Gaming machine

The gaming machine system addresses error notification and cancellation inaccuracies by employing a multi-control mechanism to prioritize and manage specific error types based on sensor feedback, ensuring precise error management and operational reliability.

JP7831990B2Active Publication Date: 2026-03-17HEIWA CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing gaming machines face challenges in accurately performing error notification and cancellation due to substrate capacity limitations, leading to potential inaccuracies in managing different types of errors.

Method used

A gaming machine system with multiple control means (first, second, and third control means) that prioritize and manage specific error notifications based on the type of error, using sensors to detect under- or over-circulation of gaming balls, and execute error codes with varying priorities, allowing for precise error management.

Benefits of technology

Enables accurate and prioritized error notifications and cancellations, ensuring reliable error management by addressing the specific types of errors based on their priority, thereby enhancing the operational integrity of the gaming machine.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To accurately perform error notification and cancellation of the error notification.SOLUTION: Supposing that a fraudulent radio wave detection error of a priority of "5" occurs, a performance control board executes fraudulent radio wave detection error notification in this case when the performance control board receives a fraudulent radio wave detection error command. Next, supposing that a winning ball abnormality error of a priority "7" and an iron ball detection error of a priority "6" occur, the performance control board continuously executes fraudulent radio wave detection error notification having a high priority in this case. Then, supposing that the fraudulent radio wave detection errors are cancelled, a main control board transmits an iron ball detection error command to the performance control board in this case. When the performance control board receives the iron ball detection error command, the performance control board ends the fraudulent radio wave detection error notification, and starts iron ball detection error notification that can specify an iron ball detection error.SELECTED DRAWING: Figure 19
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of playing games.

Background Art

[0002] Conventionally, as a gaming machine, a gaming ball, which is a gaming value, is launched into a gaming area, and when the gaming ball wins in a winning area such as a winning hole, a prize ball is paid out to the player. Further, a gaming machine (for example, a pachinko machine) capable of changing the gaming state according to the result of the variable display of identification information is known.

[0003] In such a gaming machine, a gaming machine that executes error notification when an error occurs is known (for example, Patent Documents 1 and 2).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0005] By the way, for example, due to restrictions such as the capacity of the substrate, when an error release command cannot be provided for each type of error, there is a risk that error notification and cancellation of error notification cannot be accurately performed.

[0006] The present invention has been made in view of the above circumstances, and an object thereof is to provide a gaming machine capable of accurately performing error notification and cancellation of error notification.

Means for Solving the Problems

[0007] (Mean 1) In order to solve the above problems, the present invention provides a gaming machine in which gaming balls circulate within the gaming machine body, comprising: a first control means capable of controlling the progress of the game; a second control means capable of communicating with the first control means and executing a different control from the first control means; and a third control means capable of executing specific error notification, which notifies at least the following errors relating to the second control means: an under-circulation ball error where the number of circulating gaming balls is less than specified and an over-circulation ball error where the number of circulating gaming balls is more than specified. A sensor for detecting when the number of circulating balls is less than the prescribed amount, and a sensor for detecting when the number of circulating balls is more than the prescribed amount, The system includes a specific error that includes multiple types of errors, and a priority is assigned to the execution of the specific error notification according to the type of specific error, such that in the case of an insufficient number of circulating balls error, a first error code is displayed as the specific error notification, and in the case of an excessive number of circulating balls error, a second error code is displayed as the specific error notification, and the first error code is a code with a smaller numerical value than the second error code. The error with an excessive number of circulating balls has a higher priority than the error with an insufficient number of circulating balls. The first control means can transmit an error command to the third control means corresponding to the type of specific error that occurred when the specific error occurred, and can transmit an error clearing command to the third control means when the specific error is cleared. The third control means can execute the specific error notification based on the error command received from the first control means, and can terminate the executing specific error notification if it receives the error clearing command while executing the specific error notification, or if it receives an error command corresponding to a specific error with a lower priority than the specific error corresponding to the specific error notification currently being executed. If the insufficient number of circulating balls sensor is disconnected, the insufficient number of circulating balls error occurs, and the third control means displays the first error code. If the excess number of circulating balls sensor detects that the number of circulating balls is greater than specified due to the replenishment of game balls, and the excess number of circulating balls error occurs, the third control means prioritizes the excess number of circulating balls error over the insufficient number of circulating balls error and displays the second error code. . Therefore, error notifications and cancellations can be performed according to the priority of the errors.

[0008] (Mean 2) Furthermore, if multiple types of specific errors corresponding to specific error notifications with different priorities occur simultaneously, the third control means can execute only the specific error notification with the highest priority. Therefore, error notifications and cancellations can be performed according to the priority of the errors.

[0009] From another perspective, the present invention relates to a gaming machine capable of performing error notification, comprising: a gaming control means capable of controlling the progress of the game; an error notification control means capable of controlling the error notification based on information transmitted from the gaming control means; and a frame control means capable of communicating with the gaming control means, wherein the frame control means is capable of determining which of a plurality of errors has occurred when the error occurrence conditions are met, and is capable of determining whether the error release conditions for the occurred error have been met, and when the frame control means determines that the error occurrence conditions have been met, it is possible to transmit error information from the gaming control means to the error notification control means, and when it determines that the error release conditions have been met, it is possible to transmit error release information from the gaming control means to the error notification control means, and the error notification control means is capable of performing the error notification when it receives the error information, and is capable of terminating the error notification when it receives the error release information. The error information is provided in multiple types depending on the type of error, and only one type of error release information is provided. The multiple types of errors are assigned a priority order, and the multiple types of errors include a first error and a second error with a lower priority than the first error. When the first and second errors occur simultaneously, if the error release condition for the first error is met first, the lower-priority error information corresponding to the second error is transmitted from the game control means to the error notification control means. If the error release condition for the second error is met after the error release condition for the first error has been met, the error release information is transmitted from the game control means to the error notification control means. The error notification control means can terminate the error notification for the first error when it receives the lower-priority error information, and can terminate the error notification for the second error when it receives the error release information. Therefore, error notifications and cancellations can be performed according to the priority of the errors. Furthermore, the error notification control means is capable of issuing error notification only for the first error when the first error and the second error occur simultaneously. Therefore, error notifications and error cancellations can be performed more reliably according to the error priority. [Brief explanation of the drawing]

[0010] [Figure 1] This diagram shows an illustration of the connection between a managed gaming machine and a dedicated unit. [Figure 2] This is a diagram showing a touch panel type liquid crystal display. [Figure 3] This is a diagram showing a perspective view of a managed gaming machine. [Figure 4] This diagram shows the back view of a managed gaming machine (with the back cover attached). [Figure 5] This diagram shows the back view of a managed gaming machine (without the back cover). [Figure 6] This diagram shows a device to be installed in a controlled gaming machine. [Figure 7] This diagram shows the operating principle of an improved version of a controlled gaming machine. [Figure 8] This diagram shows the operating principle of an improved version of a controlled gaming machine. [Figure 9] This is a diagram showing a block diagram of a managed gaming machine. [Figure 10] This is a diagram showing a block diagram of a managed gaming machine. [Figure 11] This is a diagram showing a block diagram of a managed gaming machine. [Figure 12] This figure (1 / 2) shows a list of errors managed by the controlled gaming machine. [Figure 13] This figure (2 / 2) shows a list of errors managed by the controlled gaming machine. [Figure 14] This flowchart shows an example of the procedure for sending an error-causing command. [Figure 15] A flowchart is provided showing an example of the procedure for sending an error clearing command. [Figure 16] This flowchart shows an example of the procedure for controlling the performance. [Figure 17] It is a flowchart showing an example of the procedure of error notification management processing. [Figure 18] It is a diagram showing the sequence when an error occurs. [Figure 19] It is a diagram showing the sequence when an error occurs. [Figure 20] It is a diagram showing the sequence when an error occurs. [Figure 21] It is a diagram showing the sequence when the notification of the decrease in the number of balls in hand is executed. [Figure 22] It is a flowchart showing an example of the procedure of the management process for the notification of the decrease in the number of balls in hand. [Figure 23] It is an explanatory diagram showing a specific example of the notification of the decrease in the number of balls in hand. [Figure 24] It is an explanatory diagram showing a specific example of the setting of the function for notifying the decrease in the number of balls in hand. [Figure 25] It is an explanatory diagram showing a specific example of the setting of the function for notifying the decrease in the number of balls in hand.

Mode for Carrying Out the Invention

[0011] [[ID=3​​​​​​​​​​​​​​Figure 1 shows an image illustrating the connection between the managed gaming machine and the dedicated unit.

[0015] As shown in Figure 1, the managed gaming machine 500 and the dedicated unit 700 are connected by a dedicated cable 600. The managed gaming machine 500 is a pachinko machine in which games are played using game balls. The managed gaming machine 500 is equipped with a handle 510, a game ball count display device 520, an error display monitor 521, a counting switch 530, a menu switch 540, an LCD display 42, a special symbol display 47, etc.

[0016] The dedicated unit 700 includes a banknote slot 711, a card slot 720, and a touch panel liquid crystal display 730, etc. The menu switch 540 consists of a directional pad 540a and a select button 540b (see Figure 24).

[0017] Figure 2 shows a touch panel type liquid crystal display 730.

[0018] The touch panel LCD display 730 displays a ball dispensing display area A1, a balance display area A2, and a return display area A3. When the ball dispensing display area A1 is touched, the dedicated unit 700 transmits information about the number of balls to be dispensed, and the frame control board 550 (see Figure 9) displays the sum of this information and the number of game balls as the number of game balls on the game ball display device 520. The touch panel LCD display 730 also receives balance information from the dedicated unit 700 and displays it in the balance display area A2 on the touch panel LCD display. The ball dispensing display area A1 is lit when balls can be dispensed and dimmed when balls cannot be dispensed. When the return display area A3 is touched, the dedicated unit transmits information that the game has ended, and the frame control board transmits the number of game balls to the dedicated unit. In this embodiment, touching the ball dispensing display area A1 once allows the player to dispense 125 game balls.

[0019] Figure 3 is a perspective view of a managed gaming machine.

[0020] The managed gaming machine 500 mainly consists of a front ornament 512, a rear mechanism 515, and an outer frame 516. When viewed from the front facing the player, the front ornament 512 is located at the very front. The rear mechanism 515 is located on the rear side (back side) of the front ornament 512, and the outer frame 516 is arranged to surround the outside of the rear mechanism 515.

[0021] The outer frame 516 is a structure made by combining wood and metal materials in a vertically elongated rectangular shape, and this outer frame 516 is fixed to the island equipment (not shown) inside the amusement hall using fasteners such as screws.

[0022] The front ornament 512 and the rear mechanism 515 are attached to the island equipment via the outer frame 516, and they operate in an opening and closing manner via hinge mechanisms (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the managed gaming machine 500.

[0023] Furthermore, the front ornament 512 can be opened. When the front ornament 512 is opened, the front ornament 512 and the glass plate 513 are opened, and the game board of the managed game machine located behind the glass plate 513 is exposed.

[0024] Furthermore, an inner frame lower unit 810 is provided below the front ornament 512. A handle 510 is provided on the front of the inner frame lower unit 810. A launching device is also provided inside the inner frame lower unit 810.

[0025] Figure 4 shows the back view of a managed gaming machine (with the back cover attached).

[0026] Inside the outer frame 516, the rear mechanism 515 is located, and to the left of the rear mechanism 515 (right side in the diagram), the game ball circulation device 551A is located.

[0027] A main control board 560 is located in the center of the managed gaming machine 500, and a back cover 552A is located at the bottom of the managed gaming machine 500. A frame control board 550 is located in the center of the back cover 552A, and a sub-connection board 553 and a gaming ball dispensing device connection terminal board 554 are located to the left of the frame control board 550 (right side in the diagram).

[0028] Figure 5 shows the back view of a managed gaming machine (without the back cover).

[0029] A power supply unit 570 is located on the lower right side (lower left side in the figure) of the managed gaming machine 500, and a steel ball detection device 571 for detecting steel game balls and a ball polishing device 572 for polishing game balls are located in the lower center of the managed gaming machine 500. In this embodiment, an example in which the steel ball detection device 571 is provided is given, but the steel ball detection device 571 is not necessarily required.

[0030] Figure 6 shows the device to be installed in a managed gaming machine.

[0031] The device installed in the managed gaming machine 500 has the configuration shown in this diagram. The managed gaming machine 500 does not require a function to dispense game balls, and a new device not found in conventional pachinko machines is installed in the managed gaming machine frame 590.

[0032] Specifically, the managed gaming machine 500 comprises a managed gaming machine game board 580 and a managed gaming machine frame 590. The managed gaming machine frame 590 is mainly composed of an internal mechanism 515, an outer frame 516, and associated parts and devices.

[0033] The managed gaming machine game board 580 consists of a game board (acrylic plate), a symbol display device (special symbol display device, normal symbol display device), a prize detection mechanism (various switches), a windmill, game pins, other performance devices (movable performance parts, liquid crystal display, information display device, performance lamps, speakers), a prize display device, and a device that changes the direction of fall (movable parts, cover parts), etc.

[0034] On the other hand, the managed gaming machine frame 590 consists of gaming balls, a launching device, a power supply device, a ball polishing device, a gaming ball circulation device, a gaming ball count display device 520, a glass plate, a night monitoring device, other performance devices, a steel ball detection device, and the like.

[0035] [Outline of gameplay progression on controlled gaming machines] In the managed gaming machine 500, players receive gaming balls by inserting banknotes into the banknote slot 711 of the dedicated unit 700 and then touching the ball dispensing display section A1 of the touch panel liquid crystal display 730. The number of gaming balls received, in other words, the number of balls the player possesses, is displayed on the gaming ball count display device 520. In this embodiment, 125 balls can be dispensed with a single touch.

[0036] Furthermore, if a player who has been lent balls runs out, operating the handle 510 will not release any balls, resulting in what is known as a "dry shot." Therefore, it is necessary to borrow more balls to continue playing. In this embodiment, a notification of the decrease in the number of balls a player has is issued when the number of balls decreases to a predetermined number (30 or less in this example). Specifically, a ball count decrease notification sound is output from the speaker 518, and a ball count decrease notification image is displayed on the liquid crystal display 42. The ball count decrease notification sound is output only once (for example, for about 1 second), but the ball count decrease notification image is erased and the display ends after 30 seconds.

[0037] In this embodiment, the ball count reduction notification function can be switched on or off by operating the menu switch 540 (Figures 22, 24-25).

[0038] After receiving the game balls, the player operates the handle 510 (launching operation). When the handle 510 is operated, the game balls are launched into the game area of ​​the managed game machine's game board. When the game balls enter the starting prize slot on the game board, the special symbol display unit 47 (see Figure 1) starts displaying the special symbols. If a game ball enters the starting prize slot while the special symbol display is running, the special symbol display based on that entry is suspended until a predetermined maximum number of entries (for example, 4) have been reached.

[0039] Furthermore, when a game ball passes through the starting gate of the game board, the display of the regular symbols begins. In this display of the regular symbols, if a regular winning symbol is displayed, the display result of the regular symbols becomes "Regular Win". On the other hand, if a regular symbol other than the regular winning symbol (regular losing symbol) is displayed, the display result of the regular symbols becomes "Regular Loss". When "Regular Win" is achieved, an opening control is performed, which keeps the so-called electric chute open for a predetermined period of time. Then, when a game ball enters the starting prize entry hole formed in the electric chute, the special symbol display unit 47 (see Figure 1) begins to display the special symbols. Note that if a game ball passes through the starting gate during the period in which the display of the regular symbols is being executed, the display of the regular symbols based on that passage is held up to a predetermined upper limit (for example, 4).

[0040] In the special symbol display, if a winning symbol stops, it's a "jackpot." If a different minor win symbol stops, it's a "minor win." If a losing symbol stops, it's a "miss."

[0041] After the display result of the special symbol variation is "Big Win," the game is controlled to a Big Win state, which is advantageous for the player. After the display result of the special symbol variation is "Minor Win," the game is controlled to a Minor Win state. In both the Big Win state and the Minor Win state, the launch operation is performed by the player rotating the handle unit 510.

[0042] In a jackpot state, the large prize slot formed by the so-called "attacker" opens in a predetermined manner. This open state continues until either a predetermined period of time (for example, 29 seconds) has elapsed, or the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 10 balls), whichever comes first. One cycle in which the large prize slot remains open is called a round (round game). In a jackpot state, the round can be repeated until a predetermined maximum number of rounds has been reached.

[0043] In a jackpot state, the player can win prize balls by getting the game balls into the big prize slot. Therefore, a jackpot state is advantageous for the player.

[0044] In the minor win state, the large prize slot formed by the attacker opens in a predetermined manner. This open state continues until the earlier of the following two timings: the expiration of a predetermined period (for example, 29 seconds) or the time when the number of game balls that have entered the large prize slot reaches a predetermined number (for example, 10 balls). Only one round can be played in the minor win state.

[0045] Then, in the minor win state, when a game ball that has entered the big prize slot passes through a specific area, the game is controlled to enter the big win state after the minor win state ends. At this time, the minor win state is considered the first round, and the big win state starts from the second round.

[0046] After a minor win state ends without being controlled to a big win state, the game state is not changed, and the display result of the special symbol fluctuation display continues to be controlled to the state before it became a "minor win".

[0047] On the other hand, if a game ball that enters the big prize slot passes through a non-specific area, the minor prize game state ends without developing into a big win game state.

[0048] [Progression of effects in controlled gaming machines, etc.] In the managed gaming machine 500, various effects are executed according to the progress of the game. These effects are performed by displaying various effect images on the liquid crystal display 42 (see Figure 1).

[0049] As a performance effect executed in accordance with the progress of the game, the "left," "center," and "right" performance symbol display areas on the LCD display 42 begin displaying performance symbols in response to the start of the special symbol variation display. In other words, the performance image variation display is performed in parallel with the special symbol variation display. Furthermore, at the timing when the display result (also called the confirmed special symbol) of the special symbol variation display is stopped, the confirmed performance symbol (a combination of three performance symbols) which is the display result of the performance symbol variation display is also stopped.

[0050] During the period from the start to the end of the display of the changing symbols, the display of the changing symbols may take on a predetermined reach pattern. Here, a reach pattern refers to a pattern in which, when the stopped symbols displayed on the screen of the liquid crystal display 42 constitute part of a jackpot combination or a minor jackpot combination described later, the display of symbols that have not yet stopped continues to change.

[0051] Furthermore, a reach animation is executed in response to the above-mentioned reach pattern occurring during the display of the changing animation symbols. In the managed gaming machine 500, multiple types of reach animations are executed, each with different display results (display results of the changing animation symbols or the changing animation symbols) that result in a "jackpot" (also called jackpot reliability or jackpot expectation) or a "minor win" (also called minor win reliability or minor win expectation). Reach animations include, for example, a normal reach and a super reach, which has a higher jackpot reliability than a normal reach.

[0052] When the display result of the special symbol variation display is "Big Win," the LCD display 42 screen derives a predetermined winning combination of symbols as the display result of the performance symbol variation display (the display result of the performance symbol variation display becomes "Big Win"). For example, identical performance symbols (e.g., "7") are lined up and stopped on predetermined active lines in the "left," "center," and "right" performance symbol display areas.

[0053] When the display result of the special symbol variation display is "minor win," the LCD display 42 screen displays a predetermined minor win combination of confirmed performance symbols (for example, "1 3 5") as the display result of the performance symbol variation display (the display result of the performance symbol variation display becomes "minor win"). For example, performance symbols that constitute a chance combination are stopped and displayed on predetermined active lines in the "left," "center," and "right" performance symbol display areas.

[0054] If the display result of the special symbol variation is "miss," the variation display of the performance symbols may not become a reach pattern, and the display result of the variation display of the performance symbols may be a confirmed performance symbol of a non-reach combination (also called "non-reach miss") (the display result of the variation display of the performance symbols will be "non-reach miss"). In addition, if the display result is "miss," the variation display of the performance symbols may become a reach pattern, and then the display result of the variation display of the performance symbols may be a confirmed performance symbol of a predetermined reach combination that is not a winning combination (also called "reach miss") (the display result of the variation display of the performance symbols will be "reach miss").

[0055] The effects that the managed gaming machine 500 can perform include displaying hold indicators and displaying indicators during reel spins. In addition, other effects, such as pre-announcement effects that foreshadow the probability of a big win, are performed during the reel spin display of the performance symbols. Pre-announcement effects include pre-announcement effects that foreshadow the probability of a big win in the reel spin display that is currently running, and pre-announcement effects that foreshadow the probability of a big win in the reel spin display before execution (reel spin display that is currently pending execution). As a pre-announcement effect (hereinafter sometimes referred to as a pre-announcement effect), an effect that changes the display mode of the reel spin display-compatible indicator (hold indicator or active indicator) to a mode different from the normal mode may be performed.

[0056] Furthermore, during a big win, a special animation is performed to inform the player of the big win state. This special animation may include an animation that announces the number of rounds, or an upgrade animation that indicates an increase in the value of the big win state. Additionally, during a minor win, a special animation is performed to inform the player of the minor win state.

[0057] In this embodiment, if an error occurs, the type of error that occurred will be displayed on the liquid crystal display 42.

[0058] [Operating principle of controlled gaming machines] Figures 7 and 8 illustrate the operating principle of the managed gaming machine. Figure 7 shows a perspective view of the lower inner frame unit 810, and Figure 8 shows a perspective view from the lower inner frame unit 810, with the ball passage 819 and rectifier 820 removed.

[0059] An inner frame lower unit 810 is located at the bottom of the managed gaming machine. An out passage 811 is located above the inner frame lower unit 810. The out passage 811 is a left-sloping passage, and an out switch 812 is located downstream of the out passage 811 (see Figure 8). Game balls launched into the game area flow down the game area and enter either the prize entry opening or the out opening, but in either case they are guided to the out passage 811 and detected by the out switch 812. Game balls detected by the out switch 812 are released from the discharge opening 813 into the ball tank 814 (see Figure 8).

[0060] As shown in Figure 8, the ball tank 814 includes a downward-sloping passage, and the game balls stored in the ball tank 814 are guided to a lifting unit 815 located downstream of the ball tank 814. The ball tank 814 is equipped with a ball overcount sensor 828 and a ball undercount sensor 829, and these sensors manage the number of circulating balls. In a managed gaming machine, several tens of balls (about 45 balls) are circulated. Note that by operating the ball removal lever L1, a path for removing the game balls from the ball tank 814 to the outside appears, and through this path... It can be removed.

[0061] The lifting unit 815 includes a lifting motor 816, a screw conveyor 817, and a cleaning unit 818. When the lifting motor 816 operates, the screw conveyor 817 and the cleaning unit 818 rotate, allowing the game balls to be lifted from the bottom to the top while being polished. A polishing cloth for cleaning is placed around the outer circumference of the cleaning unit 818. It is desirable that the polishing cloth be replaced periodically at the hall.

[0062] As shown in Figure 7, the game balls lifted to the upper level by the lifting unit 815 enter the ball passage 819. The ball passage 819 is a downward-sloping passage, and a rectifier 820 is located downstream of the ball passage 819. A launching device 821 is located downstream (rear) of the rectifier 820, and the game balls are launched by the launching device 821. The launching device 821 may be a device that launches the game machine using a solenoid, or a device that launches the game machine using a motor. The ball passage 819 can detect the iron balls, and the rectifier 820 can perform a subtraction process for the number of game balls. It is preferable that the rectifier 820 has a structure that prevents the number of game balls from increasing or decreasing due to tampering such as hitting the machine.

[0063] A steel ball detection sensor 823 is located upstream of the ball passage 819, a magnet 825 is located midway through the ball passage 819, and a rectifier inlet sensor 826 is located downstream of the ball passage 819 (at the inlet of the rectifier 820). A rectifier outlet sensor 827 is located in the passage connecting the rectifier 820 and the launching device 821.

[0064] [Regarding the replenishment of game balls] Game balls are replenished from the out passage 811. When the glass door is open, it is considered a replenishment, and detection by the out switch 812 and the foul ball sensor 822 is not performed. Arrow A in Figure 8 indicates the path of foul balls (foul passage), and arrow B indicates the path of out balls (out passage). The foul ball sensor 822 is located at the downstream end of the foul ball path. The various sensors and switches may be those that detect the passage of game balls, proximity sensors, or photosensors (the same applies hereafter). The foul passage can be used to perform the foul ball counting process. It is preferable that the foul passage is configured so that no game balls remain in the launcher 821 at the end of the game.

[0065] [Regarding the trigger for the operation of the lifting motor] The lifting motor 816 operates when the iron ball detection sensor 823 is off. The lifting outlet sensor 824 only monitors for ball jams. The trigger for the operation of the lifting motor 816 may be changed from the iron ball detection sensor 823 to the lifting outlet sensor 824.

[0066] [Regarding the launch] When the number of game balls is 1 or more, the rectifier inlet sensor 826 is on, and the rectifier outlet sensor 827 is off, the rectifier solenoid 831 is turned on in accordance with the operation timing of the launch solenoid. The rectifier solenoid 831 can be controlled by software. By turning on the rectifier solenoid 831, game balls can be sent from the rectifier 820 to the launcher 821, and by turning on the launch solenoid, game balls can be launched from the launcher 821.

[0067] [Regarding the reduction of the number of game balls] When the rectifier inlet sensor 826 turns off and the rectifier outlet sensor 827 turns on and then off, the number of game balls is reduced by 1.

[0068] [Regarding steel ball detection] If a steel ball is present, the circulation stops due to the magnet 825. If the game balls continue to be launched while the circulation has stopped, the rectifier inlet sensor 826 will no longer detect the game balls. If the rectifier inlet sensor 826 remains off and the steel ball detection sensor 823 remains on for a certain period of time (for example, 10 seconds), a steel ball detection error will occur.

[0069] [Regarding the addition of game balls] When a foul ball occurs, it is detected by a foul ball sensor 822 positioned along the path of the foul ball. The game ball count is increased by 1 at the moment the foul ball sensor 822 detects the foul ball (game ball). Since the game ball count is decreased when the ball is launched, the number of game balls that were not launched is added. The game ball count can be increased by communicating with a dedicated unit, and decreased by pressing the counting switch.

[0070] [Regarding the excessive number of pitches error] If there are too many game balls in the managed gaming machine, the ball overload sensor 828 turns on, and if this continues for a certain period of time, a ball overload error occurs. The ball overload sensor 828 is located to the left of the ball tank 814 and below the discharge port 813.

[0071] [Regarding the error of under-counting pitches] If the number of game balls in the managed gaming machine is low, the ball count low sensor 829 turns off, and if this continues for a certain period of time, a ball count low error occurs. The ball count low sensor 829 is located to the right of the ball tank 814 and downstream of the foul ball sensor 822.

[0072] [Regarding rotation detection errors] If the lifting motor 816 is rotated but the rotation detection sensor 830 does not detect that it is ON, a rotation detection error occurs. In this case, a retry operation may be performed to rotate the lifting motor 816 again. If a rotation detection error occurs, the operation of the lifting motor 816 is stopped. The rotation detection sensor 830 is located below the screw conveyor 817.

[0073] [Regarding other errors] Out-switch bulb jam: This error occurs when the out-switch 812 remains ON for a certain period of time. In this case, the lifting motor 816 is stopped.

[0074] Foul ball sensor jam: This error occurs when the foul ball sensor 822 remains ON for a certain period of time.

[0075] Rectifier outlet sensor blockage: This error occurs when the rectifier outlet sensor 827 remains ON for a certain period of time.

[0076] Rectifier solenoid malfunction: This error occurs when the rectifier outlet sensor 827 fails to detect anything for three consecutive times after the rectifier solenoid 831 has been activated.

[0077] Errors that can be reset using the error reset switch include rotation detection errors and steel ball detection errors. However, these errors can be automatically reset when a game ball is detected by the rectifier inlet sensor 826. Errors other than those mentioned above can be reset after a certain period of time has elapsed.

[0078] [Overall Block Diagram] Figures 9 to 11 show block diagrams of managed gaming machines.

[0079] The power supply unit 570 is equipped with a main switch 310.

[0080] The frame control board 550 (managed gaming machine frame control board) is equipped with a 7-segment display 311 for the number of game balls, a ball removal switch 954, an error clear switch 956, a game ball clear switch 312, a RAM clear switch 304, a firing intensity volume 313, and a handle start rotation angle adjustment volume 314.

[0081] Furthermore, the frame control board 550 is equipped with a central processing unit, which is a frame control CPU 550a, ROM 550b, and RAM (RWM) 550c. The frame control CPU 550a executes a program stored in ROM 550b to control the functions of the managed gaming machine frame 590 (see Figure 6) (processing that realizes the functions of the frame control board 550).

[0082] The frame control board 550 is connected to the following: a radio wave sensor 315 for the management game machine frame, a front decoration release switch 316, a night monitoring device 448, a ball jam sensor 938, a prize winning sensor 555, a non-prize winning sensor 556, a handle volume 910, a launch stop switch 912, a touch sensor 914, a ball monitoring sensor 963, a launch entrance sensor 922, a subtraction sensor 920, a lift entrance sensor 934, a lift motor sensor board 929, a cassette switch 944, a polishing motor sensor 946, a polishing entrance sensor 952, an out switch 812, a ball overcount sensor 828, a ball undercount sensor 829, a rectifier entrance sensor 826, and a rectifier exit sensor 827.

[0083] These components transmit an SW signal (switch signal) or a VL signal (volume signal, power supply for connection confirmation) to the frame control board 550.

[0084] Furthermore, the frame control board 550 is connected to a ball feeding solenoid 918, a launching solenoid 916, a lifting motor 932, a cassette motor 940, a polishing motor 942, a game ball count display device 520, a counting switch 530, a lifting motor 816, and a rectifier solenoid 831.

[0085] The frame control board 550 transmits solenoid control signals, motor control signals, and LED control signals to these components.

[0086] Furthermore, a counting switch 530 is connected to the frame control board 550. The counting switch 530 transmits an SW signal to the frame control board 550. The frame control board 550 transmits an LED control signal to the counting switch 530.

[0087] Furthermore, a gaming ball dispensing device connection terminal board 554 is connected to the frame control board 550. The frame control board 550 and the gaming ball dispensing device connection terminal board 554 can send and receive encrypted control commands.

[0088] The frame control board 550 and the main control board 560 (managed gaming machine main control board) can send and receive encrypted control commands. The main control board 560 is connected to each prize sensor 555, a magnetic sensor 317, and a radio wave sensor 318.

[0089] These components transmit SW signals to the main control board 560.

[0090] The main control board 560 transmits control commands to the performance control board 900.

[0091] Furthermore, the main control board 560 is equipped with a central processing unit, the main control CPU 560a, ROM 560b, and RAM (RWM) 560c. The main control CPU 560a executes programs stored in ROM 560b to control the progress of the game (processing that realizes the functions of the main control board 560).

[0092] Furthermore, the performance control board 900 is equipped with a central processing unit, the performance control CPU 900a, ROM 900b, and RAM (RWM) 900c. The performance control CPU 900a executes a program stored in ROM 560b to control the execution of the performance (processing that realizes the functions of the performance control board 900).

[0093] The performance control board 900 is connected to a light intensity / volume adjustment board 319, a menu switch 540, and a sensor 321 for the game control panel's performance. SW signals are transmitted from these components to the performance control board 900. The performance control board 900 is also connected to a liquid crystal display 42 for the game control panel. The performance control board 900 transmits LED control signals to the liquid crystal display 42 for the game control panel.

[0094] The performance control board 900 is connected to the managed gaming machine frame performance LED board 322. The performance control board 900 transmits LED signals to the managed gaming machine frame performance LED board 322.

[0095] A speaker 518 is connected to the performance control board 900. The performance control board 900 transmits an audio output signal to the speaker 518.

[0096] The performance control board 900 is connected to the LED board 323 for managing the game machine's game board. The performance control board 900 transmits LED signals to the LED board 323 for managing the game machine's game board.

[0097] The performance control board 900 is connected to the actuator 324 for the game control panel of the managed gaming machine. The performance control board 900 transmits actuator control signals to the actuator 324 for the game control panel of the managed gaming machine.

[0098] The main control board 560 is connected to the standard electric prize solenoid 88 and the large prize solenoids 87 and 90. The main control board 560 transmits solenoid control signals to these components.

[0099] The main control board 560 is connected to the main display / prize display board 325 and the special symbol display unit 47. The main control board 560 transmits LED control signals to the special symbol display unit 47 and the main display / prize display board 325.

[0100] A dedicated unit 700 is connected to the gaming ball dispensing device connection terminal board 554. The gaming ball dispensing device connection terminal board 554 and the dedicated unit 700 can send and receive encrypted control commands.

[0101] The main power supply is provided from the power supply unit 570 to the frame control board 550 and the performance control board 900. The main power supply is also provided from the frame control board 550 to the main control board 560.

[0102] [List of errors managed by the controlled gaming machine] Figures 12 and 13 show a list of frame control errors managed by the managed gaming machine 500. When each error occurs, an error command corresponding to that error is sent from the frame control board 550 to the main control board 560. Therefore, the types of errors shown in the error list can also be said to be the types of error commands. When all errors are cleared while errors are occurring, a command indicating that no frame control errors have occurred is sent to the main control board 56 (see Figure 12). In this actual implementation, since frame control errors involve malfunctions, error clearing by time is not performed.

[0103] The "Error Display Monitor" indicates the content of the error code displayed on the error display monitor 521 located in the managed gaming machine frame 590. When an error occurs, the error code is displayed on the error display monitor 521.

[0104] "Lifting motor stop," "Rectifier solenoid stop," and "Launch motor stop (*4)" indicate that these devices will be stopped when a circle (〇) is indicated. "Launch motor" is used as a substitute for "Launch solenoid." "Launch motor" may also be "Launch solenoid."

[0105] "Only after main control communication" indicates that the error occurs after communication with the main control unit has ended, as indicated by the circle (〇).

[0106] "Valid when ball is removed" indicates that the error occurs only when the ball is removed, as indicated by the circle (〇).

[0107] "How to clear (※6)" indicates how to clear the error.

[0108] The "priority" setting indicates the priority of errors. If multiple errors occur simultaneously, only the error with the highest priority will be reported.

[0109] "Sub-notification" indicates an error that will be notified by the performance control device (in this embodiment, the liquid crystal display 42) when a circle (〇) is present.

[0110] "Occurrence conditions" indicates the conditions under which an error occurs.

[0111] The details of each error are explained below. Note that the error types and priority levels shown in the error list are stored in RAM550c of the frame control board 550, RAM560c of the main control board 560, and RAM900c of the performance control board 900.

[0112] The error types and priority levels shown in the error list are stored in RAM550c of the frame control board 550, RAM560c of the main control board 560, and RAM900c of the performance control board 900.

[0113] [Insufficient pitch count error] Error display monitor: H01 How to disable: Automatic recovery Priority: 17 (*8) Sub-notification: ○ Conditions for occurrence: The ball count low sensor is detected to be off for 10 seconds. Error command type: Insufficient ball count error command

[0114] [Excessive pitch count error] Error display monitor: H02 How to disable: Automatic recovery Priority: 16 (*8) Sub-notification: ○ Conditions for occurrence: Ball count excess sensor is detected as ON for 10 seconds. Error command type: Ball count overload error command

[0115] [Rectifier solenoid malfunction] Error display monitor: H03 Lifting motor stopped: (*1) Effective when the ball is removed: ○ How to release: Release button (error release switch) Priority: 9 Sub-notification: ○ Conditions for occurrence: The rectifier solenoid is activated, but the rectifier outlet sensor does not turn on. This happened three times in a row. Error command type: Rectifier solenoid malfunction command

[0116] [Rotation detection error] Error display monitor: H04 Lifting motor stopped: ○ Effective when the ball is removed: ○ How to undo: Undo button Priority: 8 Sub-notification: ○ Conditions for occurrence: When the lifting motor is rotated, but the rotation detection sensor does not detect the game ball. Error command type: Rotation detection error command

[0117] [Rectifier outlet sensor clogged] Error display monitor: H05 Lifting motor stopped: (*1) Rectifier solenoid stopped: ○ How to disable: Automatic recovery Priority: 12 Sub-notification: ○ Occurrence conditions: 100ms of game ball retention detected at the rectifier outlet sensor. Error command type: Rectifier outlet sensor blockage command

[0118] [Foul ball sensor jammed] Error display monitor: H06 Lifting motor stopped: (*2) How to disable: Automatic recovery Priority: 13 Sub-notification: ○ Occurrence conditions: The foul ball sensor detects that a game ball has been stuck there for 250ms. Error command type: Foul ball sensor jam command

[0119] [Out-switch bulb jammed] Error display monitor: H07 Lifting motor stopped: ○ How to disable: Automatic recovery Priority: 11 Sub-notification: ○ Conditions for occurrence: Detection of a game ball lingering at the out switch for 100ms. Error command type: Outswitched bulb jam command

[0120] [Proximity sensor malfunction] Error display monitor: H08 Lifting motor stopped: ○ How to disable: Automatic recovery Priority: 10 Sub-notification: ○ Conditions for occurrence: Out-of-line switch disconnection detected within 100ms Error command type: Proximity sensor malfunction command

[0121] [Master command permission signal error] Error display monitor: H09 How to disable: Automatic recovery Priority: 14 Occurrence conditions: Detection of the main control command enable signal being turned off for a predetermined period of time. Error command type: Main command permission signal error command

[0122] [Dedicated unit communication error] Error display monitor: H10 Only after main control communication: ○ How to disable: Automatic recovery Priority: 3 Sub-notification: ○ Occurrence conditions: When an abnormality occurs in communication with the dedicated unit. Error command type: Dedicated unit communication error command

[0123] [Main control communication error] Error display monitor: H11 Only after main control communication: ○ How to undo: Undo button Priority: 4 Occurrence conditions: When an abnormality occurs in communication with the main control unit. Error command type: Main control communication error command

[0124] [Manufacturer code mismatch error] Error display monitor: H12 Only after main control communication: ○ How to disable: Automatic recovery Priority: 2 Occurrence conditions: When the manufacturer code of the main control and the manufacturer code of the frame control do not match. Error command type: Manufacturer code mismatch error command

[0125] [Dedicated unit VL signal error] Error display monitor: H13 Rectifier solenoid stopped: ○ Launch motor stopped: ○ How to disable: Automatic recovery Priority: 15 Sub-notification: ○ Occurrence conditions: Predetermined conditions (for example, when the VL signal cannot be detected) Error command type: Dedicated unit VL signal error command

[0126] [Backup error] Error display monitor: H14 Lifting motor stopped: ○ Rectifier solenoid stopped: ○ Launch motor stopped: ○ How to release: Turn on the power again Priority: 1 Sub-notification: ○ Occurrence conditions: Checksum anomaly Error command type: Backup error command

[0127] [RWM (RAM) error] Lifting motor stopped: ○ Rectifier solenoid stopped: ○ Launch motor stopped: ○ How to disable: None (※5) Conditions for occurrence: CPU malfunction (no notification or display) Error command type: RWM (RAM) error command

[0128] [Glass door open] Error display monitor: H64 (*3) Rectifier solenoid stopped: ○ How to disable: Automatic recovery Priority: 19 Sub-News: (※7) Occurrence conditions: Detection of the glass frame signal being ON for 100ms. Error command type: Glass door open command

[0129] [Main unit frame open] Error display monitor: H65 (*3) How to disable: Automatic recovery Priority: 18 Sub-News: (※7) Occurrence conditions: Detection of the main unit frame signal being ON for 100ms. Error command type: Main frame release command

[0130] [Illegal radio wave detection error] Error display monitor: H66 (*3) How to undo: Undo button Priority: 5 Sub-notification: ○ Occurrence conditions: Detection of the radio wave sensor being ON for 100ms. Error command type: Unauthorized radio wave detection error command

[0131] [Abnormal prize balls] Error display monitor: H69 (*3) How to undo: Undo button Priority: 7 Sub-notification: ○ Conditions for occurrence: There is a difference of 100 or more between the number of shots fired and the number of out-switches detected. Error command type: Ball entry abnormality command

[0132] [Steel ball detection error] Error display monitor: H73 (*3) Lifting motor stopped: (*1) How to undo: Undo button Priority: 6 Sub-notification: ○ Occurrence conditions: The rectifier inlet sensor is off and the iron ball detection sensor is on for 10 seconds. Error command type: Iron ball detection error command

[0133] [Currently removing balls] Error display monitor: 1 hyphen (-) How to release: Turn on the power again Sub-notification: ○ Conditions for occurrence: When the number of game balls is 0, and the power is turned on while the ball removal button is pressed. Error command type: Ball removal command

[0134] [Preparing to launch] Error display monitor: All blinking, all lit, or six hyphens (-) Deactivation method: Main control replacement Conditions for occurrence: Failure to receive commands from the main control unit. Error command type: Startup preparation command

[0135] (*1) No circulation stoppage will occur due to errors between the lifting motor and the rectifier outlet (steel ball inspection) (The lifting motor stops when the sensor is turned on.) (*2) Replenishing game balls from the foul passage will cause the foul ball sensor to jam, No circulating system will be stopped. (*3) The values ​​from "01H" to "63H" can be freely changed. (*4) The launch motor will not stop. (*5) Cannot be deactivated. (*6) In the case of automatic recovery, the recovery will last for the same amount of time as the conditions for occurrence, and will be canceled if the reverse conditions occur. (*7) Since the same signal is also input to the main control, notification can be given via the main control. (*8) The ball count overload error takes precedence over the ball count underload error. If the ball count underload sensor is disconnected, a ball count underload error occurs, and if more game balls are added, a ball count overload error occurs, and the ball count overload error code is displayed.

[0136] The error type and detection timer duration can be changed as needed. Note that the managed gaming machine does not have an external terminal board. Therefore, external signals are output from a dedicated unit to the hall computer. For errors that do not have a "priority" listed, you can set the priority as follows: RWM failures can be given higher priority than backup failures. While the ball is removed, the priority can be set lower than backup errors and higher than manufacturer code mismatch errors. During startup preparation, the priority can be lower than during ball removal preparation, but higher than the manufacturer code mismatch error.

[0137] [Error-causing command transmission process] Next, the error command transmission process executed by the frame control CPU 550a will be explained using Figure 14. The error command transmission process is the process by which the frame control CPU 550a sends an error command to the main control CPU 560a when an error occurs in the managed gaming machine frame 590. This error command transmission process is executed, for example, within a timer interrupt process (interrupt management process) not shown in the figure. The frame control CPU 550a generates a timer interrupt at a predetermined interrupt period (for example, a period of several tens of microseconds to several milliseconds) and executes the timer interrupt process. This process is executed for errors that are subject to sub-notification in Figure 13.

[0138] Step S1000: Error command transmission process. First, the frame control CPU 550a checks whether an error has occurred. If no error has occurred (Step S1000: No), the process terminates. If an error has occurred (Step S1000: Yes), S1002 is executed.

[0139] Step S1002: The frame control CPU 550a checks whether other errors have occurred. If other errors have occurred (Step S1002: Yes), S1004 is executed. On the other hand, if no other errors have occurred (Step S1002: No), S1008 is executed.

[0140] Step S1004: The frame control CPU 550a checks whether the priority of the newly occurring error is higher than the priority of the currently occurring error (see Figure 13). If the priority of the newly occurring error is higher than the priority of the currently occurring error (Step S1004: Yes), S1006 is executed. On the other hand, if the priority of the newly occurring error is not higher than the priority of the currently occurring error, that is, if the priority of the newly occurring error is lower than the priority of the currently occurring error (Step S1004: No), the process is terminated.

[0141] Step S1006: The frame control CPU 550a sends an error command for the highest priority of the newly occurring errors to the main control CPU 560a and terminates processing. The main control CPU 560a then sends the received error command to the performance control CPU 900a.

[0142] Step S1008: The frame control CPU 550a sends an error command for the error that occurred to the main control CPU 560a and terminates processing. The main control CPU 560a then sends the received error command to the performance control CPU 900a.

[0143] [Error Clearing Command Sending Process] Next, the error clearing command transmission process executed by the frame control CPU 550a will be explained using Figure 15. The error clearing command transmission process is the process by which the frame control CPU 550a sends a command equivalent to the error clearing command to the main control CPU 560a when an error that occurred in the managed gaming machine frame 590 is cleared. This error clearing command transmission process is executed, for example, within a timer interrupt process (interrupt management process) which is not shown. This process is executed for errors that are subject to sub-notification in Figure 13.

[0144] Step S1100: Error Clearing Command Sending Process: First, the frame control CPU 550a checks whether the error has been cleared. If the error has not been cleared (Step S1100: No), the process terminates. If the error has been cleared (Step S1100: Yes), S1102 is executed.

[0145] Step S1102: The frame control CPU 550a checks whether other errors have occurred. If other errors have occurred (Step S1102: Yes), S1104 is executed. On the other hand, if no other errors have occurred (Step S1102: No), S1108 is executed.

[0146] Step S1104: The frame control CPU 550a checks whether the priority of the cleared error is higher than the priority of the currently occurring error (see Figure 13). If the priority of the cleared error is higher than the priority of the currently occurring error (Step S1104: Yes), S1006 is executed. On the other hand, if the priority of the cleared error is not higher than the priority of the currently occurring error, that is, if the priority of the cleared error is lower than the priority of the currently occurring error (Step S1104: No), the process is terminated.

[0147] Step S1106: The frame control CPU 550a sends the error command for the highest priority error among the currently occurring errors to the main control CPU 560a and terminates processing. The main control CPU 560a then sends the received error command to the performance control CPU 900a.

[0148] Step S1008: The frame control CPU 550a sends a command indicating that no frame control errors occurred (see Figure 12) to the main control CPU 560a and terminates processing. The main control CPU 560a then sends the received command indicating that no frame control errors occurred to the performance control CPU 900a.

[0149] [Performance control processing] Figure 16 is a flowchart illustrating an example of the procedure for the performance control processing executed by the performance control CPU 900a. This performance control processing is executed within a timer interrupt processing (interrupt management processing), separate from, for example, the reset start (main) processing which is not shown. The performance control CPU 900a generates a timer interrupt at a predetermined interrupt period (for example, several tens of microseconds to several milliseconds) during the execution of the reset start processing and executes the timer interrupt processing.

[0150] The performance control processing consists of a group of subroutines including command reception processing (step S400), operation memory performance management processing (step S401), performance symbol management processing (step S402), error notification management processing (step S403), ball count reduction notification management processing (step S404), display output processing (step S405), lamp drive processing (step S406), sound output processing (step S408), performance random number update processing (step S410), and other processing (step S412). The basic flow of the performance control processing will be explained below according to each process.

[0151] Step S400: In the command reception process, the performance control CPU 900a receives performance commands sent from the main control CPU 560a. The performance control CPU 900a also analyzes the received commands and stores them in the command buffer area of ​​RAM 130 according to their type.

[0152] The commands for effects transmitted from the main control CPU 560a include, for example, an effect command when the number of (special symbols, normal symbols) operational memory (i.e., the number of held memory) increases, an effect command when the number of (special symbols, normal symbols) operational memory decreases, a start-entry sound control command indicating that a prize has entered the start-entry slot, a demo effect command indicating that the game has transitioned to demo mode, a lottery result command indicating the result of the internal lottery or normal symbol lottery, a variation pattern command indicating the variation pattern, a variation start command indicating that the special symbols or normal symbols have started to vary, and a stop symbol command indicating the stop symbol of the special symbols or normal symbols. Commands include: a symbol stop command indicating when special or regular symbols stop after variation; a state specification command indicating the game state; a round number command indicating the number of rounds for a jackpot; a launch position specification command; an error command indicating the occurrence of an error and the type of error; a jackpot ending animation command indicating the performance of the ending period at the end of a jackpot; a count counter value command indicating the remaining number of time-saving rounds; a variation pattern determination command indicating the result of the variation pattern judgment of the held variation display; and a stop display time end command indicating that the stop display time at the end of the symbol variation has ended.

[0153] Step S401: In the operation memory effect management process, the effect control CPU 900a controls the execution of the memory count display effect and the pre-read notification effect using the hold display M1 and M2.

[0154] Step S402: In the performance symbol management process, the performance control CPU 900a controls the content of the variable display and stop display effects using the performance symbols, and controls the content of the effects when the variable prize winning device 30 opens and closes. In this process, the performance control CPU 900a also sets the display mode of the performance symbols to the initial setting (material setting means) and changes the initial setting (material setting change means). In this process, the performance control CPU 900a also selects the performance patterns of various pre-announcement effects (pre-reach announcement effect, post-reach announcement effect, etc.).

[0155] Step S403: In the error notification-related processing, the performance control CPU 900a executes error notification when it receives an error command from the main control CPU 560a. At this time, if multiple errors occur simultaneously, it executes the error notification for the error with the highest priority. Furthermore, it terminates error notification when it receives an error command for an error with a lower priority than the error command for the currently occurring error, or when it receives a command indicating that no control errors have occurred in any frame.

[0156] Step S404: In the ball count reduction notification management process, the performance control CPU 900a, upon receiving a ball count reduction command described later from the main control CPU 560a, executes a ball count reduction notification to inform the player that the number of game balls they possess is a predetermined number (30 or less in this example). As part of the ball count reduction notification, a ball count reduction notification sound is output from the speaker 518, and a ball count reduction notification image is displayed on the liquid crystal display 42. The ball count reduction notification sound is output only once and then ends (for example, about 1 second), but the ball count reduction notification image is removed from display after 30 seconds.

[0157] Step S405: In the display output processing, the performance control CPU 900a instructs the liquid crystal display 42 to provide basic control information for the performance content (for example, the number of operation memories for the first special symbol and the second special symbol, the operation memory performance pattern number, the pre-announcement performance pattern number, the variation performance pattern number, the variation announcement performance number, the background pattern number, etc.). As a result, the liquid crystal display 42 performs display operations based on the instructed performance content. In addition, the performance control CPU 900a also causes the liquid crystal display 42 to perform display operations based on error notification and ball count reduction notification when execution data is set in RAM 900c or cleared from RAM 900c.

[0158] Step S406: In the lamp driving process, the performance control CPU 900a outputs a control signal to the lamp driving circuit 132. In response to this, the lamp driving circuit 132 drives various lamps and panel lamps, etc. (on or off, blinking, brightness gradation change, etc.) based on the control signal.

[0159] Step S408: In the next sound output process, the performance control CPU 900a instructs the sound drive circuit 134 on the performance content (for example, background music and audio data during variable display performances, reach performances, mode transition performances, and jackpot performances). As a result, sound corresponding to the performance content is output from the speaker 518. In addition, if execution data for error notification or ball count reduction notification is set in RAM 900c, the performance control CPU 900a also causes sound to be output from the speaker 518 based on these processes.

[0160] Step S410: In the performance random number update process, the performance control CPU 900a updates various performance random numbers in the counter area of ​​RAM 900c. Performance random numbers include, for example, random numbers used for preview selection and random numbers used for normal background change lottery (performance lottery).

[0161] Step S412: In other processes, for example, the performance control CPU 900a outputs a control signal to the IC for driving the movable parts used for performance. The movable parts for performance operate using the corresponding solenoid as a driving source and perform performances in synchronization with the display of images by the liquid crystal display 42, or independently.

[0162] Through the above-described performance control processing, the performance control CPU 900a can comprehensively control the performance content in the managed gaming machine 500. Next, the content of the performance symbol management processing performed within the performance control processing will be explained.

[0163] [Error notification management process] Figure 17 is a flowchart showing an example of the error notification management process performed in step S403 of the performance control process shown in Figure 16. The contents will be explained below in accordance with this example.

[0164] Step S4000: First, the performance control CPU 900a checks whether it has received an error command (see Figures 14 and 18) from the main control CPU 560a. Specifically, the performance control CPU 900a accesses the command buffer area of ​​RAM 130 to check whether the error command is stored there. If it is confirmed that the error command is stored there (Step S4000: Yes), the performance control CPU 900a executes Step S4002. If it is not confirmed that the error command is stored there (Step S4000: No), the performance control CPU 900a executes Step S4004.

[0165] Step S4002: The performance control CPU 900a sets the execution data for the error notification corresponding to the type of error command received into RAM 900c. As a result, the error notification corresponding to the execution data is executed in S405, S406, and S407 in Figure 16. If the execution data for the error notification has already been set, the execution data is overwritten. Therefore, the currently executing error notification switches to the newly overwritten error notification. Specifically, it switches from a higher priority error notification to a lower priority error notification (see Figure 18).

[0166] Step S4004: The performance control CPU 900a checks whether it has received a command indicating no control errors in all frames (see Figures 14 and 18). If it has received a command indicating no control errors in all frames (Step S4004: Yes), the performance control CPU 900a executes Step S4006. On the other hand, if it has not received a command indicating no control errors in all frames (Step S4004: No), it terminates the process.

[0167] Step S4006: If the performance control CPU 900a receives a command from the main control CPU 560a indicating that no control errors have occurred in all frames, it clears the error notification execution data set in RAM 900c and terminates processing.

[0168] Once the above steps are completed, the performance control CPU 900a returns to the performance control processing (Figure 16).

[0169] [Specific example from the start to the end of error notification] Figures 18 to 20 are sequence diagrams showing the process from the start to the end of error notification. Figures 18 to 20 show examples with different error occurrence patterns. Note that this process is executed for errors that are subject to sub-notification in Figure 13.

[0170] Figure 18 shows an example where only an illegal radio wave detection error occurred.

[0171] As shown in Figure 18, for example, suppose an unauthorized radio wave detection error with a priority of "5" occurs (see Figure 13).

[0172] F1001: In this case, the frame control board 550 sends an unauthorized radio wave detection error command to the main control board 560 (see Figure 14).

[0173] F1002: When the main control board 560 receives an illegal radio wave detection error command from the frame control board 550, it transmits an illegal radio wave detection error command to the performance control board 900.

[0174] When the performance control board 900 receives an illegal radio wave detection error command, it executes an illegal radio wave detection error notification that identifies it as an illegal radio wave detection error (see Figure 17).

[0175] Let's assume the illegal radio wave detection error has now been cleared.

[0176] F1003: In this case, the frame control board 550 sends a command to the main control board 560 indicating that no frame control errors have occurred (see Figure 15).

[0177] F1004: When the main control board 560 receives a command from the frame control board 550 indicating that no frame control errors have occurred, it sends the command to the performance control board 900 indicating that no frame control errors have occurred.

[0178] When the performance control board 900 receives a command indicating that no control errors have occurred in all frames, it terminates the notification of the unauthorized radio wave detection error (see Figure 17).

[0179] Figure 19 shows an example where an illegal radio wave detection error occurred, followed by a prize ball abnormality error, and then a steel ball detection error.

[0180] As shown in Figure 19, for example, suppose an unauthorized radio wave detection error with a priority of "5" occurs (see Figure 13).

[0181] F1101: In this case, the frame control board 550 sends an unauthorized radio wave detection error command to the main control board 560 (see Figure 14).

[0182] F1102: When the main control board 560 receives an illegal radio wave detection error command from the frame control board 550, it transmits an illegal radio wave detection error command to the performance control board 900.

[0183] When the performance control board 900 receives an illegal radio wave detection error command, it executes an illegal radio wave detection error notification that identifies it as an illegal radio wave detection error (see Figure 17).

[0184] Next, suppose an error occurs in which a prize ball has an abnormal entry, for example, with a priority of "7" (see Figure 13). In this case, since the frame control board 550 is executing the high-priority illegal radio wave detection error notification, it does not send an error command to the main control board 560 (see Figure 14). Therefore, the performance control board 900 continues to execute the illegal radio wave detection error notification.

[0185] Next, suppose a steel ball detection error with a priority of "6" occurs (see Figure 13). In this case, since the frame control board 550 is executing a high-priority illegal radio wave detection error notification, it does not send an error command to the main control board 560 (see Figure 14). Therefore, the performance control board 900 continues to execute the illegal radio wave detection error notification.

[0186] Let's assume the illegal radio wave detection error has now been cleared.

[0187] F1103: In this case, the frame control board 550 transmits an error command to the main control board 560 that corresponds to the higher priority error among the prize ball abnormality error and the iron ball detection error, which have a lower priority than the illegal radio wave detection error (see Figure 15). Specifically, the frame control board 550 transmits an iron ball detection error command to the main control board 560.

[0188] F1104: When the main control board 560 receives a steel ball detection error command from the frame control board 550, it sends a steel ball detection error command to the performance control board 900.

[0189] When the performance control board 900 receives a steel ball detection error command, it terminates the illegal radio wave detection error notification and starts a steel ball detection error notification that identifies it as a steel ball detection error (see Figure 17).

[0190] And let's assume the iron ball detection error has been cleared.

[0191] F1105: In this case, the frame control board 550 sends a prize ball abnormality error command to the main control board 560 that corresponds to a prize ball abnormality error with a lower priority than the iron ball detection error (see Figure 15).

[0192] F1106: When the main control board 560 receives an abnormal ball entry error command from the frame control board 550, it sends an abnormal ball entry error command to the performance control board 900.

[0193] When the performance control board 900 receives a prize ball abnormality error command, it terminates the steel ball detection error notification and starts a prize ball abnormality error notification that identifies it as a prize ball abnormality error (see Figure 17).

[0194] And let's assume the error regarding the abnormal entry of prize balls has been cleared.

[0195] F1107: In this case, the frame control board 550 sends a command to the main control board 560 indicating that no frame control errors have occurred (see Figure 15).

[0196] F1108: When the main control board 560 receives a command indicating that no frame control errors have occurred from the frame control board 550, it sends the command indicating that no frame control errors have occurred to the performance control board 900.

[0197] When the performance control board 900 receives a command indicating that no control errors have occurred in any frame, it terminates the notification of an abnormal ball entry error (see Figure 17).

[0198] Figure 20 shows an example where a steel ball detection error occurs, an unauthorized radio wave detection error occurs while the steel ball detection error is occurring, and further, a prize ball abnormality error occurs.

[0199] As shown in Figure 20, for example, suppose a steel ball detection error with a priority of "7" occurs (see Figure 13).

[0200] F1201: In this case, the frame control board 550 sends a steel ball detection error command to the main control board 560 (see Figure 14).

[0201] F1202: When the main control board 560 receives a steel ball detection error command from the frame control board 550, it sends a steel ball detection error command to the performance control board 900.

[0202] When the performance control board 900 receives a steel ball detection error command, it executes a steel ball detection error notification that identifies it as a steel ball detection error (see Figure 17).

[0203] Next, let's assume, for example, that an unauthorized radio wave detection error with a priority of "5" occurs (see Figure 13).

[0204] F1203: In this case, since the iron ball detection error notification, which has a lower priority than the illegal radio wave detection error, is being executed, the frame control board 550 sends an illegal radio wave detection error command to the main control board 560 (see Figure 14).

[0205] F1204: When the main control board 560 receives an illegal radio wave detection error command from the frame control board 550, it transmits an illegal radio wave detection error command to the performance control board 900.

[0206] When the performance control board 900 receives an illegal radio wave detection error command, it terminates the steel ball detection error notification and executes an illegal radio wave detection error notification that identifies it as an illegal radio wave detection error (see Figure 17).

[0207] Next, suppose a prize ball abnormality error with priority "7" occurs (see Figure 13). In this case, since the high-priority fraudulent radio wave detection error notification is being executed, the frame control board 550 does not send an error command to the main control board 560 (see Figure 14). Therefore, the performance control board 900 continues to execute the prize ball abnormality error notification.

[0208] Let's assume the illegal radio wave detection error has now been cleared.

[0209] F1205: In this case, the frame control board 550 transmits an error command to the main control board 560 that corresponds to the higher priority error among the prize ball abnormality error and the iron ball detection error, which have a lower priority than the illegal radio wave detection error (see Figure 15). Specifically, the frame control board 550 transmits an iron ball detection error command to the main control board 560.

[0210] F1206: When the main control board 560 receives a steel ball detection error command from the frame control board 550, it sends a steel ball detection error command to the performance control board 900.

[0211] When the performance control board 900 receives a steel ball detection error command, it terminates the illegal radio wave detection error notification and starts a steel ball detection error notification that identifies it as a steel ball detection error (see Figure 17).

[0212] And let's assume the iron ball detection error has been cleared.

[0213] F1207: In this case, the frame control board 550 transmits a winning ball abnormality error command corresponding to a winning ball abnormality error with a lower priority than the iron ball detection error to the main control board 560 (see FIG. 15).

[0214] F1208: When receiving the winning ball abnormality error command from the frame control board 550, the main control board 560 transmits the winning ball abnormality error command to the effect control board 900.

[0215] When the effect control board 900 receives the winning ball abnormality error command, it ends the iron ball detection error notification and starts a winning ball abnormality error notification that can identify that it is a winning ball abnormality error (see FIG. 17).

[0216] And assume that the winning ball abnormality error has been cleared.

[0217] F1209: In this case, the frame control board 550 transmits a command indicating that no overall frame control error has occurred to the main control board 560 (see FIG. 15).

[0218] F1210: When receiving the command indicating that no overall frame control error has occurred from the frame control board 550, the main control board 560 transmits the command indicating that no overall frame control error has occurred to the effect control board 900.

[0219] When the effect control board 900 receives the command indicating that no overall frame control error has occurred, it ends the winning ball abnormality error notification (see FIG. 17).

[0220] Conventionally, in the case of errors detected by the frame control board 550 of a managed gaming machine, an error command was provided for each error, and errors were detected by interrupt processing and error commands were sent according to priority. However, for example, due to the capacity limitations of the board, it was not possible to determine which errors had been cleared, and only one type of error clear command (in this example, a command indicating that no frame control errors had occurred) could be provided. Therefore, it was sometimes not possible to terminate the error notification for each cleared error. However, in this embodiment, error notification is performed according to the priority of errors, and when an error command with a lower priority than the currently notified error is sent, the currently notified error notification is terminated and the lower priority error notification is sent. As a result, it is possible to perform error notification for each error and terminate the error notification without providing an error clear command for each error.

[0221] In this embodiment, the error notification is canceled upon receipt of a command indicating that no control errors have occurred in all frames, or upon receipt of an error command corresponding to a low-priority error. However, it is also possible to add a configuration that terminates the error notification at a different trigger than in this embodiment, for example, by terminating the error notification when power is restored if the error is canceled during a power outage.

[0222] Furthermore, regarding error notification, in this embodiment, the liquid crystal display 42 is configured to provide error notification. However, the method of error notification can be set as appropriate, for example, by outputting an error sound from the speaker 518, lighting up an LED in a color corresponding to the type of error, or by combining these methods as appropriate.

[0223] Furthermore, in this embodiment, the frame control board 550 is configured to send error commands and commands indicating no frame control errors to the main control board 560. However, the main control board 560 may also be configured to check whether the frame control board 550 has detected an error or cleared an error, and if the main control board 560 has confirmed the occurrence or clearing of an error, it may send error commands or commands indicating no frame control errors to the performance control board 900.

[0224] Next, we will explain the notification of decreasing ball count. Figure 21 is a sequence diagram showing the sequence of events from the start to the end of the notification of decreasing ball count.

[0225] As shown in Figure 21, assume that the ball dispensing display section A1 (see Figure 2) is touched on the dedicated unit 700. Touching the ball dispensing display section A1 allows you to receive 125 game balls.

[0226] F1301: In this case, the dedicated unit 700 sends a loan notification command to the frame control board 550.

[0227] F1302: When the frame control board 550 receives a loan notification command from the dedicated unit 700, it sends a loan occurrence command to the main control board 560 that identifies that the player has been loaned a game ball.

[0228] F1303: Upon receiving a loan command, the main control board 560 sends a loan command to the performance control board 900.

[0229] The frame control board 550 then displays the number of game balls held by the player, which can be identified from the game ball count display device 520. At this time, since the player has been lent 125 game balls, the display will show 125 game balls, which can be identified from the number of game balls held.

[0230] F1304: When a game is played and a game ball is launched, the frame control board 550 decreases the number of balls displayed on the ball count indicator and sends a ball count information command to the main control board 560. As a result, the main control board 560 can determine the number of balls the player has.

[0231] F1305: When the player's remaining balls decrease to 30 and the ball count display shows 30, the main control board 560 sends a ball reduction command to the performance control board 900.

[0232] In response to this, the production control board 900 executes a notification of a decrease in the number of held balls that can identify that the number of held balls has become 30 or less by setting the execution data of the notification of a decrease in the number of held balls (see FIG. 22). Specifically, a notification image of a decrease in the number of held balls is displayed on the liquid crystal display 42, and a notification sound of a decrease in the number of held balls is output from the speaker 518.

[0233] The notification sound of a decrease in the number of held balls ends its output in about 1 second, but the notification image of a decrease in the number of held balls continues to be displayed even after the output of the notification sound of a decrease in the number of held balls. Also, the notification image of a decrease in the number of held balls ends its display when 30 seconds have passed since its display started. Therefore, when the notification image of a decrease in the number of held balls is displayed, a 30 - second countdown is started by a timer that counts the display time of the notification image of a decrease in the number of held balls on the production control board 900 (see FIG. 22).

[0234] After this, for example, when the number of balls held by the player becomes 10, it is assumed that the ball - lending display part A1 (see FIG. 2) on the dedicated unit 700 is touched. When the ball - lending display part A1 is touched, 125 new game balls can be borrowed.

[0235] F1306: Then, the dedicated unit 700 transmits a lending notification command to the frame control board 550.

[0236] F1307: When receiving the lending notification command from the dedicated unit 700, the frame control board 550 transmits a lending occurrence command that can identify that the player has received a loan of game balls to the main control board 560.

[0237] F1308: When receiving the lending occurrence command, the main control board 560 transmits the lending occurrence command to the production control board 900.

[0238] When receiving the lending occurrence command, the production control board 900 ends the display of the image of the decrease in the number of held balls by clearing the execution data of the notification of the decrease in the number of held balls (see FIG. 22).

[0239] The frame control board 550 then displays the number of balls the player has, which can be identified from the game ball display device 520. At this time, the player has 10 balls remaining and has been lent 125 game balls, so the display will show 135 balls, which can be identified from the number of balls the player has.

[0240] F1309: Whenever a game is played and a game ball is launched, the frame control board 550 decreases the number of balls displayed on the ball count indicator and sends a ball count information command to the main control board 560.

[0241] F1310: When the player's remaining balls decrease to 30 and the ball count display shows 30, the main control board 560 sends a ball reduction command to the performance control board 900.

[0242] In response, the performance control board 900 executes a notification of the decrease in the number of balls held, as described above.

[0243] Suppose 30 seconds have passed without the player receiving any new game balls. In this case, the performance control board 900 clears the execution data for the ball count reduction notification, thereby erasing the ball count reduction notification image (see Figure 22).

[0244] Furthermore, the time until the ball count reduction notification image is dismissed (30 seconds in this example) is set to be longer than the time it takes to fire all remaining game balls that have not been fired into the game area when the ball count reduction image was displayed, i.e., the remaining balls (30 in this example), and to complete the process of collecting the fired game balls from the game board of the management game machine. In other words, it is set to be longer than the time until the remaining game balls can be used. Therefore, the display of the ball count reduction image continues even after all the balls have been fired and the ball count has reached "0" and run out. This ensures that the player is reliably notified that their ball count has decreased until they run out of balls.

[0245] In conventional pachinko machines, players could visually check the number of game balls in the ball tray and receive additional balls at any time they wished. However, in sealed-type managed gaming machines where game balls circulate within the machine, there is no tray. Therefore, if a player is not familiar with the display on the game ball count display device 520, they may forget to check their remaining balls and run out without realizing it. Furthermore, with the increasing number of players using smartphones while playing, a function that is easy for such players to use is desired. For these reasons, it is necessary to clearly notify players when their remaining balls are decreasing.

[0246] Therefore, in this embodiment, in a sealed-type managed gaming machine in which gaming balls circulate within the gaming machine, a notification is given when the player's number of balls decreases to 30. This prevents situations where the player is unable to continue playing, such as by firing empty shots without realizing that they have run out of balls. For example, this prevents situations where the launch of gaming balls is interrupted, such as when a jackpot occurs, which would be detrimental to the player.

[0247] Furthermore, if a player receives additional game balls only after their current ball count has run out, a time lag may occur, potentially interrupting the game. However, by providing a notification of decreasing ball count, it is possible to replenish the game balls before the player runs out. This prevents the loss of time that would otherwise occur if the player were unaware that their ball count had run out and had to receive additional game balls. As a result, the game can proceed smoothly without interruption.

[0248] Furthermore, since the decrease in the number of balls is notified by sound and images, the notification is easy for the player to notice. Note that the notification of the decrease in the number of balls may also be in a different form than that of the above embodiment, such as vibrating the handle 510 or buttons (for example, buttons for effects or confirmation buttons 540b), or blowing wind on the player.

[0249] Furthermore, the image showing the decrease in the number of balls held can also be configured to be displayed simultaneously with the error display shown on the liquid crystal display 42 (for example, the error display for the error shown in Figure 12).

[0250] Furthermore, the display priority (layer level, display time, etc.) of the ball count reduction image can be set lower than the error display shown on the liquid crystal display 42 (for example, the error display for the error shown in Figure 12). In this case, it is possible to set the priority lower than that of a specific error display, while simultaneously displaying error displays other than the specific error display.

[0251] Furthermore, the notification of a decrease in the number of balls held can be configured not to be executed when an error notification is being issued. Also, the notification of a decrease in the number of balls held may be executed not only when the number of balls held falls below 30, but also when other conditions are met, such as when a predetermined amount of time has elapsed since the balls were lent.

[0252] Furthermore, the time until the display of the ball count reduction notification image ends may be longer than 30 seconds, as long as it is longer than the time it takes for the balls to be processed when the ball count reduction notification image is displayed. Also, the time until the display of the ball count reduction notification image ends may be longer than the time for a specific error notification (for example, an error notification that automatically returns to normal).

[0253] [Ball count decrease notification management process] Figure 22 is a flowchart showing an example of the procedure for the ball count reduction notification management process executed in step S404 of the performance control process in Figure 16. The contents will be explained below according to this example procedure.

[0254] Step S4100: First, when the performance control CPU 900a receives a ball count reduction command (see Figure 21), it checks whether the execution data for the ball count reduction notification, which is set in step S4106, is set in RAM 900c. If it confirms that the execution data for the ball count reduction notification is set (step S4100: Yes), the performance control CPU 900a executes step S4110. If it cannot confirm that the execution data for the ball count reduction notification is set (step S4100: No), the performance control CPU 900a executes step S4102.

[0255] Step S4102: The performance control CPU 900a checks whether the ball count reduction notification function is turned off. If it is confirmed that the ball count reduction notification function is turned off (Step S4102: Yes), the performance control CPU 900a terminates processing. If it is not confirmed that the ball count reduction notification function is turned off (Step S4102: No), the performance control CPU 900a executes Step S4104.

[0256] Step S4104: The performance control CPU 900a checks whether it has received a command to reduce the number of balls. If it has not confirmed that it has received a command to reduce the number of balls (Step S4104: No), the performance control CPU 900a terminates processing. If it has confirmed that it has received a command to reduce the number of balls (Step S4104: Yes), the performance control CPU 900a executes Step S4106.

[0257] Step S4106: The performance control CPU 900a sets the execution data for the ball count reduction notification into RAM 900c in order to execute the ball count reduction notification. As a result, the ball count reduction notification is executed in S405, S406, and S407 in Figure 16. Then, the performance control CPU 900a executes step S4108.

[0258] Step S4108: The performance control CPU 900a sets a timer that counts the display time of the ball count reduction notification image in the ball count reduction notification to 30 seconds and terminates processing.

[0259] Step S4110: The performance control CPU 900a checks whether the value of the timer that counts the display time of the ball count reduction notification image has become "0". If it is confirmed that the value of the timer that counts the display time of the ball count reduction notification image has become "0" (Step S4110: Yes), the performance control CPU 900a executes Step S4112. If it is not confirmed that the value of the timer that counts the display time of the ball count reduction notification image has become "0" (Step S4110: No), the performance control CPU 900a executes Step S4114.

[0260] Step S4112: The performance control CPU 900a clears the execution data for the ball count reduction notification set in RAM 900c and terminates processing.

[0261] Step S4114: The performance control CPU 900a checks whether or not it has received a ball dispensing command (see Figure 21). If it confirms that it has received a ball dispensing command (Step S4114: Yes), the performance control CPU 900a executes Step S4112. If it cannot confirm that it has received a ball dispensing command (Step S4114: No), the performance control CPU 900a terminates processing.

[0262] Once the above steps are completed, the performance control CPU 900a returns to the performance control processing (Figure 16).

[0263] [Specific examples of notifications regarding a decrease in the number of balls held] Next, we will explain a specific example of notification regarding the decrease in the number of balls held, using Figure 23.

[0264] As shown in Figure 23, when the ball count reduction notification is activated, a ball count reduction notification sound (a "ding-dong" sound effect in the example shown in the figure) is output from speaker 518. In addition, a ball count reduction notification image 44 is displayed on the liquid crystal display 42. Specifically, the words "Your ball count is running low" are displayed in white letters within a red frame. The display of the ball count reduction notification image 44 continues even after the output of the ball count reduction notification sound has stopped.

[0265] The ball count reduction notification image 44 is displayed in a position other than the display position of the performance symbol 45, which is displayed in relation to the fluctuation display of special symbols on the special symbol display unit 47 on the main control board 560. In addition, the ball count reduction notification image 44 is displayed on a higher layer than the performance images 46 such as background and characters, but on a lower layer than the performance symbol 45.

[0266] Furthermore, if 30 seconds pass without the player receiving any game balls, the ball count reduction notification image 44 is removed. Also, if the player receives any game balls, the ball count reduction notification image 44 is removed. Thus, the ball count reduction notification image 44 can be prevented from interfering with gameplay.

[0267] Furthermore, as a variation display related to the variation display of special symbols, when the LCD display 42 displays a hold indicator, a mini symbol, or the fourth symbol, the ball count reduction notification image 44 will be displayed in a location other than the display position of these images. In addition, if a mechanism that suggests the player's benefit is provided, the ball count reduction notification image 44 will be displayed in a location other than the location of the mechanism.

[0268] [Specific examples of canceling the ball count reduction notification function] Next, specific examples of canceling the ball count reduction notification function will be explained using Figures 24 and 25. In this embodiment, the ball count reduction notification function can be switched on or off as part of the menu settings that the player uses to configure various functions.

[0269] In this embodiment, the functions that the player can set on the menu screen include "Custom Initialization" to reset the set functions, "Automatic Button Push" to switch automatic buttons, "3D Image ON / OFF" to switch 3D images on / off, "Wind ON / OFF" to switch the wind effect (which is blown as a type of visual effect) on / off, "High Temperature Cut Mode ON / OFF" to switch the high-temperature cut mode on / off, "Personal Data Display" to switch between cumulative data and personal data, "Personal Data Reset" to reset personal data, and "Ball Decrease Notification Function ON / OFF" to switch the function that notifies when the number of balls decreases on / off.

[0270] As shown in Figures 24(a) and (b), in the default state, pressing down on the directional key 540a of the menu switch 540 displays the menu image 43. The menu image 43 consists of an upper menu display 43a and a lower selection display 43b.

[0271] Next, as shown in Figure 24(c), by pressing the up or down arrow keys on the directional pad 540a, the menu is switched to select the menu for the ball count reduction notification function.

[0272] Next, as shown in Figure 25(d), the ball count reduction notification function can be switched on or off by pressing the left or right buttons on the directional pad 540a. In this example, it is off by default. Therefore, players who wish to use this function should switch it on.

[0273] Then, as shown in Figure 25(e), when the OK button 540b is pressed, the settings for the selected menu are confirmed and the menu image 43 is erased.

[0274] As described above, the ball count reduction notification function can be switched on or off, allowing players to enjoy the game according to their preferences.

[0275] Furthermore, the notification of a decrease in the number of balls held is not limited to managed gaming machines in which gaming balls are sealed, but may also be implemented in pachinko machines in which borrowed gaming balls are transferred to a tray and the gaming balls in the tray are launched.

[0276] Furthermore, the notification of the decrease in the number of balls held is not limited to pachinko machines that use game balls, but may also be implemented in slot machines that use medals or credits as game media, where the number of bets is set, the reels are spun by operating the start lever, the spinning reels are stopped by operating the stop button, and winnings are possible depending on the type of symbols or combination of symbols when the reels stop.

[0277] [Effects of the above embodiment] (a) In the above embodiment, A gaming machine (in this example, a managed gaming machine 500) capable of displaying changes in identification information (in this example, special symbols), The system includes an image display means (in this example, a liquid crystal display 42) capable of displaying images related to the display of changes in the aforementioned identification information, The image display means is capable of displaying a specific image (in this example, a ball count reduction notification image) that can identify when the number of remaining game media (in this example, game balls) used in the game has reached a predetermined number (in this example, 30 or less), The aforementioned specific image is displayed until a predetermined condition is met, which includes displaying the specific image for a predetermined time (30 seconds in this example) (Figures 21 and 22 in this example). The predetermined time is longer than the time remaining on the game medium that can be used when displaying the specific image (Figure 22 in this example). Therefore, since players can receive additional game media before they run out, it is possible to prevent situations where they run out of game media and are unable to continue playing, thus preventing any disadvantage to the players. The time until the remaining game media can be used when displaying a specific image includes the time until the remaining game media are used up, and the time until all remaining game media are used and the processing of used game media (such as collection) is completed.

[0278] Furthermore, the above embodiments include the following inventions. It is possible to display changing identification information (in this example, a special pattern), and it is possible to launch game balls into the game area, and it is a sealed type game machine (in this example, a managed game machine 500) in which game balls circulate within the game machine, The system includes an image display means (in this example, a liquid crystal display 42) capable of displaying a variable display related image (in this example, a performance pattern 45) related to the variable display of the aforementioned identification information, The image display means is capable of displaying a specific image (in this example, a ball count reduction notification image) that can identify when the number of game balls that can be launched into the game area has reached a predetermined number (in this example, 30 or less), The aforementioned specific image is displayed at a position other than the display position of the variable display-related image, and its display ends when a predetermined condition is met (Figure 23 in this example). The aforementioned predetermined conditions include displaying the specific image for a predetermined time (30 seconds in this example) (Figures 21 and 22 in this example), The predetermined time is longer than the time it takes for any remaining game balls that have not been launched into the game area when the specific image is displayed to be launched into the game area and for the launched game balls to be processed (in this example, Figure 22). Therefore, since players can receive additional game balls before they run out of balls that can be launched into the game area, it is possible to prevent players from running out of balls and being unable to continue playing, thus preventing any disadvantage to the players.

[0279] (b1) In the above embodiment, in a gaming machine capable of performing error notification (in this example, a managed gaming machine 500), A first control means (in this example, the main control CPU 560a) capable of controlling the progress of the game, A second control means (in this example, a frame control CPU 560a) is capable of communicating with the first control means and performing a different control from the first control means, The system includes a third control means (in this example, a performance control CPU 900a) capable of performing specific error notification to notify a specific error (in this example, a frame control error) relating to the second control means, The aforementioned specific error includes multiple types of errors, and a priority is assigned to the execution of the aforementioned specific error notification according to the type of the specific error (Figure 13 in this example). The first control means can transmit an error command to the third control means corresponding to the type of specific error that occurred when the specific error occurred, and can transmit an error clearing command (in this example, a command indicating that no control errors occurred in all frames) to the third control means when the specific error is cleared (in this example, Figures 18 to 20). The third control means can execute the specific error notification based on the error command received from the first control means, and when it receives the error clearing command while executing the specific error notification, or when it receives the error command corresponding to a specific error with a lower priority than the specific error corresponding to the specific error notification currently being executed, it terminates the specific error notification being executed (in this example, Figures 17, 18 to 20). Therefore, error notifications and cancellations can be performed according to the priority of the errors.

[0280] (b2) If multiple types of specific errors corresponding to specific error notifications with different priorities occur simultaneously, the third control means can execute only the specific error notification with the highest priority (in this example, Figures 19 to 20). Therefore, error notifications and cancellations can be performed according to the priority of the errors.

[0281] Furthermore, the above embodiments include the following inventions. In a gaming machine capable of error notification (in this example, a managed gaming machine 500), The system comprises a game control means (in this example, a main control CPU 560a) capable of controlling the progress of the game, an error notification control means (in this example, a performance control CPU 900a) capable of controlling the error notification based on information transmitted from the game control means, and a frame control means (in this example, a frame control CPU 560a) capable of communicating with the game control means. The frame control means is capable of determining which of several types of errors has occurred when the error occurrence conditions are met, and is also capable of determining whether the error clearing conditions for the occurred error have been met. When the frame control means determines that the error occurrence condition has been met, the game control means can transmit error information to the error notification control means (in this example, Figures 14, 18 to 20). When it is determined that the error clearing conditions have been met, the game control means can transmit error clearing information to the error notification control means (in this example, Figures 15, 18 to 20). The error notification control means is capable of executing the error notification when it receives the error information, and can terminate the error notification when it receives the error clearing information (in this example, Figures 17, 18 to 20). Multiple types of error information are provided depending on the type of error (in this example, Figure 13), Only one type of error clearing information is provided (in this example, Figure 13), The aforementioned multiple types of errors are assigned a priority order (Figure 13 in this example), The aforementioned multiple types of errors include a first error and a second error with a lower priority than the first error (in this example, Figure 13), When the first and second errors occur simultaneously, if the error release condition for the first error is met first, low-rank error information corresponding to the second error is transmitted from the game control means to the error notification control means. If the error release condition for the second error is met after the error release condition for the first error has been met, the error release information is transmitted from the game control means to the error notification control means (in this example, Figures 15, 18 to 20). The error notification control means is, When the aforementioned low-ranking error information is received, the error notification for the first error can be terminated (in this example, Figures 17, 18-20). When the aforementioned error clearing information is received, the error notification for the second error can be terminated (in this example, Figures 17, 18-20). Therefore, error notifications and cancellations can be performed according to the priority of the errors.

[0282] Furthermore, the above embodiments include the following inventions. The error notification control means can only perform error notification for the first error when the first error and the second error occur simultaneously (in this example, Figures 17, 18 to 20). Therefore, error notifications and error cancellations can be performed more reliably according to the error priority.

[0283] [About gaming machines] In this embodiment, an example of applying the present invention to a pachinko-type managed gaming machine that uses game balls as the game value has been described, but the present invention may also be applied to a slot machine-type managed gaming machine. For example, it may be applied to a slot machine-type managed gaming machine that sets the number of bets using medals or game balls as the game value, or to a fully credit-type managed slot machine-type managed gaming machine that sets the number of bets using only credits as the game value. [Explanation of symbols]

[0284] 500 managed gaming machines 550 Frame control board 560 Main control board 700 dedicated unit 900 Performance control board

Claims

[Claim 1] A gaming machine in which gaming balls circulate within the main body of the gaming machine, A first control means capable of controlling the progress of the game, A second control means capable of communicating with the first control means and performing a control different from that of the first control means, A third control means capable of performing specific error notification, which notifies of at least the error of insufficient number of circulating game balls, where the number of circulating game balls is less than specified, and the error of excessive number of circulating game balls, where the number of circulating game balls is more than specified, as specific errors relating to the second control means, A sensor that detects when the number of game balls is less than the prescribed amount, It is equipped with a sensor that detects when the number of circulating balls exceeds the prescribed amount, The aforementioned specific error includes multiple types of errors, and a priority is assigned to the execution of the aforementioned specific error notification according to the type of the aforementioned specific error. In the event of the aforementioned insufficient number of circulating balls error, the first error code will be displayed as the specific error notification. In the event of the aforementioned excessive number of circulating balls error, the second error code will be displayed as the specific error notification. The first error code is a code with a smaller numerical value than the second error code. The error with an excessive number of circulating balls has a higher priority than the error with an insufficient number of circulating balls. The first control means is capable of transmitting an error command to the third control means corresponding to the type of specific error that occurred when the specific error occurred, and is capable of transmitting an error clearing command to the third control means when the specific error is cleared. The third control means is capable of executing the specific error notification based on the error command received from the first control means, and when it receives the error clearing command while executing the specific error notification, or when it receives the error command corresponding to a specific error with a lower priority than the specific error corresponding to the specific error notification currently being executed, it terminates the specific error notification being executed. If the aforementioned circulating ball count shortage sensor is disconnected, the circulating ball count shortage error occurs, and the third control means displays the first error code. When the number of game balls is replenished and the circulating ball count excess sensor detects that the number of game balls exceeds the specified limit, and the circulating ball count excess error occurs, the third control means prioritizes the circulating ball count excess error over the circulating ball count shortage error and displays the second error code. A gaming machine characterized by the following features.

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