the Special Feature 1 display unit 51 and the Special Feature 2 display unit 52, and then stopping the display of a predetermined result pattern.

[0064] Furthermore, the display device 41 executes a decorative special symbol variation display game that displays multiple types of identification information in a variable manner in accordance with each special symbol variation display game. The identification information in the display device 41 consists of numbers, symbols, character patterns, pictures, etc., and for example, the numbers may differ for each of the multiple types of identification information.

[0065] The decorative symbol variation display game (decorative symbol variation game, performance game) in the display device 41 is performed by starting the variation display (scrolling display or rotating display) of identification information (decorative special symbols, decorative special symbols) composed of the aforementioned numbers, etc., in the order of left (first special symbol), right (second special symbol), center (third special symbol), etc., and then stopping the variation of the symbols sequentially after a predetermined time to display the result of the special symbol variation display game. Multiple types of identification information are displayed in the display device 41 in a changing and changing manner. In this way, the identification information (decorative special symbols) displayed in the display device 41 varies (including changes and movement) according to the passage of time in the decorative symbol variation display game, so the decorative symbol variation display game is also called a symbol variation game. In addition, the display device 41 performs various performance displays, such as the appearance of character images, to enhance the entertainment value.

[0066] When a game ball enters the starting prize slot 36 or the normal variable prize device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a jackpot value), a specific result pattern (special result pattern) is derived from the displayed symbols as a result of the special variable display game, and the game enters a jackpot state (special game state). In response to this, the display pattern of the display device 41 becomes the special result pattern (for example, a state where the numbers "777" or similar are aligned).

[0067] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined time (for example, 30 seconds). In other words, the large prize winning opening provided in the special variable prize winning device 39 stays wide open for a predetermined time or until a predetermined number of game balls have entered, and during this time, the player is granted the privilege of winning many game balls as prize balls (game value).

[0068] When a game ball enters the first starting prize entry slot 36 or the normal variable prize entry device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a minor prize value), a specific result pattern (minor prize result pattern) is derived by the displayed symbols as a result of the special variable display game, and the game enters a minor prize state. Correspondingly, the display pattern of the display device 41 becomes the minor prize result pattern. In this embodiment, the jackpot random value is also used to determine minor prizes, but the minor prize value (minor prize determination value) is different from the jackpot value (jackpot determination value). Alternatively, a minor prize random value may be used to determine minor prizes.

[0069] At this time, the special variable prize winning device 39 energizes the large prize winning opening solenoid 39b (see Figure 3), causing the large prize winning opening to change from a closed state to an open state for a predetermined short time. Note that the total opening time of the large prize winning opening is shorter in the minor win state (minor win game state) than in the big win state (special game state), so the game value (number of balls won) that the player can acquire is less in the minor win state than in the big win state. Note that the large prize winning opening is open in both the minor win state and the big win state, but the big win state may be called the first special game state and the minor win state may be called the second special game state.

[0070] Here, I will explain the difference between a big win and a small win.

[0071] A big win is a special result that involves the activation of a condition device, while a small win is a specific result that does not involve the activation of a condition device. The condition device is activated when a big win occurs in a special symbol variation display game (when the big win symbols stop and are displayed). When the condition device is activated, it means, for example, that a big win state occurs and a specific flag is set to continuously operate the special variation prize device 39, which is a special electric mechanism. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically.

[0072] Specifically, in the case of a big win, the special variable prize winning device is opened when the big win flag is set, while in the case of a small win, the special variable prize winning device is opened when the small win flag is set. However, if a V-win occurs during a small win state, the condition device will be activated.

[0073] Furthermore, the Special Feature 2 Variable Display Game is executed with priority over the Special Feature 1 Variable Display Game. If there are start memories for both the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, and the Special Feature 2 Variable Display Game becomes available for execution, the Special Feature 2 Variable Display Game will be executed (Special Feature 2 Reserve Priority Processing, Special Feature 2 Priority Variable Display). Alternatively, the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game may be executed in the order in which the winnings (i.e., start memories) occurred (winning order processing). If a start memory for the Special Feature 1 Variable Display Game and / or the Special Feature 2 Variable Display Game is generated and the Special Feature 2 Variable Display Game becomes available for execution, the Variable Display Game based on the oldest generated start memory may be executed.

[0074] If there is no distinction between the Special Feature 1 variable display game and the Special Feature 2 variable display game, they will simply be referred to as the Special Feature Variable Display Game.

[0075] [Game control device] Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 is equipped with a game control device 100 (main board) which constitutes the main control means. The game control device 100 is a main control device that comprehensively controls the game, and consists of a game microcomputer (hereinafter referred to as the game microcomputer) 111, an input unit 120 having an input port, an output unit 130 having an output port and drivers, and a data bus connecting the game microcomputer 111, the input unit 120, and the output unit 130. The game microcomputer 111 can receive various signals and data via the input unit 120 and can transmit various signals and data via the output unit 130.

[0076] The gaming microcontroller 111 may be equipped with an oscillator such as a crystal oscillator, and may be connected to an oscillator circuit (crystal oscillator) that generates the CPU's operating clock, timer interrupts, and a reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.

[0077] The power supply unit 400 includes a normal power supply unit 410 having an AC / DC converter that generates a DC 32V DC voltage from a 24V AC power supply and a DC / DC converter that generates lower DC voltages such as DC 12V and DC 5V from a DC 32V voltage; a backup power supply unit 420 that supplies power voltage to the RAM 111c inside the gaming microcomputer 111 in the event of a power outage; a power outage detection unit 430 that detects a power outage (when the voltage supplied by the normal power supply drops to a predetermined voltage); a power restoration detection unit 435 that detects power restoration (when the voltage supplied by the normal power supply returns to normal when the power is turned on); and a power outage time determination unit 440 that measures the time from the start of a power outage to the restoration of power (power outage time Δt).

[0078] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply unit 420 is supplied to the game control device 100's game microcomputer 111 (especially the built-in RAM 111c), so that the data stored in the RAM 111c is retained even during a power outage or after the power is cut off.

[0079] The power interruption detection unit 430 monitors the 32V voltage normally generated by the power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or below, and generates a power interruption signal (a reset signal set to a low level). The power interruption detection unit 430 then outputs the generated power interruption signal to the game control device 100 and the performance control device 300.

[0080] The power restoration detection unit 435 detects the power restoration state when the voltage generated by the normal power supply unit 410 rises above 17V and generates a power restoration signal (a reset signal set to a high level). The power restoration detection unit 435 then outputs the generated power restoration signal to the game control device 100 and the performance control device 300.

[0081] The power outage time determination unit 440 calculates (measures) the elapsed time from the detection of the power outage signal to the detection of the power restoration signal as the power outage time Δt. Furthermore, the power outage time determination unit 440 combines the calculated power outage time Δt with a predetermined threshold time Δt. th Based on the comparison result, a RAM clear flag F is generated. The power outage time determination unit 440 then outputs the generated RAM clear flag F to the game control device 100. Details of the processing in the power outage time determination unit 440 will be described later.

[0082] Furthermore, the game control device 100 is provided with a RAM clear switch 112. When the RAM clear switch 112 is pressed down and turned on, an initialization switch signal is generated, and based on this, a process (switch-on clear process) is performed to clear (initialize) the data stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200.

[0083] The RAM clear switch 112 is located on the game control device 100 inside the gaming machine 10, in a position that cannot be operated (inaccessible) unless the front frame 12 (main frame) is opened. In other words, ordinary players cannot access and operate the RAM clear switch 112. The RAM clear switch 112 may be located in a different location from the game control device 100.

[0084] The gaming microcontroller 111 includes a CPU 111a (Central Processing Unit: microprocessor), a read-only ROM 111b (Read-Only Memory), and a RAM 111c (Random Access Memory) that can be read and written at any time.

[0085] ROM111b non-volatilely stores immutable information for game control (programs, fixed data, judgment values ​​for various random numbers, etc.). RAM111c is used as a work area for CPU111a and a storage area for various signals and random values ​​during game control. It stores information related to the game (game information) and serves as a storage means that can retain the stored information even in the event of a power outage.

[0086] Furthermore, ROM111b stores a variation pattern table for determining variation patterns (variation type and variation time) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111a to determine a variation pattern by referring to one or more variation pattern random numbers stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. The pattern table may also include a table for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as a second half variation group table or a second half variation pattern selection table), and a table for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as a first half variation group table or a first half variation pattern selection table).

[0087] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. In addition, although not shown in the figures, the game microcomputer 111 is equipped with a random number generation circuit to generate jackpot random numbers for determining jackpots in the special symbol variation display game, special symbol random numbers for determining jackpot symbols (jackpot stop symbols), minor jackpot symbols (minor jackpot stop symbols), and time-saving symbols (support jackpot symbols, support jackpot stop symbols), and variation pattern random numbers for determining variation patterns in the special symbol variation display game (including information on various reach and no reach variation displays and information on the execution time of the special symbol variation display game).

[0088] Furthermore, in processing related to the special symbol variation display game, the CPU 111a obtains one of the multiple variation pattern tables stored in the ROM 111b. Specifically, the CPU 111a selects and obtains one of the multiple variation pattern tables based on the game result of the special symbol variation display game (jackpot or miss), the probability state of the special symbol variation display game as the current game state (normal probability state or high probability state), the number of start memories, etc. Here, the CPU 111a acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111b when executing the special symbol variation display game.

[0089] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout of prize balls (game value) as numerical data according to payout commands (commands and data) from the game control device 100.

[0090] The input section 120 of the game microcomputer 111 is connected to the gate switch 34a of the general starting gate 34, the prize slot switch 35a of the general prize slot 35, the starting slot 1 switch 36a in the first starting prize slot 36, the starting slot 2 switch 37a in the second starting prize slot (normal variable prize slot device 37), and the large prize slot switch 39a of the special variable prize slot device 39. The outputs from the gate switch 34a, prize slot switch 35a, starting slot 1 switch 36a, starting slot 2 switch 37a, and large prize slot switch 39a are also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. In addition, the detection signals from the starting slot 1 switch 36a and the starting slot 2 switch 37a may be input directly to the game microcomputer 111 in addition to the input section 120.

[0091] Furthermore, the input unit 120 is connected to a specific area switch 72, a remaining ball discharge switch 73, and an out ball detection switch 74. The specific area switch 72 detects the passage of a game ball into the specific area 86 (V prize slot) (V prize). The remaining ball discharge switch 73 detects game balls that have passed through the remaining ball discharge slot, which discharges game balls from the special variable prize device 39. The out ball detection switch 74 detects all game balls that have been launched into the game area and have finished playing (i.e., all game balls that have passed through the prize slot or out slot 30b). In addition to game balls that have entered the out slot 30b, game balls that have entered the prize slots (first start prize slot 36, second start prize slot (normal variable prize device 37), big prize slot, or general prize slot 35) are guided to the out ball detection switch 74 via a passage (not shown) and are detected.

[0092] Furthermore, various fraud / abnormality sensors 67 (error sensors) are connected to the input unit 120 to detect errors such as fraud or abnormalities in the gaming machine 10. For example, the fraud / abnormality sensors 67 include a radio wave sensor that detects the emission of radio waves to the gaming machine 10, a magnetic sensor switch for fraud detection provided on the front frame 12 of the gaming machine 10, a glass frame opening detection switch provided on the glass frame 15 of the gaming machine 10 for detecting the opening of the glass frame, a front frame opening detection switch (main frame opening detection switch) provided on the front frame 12 (main frame) for detecting the opening of the front frame, and a vibration sensor that detects vibrations of the gaming machine 10.

[0093] Furthermore, the input unit 120 receives a signal from the RAM clear switch 112 and supplies it to the gaming microcontroller 111 via the data bus. Data may also be input from the payout control device 200 to the gaming control device 100 via the input unit 120.

[0094] Data is transmitted from the game control device 100 to the performance control device 300 via the output unit 130, for example, by serial communication. Note that the communication between the game control device 100 and the performance control device 300 is unidirectional, preventing the performance control device 300 from inputting signals to the game control device 100. Data may also be transmitted from the game control device 100 to the payout control device 200 via the output unit 130.

[0095] Furthermore, a buffer 133 can be connected to the output unit 130, and the buffer 133 outputs a test firing signal from the output unit 130 to a test firing device of a certification body (not shown) via the relay board 70. The buffer 133 is a component that is not mounted on the game control device (main board) of a game machine that is a mass-produced product installed in a game parlor (game hall).

[0096] Furthermore, the output unit 130 is provided with output ports that output opening and closing data for the ordinary electric solenoid 37c, which opens the ordinary variable prize winning device 37; the large prize winning opening solenoid 39b, which opens the special variable prize winning device 39; and the lever solenoid 86b, which operates the lever and opens the specific area 86. In addition, the output unit 130 is provided with a driver that receives the opening and closing data signals, generates solenoid drive signals, and outputs them.

[0097] Furthermore, the output unit 130 can output the on / off data of the LEDs of the integrated display device 50 as data to be displayed on the integrated display device 50, using the corresponding output port and driver.

[0098] Furthermore, the output unit 130 can output external information related to the gaming machine 10, such as jackpot information, to the external information terminal 71 using the corresponding output port and driver. The external information terminal 71 can be connected to external devices installed in a gaming parlor (such as information collection terminals or internal management devices (hall computers)), and information related to the gaming machine 10 can be supplied to these external devices. Note that the number of external information terminals 71 may be provided in a number that takes into account the number of types of external information and the number of destinations for outputting external information.

[0099] Furthermore, the output unit 130 can output the on / off data of the LEDs of the performance display device 152 as data to be displayed on the performance display device 152, using the corresponding output port and driver.

[0100] In this embodiment, the performance display device 152 consists of multiple (four) 7-segment type (8-segment type if dot Dp is included) displays (LED lamps), but is not limited to this.

[0101] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in another location. For example, the performance display device 152 can display performance information such as the payout rate (base value). The performance information is derived based on the number of prize balls (game value) obtained by winning, and may include, for example, the payout rate (base value), the ratio of prize balls, and the number of balls dispensed.

[0102] The payout rate (base value) is the ratio (percentage) of the total number of prize balls to the number of balls dispensed (or the number of balls launched into the game area 32), and is calculated as (number of balls acquired ÷ number of balls dispensed) × 100 (%). In other words, the payout rate is the number of balls acquired (total number of prize balls) per 100 balls dispensed. The number of balls dispensed can be obtained by counting the signals from the out ball detection switch 74, etc. In enclosed gaming machines, the number of balls acquired (total number of prize balls) is the number of game value (amount of game value) assigned as numerical data.

[0103] For example, the bonus payout ratio is the percentage (%) of the total number of prize balls obtained from winning in the big prize slot during a jackpot state (number of prize balls obtained by each bonus payout) out of the total number of prize balls obtained from winning in the winning slots during a predetermined period (for example, from the time the gaming machine 10 is powered on until the present) (= so-called consecutive bonus payout ratio).

[0104] [Safety device (complete function)] Furthermore, the game control device 100 also functions as a safety device. The safety device is a game stopping means (stopping means) that can generate a game stop state (game unplayable state, game prohibited state) in which special symbol variation display games, normal symbol variation display games, and round games (games during big wins or small wins) cannot be played when operating conditions (predetermined conditions) based on the number of safe balls and the number of balls dispensed are met. In the game stop state, new special symbol variation display games and new normal symbol variation display games cannot be started. The safety device allows for appropriate countermeasures against fraud, such as when the number of safe balls is abnormally high due to fraud, and may also suppress players from becoming addicted to the game. When addiction is suppressed, players can play with peace of mind.

[0105] In this embodiment, the safety device is a function implemented by software (program) in the game control device 100, and is also called the complete function (or ending function, stop function). Of course, the safety device may also be provided as hardware such as an electrical circuit or circuit board.

[0106] Furthermore, in this embodiment, the operating conditions for the safety device are that (1) the difference in the number of balls, which indicates the difference between the number of safe balls and the number of balls dispensed, has reached the standard value (predetermined value) of the difference in balls, and (2) neither a big win nor a small win is occurring. The difference in balls is obtained by subtracting the number of balls dispensed from the number of safe balls (difference in balls = number of safe balls - number of balls dispensed). Thus, the operating conditions for the safety device consist of two stages of conditions (1) and (2). Note that the difference in balls for condition (1) may be the difference in balls over a predetermined period from the time of the lowest value of the difference in balls to the present, that is, the difference in balls based on the lowest value (the increase in the difference in balls from the lowest value), and may also correspond to the maximum increase in the difference in balls during a day of operation (so-called MY). In addition, the operating conditions may be other; for example, condition (1) may be configured to be that the number of safe balls has reached a predetermined value. Also, condition (2) may be configured to be that the special variable prize winning device is not operating, or that the big prize winning opening is not open. In the following, parameters (information) that define the operating conditions of safety devices, such as the "number of balls" and "MY" mentioned above, will be collectively referred to as "safety device-related information" as appropriate.

[0107] In this embodiment, the number of safe balls is the total number of prize balls (number of acquired balls, number of balls dispensed) that are determined to be awarded during a predetermined period. The number of ejected balls (number of out balls) is the number of game balls ejected from the game area 32 during a predetermined period, and can be counted by counting the signals from the out ball detection switch 74.

[0108] Alternatively, instead of the number of balls dispensed, the number of balls launched and introduced into the game area 32 may be used, and the difference in balls may be calculated as the number of safe balls minus the number of balls launched. The number of balls launched and the number of balls dispensed may be collectively referred to as the number of balls used (difference in balls = number of safe balls - number of balls used). Foul balls that were launched by the ball launcher but did not reach the game area 32 are excluded from the number of balls launched, and the difference in balls is reduced by -1 for each game ball launched by the ball launcher and increased by +1 for each foul ball.

[0109] In particular, in this embodiment, the game control device 100 sequentially calculates the difference in balls while the game machine 10 is in operation (power is supplied) and stores it in the RAM 111c. Then, the game control device 100 determines the operating state of the safety device based on the result of comparing the difference in balls stored in the RAM 111c with a predetermined reference value for the difference in balls (for example, 95000).

[0110] For example, for a difference of less than 90,000 balls, the safety device will be in an inactive state (not activated, not in an activated warning state, not in an activated state, and not in an activated state). For a difference of 90,000 to 94,999 balls, the safety device will be in an activated warning state, indicating that the safety device will be activated. When the difference of 95,000 balls is reached, the safety device will be in an activated warning state, indicating that the safety device will be activated, or in an activated state, indicating that the safety device is activated (activated state).

[0111] Furthermore, when the number of balls reaches 95,000, the safety device will enter an activation warning state if a big win or a small win is occurring, and will enter an activation state if neither a big win nor a small win is occurring. Therefore, if the safety device is activated before a big win or small win occurs, the game will immediately enter a game stop state (game unavailable state, game prohibited state), and the activation warning state will not occur. Note that the safety device is more likely to be activated before a big win or small win occurs in time-saving states or probability-changing states.

[0112] On the other hand, when a big win or a small win ends and the game is no longer in a big win or small win state, the safety device switches from the activation warning state to the activated state (operating state).

[0113] In the operation notification state, the performance control device 300 displays an operation notification (for example, the words "The game will stop soon") on the display device 41. In the operation warning state of the safety device during a minor win or a major win, the performance control device 300 displays an operation warning (for example, the words "The game will stop after the win ends") on the display device 41.

[0114] When the safety device is activated (not during a minor or major win), i.e., when the game is stopped, the performance control device 300 displays the activation indicator 513 (the words "Stopped") on the display device 41. When the safety device is activated, the game control device 100 sets the safety device activation flag to ON, indicating that the safety device is activated. The safety device activation flag is cleared to 0 by a RAM clear (RAM initialization) (safety device activation flag = 0), and the safety device is deactivated.

[0115] In the stopped game state, it is not possible to play special symbol variation display games, normal symbol variation display games, or round games (gameplay during big wins or small wins). To achieve this, for example, in the stopped game state, the detection of game balls by the prize entry switch becomes invalid, the prize entry (winning) becomes invalid, the solenoid stops so that the big prize entry, specific area 86, normal variation prize entry device 37 etc. are closed, the launch of game balls from the ball launcher is stopped (prohibited), the launch is stopped, and the unified display device 50 turns off. In the stopped game state, not only is it not possible to continue special symbol variation display games or normal symbol variation display games, but it is also not possible to start new special symbol variation display games or new normal symbol variation display games.

[0116] Here, safety device-related information, such as the number of balls played, which defines the operating conditions of the safety device, is stored in the RAM 111c while the gaming machine 10 is in operation (power is supplied), as described above. Therefore, when the power to the gaming machine 10 is turned off, the safety device-related information stored in the RAM 111c is maintained by the power supply from the backup power supply unit 420. Consequently, if the power to the gaming machine 10 is turned off at the end of the day's business at the store where the gaming machine 10 is installed, the safety device-related information stored in the RAM 111c will be maintained when the power is turned on again (at the next business day).

[0117] On the other hand, the activation conditions for the safety device are determined by whether the number of balls won reaches the standard value. Therefore, if the safety device-related information (number of balls won) from the previous business day is maintained into the next business day, the number of balls won is more likely to reach the standard value on that next business day. As a result, the safety device may activate earlier, potentially leading to an unintended game suspension and reducing the enjoyment of the players.

[0118] To prevent the safety device from activating prematurely, one possible solution is for a store employee (gaming parlor staff) to manually operate the RAM clear switch 112 at the end of business hours to clear (initialize) the stored data in RAM 111c, including safety device-related information. However, this would require opening the front frame 12 of the gaming machine 10 to operate the RAM clear switch 112, which would place a burden on the worker. In particular, performing the above operation on a large number of gaming machines would place a significant burden on the worker.

[0119] In light of these circumstances, the gaming machine 10 of this embodiment is equipped with a function that allows a portion of the memory area of ​​the RAM 111c (particularly the memory area where safety device-related information is stored) to be cleared even if the RAM clear switch 112 is not operated when the power is turned on. Details of this function will be described later.

[0120] [Transition state upon power-on] When the power is turned on, a process (power outage recovery process) is executed to transition to the normal state (the state in which gameplay is possible). During the power outage recovery process, if the game control device 100 detects that the RAM clear switch 112 is ON when the power is turned on, it executes a switch-on clear process. The switch-on clear process is a process to clear all memory areas, including the memory area in RAM 111c that stores safety device-related information. The switch-on clear process may also include a transition to a clear preparation state triggered by the RAM clear switch 112 being ON when the power is turned on, and a RAM clear (actual clear execution) triggered by the RAM clear switch 112 being turned ON again during the clear preparation. Furthermore, the RAM clear in the switch-on clear process is a clear (zero clear) that erases all information in the entire memory area of ​​RAM 111c and sets it to 0. On the other hand, a clear that retains the current values ​​by not zeroing out some values ​​such as performance information (base values) may be adopted.

[0121] Furthermore, when the game control device 100 performs the clear process when the switch is turned on, it may output a security signal (for example, 4 msec, 128 msec, etc.) as external information to an external device such as a hall computer via the external information terminal 71.

[0122] On the other hand, during the power restoration process, when the game control device 100 detects that the RAM clear switch 112 is off when the power is turned on, it executes the switch-off clear process if the power outage time Δt immediately preceding the power-on is longer than a certain length. The switch-off clear process is a process to clear at least partially the memory area in RAM 111c that stores safety device-related information. In other words, the RAM clear performed in the switch-off clear process erases the memory area in RAM 111c that stores safety device-related information, while other information (such as game status information and performance information) is not erased and is maintained. Furthermore, the switch-off clear process may include a transition to a clear preparation state triggered by the RAM clear switch 112 being off when the power is turned on, and a RAM clear (actual clear execution) triggered by an ON operation of the RAM clear switch 112 during the clear preparation state.

[0123] [Performance control device] Next, the configuration of the performance control device 300 (sub-board) will be explained using Figure 4. Figure 4 is a block diagram of the performance control system of the gaming machine 10. The performance control device 300 is a sub-control device (sub-board, sub-control means) that can control the image on the display device 41, the sound from the speakers 19a and 19b, the illumination of the performance LED 46, and / or the operation of the performance movable body 44 in response to commands from the gaming control device 100. In other words, the performance control device 300 can control the performances related to the game.

[0124] The performance control device 300 includes a control microcontroller 311 (CPU), a VDP (Video Display Processor) 312 which acts as a graphics processor and performs image processing for displaying video on the display device 41 according to commands and data from the control microcontroller 311, and a sound control unit 314 which controls the output of sound in order to play various melodies and sound effects from the speaker 19.

[0125] The control microcontroller 311 is connected to a ROM 321 that stores programs executed by the CPU and various data, and a RAM 322 that provides a workspace. The control microcontroller 311 also has its own internal RAM (e.g., cache memory) that provides a workspace.

[0126] The control microcontroller 311 analyzes commands from the game control device 100, determines the display content and instructs the VDP 312 on the content of the output video, instructs the sound control unit 314 on the playback sound, lights up the effect LED 46, controls the drive of the motors and solenoids of the effect movable body 44, and manages the effect time.

[0127] The VDP312 includes RAM to provide a workspace and a scaler for scaling images. The VDP312 is also connected to an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM) 326 used to expand and process image data such as characters read from the image ROM 325.

[0128] The sound control unit 314 includes a sound ROM in which sound data, including speech, is stored, and an amplifier circuit for amplifying the speech data.

[0129] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) that receives commands transmitted from the game control device 100. The performance control device 300 receives special symbol retention count commands, decorative special symbol commands, variation commands, symbol stop commands, etc., transmitted from the game control device 100 to the performance control device 300 via the command I / F as performance control command signals (performance commands).

[0130] Furthermore, the performance control device 300 is equipped with a performance LED control circuit 332 that drives and controls the performance LEDs (light-emitting diodes) 46 provided on the game board 30, and a performance movable body control circuit 334 that drives and controls the performance movable bodies 44 (for example, movable parts that work in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30, glass frame 15, etc.

[0131] These control circuits 332 and 334, which drive and control the motors and solenoids of the performance LEDs 46 and the performance movable parts 44, are connected to the control microcontroller 311 via an address / data bus.

[0132] Furthermore, the performance control device 300 is provided with a switch input circuit 336. The switch input circuit 336 has the function of inputting detection signals indicating the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, and detection signals indicating the on / off state of the directional key switch 450, to the control microcontroller 311. The switch input circuit 336 also inputs detection signals from the volume control switch 335, which allows amusement store personnel (staff, manager) to adjust the volume (maximum volume, etc.) of speakers 19a and 19b to the control microcontroller 311.

[0133] The normal power supply unit 410 of the power supply unit 400 supplies a desired level of DC voltage to the performance control device 300 having the configuration described above and the electronic components controlled by it.

[0134] [Basic control] Next, the basic control of the gaming machine 10 will be explained. The CPU 111a of the gaming microcomputer 111 of the gaming control device 100 extracts a random value for determining a win in the regular display based on the input of a game ball detection signal from the gate switch 34a provided in the regular display start gate 34, compares it with a determination value stored in the ROM 111b, and determines whether the regular display variation game is a win or a loss.

[0135] Then, the regular display unit 53 displays a regular variation display game in which the identification pattern is displayed in a variable manner for a predetermined time and then stopped. If the result of the regular variation display game is a win, the regular display unit 53 displays a special result pattern and operates the regular solenoid 37c to open the movable member 37b of the regular variation prize winning device 37 for a predetermined time (for example, 3 seconds x 2 times) as described above. If the result of the regular variation display game is a loss, the regular display unit 53 displays a loss result pattern.

[0136] Furthermore, based on the input of the game ball detection signal from the start port 1 switch 36a provided in the start prize port 36 (first start port), a first start memory is stored. Based on the first start memory, a random value for determining the jackpot of the special figure 1 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 1 variable display game is a win or a loss.

[0137] Furthermore, based on the input of the game ball detection signal from the start port 2 switch 37a provided in the normal variable prize winning device 37 (second start port), a second start memory is stored. Based on the second start memory, a random value for determining the jackpot of the special figure 2 variable display game is extracted and compared with the determination value stored in the ROM 111b to determine whether the special figure 2 variable display game is a win or a loss.

[0138] The CPU 111a of the game control device 100 then outputs a control signal (performance control command) to the performance control device 300, which includes the judgment result of the special figure 1 variation display game and the special figure 2 variation display game. The special figure 1 display 51 and the special figure 2 display 52 then display the special figure variation display game, which displays the identification symbol as it changes for a predetermined time and then stops. In other words, the game control device 100 is a game control means that controls the progress of the variation display game based on the entry of the game ball flowing down the game area 32 into the starting prize area (first starting prize opening 36, normal variation prize device 37).

[0139] Furthermore, the performance control device 300 displays a decorative special feature variation display game on the display device 41, corresponding to the special feature variation display game on the special feature 1 display 51 and the special feature 2 display 52, based on commands (control signals) from the game control device 100. In addition, the performance control device 300 performs processing such as setting the performance state, outputting sound from speakers 19a and 19b, and controlling the illumination of various performance LEDs 46, based on commands (control signals) from the game control device 100. In other words, the performance control device 300 constitutes a performance control means that controls the performance related to the game (variation display game, etc.).

[0140] Then, if the result of the special symbol variation display game is a minor win or a major win, the CPU 111a of the game control device 100 displays a special result pattern on the special symbol 1 display 51 and the special symbol 2 display 52, and also generates a special game state. In the process of generating the special game state, the CPU 111a, for example, uses the major prize slot solenoid 39b to open the opening / closing door 39c of the special variation prize slot 39, thereby controlling the inflow of game balls into the major prize slot.

[0141] Then, the game controls the game by keeping the large prize slot open until either a predetermined number of game balls (for example, 10) enter the slot, or a predetermined period of time (for example, 27 seconds or 0.05 seconds) has elapsed since the slot was opened, and this process is continued (repeated) for a predetermined number of rounds (for example, 15, 11, or 2). Furthermore, if the result of the special symbol variation display game is a loss, the game controls the display of the loss on the special symbol 1 display 51 and the special symbol 2 display 52.

[0142] Furthermore, the game control device 100 can generate a high-probability state (specific game state) as a game state after the end of the special game state, based on the result of the special symbol variation display game. The high-probability state (probability variation state) is a state in which the probability of getting a winning result in the special symbol variation display game is higher than that of the normal probability state. Also, regardless of whether the high-probability state is generated based on the result of the special symbol variation display game 1 or the special symbol variation display game, both the special symbol variation display game and the special symbol variation display game will be in the high-probability state. In the high-probability state (probability variation state), the game control device 100 sets a special symbol high-probability flag to indicate the high-probability state.

[0143] Furthermore, the game control device 100 can generate a time-saving state (specific game state) as a game state based on the result pattern and number of times the special symbol variation display game is executed. In the time-saving state, the control may be made to put the regular symbol variation display game and the regular variation prize device 37 into a time-saving operation state, and the control is made so that the opening time of the regular variation prize device 37 per unit time is substantially longer than in the normal game state in which no special game is played, thus resulting in a regular power support state. In addition, even in high probability states (normal probability states) excluding the latent probability variation state, the time-saving state is also implemented and regular power support is performed.

[0144] In addition, during the time-saving mode, the execution time of the special symbol variation display game (special symbol variation time) may also be shortened compared to normal, and time-saving variations of the special symbol variation display game can also be implemented.

[0145] Furthermore, in the time-saving mode, it is possible to set the number of times the normal variable prize device 37 opens (normal electric opening count) for one winning result in the normal variable display game to a second opening count that is greater than the first opening count (for example, 2 times) (for example, 4 times). Also, in the time-saving mode, it is possible to set the probability of a winning result in the normal variable display game (normal probability, normal win probability) to a higher probability than the normal probability (low probability) in the normal operation state.

[0146] In the time-saving state, the time required to convert the normal variable prize winning device 37 to the open state is extended compared to normal by changing one or more of the following: normal variable variation time, normal variable stop time, normal electric release count, normal electric release time, and normal variable probability. As a result, in the time-saving state, it becomes easier to win prizes with the normal variable prize winning device 37 than in the normal game state where no special games are played, and the number of executions of the special variable display game per unit time can be increased compared to the normal game state, and the execution interval of the special variable display game can also be shortened. It is also possible to set multiple types of time-saving states in which different parameters are changed. Furthermore, the movable member 37b may be set not to open in the normal operation state (normal variable probability is 0). In addition, the high probability state and the time-saving state can occur independently of each other, and it is possible to occur both simultaneously or only one of them.

[0147] The game control device 100 basically sets a time-saving flag to indicate the time-saving state when the time-saving state is active. However, even if the time-saving flag is set, the low base state (a state in which left-handed play is recommended), in which the payout rate (base value) is low because the opening time of the normal variable prize winning device 37 is extremely short, may be treated as a normal game state in which there is no normal electric support and no special gameplay is performed (slight time-saving).

[0148] The time-saving state includes a time-saving state that occurs immediately after a big win (a time-saving state), a time-saving state that occurs upon reaching the ceiling count without being caused by a big win (ceiling time-saving state, b time-saving state, playtime), and a time-saving state that occurs upon the stopping display of time-saving symbols (support win) without being caused by a big win (sudden time-saving state, c time-saving state). Furthermore, if the number of special symbol variation display games executed after power-on or after the end of a big win state (excluding the number of games in the probability variation state) reaches the ceiling count, the player will enter a time-saving state (playtime) even if they do not win a big win or hit a time-saving symbol.

[0149] After the time-saving state ends, it is possible to enter a remaining reserve consumption state in which the second start memory (special figure 2 start memory, special figure 2 reserve) that remains at the time the time-saving state ends is consumed. In the remaining reserve consumption state (remaining reserve consumption mode), the second start memory generated by winning into the normal variation winning device 37 (normal electric) during the time-saving state is consumed as a remaining reserve, and the special figure 2 variation display game is executed. The remaining reserve consumption state is advantageous to the player because the special figure 2 variation display game is executed. Generally speaking, the special figure 2 variation display game is more advantageous to the player than the special figure 1 variation display game in terms of the number of rounds during a big win and the probability of a small win occurring (and thus the probability of a V-winning big win).

[0150] To explain in more detail below, the control processing by the game microcomputer 111 of the game control device 100 consists of a main process (main program) that starts when the power is turned on, and a timer interrupt process (interrupt processing program) that is performed at predetermined time intervals (for example, 4 msec).

[0151] For example, the game control device 100 checks for abnormalities in RAM 111c during main processing, and if RAM 111c is abnormal, it prohibits access to RAM 111c and prevents gameplay unless the RAM clear switch 112 is on. For example, an abnormality in RAM 111c can be determined by whether the checksum stored in RAM 111c when the power is cut off (during a power outage) matches the checksum at the time of power-on. When RAM 111c is normal, the device transitions to various states (modes) depending on the on / off state of the RAM clear switch 112 at the time of power-on.

[0152] In the main process, a loop is provided to allow repeated interrupts. While interrupts are allowed, the timer interrupt process is executed. During the loop, performance information such as the payout rate (base value) may be repeatedly updated as information to be displayed on the performance display device 152 (it may also be necessary to disable interrupts before updating in order to stabilize the payout rate).

[0153] In the timer interrupt processing, the following can be executed: input processing which takes input from various switches via the input unit 120; output processing which takes various outputs via the output unit 130; special symbol game processing which controls the special symbol variation display game and sets the display of special symbols on the unified display device 50; normal symbol game processing which controls the normal symbol variation display game and sets the display of normal symbols on the unified display device 50; and error monitoring processing which monitors for errors such as fraud and abnormalities based on signals input from the fraud / abnormality sensor 67.

[0154] Furthermore, in the timer interrupt processing, when a game ball enters the starting prize slot 36 (first starting slot) or the normal variable prize slot 37 (second starting slot) and a starting memory is generated, a pre-determination (pre-reading determination) is performed that allows for the determination of the game result based on the prize entry in advance, before the start of the special variable display game based on the starting memory. The game control device 100 is configured as a pre-determination means (pre-reading determination means) that allows for the determination of the result of the variable display game in advance, before the variable display game based on the starting memory is executed.

[0155] Furthermore, the timer interrupt processing can execute safety device-related processing, which performs processing related to the safety device (complete function), and ball counting processing, which updates the counter that counts the number of balls. In the safety device-related processing, safety device-related information, such as the operating status of the safety device, is sent as a command to the performance control device 300, and a safety device operating flag is set to indicate that the safety device is operating.

[0156] The game control device 100 can transmit to the performance control device 300, during the main processing (power outage recovery processing) that begins when the power is turned on, power outage recovery commands indicating that the power has been restored or turned on, RAM initialization-related commands related to the switch-on clearing process, and safety device-related information clearing-related commands related to the switch-off clearing process. In particular, the RAM initialization-related commands include a clearing preparation command indicating that clearing is being prepared, and a clearing completion command indicating that clearing is complete. In addition, the safety device-related information clearing-related commands include a clearing preparation command indicating that preparations are being made to clear the safety device-related information, and a clearing completion command indicating that clearing is complete.

[0157] Furthermore, the game control device 100 can send commands to the performance control device 300 in the timer interrupt processing as follows.

[0158] The game control device 100 can transmit game state commands that indicate game states such as normal game state, time-saving state (normal power support state), and special feature high probability state (probability change state), error commands that indicate errors such as fraud or abnormalities, and safety device-related commands related to safety devices. Safety device-related commands include ball difference information commands that indicate the number of balls difference, operation notification commands that correspond to the operation notification state of the safety device, operation warning commands that correspond to the operation warning state of the safety device, and operation in progress commands that correspond to the operation state of the safety device.

[0159] The game control device 100 can transmit customer waiting commands related to the customer waiting state when no game is being played, variation commands indicating the variation pattern of the special symbol variation display game, decorative stop symbol commands (decorative special symbol commands) indicating decorative stop symbols displayed on the display device 41 corresponding to losing symbols, jackpot symbols, minor jackpot symbols, time-saving symbols, etc. as a result of the special symbol variation display game, symbol stop commands indicating the stop of the special symbol variation display game, and win commands corresponding to each stage of the jackpot state or minor jackpot state. Here, customer waiting commands include customer waiting demo commands that instruct customer waiting demos such as movie demos. In addition, win commands include opening commands (fanfare commands) corresponding to the opening (fanfare) of a minor jackpot or jackpot, round commands corresponding to the rounds of a minor jackpot or jackpot, interval commands corresponding to the interval between rounds, and ending commands corresponding to the ending of a jackpot or minor jackpot.

[0160] The game control device 100 can transmit a Special Feature 1 Reserve Count command and a Special Feature 2 Reserve Count command indicating the change in the number of first start memories (Special Feature 1 Reserves), which is the number of first start memories (Special Feature 1 Reserves), and the second start memory count (Special Feature 2 Reserve Count), which is the number of second start memories (Special Feature 2 Reserves). The game control device 100 can increase the number of first start memories by 1 when a game ball enters the start prize entry port 36 and a first start memory is generated, and can increase the number of second start memories by 1 when a game ball enters the normal variation prize entry device 37 and a second start memory is generated. Furthermore, the game control device 100 can decrease the number of first start memories by 1 at the start of a Special Feature 1 variation display game based on the first start memory, and can decrease the number of second start memories by 1 at the start of a Special Feature 2 variation display game based on the second start memory.

[0161] Furthermore, the game control device 100 can send a pre-read command when a game ball enters the start entry port 36 (first start port) or the normal variation entry device 37 (second start port) and a first start memory or second start memory is generated. The pre-read commands include pre-read stop symbol commands that correspond to stop symbol information (jackpot stop symbol, minor win stop symbol, time-saving stop symbol, losing stop symbol) based on jackpot random numbers or special symbol random numbers saved as the first start memory or second start memory, and pre-read variation pattern commands based on saved variation pattern random numbers.

[0162] In addition, the game control device 100 can transmit necessary commands to the performance control device 300, such as shooting instruction notification commands (left-shooting instruction notification commands, right-shooting instruction notification commands) that instruct (suggest) the player a recommended shooting method (shooting method) according to the game state or a change in the game state, and a specific area passage command that indicates a V-win.

[0163] The performance control device 300 performs processing in response to commands received from the game control device 100, for example, as follows:

[0164] When the performance control device 300 receives a power outage recovery command, it displays text such as "Recovering" on the display device 41. When the performance control device 300 receives a RAM initialization related command, it performs notification (second notification) by displaying a predetermined pattern on the display device 41, illuminating and extinguishing the performance LED 46 in a predetermined pattern, and / or outputting a predetermined pattern of sound from the speakers 19a and 19b. Furthermore, when the performance control device 300 receives a safety device related information clearing related command, it performs notification (first notification) by displaying a predetermined pattern on the display device 41, illuminating and extinguishing the performance LED 46 in a predetermined pattern, and / or outputting a predetermined pattern of sound from the speakers 19a and 19b.

[0165] When the performance control device 300 receives an error command, it may display text such as "Error occurring" on the display device 41, and may also provide error notification by illuminating the performance LED 46 and sounding the speakers 19a and 19b depending on the type of error command. If the error command contains information indicating the nature of the error, the display device 41 may also display the nature of the error.

[0166] When the performance control device 300 receives a ball difference information command, it may display the number of balls on the display device 41. When the performance control device 300 receives an operation notification command, an operation warning command, or an operation command, it displays text on the display device 41 corresponding to each command, such as "Stopping soon," "Stopping after the win ends," or "Stopping."

[0167] When the performance control device 300 receives a customer-waiting demo command while in customer-waiting state, it displays a customer-waiting demo such as a movie demo (video) on the display device 41. The customer-waiting state is entered when both the first start memory count and the second start memory count are zero and the special symbol variation display game is not being executed. The customer-waiting demo may start after a predetermined time has elapsed from the start of the customer-waiting state.

[0168] When the performance control device 300 receives a variation command indicating a variation pattern and a stop symbol command indicating a decorative stop symbol on the display device 41, it executes a variation in-performance setting process to set the performance related to the decorative special symbol variation display game on the display device 41 based on the content of the variation pattern, the type of special symbol (special symbol 1 or special symbol 2), the type of stop symbol (miss symbol, jackpot symbol, minor jackpot symbol, time-saving symbol, etc.). Furthermore, when a game ball enters the start prize entry 36 or the normal variation prize entry device 37 while the player is waiting, or when the first start memory or second start memory remains after the special symbol variation display game has ended, the game control device 100 starts the special symbol variation display game on the special symbol 1 display 51 or special symbol 2 display 52 of the all-in-one display device 50, and transmits the variation command and stop symbol command to the performance control device 300.

[0169] In the in-game performance setting process, it is possible to set pre-announcement performances that appear during the special symbol variation display game and can foreshadow the result of the special symbol variation display game, as well as variation performances such as pseudo-continuous performances and reach performances on the display device 41, and specific decorative stop symbols. The variation command may include information on the number of pseudo-continuous performances and information on the type of reach performance corresponding to the reach state. A pseudo-continuous performance is a performance in which a predetermined number of pseudo-variations are performed on the display device 41 in a single special symbol variation display game, causing the decorative special symbols to vary and temporarily stop. In addition, in the in-game performance setting process, it is possible to set the lighting pattern of the performance LED 46 and the sound pattern of speakers 19a and 19b according to the pre-announcement performance and variation performance.

[0170] Here, "reach" (reach state) refers to a display state in the display device 41 where, at a stage in which part of the display result of the decorative special symbol variation display game has not yet been derived and displayed, the display result that has already been derived and displayed satisfies the conditions for becoming a special result pattern. Furthermore, when the display result becomes a special result pattern on the active line of the display device 41 (for example, on the vertical or horizontal line), the game state becomes a special game state that is advantageous to the player. In addition, a state in which variation displays are performed by multiple variation display areas while maintaining a state in which special result patterns are aligned (so-called full rotation reach) is also included in the reach state.

[0171] Therefore, for example, if a decorative special feature variation display game displayed on the display device 41 in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, center, and right variation display areas of the display device, and then stops the variation display in the order of left, right, center, etc., to display the result pattern, then the state in which the variation display stops in the left and right variation display areas while the conditions for a special result pattern are met (for example, the same identification information) becomes a reach state.

[0172] Furthermore, multiple reach animations can be performed during a reach state, and there are different types of reach animations with varying probabilities (reliability) of leading to special outcome patterns (jackpot patterns). For example, there are Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The probability (reliability) of winning a jackpot increases in the following order: No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. Also, a reach state is a state with a higher probability of winning a jackpot compared to a state without a reach state.

[0173] The expected value (reliability) of a special effect (preview) indicates the probability of a jackpot occurring when that effect is selected, and can be calculated based on the selection rate of that effect when a jackpot is achieved and the selection rate of that effect when a jackpot is not achieved (when it is a miss). When the selection rate of that effect when a jackpot is achieved is high, the expected value is high, and when the selection rate of that effect when it is a miss is high, the expected value is low. In addition to the expected value related to jackpots, the expected value can also be set for the expected occurrence of other advantageous states or events.

[0174] When the performance control device 300 receives a symbol stop command indicating the stop of the special symbol variation display game, it sets the display device 41 to stop the decorative special symbol variation display game. Alternatively, the game control device 100 can send a variation time command indicating the value of the variation time to the performance control device 300, and the performance control device 300 can set the decorative special symbol variation display game to stop after the variation time has elapsed from the start of the decorative special symbol variation display game.

[0175] When the performance control device 300 receives an opening command, it executes an opening performance (fanfare performance), which is the start performance of a minor or major win. When it receives a round command, it executes a round performance, which is the performance during a round. When it receives an interval command, it executes an interval performance during the interval between rounds. When it receives an ending command, it executes an ending performance corresponding to the ending of a major or minor win.

[0176] When the performance control device 300 receives a Special Feature 1 Reserve Count command or a Special Feature 2 Reserve Count command, it displays the same number of reserve indicators corresponding to the start memory (reserves) on the display device 41, etc. When the performance control device 300 receives a pre-read command, such as a pre-read variation pattern command or a pre-read stop symbol command, it draws and sets a pre-read notification effect (pre-read effect, pre-read notification) with a lottery probability corresponding to the pre-read command. Examples of pre-read notification effects include a continuous notification effect and a reserve change notification. Examples of continuous notification effects include a chance symbol pre-read effect related to decorative stop symbols.

[0177] When the performance control device 300 receives a left-hit instruction notification command and a right-hit instruction notification command as hitting instruction notification commands, it can execute a left-hit instruction display and a right-hit instruction display on the display device 41 corresponding to each command. When the performance control device 300 receives a specific area passing command, it may execute a performance on the display device 41 that celebrates a V-win.

[0178] Furthermore, the performance control device 300 is also capable of receiving commands necessary for control from the game control device 100, in addition to those mentioned above.

[0179] [Power outage restoration process] Figure 5 is a flowchart detailing the power outage recovery process according to the first embodiment. As shown in the figure, in the power outage recovery process, the game control device 100 determines whether the RAM clear switch 112 is ON or OFF when the power is turned on (step S110).

[0180] If the RAM clear switch 112 is ON, the switch-on clear process is executed (step S120). Specifically, in the switch-on clear process, the game control device 100 generates RAM initialization-related commands (especially the clear preparation command) and sends them to the performance control device 300. When the performance control device 300 receives the clear preparation command, it causes the display device 41 to display a message in a manner determined according to the clear preparation command (for example, displaying text such as "RAM clear preparation"). Furthermore, if the game control device 100 detects that the RAM clear switch 112 has been turned ON during the clear preparation, it clears the entire memory area of ​​RAM 111c.

[0181] When RAM 111c is cleared by the switch-on clear process, the basic clear notification process (step S130) is executed to notify that the entire memory area of ​​RAM 111c has been cleared (basic clear notification, second notification). In the basic clear notification process, the game control device 100 generates RAM initialization-related commands (especially a clear completion command) and sends them to the performance control device 300. Furthermore, when the performance control device 300 receives the clear completion command, it executes a basic clear notification based on a predetermined notification pattern according to the clear completion command. For example, the performance control device 300 displays text such as "RAM cleared" on the display device 41.

[0182] Furthermore, the switch-on clear process and the basic clear notification process may be executed in parallel, at least partially. For example, while the RAM 111c is being cleared, the game control device 100 may generate a clear execution command to indicate that the clear is in progress and send it to the performance control device 300, and the performance control device 300 may execute a basic clear notification based on a notification pattern determined in response to the clear execution command.

[0183] Then, after executing the basic clear notification process, the game control device 100 completes the power restoration process and transitions the state of the game machine 10 to the normal state.

[0184] On the other hand, in the determination in step S110 above, if the RAM clear switch 112 is off, the power outage time Δt is the threshold time Δt th A determination is made as to whether or not the above is true (step S140). For the sake of simplicity, in the following description, the power outage time Δt in step S140 is set to the threshold time Δt. th The determination of whether or not the above conditions are met will be appropriately referred to as "power outage time determination."

[0185] Figure 6 is a diagram illustrating the control configuration for determining the power outage time in this embodiment. As shown in the figure, in this embodiment, the power outage time determination is performed by the power supply unit 400. More specifically, in the power outage time determination, the power outage time determination unit 440 takes the power outage signal generated by the power outage detection unit 430 and the power restoration signal generated by the power restoration detection unit 435 as inputs, and the power outage time Δt is set to the threshold time Δt th A RAM clear flag F is generated to determine whether or not the above conditions are met (i.e., whether or not the clear process should be executed when the switch is turned off).

[0186] In particular, the power outage time determination unit 440 includes a power outage time measurement circuit 441 and a flag setting unit 442.

[0187] The power outage time measurement circuit 441 takes the power outage signal and the power restoration signal as input and calculates the power outage time Δt. More specifically, the power outage time measurement circuit 441 stores the detection timing of the power outage signal (power outage time) and the detection timing of the power restoration signal (power restoration time), respectively, and calculates the power outage time Δt as the difference between these times (time difference).

[0188] The flag setting unit 442 sets the power outage time Δt calculated by the power outage time measurement circuit 441 and the threshold time Δt stored in a predetermined memory area. th The RAM clear flag F is set using the input. More specifically, the flag setting unit 442 sets the threshold time Δt when the power outage time Δt is equal to the threshold time Δt th If the above conditions are met, the RAM clear flag F is set to "1" (flag on). Meanwhile, the flag setting unit 442 sets the power outage time Δt to the threshold time Δt thIf it is less than, the RAM clear flag F is set to "0" (flag off). Then, the power-off time determination unit 440 transmits the set RAM clear flag F to the game microcomputer 111.

[0189] Returning to FIG. 5, when the power-off time Δt is equal to or greater than the threshold time Δt th In this case, the switch-off time clear process is executed (step S150). More specifically, when the received RAM clear flag F is "1", the game microcomputer 111 executes the switch-off time clear process. In particular, in the switch-off time clear process, the game microcomputer 111 partially erases the storage area in the RAM 111c that stores the safety device-related information (number of balls). That is, the game microcomputer 111 maintains the storage area storing data other than the safety device-related information (such as game state information and performance information) without erasing it.

[0190] Furthermore, when the game microcomputer 111 completes the switch-off time clear process (when executing the clear of the safety device-related information in the RAM 111c), it terminates the power-failure recovery process and transitions the state of the gaming machine 10 to the normal state.

[0191] On the other hand, when the power-off time Δt is less than the threshold time Δt th In this case (when the determination result in step S140 is No), the process of step S160 is executed. More specifically, when the received RAM clear flag F is "0", while maintaining the data in all storage areas of the RAM 111c (step S170), the game microcomputer 111 completes the power-failure recovery process and transitions the state of the gaming machine 10 to the normal state.

[0192] According to the power-failure recovery process shown in FIG. 5 described above, even when the existing RAM clear (switch-on time clear process) performed when the RAM clear switch 112 is on at power-on is not executed (that is, when the RAM clear switch 112 is off), when the power is turned on after a power-off state (power-failure state) for a certain period of time or more, the safety device-related information stored in the RAM 111c can be partially cleared.

[0193] Therefore, among the data accumulated in the RAM 111c during the previous operation of the gaming machine 10, safety device-related information that is not desired to be carried over after the power is turned on following a power outage can be erased without any operation (manual operation) of the RAM clear switch 112 when the power is turned on.

[0194] In particular, according to the power outage recovery logic shown in Figure 5, the RAM clear switch 112 is off when the power is turned on and the power outage time Δt is equal to the threshold time Δt. th If the above conditions are met, the safety device-related information of RAM111c will be cleared, but the power outage time Δt is the threshold time Δt th If the value is less than the threshold, the safety device-related information will not be cleared and will be retained. Therefore, in situations where clearing the safety device-related information is undesirable, such as when power is restored after a temporary power outage during store operations, it can be retained without being cleared.

[0195] Note that the threshold time Δt th This can be set to an appropriate value as an indicator for determining whether the power outage has continued for a period of time to which the erasure of safety device-related information is desired, i.e., a preferred value that can exclude temporary power outages (such as temporary blackouts or power outages for inspection). For example, threshold time Δt th This can be set to the average time expected to be from the moment the power to the gaming machine 10 is turned off after the store where the gaming machine 10 is installed closes for business until the power is turned on by a worker (store employee) at the start of business the next day.

[0196] [Effects of the First Embodiment] According to this embodiment, a gaming machine 10 is provided in which at least a portion of the memory area (particularly the memory area storing safety device-related information) in the RAM 111c of the gaming control device 100 can be cleared. In this gaming machine 10, when the RAM clear switch 112 is ON when the power is turned on, the above memory area is cleared, and when the RAM clear switch 112 is OFF when the power is turned on, the power outage time Δt of the gaming control device 100 is a predetermined time (threshold time Δtth If the value exceeds this, the memory area will be cleared.

[0197] According to the gaming machine 10 of this embodiment, when the power is turned on, the power outage time Δt is the threshold time Δt th In the above cases, even if the RAM clear switch 112 is off (even if no manual operation of the RAM clear switch 112 is performed by an employee or other person), at least a portion of the memory area of ​​RAM 111c can be cleared. Therefore, information that was stored in RAM 111c during the previous operation of the gaming machine 10 (while powered on) and which is not desired to be carried over when the power is turned on again after a power outage (for example, information related to safety devices) can be automatically cleared simply by turning on the power of the gaming machine 10. As a result, the burden on employees and other workers at the store where the gaming machine 10 is installed can be reduced.

[0198] Furthermore, according to this embodiment, a gaming machine 10 is provided that performs a RAM clear process to clear at least a portion of the memory area (particularly the memory area storing safety device-related information) in the RAM 111c of the gaming control device 100. In this gaming machine 10, if the RAM clear switch 112 is ON when the power is turned on, the RAM clear process can be executed, and if the RAM clear switch 112 is OFF when the power is turned on, the power outage time Δt of the gaming control device 100 is a predetermined time (threshold time Δt th If the value is above this level, the RAM clear process can be executed.

[0199] According to the gaming machine 10 of this embodiment, when the power is turned on, the power outage time Δt is the threshold time Δt thIn the above cases, even if the RAM clear switch 112 is off (even if no manual operation of the RAM clear switch 112 is performed by an operator, etc.), at least a portion of the memory area of ​​RAM 111c can be cleared. Therefore, information that is not desired to be carried over when the power is turned on again after a power outage (for example, information related to safety devices) from the information accumulated in RAM 111c during the previous operation of the gaming machine 10 (while the power is on) can be cleared simply by turning on the power of the gaming machine 10. As a result, at least the work related to operating the RAM clear switch 112 when the power is turned on can be omitted, reducing the burden on the operator.

[0200] [Second Embodiment] In the following, the same reference numerals are used for the same items described in the previous embodiment, and their explanations are omitted as appropriate.

[0201] Figure 7 is a flowchart detailing the power outage recovery process according to the second embodiment. As shown in the figure, in the power outage recovery process of this embodiment, the RAM clear switch 112 is off and the power outage time Δt is equal to the threshold time Δt. th If the above conditions are met (step S110 is No and step S140 is Yes), the pre-clear notification process (step S170) is executed, followed by the switch-off clear process (step S150).

[0202] More specifically, in the pre-clear notification process, the game control device 100 generates safety device-related information clearing commands (in particular, clear preparation commands) and transmits them to the performance control device 300. Furthermore, upon receiving the clear preparation command, the performance control device 300 executes a pre-clear notification based on a predetermined notification pattern in response to the clear preparation command.

[0203] Figure 8 shows an example of a clear pre-notification method. In the example shown in Figure 8, the performance control device 300 displays the words "Safety device related information will be erased!" on the display device 41 of the gaming machine 10 as a clear pre-notification (main LCD notification). In particular, the performance control device 300 continues this main LCD display for a predetermined notification time. This makes the operator aware that the safety device related information stored in RAM 111c will be automatically erased without having to perform a clear (manual clear) involving operation of the RAM clear switch 112.

[0204] Furthermore, the mode of pre-clear notification is not limited to the main LCD display described above. In particular, any mode of pre-clear notification can be adopted as long as it is possible to make the operator aware that a clear will be performed without any operation on the RAM clear switch 112. More specifically, specific modes of pre-clear notification include notification by displaying characters, figures, patterns, or combinations thereof on the display device 41 (main LCD notification), audio output by the upper speaker 19a, the lower speaker 19b, or a combination thereof (audio notification), lighting, extinguishing, or flashing of the performance LED 46 (performance LED notification), driving of the performance movable body 44 (movable mechanism notification), and notification by two or more combinations thereof.

[0205] Figure 9 is a table showing examples of the modes for basic clear notification and pre-clear notification. In the example shown in Figure 9, the basic clear notification mode is a combination of main LCD notification, effect LED notification, and movable mechanism notification. On the other hand, the pre-clear notification mode is a combination of main LCD notification, effect LED notification, and sound notification. Therefore, in the example shown in Figure 9, some of the modes for pre-clear notification (main LCD notification and effect LED notification) are the same as those for basic clear notification. Conversely, some of the modes for pre-clear notification (sound notification) are different from those for basic clear notification (main LCD notification, effect LED notification, and / or movable mechanism notification).

[0206] Furthermore, as a form of pre-clear notification, a light-emitting notification may be adopted by lighting, extinguishing, or flashing the LED lamps and / or 7-segment displays on the integrated display device 50. In this case, when the game control device 100 performs pre-clear notification, it is preferable to refer to a predetermined light-emitting pattern of the LED lamps and / or 7-segment displays and cause the integrated display device 50 to perform a light-emitting display according to the said light-emitting pattern.

[0207] Returning to Figure 7, after the execution of the pre-clear notification (step S150) has started, the switch-off clear process (step S150) is executed.

[0208] Figure 10 illustrates an example of the chronological relationship between the pre-clear notification and the switch-off clearing process. As shown in the figure, in this embodiment, the pre-clear notification is given before the switch-off clearing process begins and continues at least until the switch-off clearing process begins. This allows the operator to receive notification that is aligned with the timing when the RAM 111c is actually cleared. If the switch-off clearing process includes clearing preparation and subsequent RAM clearing, a configuration may be adopted in which the pre-clear notification continues until the start of the RAM clearing. This allows the pre-clear notification to continue even during clearing preparation, prompting the operator to perform the RAM clearing operation quickly.

[0209] Alternatively, instead of the example shown in Figure 10, a configuration may be adopted in which the clearing process upon switch-off is started after the pre-clearing notification has ended (a configuration in which the pre-clearing notification and the clearing process upon switch-off are not in parallel in terms of time).

[0210] [Effects of the second embodiment] In the gaming machine 10 of this embodiment, when the power is turned on, the RAM clear switch 112 is off and the memory area is cleared, so a first notification (pre-clear notification) is executed.

[0211] This allows operators to recognize that a RAM clear (clearing of the memory area where safety device-related information is stored) will be performed without requiring any operation of the RAM clear switch 112 when the power is turned on. Therefore, it is possible to prevent situations in which operators unknowingly perform a manual clear of RAM 111c even though the memory area of ​​RAM 111c to be cleared has already been cleared, thereby further reducing the workload on operators during opening preparations at stores where the gaming machine 10 is installed.

[0212] Furthermore, in the gaming machine 10 of this embodiment, when the power is turned on, the RAM clear switch 112 is turned on and the memory area is cleared, and a second notification (basic clear notification) is executed. At least a part of the notification method of the first notification (pre-clear notification) is common to the notification method of the second notification (basic clear notification).

[0213] This allows the first notification (pre-clear notification) when the RAM 111c memory area is cleared with the RAM clear switch 112 off to share commonality with the second notification (basic clear notification) when the RAM 111c memory area is cleared with the RAM clear switch 112 on. In other words, the pre-clear notification can be made closer to the basic clear notification, allowing operators to more intuitively recognize that the RAM 111c memory area (especially safety device-related information) will be cleared. Furthermore, by sharing some of the notification patterns in the pre-clear notification with the existing basic clear notification, the number of additional notification patterns for the pre-clear notification can be reduced, simplifying the control logic.

[0214] On the other hand, in the gaming machine 10 of this embodiment, at least a part of the notification method of the first notification (pre-clear notification) differs from the notification method of the second notification (basic clear notification).

[0215] This makes it possible to notify workers in a manner that clearly distinguishes between the execution of the existing RAM clear (switch-on clear process) which is triggered when the RAM clear switch 112 is turned on when the power is turned on, and the execution of the RAM clear (switch-off clear process) which is triggered when the RAM clear switch 112 is turned on when the power is turned on.

[0216] In this embodiment of the gaming machine 10, the first notification is executed before the memory area is cleared.

[0217] This allows the operator to more quickly recognize, upon powering on the gaming machine 10, that a portion of the RAM 111c's memory area (the memory area where safety device-related information is stored) will be cleared when the RAM clear switch 112 is in the off position. Therefore, unnecessary manual RAM clearing by the operator can be more reliably avoided, even though the relevant safety device-related information has already been deleted.

[0218] Furthermore, in the gaming machine 10 of this embodiment, the first notification is initiated when the RAM clear switch 112 is off and before the clearing of the memory area begins, and continues until the clearing of the memory area begins.

[0219] This allows for notifications to be issued that are actually aligned with the clearing timing of RAM111c, making it possible to more reliably inform workers when RAM111c is actually being cleared.

[0220] [Third Embodiment] Figure 11 is a diagram illustrating the configuration (control logic) for determining the power outage time Δt according to this embodiment. As shown in the figure, in this embodiment, the gaming microcontroller 111 generates a RAM clear flag F using RTC (real-time clock) information acquired from the RTC circuit 470 as input.

[0221] The RTC circuit 470 continuously measures the current time by the power supplied from the backup power supply unit 420, regardless of whether power is being supplied to the gaming control device 100, and generates RTC information that can specify the date (year, month, day) and time (hour, minute, second) at that time.

[0222] When the gaming microcomputer 111 receives a power restoration signal from the power supply device 400 (power restoration detection unit 435), it acquires RTC information (power restoration time t2) from the RTC circuit 470. Further, the gaming microcomputer 111 (more specifically, the clear flag setting unit 1111) compares the power restoration time t2 with a predetermined setting clear time t3. The clear flag setting unit 1111 sets the RAM clear flag F to "1" when the power restoration time t2 is after the setting clear time t3 (when t2 ≥ t3). On the other hand, when the power restoration time t2 is before the setting clear time t3 (when t2 < t3), the RAM clear flag F is set to "0".

[0223] Then, as described in the first embodiment and the like, the gaming microcomputer 111 executes subsequent processing (such as the switch-off time clear processing in step S160 or the RAM data maintenance in step S170) by referring to the RAM clear flag F.

[0224] [Operational Effects of the Third Embodiment] According to this embodiment, control logic in a different mode from that of FIG. 6 for setting the RAM clear flag F based on RTC information acquired from the existing RTC circuit 470 is realized. In particular, there is no need to implement a special software or hardware configuration for determining the RAM clear flag F on the power supply device 400 side, and each process related to the power failure recovery process described in FIG. 5 or FIG. 7 can be realized using the existing RTC circuit 470.

[0225] Furthermore, the configuration for determining the power outage time Δt is not limited to the configuration described in the first embodiment (see Figure 5) or the configuration described in the third embodiment (see Figure 11). For example, it is not essential that a circuit for measuring the power outage time Δt (power outage time measurement circuit 441 or RTC circuit 470) is provided within the gaming machine 10. A configuration may be adopted in which the necessary time information or time information is obtained from such a circuit provided outside the gaming machine 10 and the calculations are performed. For example, a configuration may be adopted in which the power outage time Δt and the power restoration time t2 are calculated by referring to time information obtained from a hall computer or any time measuring device (such as a radio clock) in the store where the gaming machine 10 is installed.

[0226] [Fourth Embodiment] Figure 12 is a flowchart detailing the power outage recovery process according to the fourth embodiment. As shown in the figure, the power outage recovery process of this embodiment differs from the power outage recovery process shown in Figure 5 in that, if the RAM clear switch 112 is off when the power is turned on (No. in step S110), it is determined whether the safety device was not activated during the previous operation of the gaming machine 10 (when power was supplied) (step S180).

[0227] More specifically, the gaming microcomputer 111 refers to the safety device activation flag. The safety device activation flag is set to "1" (on) when the number of balls won in a predetermined period (for example, one business day) reaches the ball-win threshold, and to "0" (off) otherwise. In particular, the safety device activation flag is normally set to "0" (default value), and is switched to "1" when the number of balls won stored in RAM 111c reaches the ball-win threshold. Furthermore, when the safety device activation flag is set to "1" and a RAM clear process (switch-on clear process and switch-on clear process) is executed, the safety device activation flag is returned to its default value of "0".

[0228] Then, if the safety device activation flag is "0", that is, if it is presumed that the safety device was not activated during the previous operation of the gaming machine 10, the gaming microcomputer 111 executes the processing from step S140 onwards. On the other hand, if the safety device activation flag is "1", that is, if it is presumed that the safety device was activated during the previous operation of the gaming machine 10, the gaming microcomputer 111 completes the power restoration process and proceeds to normal gameplay.

[0229] In general, if the safety device is activated while the power is on, clearing RAM111c becomes unavoidable (the game cannot be played without clearing it). Therefore, it is common practice for the power to be shut off after the RAM clear is performed by a worker. Consequently, in this case, there is little need to clear the safety device-related information in RAM111c again when the power is turned on afterward.

[0230] In contrast, with the gaming machine 10 of this embodiment, which employs the power outage recovery process shown in Figure 12, the switch-off clear process (step S150) can be executed when the safety device was not activated during the previous operation of the gaming machine 10 (when there is a high need to clear the safety device-related information).

[0231] On the other hand, if a safety device was activated during the previous operation (and therefore there is little need to clear safety device-related information), the clear process when the system is switched off can be prevented from being executed, thus avoiding unnecessary (or redundant) RAM clear processes.

[0232] [Effects of the Fourth Embodiment] The gaming machine 10 according to this embodiment has means (safety device) that stops the game when predetermined conditions regarding the difference in the number of game media (difference in balls) during a predetermined period (one business day) are met (when the difference in balls reaches the difference in ball standard value). Furthermore, when the RAM clear switch 112 is off when the power is turned on, the game is not stopped, and the power outage time Δt is a predetermined time (threshold time Δt th If the value exceeds this limit, the memory area (especially the memory area containing safety device-related information) will be cleared.

[0233] This allows for the clearing of the memory area (safety device-related information) of RAM 111c when the RAM clear switch 112 is off, targeting situations where there is a high need to clear safety device-related information.

[0234] [Variation] Variations not mentioned in the above explanation are summarized below.

[0235] Figure 13 is a flowchart detailing the power outage recovery process in a modified example. As shown in the figure, in the modified power outage recovery process, a clearing process upon switch-off (step S150) is performed, followed by a clearing completion notification (step S190).

[0236] The clear completion notification is a process to notify the operator that the safety device-related information stored in RAM 111c has been erased. Specific forms of the clear completion notification include notification by displaying characters, figures, patterns, or combinations thereof on the display device 41 (main LCD notification), audio output by the upper speaker 19a, the lower speaker 19b, or a combination thereof (audio notification), lighting, extinguishing, or flashing the effect LED 46 (effect LED notification), driving the effect movable body 44 (movable mechanism notification), and notification by two or more combinations thereof. The clear completion notification may be performed in the same manner as the clear pre-notification, or in a different manner.

[0237] By executing the above clear completion notification, the operator can be more reliably informed that the RAM clear (clearing of safety device-related information) when the RAM clear switch 112 is turned off during power-on has been completed.

[0238] Next, the technical ideas that can be grasped from the embodiments or modifications are added below. In other words, the following technical ideas are included in the matters described in the original specification of this application.

[0239] (i) A gaming machine 10 that performs a RAM clear process to clear at least a portion of the memory area in the RAM 111c of the gaming control device 100, When the RAM clear switch 112 is ON at power-on, the RAM clear process (switch-on clear process) can be executed. When the RAM clear switch 112 is off when the power is turned on, The power-off time Δt of the game control device 100 is a predetermined time (threshold time Δt th If the value is above this, the gaming machine 10 executes a pre-clear notification (step S170) and then executes a RAM clear process (switch-off clear process) to clear the memory area after the execution of the pre-clear notification.

[0240] As a result, when the RAM clear switch 112 is ON at power-on, the existing switch-on clear process is executed, and when the RAM clear switch 112 is OFF and the power-off time Δt is the threshold time Δt th In the above cases, a pre-clear notification (a notification to inform workers, etc., that safety device-related information will be cleared) can be given, and the switch-off clear process can be executed. In other words, a gaming machine 10 can be realized that has a function to perform a RAM clear in an appropriate manner depending on the operation state of the RAM clear switch 112 when the power is turned on.

[0241] (b) When the RAM clear switch 112 is off when the power is turned on, and at least a portion of the memory area in RAM 111c is cleared, the gaming machine 10 has its performance information (base value) stored in RAM 111c maintained.

[0242] This ensures that even when the RAM clear switch 112 is off and the memory area of ​​RAM 111c is cleared when the power is turned on, the performance information necessary to confirm whether or not any fraudulent activity has occurred with respect to the gaming machine 10 can be maintained.

[0243] (h) When the RAM clear switch 112 is off when the power is turned on and the RAM 111c is cleared, only the information related to the difference in game media (difference in balls, difference in tokens, or MY, etc.) stored in the RAM 111c is erased.

[0244] As a result, the power outage time Δt becomes a predetermined time (threshold time Δt th If the value is 7 or higher, the data stored in RAM111c can be precisely erased approximately every business day, while information that should be retained on RAM111c (such as the game state) can be preserved.

[0245] It should be noted that the present invention is not limited to the embodiments described above, and various modifications and changes are possible within the scope of its technical idea, and these are clearly included within the technical scope of the present invention. For example, it is possible to replace the time-saving state with the probability-changing state. For example, the performance control device can perform some of the processing performed by the game control device, and conversely, the game control device can perform some of the processing performed by the performance control device. For example, it is possible to combine multiple embodiments and multiple modifications in various ways. Also, for example, the present invention can be applied not only to pachinko machines but also to other types of gaming machines (such as slot machines). The scope of the present invention is indicated by the claims, and all modifications within the meaning and content equivalent to the claims are intended to be included.

[0246] For example, when the above embodiment is applied to a slot machine, the game medium used for the game is replaced by medals (coins) instead of game balls, and the number of prize balls is replaced by the number of medals paid out (amount awarded). The control of launching game balls in a pachinko machine corresponds to the control of inserting medals (game medium) in a slot machine. The number of game mediums used is the number of medals inserted into the slot machine. For example, in a slot machine, the payout rate (base) as performance information is the ratio (%) of the number of medals paid out to the number of medals inserted into the slot machine, and the bonus ratio is the ratio (%) of the number of medals paid out by various bonuses out of the total number of medals paid out during a predetermined period. In addition, the difference in balls as information on the difference in game medium is the difference in medals. Furthermore, MY is defined as the maximum increase in the difference in medals during a day of operation. [Explanation of Symbols]

[0247] 10 Gaming Machines 25 Performance Buttons 30 game boards 32 Gaming Area 34 General Start Gate 36. First starting point prize area (First starting point, First starting point prize area) 37. Standard variable prize winning device (second starting port, second starting prize winning area) 39 Special Variable Prize-Winning Device 41 Display device 50 Batch display device (LED) 86 Specific Area (V Prize Entrance) 100 Gaming control device (main board) 300 Performance control device (sub-board)

Claims

1. A gaming machine capable of clearing at least a portion of the memory area in the RAM of the gaming control device, If the RAM clear switch is on when the power is turned on, the memory area is cleared. When the RAM clear switch is off when the power is turned on, and the power-off time of the game control device is longer than a predetermined time and the predetermined conditions are met, the memory area is cleared and the first notification is executed. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and a second notification is executed. The notification mode of the first notification is characterized in that at least a part of it is common with the notification mode of the second notification. Gaming machine.

2. A gaming machine that performs a RAM clear process to clear at least a portion of the memory area in the RAM of the gaming control device, When the RAM clear switch is turned on at power-up, the RAM clear process becomes executable. When the power is turned on, the RAM clear switch is off, and the power-off time of the game control device is longer than a predetermined time and the predetermined conditions are met, the RAM clear process is executed and the memory area is cleared, and the first notification is executed. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and a second notification is executed. The notification mode of the first notification is characterized in that at least a part of it is common with the notification mode of the second notification. Gaming machine.

3. A gaming machine capable of clearing at least a portion of the memory area in the RAM of the gaming control device, If the RAM clear switch is on when the power is turned on, the memory area is cleared. When the RAM clear switch is off when the power is turned on, and the power-off time of the game control device is longer than a predetermined time and the predetermined conditions are met, the memory area is cleared and the first notification is executed. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and a second notification is executed. The notification mode of the first notification is characterized in that at least a part of it differs from the notification mode of the second notification. Gaming machine.

4. A gaming machine that performs a RAM clear process to clear at least a portion of the memory area in the RAM of a gaming control device, When the RAM clear switch is turned on at power-up, the RAM clear process becomes executable. When the power is turned on, the RAM clear switch is off, and the power-off time of the game control device is longer than a predetermined time and the predetermined conditions are met, the RAM clear process is executed and the memory area is cleared, and the first notification is executed. When the power is turned on, the RAM clear switch is turned on and the memory area is cleared, and a second notification is executed. The notification mode of the first notification is characterized in that at least a part of it differs from the notification mode of the second notification. Gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2021061975A

  • Game machine

    JP2023106990A